Not Heather
2018-05-29, 06:04 AM
I was trying to make an archetype for the barbarian that focuses on trophies of enemies slain and was seeking advice as to whether what I have made is underpowered, overpowered or just doesn't function as it should.
I tried to focus the class around seeking challenges and then seeking greater challenges in order to build their own strength. A character using this archetype can always just settle with using trophies from whatever enemies they come across, but if they want to feel the greatest effect from this archetype they should seek out strong enemies of specific types.
I have tried to leave it open for any kind of play-style character of any alignment. Whether you want to be a serial killer or whether you want to be a dragon slayer.
Path of the Trophy Hunter
Trophy Hunter (3)
At 3rd level when you adopt this path you learn how to bond to trophies taken from slain foes and use their power to augment your rage. When you slay or assist in the battle leading to the slaying of a creature you may take a trophy from them, whether these are teeth, bones, ears or entire pelts, to bond to your armor (or clothing) or your weapon. When you take a trophy you learn the CR and the type of the creature.
Attaching this trophy to either your armor or weapon is an hour long ritual that may be performed as part of a short or long rest. Once bonded to either your armor or weapon this trophy may only be removed in a select few ways:
1. When you take a trophy from a new creature that is of a higher CR than the trophy you wish to replace you may perform the bonding ritual within the next 24 hours to replace the trophy. This destroys the replaced trophy.
2. When you gain a new level in this path you may replace any or all of your trophies for other trophies during your next short or long rest. This does not destroy any replaced trophies.
Once bonded a trophy will give you benefits while you are raging as shown on the tables below.
While you have a trophy displayed you receive advantage on all intimidation checks but disadvantage on all other charisma based checks.
You may only be bonded to one weapon and one armor trophy at a time.
Any bonded trophy will only apply to the weapon or armor they are attached to. Once you have the ability to bond to more than one armor and weapon trophy you may apply these trophies to different armors or weapons if you so wish.
Trophy Hunter II (6)
At 6th level your ability to bond to and draw strength from trophies increases. You may now bond two trophies to both your weapon and armor.
If both trophies attached to either your armor or weapon are of the same type you receive the tier 2 benefits.
Some trophies, such as dragon trophies, offer elemental benefits but you may have two trophies of different elements. When applying the second or third trophy you choose which of the trophies provides the tier 1, tier 2 or tier 3 benefit. This cannot be changed until you either replace one of the trophies in question or gain a new level in this path. This means you may have a Gold Dragon Trophy, a Red Dragon Trophy and a Blue Dragon trophy and when you apply the 3rd trophy you choose to have resistance to both electricity damage and fire damage.
In addition to the above if the total CR of all bonded trophies is greater than 10 then when you enter a rage all enemies that have line of sight to you must make a wisdom save or receive disadvantage on all attack rolls against you until the beginning of your next turn. This is a fear effect.
No Remains Left Unused (10)
At 10th level your knowledge of bodily remains allows you to construct useful items from a body you do not take a trophy from.
As part of a long rest you may make a single item from a creature you have slain or helped in slaying. The item produced can be anything from the Adventuring Gear table in the Players Handbook provided your DM allows its construction. For example you may not be able to produce a Potion of Healing from just any creature, but a creature of particular healing ability (For example; a troll) can be allowed to produce one. Most merchants wont purchase items created in this way, but the DM may allow the player to find a specialist merchant who may for a reduced price.
In addition to the above if the total CR of all bonded trophies is greater than 40 then at the beginning of your second turn of rage any enemy who failed their wisdom save when you entered rage must make a new wisdom save or receive the disadvantage on all attack rolls until the beginning of your next turn.
Trophy Hunter III (14)
At 14th level your ability to bond to and draw strength from trophies further increases. You may now bond three trophies to both your weapon and armor.
This allows you to gain access to the tier 3 benefits of trophies.
You may now perform the bonding ritual of a trophy within 24 hours of aquiring it if CR of the new trophy is at least CR minus Proficiency of the origional trophy and if the CR of the trophy being replaced is at least 16 then it is no longer destroyed. This is to prevent a point in time where you may not be able to gain a certain type of trophy because you cannot access a creature of high enough CR.
In addition to the above if the total CR of all bonded trophies is greater than 90 then at the beginning of each turn of rage any enemy who failed their wisdom save on the previous turn must make a new wisdom save or receive the disadvantage to attack rolls against you until the beginning of your next turn.
Armor Trophies
Tier 1
Abberation: You may use your action on your turn to attempt to recover from a transmutation effect that you have already failed the save on. You may make another saving throw against the effect and on a success the effect ends. If you fail this save you may not use this ability to attempt the save again. You may use this ability even if the effect would prevent you from taking actions.
