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You are skilled in preserving skulls, bones, and remnants of fallen creatures. When you slay a beast, monstrosity, or fey creature, you may spend 1 hour carefully preparing its skull or other remains to add to your collection.

 

  • Collection Points. Each prepared skull or remnant is worth 1 Collection Point (CP). Particularly rare or powerful creatures may be worth more at the DM’s discretion (2–5 CP).

  • You can only carry a number of prepared skulls equal to your proficiency bonus + Constitution modifier (representing space and effort)

When your Collection reaches certain thresholds, you gain minor magical benefits, reflecting your growing bond the spirits of the departed.

  • 3 CP — Whispering Bones. You may cast Guidance as a cantrip (if you already know it, you can add 1d4 instead of 1d4+1d4 once per long rest).

  • 6 CP — Restful Mask. You gain advantage on saving throws against effects that would cause the Frightened condition.

  • 10 CP — Bonecharm Talisman.
    By arranging fragments of your collection into charms, you may reroll one failed saving throw once per long rest. You must accept the second result.

  • 15 CP — Dream Ossuary.
    When you finish a long rest, you may choose one skull from your collection. For the next 24 hours, that skull becomes a focus:

    • Once per long rest, you can use it to cast Detect Thoughts without expending a spell slot.

    • Alternatively, during a short rest, you can meditate with the skull to gain advantage on one Wisdom (Insight) or Charisma (Persuasion) check you make within the next hour.

 

 
Skill Proficiencies: Sleight of Hand and Medicine
Tool Proficiencies: Thieves’ Tools and Monster Harvesting Tools  
Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Monster Harvesting Tools, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
 
Taxidermist Image

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