Base Class: Barbarian
A Barbarian choosing the Path of the Trophy Collector has taken to keeping something from its kills to use in future battles. The item might be a body part or some other item that once belonged to the target. The item is then cleaned and magically preserved with a series of runes. The runes paced allows the Barbarian to call on certain abilities to use in, or out of battle. The type of trophy deciding the type of ability is used.
Bragging Rights
At 3rd level, when you adopt this path, you gain advantage on Intimidation and Persuasion checks while using a trophy.
Trophy Ability
At 3rd level, you gain the ability to call on the power within your trophy. Once activated, a trophy's power cannot be used again until after a short. Each trophy must also be attuned to be able to use its magical properties. Activating a trophy requires an action to use.
Head/Skull
After activating in battle, while raging, targets hostile towards you must make a Wisdom saving throw. On a failure, targets affected suffer disadvantage on attacks made within melee range. DC = 10 + Prof. + number of attuned trophies
Eye
After activating, gain advantage on Perception checks using sight for 10 minutes.
Ear
After activating, you are able to understand languages being spoken that you don't know for 30 minutes.
Teeth/min. of 10
After activating in battle, while raging, make a bite attack against a creature. The magic in the bite causes the wound to Bleed uncontrollably for 1 minute. The target takes Bleeding damage at the start of each of its turns. To hit: D20 + Str. Mod + Prof. / Dmg: 1D6 + Str. Mod. / Bleed: 1D6
Trophy Inspiration
At 6th level, you gain the ability to grant benefits to your allies depending on the trophy you use. The trophy used cannot be used again until after a short rest.
Head/Skull
After activating in battle, allies withing 30 feet gain advantage on their next attack.
Eye
Grant advantage, to an ally you can see, on their next Dexterity saving throw.
Ear
After activating, allies within 30 feet that can hear you gain 1d6 Inspiration that can only be used once within the next 10 minutes.
Teeth/min. of 10
Grant advantage, to an ally you can see, on their next Constitution saving throw.
Extra Attunement
At 10th level, you gain one more attunement slot that can only be used by a trophy.
Challenging Presence
At 14th level, your mere presence provokes challenge from the enemies around you. As a bonus action, while you are raging, enemies within 30 feet of you make a Wisdom saving throw. On a failure, all targets affected are filled with anger and the desire to take you down. Attacks made against allies are at disadvantage. This lasts for 5 minutes and cannot be used again until after a long rest. DC = 10+Str. Mod.+Prof.+number of attuned trophies.
Previous Versions
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10/6/2018 7:29:33 AM
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10/6/2018 8:18:52 AM
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