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.
Comments