Base Class: Barbarian
Barbarians who follow the Path of the Trollkin embrace the glutton of trolls. Their rages are fueled by hunger more than anything else. The same malicious energy that fills a troll fills the barbarian, healing and mutating them.
Barbarians of the Path of the Trollkin are often followers of Vaprak or from societies where eating sentient creatures is celebrated. Other trollkin barbarians come from less malicious origins but are united through their undying need to consume.
Path of the Trollskin Features
Barbarian Level | Feature |
---|---|
3rd | Troll's Tantrum, Ravenous Bite |
6th | Frenzied Feast |
10th | Instant Mutation |
14th | Loathsome Limbs |
Troll's Tantrum
Starting when you choose this path at 3rd level, when you rage, you can choose to embody the ravenous nature of a troll. If you do so, for the duration of your rage, instead of resistance to bludgeoning, slashing, and piercing damage, at the beginning of your turn, you regain hit points equal to a number of d6s equal to half your barbarian level. If you take acid or fire damage, this feature doesn't function at the start of your next turn.
Ravenous Bite
Starting at 3rd level, you gain the glutton of a troll, your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per long rest, when you hit a creature with your bite attack, you gain temporary hit points equal to the damage dealt to the target + your Constitution modifier (minimum of 1 temporary hit point).
Frenzied Feast
Beginning at 6th level, if a creature within 5 feet of you has died in the past minute, you may use your action, and expend a use of your rage to enter a feeding frenzy and consume the corpse. Each creature within 30 feet of you, that can see you, must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frenzied Feast for the next 24 hours.
You also gain temporary hit points equal to your Constitution modifier + your barbarian level (minimum of 1 temporary hit point).
Instant Mutation
At 10th level, you mutate suddenly and temporarily based on the creature you attack. Once per long rest, if you are below your hit point maximum, and you hit a creature with a melee attack, you gain one of the following benefits until the end of your next turn. If you roll a nonapplicable result, you may choose an applicable result.
d20 | Mutation |
---|---|
01-03 | You gain a random resistance that target has. If the target has no resistances, you gain a random immunity it has. |
04-06 | You gain temporary hit points equal to the target's constitution score. |
07-09 | If the target has natural armor, your AC increases to the target's AC. This has no effect if your AC is higher. |
10-12 | You have advantage on Dexterity and Constitution saving throws the target forces you to make. |
13-15 | You gain a random sense the target has. |
16-18 | Roll a d6. A 1 corresponds to Charisma, 2 to Constitution, 3 to Dexterity, 4 to Intelligence, 5 to Strength, and 6 to Wisdom. Your ability score in that ability is equal to the score of the target if your score is not already higher. |
19 | You gain a random attack of the target that is not spellcasting, attached to a magic item, or a weapon attack. |
20 | You gain a random trait of the target that is not spellcasting or attached to a magic item. |
Loathsome Limbs
At 14th level you grow additional limbs. Once per rage, while in a Troll's Tantrum you can choose to not regain hit points at the beginning of your turn and grow another limb. If you take more than 15 slashing damage at one time, the limb falls off. The limb continues to move and acts on your initiative. The severed limb has AC 13, 10 hit points, and regains hit points equal to your Constitution modifier at the start of your turn. When your rage ends, the limbs falls off and dies. The limb can take the following forms:
Arm. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can attack three times, instead of twice, whenever you take the Attack action on your turn. A severed arm has a speed of 5 feet and you can make one unarmed strike with it, with disadvantage on the attack roll unless you can see the arm and its target.
Head. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space.
Leg. Your speed increases by 10 feet, nonmagical difficult terrain doesn't cost you additional movement and you have advantage against being knocked prone. A severed leg is unable to attack and has a speed of 5 feet.
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