Beast: You may use your action to attempt to frighten all beasts within 30ft. The beasts must make a wisdom saving throw or be frightened of you until the end of your next turn. If they make the save you may not attempt this again until you have damaged the beast at least once.
Celestial: You gain a +1 to your AC against any good creatures. This effect does not stack with any AC granted by your other trophies.
Construct: You may use your reaction when a creature you are aware of has successfully hit you with an attack. You gain an additional +1 to your AC against the attack. This effect does not stack with any AC granted by your other trophies.
Dragon: You gain immunity to magical sleep.
Fey: You may use your action on your turn to attempt to recover from an enchantment effect that you have already failed the save on. You may make another saving throw against the effect and on a success the effect ends. If you fail this save you may not use this ability to attempt the save again. You may use this ability even if the effect would prevent you from taking actions.
Fiend: You gain a +1 to your AC against any evil creatures. This effect does not stack with any AC granted by your other trophies.
Giant: When being pushed you reduce the distance pushed by 5ft.
Humanoid: You may use your action to attempt to frighten a humanoid within 30ft. The humanoid must make a wisdom saving throw or be frightened of you until the end of your next turn. If they make the save you may not attempt this again until you have damaged the humanoid at least once.
Monstrosity: You may use your action to attempt to break free from any special actions produced by a monstrosity that has a saving throw. You may make the saving throw again and if you succeed you break free from the effect. If you fail this save you may not use this ability to attempt the save again. You may use this ability even if the effect would prevent you from taking actions.
Undead: You gain immunity to the poisoned condition.
Tier 2
Abberation: You gain resistance to Psychic Damage.
Beast: While not wearing heavy armor you gain +2 to your AC. This effect does not stack with any AC granted by your other trophies.
Celestial: You gain resistance to Radiant Damage.
Construct: The AC granted by the constructs tier 1 ability is increased by 1.
Dragon: You gain resistance to the elemental damage appropriate to your dragon trophy. (If it is not apparent what elemental resistance you should get discuss with your DM and come to a decision based on the discussion)
Fey: At the beginning of your first turn after you fail a save against an illusion effect you get to make a new save to break free from the effect. This ability does not require an action.
Fiend: You gain resistance to an element appropriate to your fiend trophy. (Demon: Electricity, Devil: Fire, Yuguloth: Acid. Discuss with your DM if a fiend doesn't fall into these catagories to come to a decision on the elemental resistance)
Giant: You gain advantage on any saving throws against being knocked prone, pushed, pulled or grappled.
Humanoid: You gain a +1 to your AC against all humanoids. This effect does not stack with any AC granted by your other trophies.
Monstrosity: While not wearing heavy armor you gain +1 to your AC. This effect does not stack with any AC granted by your other trophies.
Undead: You gain resistance to Necrotic Damage.
Tier 3
Abberation: You gain immunity to Psychic Damage.
Beast: You gain resistance to non-magical bludgeoning, piercing and slashing damage. You do not need to be raging to receive this effect.
Celestials: You gain immunity to Radiant Damage.
Construct: The AC you gain from the tier 1 construct trophy is further increased by 1.
Dragon: You either gain resistance to a second element appropriate to your dragon trophy or you gain immunity to the tier 2 element if your tier 3 dragon trophy is of the same element.
Fey: When you get to roll a dexterity save to take half damage from an effect, you instead take no damage on a successful save and half damage on a failed save.
Fiend: You either gain resistance to a second element appropriate to your fiend trophy or you gain immunity to the tier 2 element if your tier 3 fiend trophy is of the same element.
Giant: while you are raging you are considered 1 size catagory larger when determining what may attempt to grapple you. Your carrying capacity is doubled (This effect is permenant not just while you are raging).
Humanoid: Humanoids receive disadvantage on any wisdom saving throw against a fear effect from this barbarian path.
Monstrosity: You gain advantage on any saving throws vs monstrosities special actions.
Undead: You gain immunity to Necrotic Damage.
Weapon Trophies
Tier 1
Abberation: Your weapons attacks deal +1 Psychic Damage.
Beast: Your weapons attacks deal +2 Damage.
Celestial: Your weapons attacks deal +1 Radiant Damage.
Construct: Your weapons attacks deal +1 Damage.
Dragon: Your weapons attacks deal +1 Elemental Damage. (Damage type determined by the breath weapon damage of your dragon trophy. If the dragon doesn't have a breath weapon look at other features or environment to determing the elemental damage type)
Fey: Your weapons attacks receive a +1 to hit targets of at least 1 size catagory larger than yourself.
