Base Class: Barbarian
Barbarians who walk this path are adept at slaying the most power of foes and fashioning brutal instruments of destruction from their remains. They know the power of a creature, like a mighty rage, comes from within. They carve into the broken remains of their kill, harvesting bone and flesh a like to produce powerful weapons and bountiful feasts to fuel their future hunts.
Carving the Kill
Starting by choosing this path at level 3, you gain the ability to carve into the corpse of a nonhumanoid of large or greater size to harvest their flesh and bone for materials.
A large creature yields the materials to craft one weapon and one feast, a huge creature yields the materials to craft two weapons and two feasts, and a gargantuan creature yields the materials to craft three weapons and three feasts. These materials must be used immediately after harvesting.
Barbaric Weapons
The barbarian may use the materials harvested from carving the kill to craft powerful temporary weaponry to fuel their hunt.
Immediately after carving the kill the barbarian may select to craft one of the following barbaric weapons:
Barbaric Greatsword +1, Barbaric Greataxe +1, Barbaric Glaive +1, Barbaric Maul +1 or Barbaric Crossbow, Heavy +1.
You gain proficiency with barbaric weapons. Barbaric weapons mainly function the same as their non-barbaric counterparts, except they can not be wielded by those lacking barbaric weapon proficiency.
The quality of the barbaric weapons increases to +2 at 9th level and +3 at 15th level.
These powerful makeshift weapons are not built to last and degrade in quality by 1 on a long rest. Due to rudimentary craftsmanship, they have no resale value.
Feast on your Foes
Immediately after carving a kill, the barbarian may use the flesh harvested to create a bountiful feast for them and their companions.
These feast may be consumed in lieu of rations and when eaten before or during a short rest, allows those who consumed the feast to reroll an amount of hit die equal to the barbarians proficiency bonus. The player may choose the higher of the two rolls for their HP restored.
Slayer's Quarry
Starting at 6th level, when you enter Rage, you may choose one creature you can see as your Slayer's Quarry, which you relentlessly pursue until your Rage ends or the creature is slain.
You have advantage on Survival (Wisdom) checks to track your quarry.
When you Recklessly Attack your quarry, you may double the bonus damage from your Rage on the attack.
Improved Barbaric Weaponry
Starting at 10th level, the barbarian is now proficient enough in their carving to identify and harvest more powerful materials to use in crafting their Barbaric Weaponry. Until the barbarian long rests, the Barbaric Weaponry is now imbued with the elemental powers of the slayed creature.
When you attack with your barbaric weapon, add 1d6 elemental damage on hit. The type of elemental type is determined by your DM based on the creature your carved.
(For Example: a Red Dragon corpse would add 1d6 Fire Damage while a White Dragon would add 1D6 Cold Damage. If no element seems appropriate, use Force Damage.)
In addition, attacks using Barbaric Weaponry now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Thrill of the Kill
Starting at 14th level, when the target marked as their Slayer's Quarry is defeated, the barbarian gains a surge of adrenaline. The barbarian may immediately move up to their speed in movement and make 1 Action. The barbarian may benefit from Thrill of the Kill regardless of how the quarry is slain and this benefit does not replace the barbarian's normal turn in the initiative order.
Previous Versions
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