Barbarian
Base Class: Barbarian

Following the traditions of your tribe or clan, you create herbal remedies and magical talismans to aid others or improve upon your own strength. Either from ink and paper or bones and pelt, these talismans range from blessings to curses...

Blessed Talismans

At 3rd level you learn to make talismans.

On a long rest you can pick two talismans from the list available:

Talisman of Blinking
As a reaction when someone is hit by an attack within 30 ft you can swap places with that person and take the damage instead.

Talisman of Connection
You put a talisman on yourself and one target of your choice you can touch. You and that being now share health points, as any damage taken by either of you gets split amongst you.

Talisman of Dark Vision
Gain 60 ft of darkvision, if you already have darkvision of 60 ft, it is doubled to 120 ft of darkvision. This effect lasts for 1 hour.

Talisman of Elemental Attack
When you use this talisman, choose a damage type from Fire, Cold, Lightning, or Acid. You unleash said chosen elemental power out in a 15 ft cone, as a ranged attack with proficiency bonus. This attack deals 3d6 of the chosen elemental damage. You can use this attack once within a minute of using this talisman.

Talisman of Gliding
You can jump as high as you can in the air and then glide a distance equal to the height of your jump+your movement speed.

Talisman of Leaping
For the next minute, your jumping height is doubled, and you get a +10 to movement speed

Talisman of Multiattack
If you fail an attack, you can use this talisman to reroll the attack.

Talisman of Sight
You can place this talisman on a surface. At anytime, you can see through the placed Talisman viewing where it was left as if with your own eyes. This effect lasts for an hour.

Talisman Of Slashing
Change your damage type for unarmed strike to slashing damage and get a bonus to damage equal to your proficiency bonus. This lasts for 1 minute.

Talisman of Speaking Beast
Place this talisman on one beast and they gain the ability to speak for 1 minute in common.

You can take 3 per long rest at 6th level, 4 at 10th level, and 5 at 14th level.

Witch Doctor

Over a long rest, you can make a number of Potions of Healing equal to your proficiency modifier out of whatever can be scavenged from your surroundings.

Cursed Talismans

Talisman of Control

Place on a creature you can touch as an action. The creature is now under your control and will do any basic commands you give if they understand it. Such as open door, walk to a location of your choice, jump up. They will not follow commands that will harm them or others and if they are hurt due to your command, the creature will break free of the effect.

 

Talisman of Hindsight

As a action using this on a target within 30 ft of you makes them temporarily look into their own past for 2 rounds, confusing them. This imposes the same effect as blinded.

 

Talisman of the Unwilling Limb

Place on a target you touch as an action. For the next minute you can control that limb, pick one of these limbs to control and as a reaction you can use it effect.

Leg - Stop Movement or fall down.

Arm - Stop Attack or drop object.

Head - Redirect a spell being cast by the target or cancel the spell.

 

Talisman of Voodoo

If you're under the effect of the conditions Blinded, Charmed, Deafened, Frightened, Invisible, Paralyzed, Petrified, or Poisoned you can have this placed on one creature within 30 ft and they share the effect of the condition with you.

 

Talisman of Wild Magic

Pick a target within 30 ft, as an action you place the talisman on them. Anytime the target attempts to cast a spell they must roll on the sorcerers wild magic table.

 

Potion Master

Now instead of making common potions of healing you can create potions of greater healing.

You can now also make these potions with permission and ingredients decided upon by the DM.
- Potion of Growth
- Oil of Slipperiness
- Philter of Love
- Potion of Advantage
- Potion of Climbing

 

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