Base Class: Barbarian
Each Horn has a different set of three color specific notes. These notes can be combined in various ways to create various magical effects, mostly supporting allies on your hunt. Hammerhorn Hunters weave in their heavy strikes with played notes from their horns, creating a bardic weave of effects and damage.
Level 3: Horn Technique
Each Horn has a different set of three color specific notes. These notes can be combined in various ways to create various magical effects, mostly supporting allies on your hunt. Hammerhorn Hunters weave in their heavy strikes with played notes from their horns, creating a bardic weave of effects and damage. You can do a ritual over the course of 8 hours to any 2 handed heavy weapon to upgrade it into a hunting horn. The three types of notes one may play on a horn are listed below, which you may use when you make an attack with your hunting horn:
A Note: This note attack is a heavy, vertical swing downward. Carrying with it a strong momentum, you deal an additional 1d6 thunder damage. However, you cannot have advantage on this attack roll.
F Note: This note attack is a two time horizontal sweep. Covering a wide area, strength based attacks with this attack may roll an additional die to hit.
Y Note: This note combines the horizontal sweep and the vertical strike, transitioning one into the other. Your attack has the benefits of both the a and f notes, however, the attack has a -4 to hit.
Singing Strikes
You begin by learning two basic songs. The names of the songs will also describe which notes and in what order a song must be played to gain it's benefits (you gain the effects after making the final required attack):
AA: Three creatures of your choice are under the spell bless, but it is not cast and does not require concentration
FF: Three creatures of your choice are under the spell bane, but it is not cast and does not require concentration
Level 10: Echo Wave
You may take an action to play your horn with great vigor, laying down an emanation on the ground with a 20ft radius centered on yourself for one minute. Friendly creatures within that area gain the effect of your horn's echo wave, which you can choose the nature of below:
Restore: If you end your turn in this area, you regain hit points equal to a roll of the horn's damage die.
Resist: Once per turn, if you are attacked within this area, you may roll the horn's damage die, adding it to your armor class for that attack.
Recur: If you take damage from a creature while within this area, you may use a reaction to rebuke that creature with an amount of thunder damage equal to 3 times the horn's damage die.
You also learn two additional songs:
AAF - Each target’s hit point maximum and current hit points increase by an amount equal to your charisma score plus your level for one hour.
FAY - If you play this note while raging, you may use your reaction at the start of an ally's turn that happens before the start of your next turn to make a melee weapon attack against a creature you can see. On a hit, that creature is briefly dazed until the end of the current turn. It cannot take reactions or legendary actions, and takes an additional die of damage from all sources, equal to your horn's damage die.
Vibe Zone
Starting at 14th level, you emit downright succulent Vibes while your hunting horn is alight with song. While holding your horn, the vibes take form as an aura with a 30ft radius, and grants creatures within it a different effect, depending on their disposition towards you. You may choose to forgo some or all of these effects on a creature.
Friendly - All damage you deal does an additional 1 thunder damage, who's type cannot be changed.
Hostile - When you enter the aura or start your turn there, you are affected by the Elemental Bane spell, with the type chosen being thunder.
You also learn three final songs, to show your mastery of the horn:
AAYFY: You let out a mighty echo burst. One creature of your choice within your horn's reach makes a con saving throw against your DC (16+STR+PROF), or take your weapon's die in thunder damage times your barbarian level. Strength from attuned items does not count towards this DC.
FFAAY: All creatures of your choice that you can see holding a weapon get a bonus to their attack, damage and saving throw rolls with the stat they use to attack with that weapon, equal to your charisma modifier. Lasts one minute.
YFAFA: Choose a type of damage. All creatures of your choice that you can see may roll your horn's damage die, adding your charisma modifier when they take damage of that type. The damage is reduced by that amount, and the next time they deal thunder damage, it deals that amount more. This feature lasts a minute, and when it ends, the creature takes all damage they reduced in one instance, ignoring all potential reductions, in thunder damage.
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