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Path of the Trophy Hunter
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# Barbarian: Path of the Trophy Hunter ___ The Path of the Trophy Hunter is regarded with a mix of awe and fear. Its practitioners slay great monsters in feats of skill and daring, but then craft living weapons from their foes’ claws, teeth, tentacles, skulls, pincers, antennae and stingers. They keep these dissected parts alive by feeding them the blood and vitality of their enemies. To many, the Path of the Trophy Hunter is a dark craft of necromancy and wicked artifice. Others see it as a perversion of nature or disrespectful to the dead. But to those who walk this path, crafting living weapons is a sacred rite by which the living turn evil against itself. In some realms it is believed that the original path descends from the craft of the lizardfolk. #### Finding the Path Consider how you have come to this path. You may have studied under a master of the Path of the Trophy Hunter or discovered a forbidden manuscript detailing the curious art from among the remains of your foes. Was it time in prison with a half-mad genius or working as a slave in a tannery? Did you apprentice as a mortician or learn your art as a grave robber? Did the ghost of an expert on the path latch onto your soul and whisper secrets in your mind? Did you learn it by living with the lizardfolk? Consider what motivated you to take this path? Were you haunted by a dread foe? Were you saved by a follower of the path of the Trophy Hunter? Were you abused or tormented and sought any means possible to defend yourself? Were you always attracted to the macabre and morbid? Does the process simply seem reasonable? Or were you too poor to afford expensive weapons and arms, and had to find your own path to protect those you love? ### Taxidermist *3rd Level Path of the Trophy Hunter feature* When you choose this path at 3rd level, you gain proficiency in Leatherworker's Tools, which you can use for dissection and preservation of carcasses. Your methods are secret and arcane, known only to those sworn to your path and handed down from master to student. You can make Leatherworker's Tools from the bones, teeth, skin, guts, and skull of a medium size or larger carcass in 8 hours of labor. ### Trophy Weapon *3rd Level Path of the Trophy Hunter feature* When you choose this path at 3rd level, you gain the ability to craft a living weapon from the remains of your foes. This weapon draws vitality from the blood of those it strikes. When you hold this weapon, its behavior reflects your desires. But above all the weapon craves blood, for it needs this to survive. A trophy weapon long neglected or unused for battle will eventually die and lose its potency. For this reason, you can maintain a maximum number of trophy weapons equal to your proficiency bonus. The process of crafting a trophy weapon requires 8 hours of labor with your Leatherworker’s Tools. You must obtain the parts for your weapon from a recently slain creature. In addition to the normal damage from the weapon’s type, on your trophy weapons’ first hit on each of your turns the weapon deals **additional magical damage of 1d6 + half of your Barbarian level**. The additional damage is of the type associated with the creature. Choose the damage type from the options in the trophy creature table when you craft your weapon. At 6th level your weapon gains +1 to hit and damage and all of the damage is magical. | Trophy Creature | Damage Type | | :- | :- | | Aberration | Psychic, Cold, or Necrotic | | Beast, Monstrosity, Ooze, or Plant | Poison or Acid | | Celestial | Radiant | | Dragon | Acid, poison, fire, lightning, cold, necrotic (per breath weapon) | | Elemental | Force or Bludgeoning (earth), Fire (fire), Cold or Acid (water), Lightning or Thunder (air) | | Fey | Psychic or Poison | | Fiend | Fire, Necrotic, Poison, or Cold | | Giant | Lightning or Thunder | | Undead |Cold, Force, Necrotic, Poison, or Psychic | \pagebreakNum When you hit with your weapon, you can force the target to make a saving throw. The saving throw DC is 8 + your proficiency bonus + your Con modifier. On a failed saving throw, the target suffers a condition or effect based on what type of dissected part is used in your weapon (see Creature Part table). The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success. You can use this special attack a number of times equal to your proficiency bonus. You regain one spent use when you roll initiative and all uses when you finish a long rest. If for one of your trophy weapons you craft a thrown or ranged weapon ammunition such as a dagger, arrow, spear, dart, or crossbow bolt, you may make a number equal to your proficiency bonus. Each thrown weapon or ammunition has a single use of the special ability. If the condition is grappled or restrained, on your turn as an attack you can deliver the additional magical 1d6 + half your barbarian level