Fiend: Your weapons attacks deal +1 Elemental Damage. (Elemental decided in the same way as the armor trophies)
Giant: Your weapons attacks deal +1 Damage.
Humanoid: Your weapons attacks deal +2 Damage against humanoids.
Monstrosity: Your weapons attacks deal +1 Damage.
Undead: Your weapons attacks deal +1 Necrotic Damage.
Tier 2
Abberation: Your weapons attacks deal an additional +1 Psychic Damage.
Beast: Your weapons attacks deal an additional +2 Damage.
Celestial: Your weapons attacks deal an additional +1 Radiant Damage.
Construct: Your weapon is considered magical for the purposes of bypasses damage resistance and immunities.
Dragon: Your weapons attack either gain +1 to the tier 1 Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 2 trophy you use.
Fey: Your weapons attacks receive an additional +1 to hit targets of at least 1 size catagory larger than yourself.
Fiend: Your weapons attacks either gain +1 to their tier 1 Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 2 trophy you use.
Giant: You are considered 1 size catagory larger when determining what creatures you can attempt to grapple.
Humanoid: Your weapons attacks deal an additional +2 Damage against humanoids.
Monstrosity: Your weapons attacks deal an additional +1 Damage.
Undead: Your weapons attacks deal an additional +1 Necrotic Damage.
Tier 3
Abberation: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any abberations possess. They also deal an additional +1 Psychic Damage.
Beast: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any beasts possess. They also deal an additional +2 Damage.
Celestial: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any celestials possess. They also deal an additional +1 Radiant Damage.
Construct: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any constructs possess. They also deal an additional +1 Damage.
Dragon: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any dragons possess. They also either gain +1 to any existing Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 3 trophy you use.
Fey: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any fey possess. They also gain an additional +2 to hit any targets of at least 1 size catagory larger than yourself.
Fiend: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any fiends possess. They also either gain +1 to any existing Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 3 trophy you use.
Giant: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any giants possess. They also deal an additional +1 Damage.
Humanoid: Your weapons are considered magical for the purposes of bypassing any resistance or immunity to damage a humanoid possesses. They also deal an additional +2 Damage against humanoids.
Monstrosity: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any monstrosities possess. They also deal an additional +1 Damage.
Undead: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any undead possess. They also deal an additional +1 Necrotic Damage.
Please leave any advice or feedback.
I tried to focus the class around seeking challenges and then seeking greater challenges in order to build their own strength. A character using this archetype can always just settle with using trophies from whatever enemies they come across, but if they want to feel the greatest effect from this archetype they should seek out strong enemies of specific types.
I have tried to leave it open for any kind of play-style character of any alignment. Whether you want to be a serial killer or whether you want to be a dragon slayer.
Path of the Trophy Hunter
Trophy Hunter (3)
At 3rd level when you adopt this path you learn how to bond to trophies taken from slain foes and use their power to augment your rage. When you slay or assist in the battle leading to the slaying of a creature you may take a trophy from them, whether these are teeth, bones, ears or entire pelts, to bond to your armor (or clothing) or your weapon. When you take a trophy you learn the CR and the type of the creature.
Attaching this trophy to either your armor or weapon is an hour long ritual that may be performed as part of a short or long rest. Once bonded to either your armor or weapon this trophy may only be removed in a select few ways:
1. When you take a trophy from a new creature that is of a higher CR than the trophy you wish to replace you may perform the bonding ritual within the next 24 hours to replace the trophy. This destroys the replaced trophy.
2. When you gain a new level in this path you may replace any or all of your trophies for other trophies during your next short or long rest. This does not destroy any replaced trophies.
Once bonded a trophy will give you benefits while you are raging as shown on the tables below.
While you have a trophy displayed you receive advantage on all intimidation checks but disadvantage on all other charisma based checks.
You may only be bonded to one weapon and one armor trophy at a time.
Any bonded trophy will only apply to the weapon or armor they are attached to. Once you have the ability to bond to more than one armor and weapon trophy you may apply these trophies to different armors or weapons if you so wish.
Trophy Hunter II (6)
At 6th level your ability to bond to and draw strength from trophies increases. You may now bond two trophies to both your weapon and armor.
If both trophies attached to either your armor or weapon are of the same type you receive the tier 2 benefits.
Some trophies, such as dragon trophies, offer elemental benefits but you may have two trophies of different elements. When applying the second or third trophy you choose which of the trophies provides the tier 1, tier 2 or tier 3 benefit. This cannot be changed until you either replace one of the trophies in question or gain a new level in this path. This means you may have a Gold Dragon Trophy, a Red Dragon Trophy and a Blue Dragon trophy and when you apply the 3rd trophy you choose to have resistance to both electricity damage and fire damage.
