Base Class: Fighter
Your experience in battle has thought you that every creature has its own little advantage to fight its foes, but what if you can use this advantage as well? Harvest useable bits and create weapons, armor or accesories to aid in your battles.
Trophy Collector
Beginning when you choose this archetype at 3rd level, you gain proficiency with smith's tools. You can use these to make useable items out of collected trophies, consult with your DM what items can be made and what the cost would be. The effect of the trophy item depends on the item made and the material used, at the DM's discretion.
Some effects that may be chosen:
- Resistance to a certain damage type, when wearing armor or shield made from a creature with a resistance.
- A weapon that functions the same as one of the creatures actions (i.e. breath weapon).
- Boots or Gloves that grant special movement, possibly limited in some way.
The DM is free to choose any effect not described here.
To collect an useable trophy you will have to make an Intelligence (Nature) roll including your proficiency bonus, even if not proficient in the Nature skill. The DC is equal to 13 + the creatures challenge rating (rounded down). You can only harvest from abberation, beast, dragon or monstrosity creatures.
Trophies do not require attunement, but can only effectively be worn by you. You can only receive the benefits of up to three trophy items at a time, and you can not receive the same benefit from multiple trophies. It does not require a rest to gain the benefit, but if you are already benefitting from three items, you will have to choose one of these to replace.
Inside Knowledge
Starting at 7th level, your knowledge about the creature you have slain grants you the ability to pinpoint the weak spots of it. If you are fighting a creature that is the same as a trophy you are currently gaining a benefit from, you can add your proficiency bonus to the damage dealt. At 10th level you can add double your proficiëncy bonus to both the attack and damage rolls against such creatures.
Additionally, you can spend a bonus action to determine the type of a creature, given that you can see it. To do so you make a DC 10 Intelligence (Investigation) check. at 15th level, doing this will grant you advantage on the next attack againts the identified creature.
Additional Targets
At 10th level, you can choose one other type of creature to harvest trophies from. You can choose from: Celestial, Humanoid, Elemental and Giant.
Artisan Crafter
Starting at 15th level, items you make out of trophies can include two instead of one, gaining the benefits from both trophies while still counting as one item.
Fearsome Foe
At 18th level, your mere presence is enough to frighten those that can see you have slain one of them. The first time a creature ,that is the same as used in a trophy item you are currently gaining a benefit from, sees you it must succeed on a Wisdom saving throw ( DC equal to you fighter level) or be frightened of you for one minute, the creature can repeat its saving throw at the end of its turn, with disadvantage if you are within its line of sight. A creature that has succeeded its saving throw or that is no longer frightened is immume to Fearsome Foe's frightening effect for 24 hours.
Regardless if a creature is frightened, if it had to make the saving throw its attack against you have disadvantage as long as you gain the benefits from the trophy item.
Previous Versions
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