Fighter
Base Class: Fighter

Trollhunter Amulet

Starting at 3rd level you get an amulet that allows you to summon any one martial weapon and heavy armor set that you have. When you attune to the amulet the desired weapon and armor are absorbed into it. You may use your bonus action to utter an incantation inscribed on your amulet to summon the weapon and armor equipped on you. The armor and weapon is reabsorbed into the amulet after 5 rounds. 




Empowering Gems

Starting at 7th level you learn how to carve gemstones to empower your amulet. When you gain this feature you gain proficiency with masons tools. Inorder to use a gem in your amulet you must spend 4 hours carving the gemstone before inserting it into your amulet. Once put into your amulet the weapon summoned using it gains bonus damage for every 50gp the gem is worth of a type associated with that type. Some examples of potential gems are listed in the table below.



Gem

Bonus Damage/50gp

Damage type

Sapphire

1d6

Lightning

Ruby

1d6

Fire

Topaz

1d6

Thunder

Emerald

1d6

Poison

Diamond

1d6

Radiant

Agate

1d6

Acid

Obsidian

1d6

Necrotic

Opal

1d6

Cold



Elemental Armor

 

Starting at 10th level your amulet can now mix stones (up to three worth at least 100gp) to create a magical armor effect that can boost AC and give resistance to certain damage types here are some types ask your DM if you would like to try a combination not listed here.

 

Stones

Resistances

AC Bonus

Armor Name

Sapphire/Ruby/Opal

Lightning/Fire/Cold

+2

Element Armor

Diamond/Sapphire

Radiant/Lightning

+3

Daylight Armor

Obsidian/Ruby

Necrotic/Fire

+4

Eclipse Armor

 

Topaz/Opal

Thunder/Cold

+2

Blizzard Armor

Emerald/Black Agate

Poison/Acid

+1

Toxic Armor

Sapphire/Topaz/Opal

Cold/Lightning

/Thunder

+1

Storm Armor

Agate/Obsidian

Acid/Necrotic

+3

Midnight Armor



Destiny is a Gift

Starting at 15th level during a short or long rest you can spend 1 hour in a state known as the void where you can talk to previous trollhunters who wielded the amulet and can give you advice on your future endeavors. This gives you advantage on 3 attack rolls of your choice the following day. Work with your DM to figure out who the previous wielders were and how they were slain. 



Don’t Think.... Become!

You have Become the ultimate Trollhunter. Starting at 18th level whenever you lose your Amulet you can recall it back immediately. You also gain a +2 bonus to AC and an extra 1d6 to any damage type you use through your Empowering Gems.

Trollhunter Amulet

Starting at 3rd level you get an amulet that allows you to summon any one martial weapon and heavy armor set that you have. When you attune to the amulet the desired weapon and armor are absorbed into it. You may use your bonus action to utter an incantation inscribed on your amulet to summon the weapon and armor equipped on you. The armor and weapon is reabsorbed into the amulet after 5 rounds. 

Empowering Gems

Starting at 7th level you learn how to carve gemstones to empower your amulet. When you gain this feature you gain proficiency with masons tools. Inorder to use a gem in your amulet you must spend 4 hours carving the gemstone before inserting it into your amulet. Once put into your amulet the weapon summoned using it gains bonus damage for every 50gp the gem is worth of a type associated with that type. Some examples of potential gems are listed in the table below.



Gem

Bonus Damage/50gp

Damage type

Sapphire

1d6

Lightning

Ruby

1d6

Fire

Topaz

1d6

Thunder

Emerald

1d6

Poison

Diamond

1d6

Radiant

Agate

1d6

Acid

Obsidian

1d6

Necrotic

Opal

1d6

Cold

Elemental Armor

Starting at 10th level your amulet can now mix stones (up to three worth at least 100gp) to create a magical armor effect that can boost AC and give resistance to certain damage types when you summon the armor attuned to your amulet. here are some types ask your DM if you would like to try a combination not listed here.

 

Stones

Resistances

AC Bonus

Armor Name

Sapphire/Ruby/Opal

Lightning/Fire/Cold

+2

Element Armor

Diamond/Sapphire

Radiant/Lightning

+3

Daylight Armor

Obsidian/Ruby

Necrotic/Fire

+4

Eclipse Armor

 

Topaz/Opal

Thunder/Cold

+2

Blizzard Armor

Emerald/Black Agate

Poison/Acid

+1

Toxic Armor

Sapphire/Topaz/Opal

Cold/Lightning

/Thunder

+1

Storm Armor

Agate/Obsidian

Acid/Necrotic

+3

Midnight Armor

Destiny is a Gift.

Starting at 15th level during a short or long rest you can spend 1 hour in a state known as the void where you can talk to previous trollhunters who wielded the amulet and can give you advice on your future endeavors. This gives you advantage on 3 attack rolls of your choice the following day. Work with your DM to figure out who the previous wielders were and how they were slain. 

Don’t Think.... Become!

You have Become the ultimate Trollhunter. Starting at 18th level whenever you lose your Amulet you can recall it back immediately. You also gain a +2 bonus to AC and an extra 1d6 to any damage type you use through your Empowering Gems.

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