In addition to the above if the total CR of all bonded trophies is greater than 10 then when you enter a rage all enemies that have line of sight to you must make a wisdom save or receive disadvantage on all attack rolls against you until the beginning of your next turn. This is a fear effect.
No Remains Left Unused (10)
At 10th level your knowledge of bodily remains allows you to construct useful items from a body you do not take a trophy from.
As part of a long rest you may make a single item from a creature you have slain or helped in slaying. The item produced can be anything from the Adventuring Gear table in the Players Handbook provided your DM allows its construction. For example you may not be able to produce a Potion of Healing from just any creature, but a creature of particular healing ability (For example; a troll) can be allowed to produce one. Most merchants wont purchase items created in this way, but the DM may allow the player to find a specialist merchant who may for a reduced price.
In addition to the above if the total CR of all bonded trophies is greater than 40 then at the beginning of your second turn of rage any enemy who failed their wisdom save when you entered rage must make a new wisdom save or receive the disadvantage on all attack rolls until the beginning of your next turn.
Trophy Hunter III (14)
At 14th level your ability to bond to and draw strength from trophies further increases. You may now bond three trophies to both your weapon and armor.
This allows you to gain access to the tier 3 benefits of trophies.
You may now perform the bonding ritual of a trophy within 24 hours of aquiring it if CR of the new trophy is at least CR minus Proficiency of the origional trophy and if the CR of the trophy being replaced is at least 16 then it is no longer destroyed. This is to prevent a point in time where you may not be able to gain a certain type of trophy because you cannot access a creature of high enough CR.
In addition to the above if the total CR of all bonded trophies is greater than 90 then at the beginning of each turn of rage any enemy who failed their wisdom save on the previous turn must make a new wisdom save or receive the disadvantage to attack rolls against you until the beginning of your next turn.
Armor Trophies
Tier 1
Abberation: You may use your action on your turn to attempt to recover from a transmutation effect that you have already failed the save on. You may make another saving throw against the effect and on a success the effect ends. If you fail this save you may not use this ability to attempt the save again. You may use this ability even if the effect would prevent you from taking actions.
Beast: You may use your action to attempt to frighten all beasts within 30ft. The beasts must make a wisdom saving throw or be frightened of you until the end of your next turn. If they make the save you may not attempt this again until you have damaged the beast at least once.
Celestial: You gain a +1 to your AC against any good creatures. This effect does not stack with any AC granted by your other trophies.
Construct: You may use your reaction when a creature you are aware of has successfully hit you with an attack. You gain an additional +1 to your AC against the attack. This effect does not stack with any AC granted by your other trophies.
Dragon: You gain immunity to magical sleep.
Fey: You may use your action on your turn to attempt to recover from an enchantment effect that you have already failed the save on. You may make another saving throw against the effect and on a success the effect ends. If you fail this save you may not use this ability to attempt the save again. You may use this ability even if the effect would prevent you from taking actions.
Fiend: You gain a +1 to your AC against any evil creatures. This effect does not stack with any AC granted by your other trophies.
Giant: When being pushed you reduce the distance pushed by 5ft.
Humanoid: You may use your action to attempt to frighten a humanoid within 30ft. The humanoid must make a wisdom saving throw or be frightened of you until the end of your next turn. If they make the save you may not attempt this again until you have damaged the humanoid at least once.
Monstrosity: You may use your action to attempt to break free from any special actions produced by a monstrosity that has a saving throw. You may make the saving throw again and if you succeed you break free from the effect. If you fail this save you may not use this ability to attempt the save again. You may use this ability even if the effect would prevent you from taking actions.
Undead: You gain immunity to the poisoned condition.
Tier 2
Abberation: You gain resistance to Psychic Damage.
Beast: While not wearing heavy armor you gain +2 to your AC. This effect does not stack with any AC granted by your other trophies.
Celestial: You gain resistance to Radiant Damage.
Construct: The AC granted by the constructs tier 1 ability is increased by 1.
Dragon: You gain resistance to the elemental damage appropriate to your dragon trophy. (If it is not apparent what elemental resistance you should get discuss with your DM and come to a decision based on the discussion)
Fey: At the beginning of your first turn after you fail a save against an illusion effect you get to make a new save to break free from the effect. This ability does not require an action.
Fiend: You gain resistance to an element appropriate to your fiend trophy. (Demon: Electricity, Devil: Fire, Yuguloth: Acid. Discuss with your DM if a fiend doesn't fall into these catagories to come to a decision on the elemental resistance)
Giant: You gain advantage on any saving throws against being knocked prone, pushed, pulled or grappled.
