Base Class: Barbarian
A path reserved for the Barbarian that wishes to grow hair by collecting those of their defeated enemies.
Scalp Essence
Once per long rest (or at the DM's discretion), the barbarian can scalp a defeated creature that has hair and that has a CR level equal or higher than the barbarian's current level. Scalping an enemy in combat spends a full turn but preserve the barbarian's rage.
The barbarian gains the feature of the latest creature type scalped (see Scalped Table). The barbarian can only have one of theses features active at a time and keep the all of his scalps on his head unless he physically lose them during his adventures.
| Creature Type | Feature |
|---|---|
| Humanoid | Once per turn, the barbarian can spend a bonus action to attempt to shove a medium or smaller size creature if he successfully hit the creature in the same turn. |
| Monstrosity | Once per turn, a creature hit by the barbarian must make a wisdom saving throw (DC = the CR level of the defeated creature's scalp) or be frightened until the end of it's next turn. |
| Beast | Once per turn, the barbarian can spend a bonus action to attempt to grapple a medium or smaller size creature if he successfully hit the creature in the same turn. |
| Aberration | Once per turn, the barbarian can spend an action to push or pull a creature 10ft closer to him if he successfully hit the creature in the same turn. |
| Creature Type | Feature |
|---|---|
| Dragon | The barbarian gains resistance to the defeated dragon's elemental type |
| Giant | The barbarian's weapon reach is 5ft greater than normal and gains advantage to his athletic check |
| Fiend | The barbarian is proficient in deception and gains advantage to his deception check |
| Celestial | The barbarian add 1d4 radiant damage to his weapon attack. This damage increase to 1d6, 1d8 and 1d10 at level 6, 10 and 14 respectively. |
Improved scalping
Beginning at 6th level, you improved your scalping's skills. You can now scalp a creature twice per long rest and regain hit points equal to the creature's CR level when doing so. Furthermore, scalping a creature in combat now only takes a bonus action.
Haircut of Terror
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your number of scalps) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Shared Scalp Essence
Starting at 14th level, the barbarian can choose to spend his reaction to grant his current scalp essence bonus to one of his allies until the barbarian's next turn.
The barbarian can use this feature a number of times equal to his proficiency bonus, and he regains all expended uses when he finish a long rest.
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