damage without an attack roll. Or, you can end the grapple or restraint to make a normal attack with the living weapon. Or, you can attack with another weapon. | Creature Part | Creature size | Weapon options |Special Attack Condition/Effect | | :- | :- | :- | :- | | Tentacle, Vine, Pseudopod, Tongue | Medium or larger | Flail, Whip | Grappled | | Skull/Jaws, Pincer, Clawed Hand | Medium | Club, Mace, Warhammer | Grappled | | | Large | Club, Greatclub, Quarterstaff, Maul, Trident | Grappled | | Claw, Tooth, Proboscis, Sting | Small | Arrow, Bolt, Dart, Spear | Poisoned | | | Medium | Arrow, Bolt, Dagger, Dart, Spear | Poisoned | | | Large | Dagger, Shortsword, Scimitar, Sickle, Spear, War pick | Poisoned | | | Huge or larger | Glaive, Greataxe, Greatsword, Halberd, Lance, Longsword, Pike | Poisoned | | Arm, Bone, Leg, Limb | Medium | Club, Mace, Warhammer | Prone or pushed 5 feet (choice) | | | Large or Huge | Greatclub, Maul | Prone or pushed 5 feet (choice) | | Eyestalk, Antenna | Medium | Club, Mace | Frightened | | | Large or larger | Club, Greatclub, Mace, Maul, Morningstar, Quarterstaff | Frightened | \columnbreak When others use your weapon, it deals only the normal weapon damage. Additionally, when you craft hide armor or a shield from suitable remains of creature with a resistance to a type of elemental damage (acid, cold, fire, lightning, poison, or thunder), the hide armor or shield grants that same resistance to the bearer. A shield is 2d4 days of work and the armor is 2d8 days of work. ### Mortician *6th Level Path of the Trophy Hunter feature* Starting at 6th level your skills of arcane taxidermy allow you to extract from dead creatures lingering vitality, and even memories. By spending 10 minutes to dissect a corpse or carcass you can gain a potentially useful insight into the dead creature such as its primary motivation in life, greatest fear, a strong belief, clues to its most recent place of residence, clues to the identity of a close associate such as a boss, family member or clan associate, clues to the location of items it may have stashed, a crime it may have committed, some habits, mannerisms, or its homeland. State what you wish to learn from the creature in your autopsy. The DM should set the DC based on the obscurity of the information and the state of the corpse and, if necessary, ask you to make a skill check using an appropriate ability. Add your leatherworking tools proficiency bonus, per the tools rules in Tasha’s Cauldron of Everything. For example, you could make a Dexterity (Sleight of Hand) check to finely section parts of the corpse, or an Intelligence (Investigation) or (Nature) check to check for clues or unique physiology, or a Wisdom (Survival) or Wisdom (Medicine) check to examine for bits of plant matter, soil, or scars. Add first your ability score modifier and proficiency bonus (if you are proficient in the skill), and then additionally add your proficiency bonus for Leatherworker’s Tools (similar to expertise).
\pagebreakNum ### Talented Taxidermist *10th Level Barbarian Path of the Trophy Hunter feature* Starting at 10th level, your mastery of living taxidermy and warfare reveals insidious and effective ways to adapt your attacks to your target. Each time you use your weapon’s special ability, if a creature succeeds on a save against your special attack condition, you can choose a different condition from the list of grapples, frightened, poisoned, prone, or pushed 5 ft. The creature must additionally attempt a save against that condition. \columnbreak ### Stolen Vitality *14th Level Barbarian Path of the Trophy Hunter feature* Starting at 14th level, your bond with your trophy weapon allows you to draw out some of its captured vitality. When you hit a creature with your trophy weapon, you can expend a use of your special attack to draw vitality from the target creature into the weapon. The 1d6 + half your barbarian level magical damage dealt from your hit is stored in your weapon as a source of renewed focus and vigor. For the next minute or until this effect ends, you gain advantage on Wisdom saving throws if you are wielding the weapon. As a bonus action on one of your turns within the next minute you can discharge stored vitality into yourself or to another creature within your weapon’s reach, restoring 1d6 + half your barbarian level hit points, and the effect ends. After doing so, you must wait until you roll initiative to again use this feature.
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### Credits This class was created for the Roll20 Guild Life server's Dunhalen setting. All artwork is original (Midjourney tool v6). Thanks also to DM's Fade and Tyler for helpful suggestions and collaborations. ### Version History | Date | Version | Change | |:-|:--:|:-| | 2024.05.10 | 1.1 | +1 weapon at 6th level | | 2024.05.07 | 1.0 | Initial release. In play testing. | \pagebreakNum
Trophy Hunter Gallery
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