Humanoid: You gain a +1 to your AC against all humanoids. This effect does not stack with any AC granted by your other trophies.
Monstrosity: While not wearing heavy armor you gain +1 to your AC. This effect does not stack with any AC granted by your other trophies.
Undead: You gain resistance to Necrotic Damage.
Tier 3
Abberation: You gain immunity to Psychic Damage.
Beast: You gain resistance to non-magical bludgeoning, piercing and slashing damage. You do not need to be raging to receive this effect.
Celestials: You gain immunity to Radiant Damage.
Construct: The AC you gain from the tier 1 construct trophy is further increased by 1.
Dragon: You either gain resistance to a second element appropriate to your dragon trophy or you gain immunity to the tier 2 element if your tier 3 dragon trophy is of the same element.
Fey: When you get to roll a dexterity save to take half damage from an effect, you instead take no damage on a successful save and half damage on a failed save.
Fiend: You either gain resistance to a second element appropriate to your fiend trophy or you gain immunity to the tier 2 element if your tier 3 fiend trophy is of the same element.
Giant: while you are raging you are considered 1 size catagory larger when determining what may attempt to grapple you. Your carrying capacity is doubled (This effect is permenant not just while you are raging).
Humanoid: Humanoids receive disadvantage on any wisdom saving throw against a fear effect from this barbarian path.
Monstrosity: You gain advantage on any saving throws vs monstrosities special actions.
Undead: You gain immunity to Necrotic Damage.
Weapon Trophies
Tier 1
Abberation: Your weapons attacks deal +1 Psychic Damage.
Beast: Your weapons attacks deal +2 Damage.
Celestial: Your weapons attacks deal +1 Radiant Damage.
Construct: Your weapons attacks deal +1 Damage.
Dragon: Your weapons attacks deal +1 Elemental Damage. (Damage type determined by the breath weapon damage of your dragon trophy. If the dragon doesn't have a breath weapon look at other features or environment to determing the elemental damage type)
Fey: Your weapons attacks receive a +1 to hit targets of at least 1 size catagory larger than yourself.
Fiend: Your weapons attacks deal +1 Elemental Damage. (Elemental decided in the same way as the armor trophies)
Giant: Your weapons attacks deal +1 Damage.
Humanoid: Your weapons attacks deal +2 Damage against humanoids.
Monstrosity: Your weapons attacks deal +1 Damage.
Undead: Your weapons attacks deal +1 Necrotic Damage.
Tier 2
Abberation: Your weapons attacks deal an additional +1 Psychic Damage.
Beast: Your weapons attacks deal an additional +2 Damage.
Celestial: Your weapons attacks deal an additional +1 Radiant Damage.
Construct: Your weapon is considered magical for the purposes of bypasses damage resistance and immunities.
Dragon: Your weapons attack either gain +1 to the tier 1 Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 2 trophy you use.
Fey: Your weapons attacks receive an additional +1 to hit targets of at least 1 size catagory larger than yourself.
Fiend: Your weapons attacks either gain +1 to their tier 1 Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 2 trophy you use.
Giant: You are considered 1 size catagory larger when determining what creatures you can attempt to grapple.
Humanoid: Your weapons attacks deal an additional +2 Damage against humanoids.
Monstrosity: Your weapons attacks deal an additional +1 Damage.
Undead: Your weapons attacks deal an additional +1 Necrotic Damage.
Tier 3
Abberation: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any abberations possess. They also deal an additional +1 Psychic Damage.
Beast: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any beasts possess. They also deal an additional +2 Damage.
Celestial: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any celestials possess. They also deal an additional +1 Radiant Damage.
Construct: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any constructs possess. They also deal an additional +1 Damage.
Dragon: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any dragons possess. They also either gain +1 to any existing Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 3 trophy you use.
Fey: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any fey possess. They also gain an additional +2 to hit any targets of at least 1 size catagory larger than yourself.
Fiend: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any fiends possess. They also either gain +1 to any existing Elemental Damage or gain a +1 to a new Elemental Damage. You decide which based on the tier 3 trophy you use.
Giant: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any giants possess. They also deal an additional +1 Damage.
Humanoid: Your weapons are considered magical for the purposes of bypassing any resistance or immunity to damage a humanoid possesses. They also deal an additional +2 Damage against humanoids.
Monstrosity: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any monstrosities possess. They also deal an additional +1 Damage.
Undead: Your weapons attacks bypass the resistances and immunities to the damage from your weapons that any undead possess. They also deal an additional +1 Necrotic Damage.
Please leave any advice or feedback.