Path of the Trophy Hunter

The Path of the Trophy Hunter exceeds the mere bloodlust of battle: it is the simmering rage, the festering hatred that drives one not only to kill but to dominate their foes in body and mind. Barbarians of this path take trophies from slain foes to commemorate their victories, and they wear these grisly totems to gain the strength of those they have conquered.

Experienced Hunter

When you choose this primal path at 3rd level, you become proficient in Intimidation and one other skill from the following list: Arcana, Insight, Nature, Performance, Religion, or Survival. If you are already proficient in Intimidation, choose a second skill from the list instead.

Spirit Carver

Beginning at 3rd level, when you take trophies from your slain foes, they feel the pain down to their very spirits, lingering at the place of their demise out of shock. When a celestial or a fiend dies and you have damaged it since the start of your last turn, its body doesn’t disappear for 24 hours and you can harvest parts of it for indefinite preservation as if it were a mortal creature.

Necklace of Trophies

At 3rd level, you create your first trophy from an enemy you have slain and choose one of the following benefits. You can take a new necklace trophy and change the benefit at the end of any long rest if you have participated in slaying a foe with a challenge rating at least equal to your level since your last long rest. You can only have one necklace trophy at a time.

Necklace of Teeth. You make a necklace of assorted teeth or spines pulled from your slain foes, inspiring you to greater ferocity. While raging, when you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if it is a 1 or a 2. Grisly Necklace. You make a necklace of tongues, skin, or other grisly bits cut from your slain foes, which inspires horror and fear in those who look upon you. While raging, you can use your action to cause a creature you can see or hear that can see or hear you to become frightened of you until the end of your next turn unless it succeeds on a Wisdom saving throw. The save DC is 8 + your proficiency bonus + your Strength modifier. When the creature succeeds on its save or the frightened condition ends on it, it becomes immune to your Grisly Necklace for 24 hours. Using this action prevents your rage from ending early, as if you had made an attack.

Necklace of Bones. You make a necklace of splintered bones, inspiring you to laugh at death. While raging, you have resistance to necrotic and poison damage and you have advantage on saving throws against being frightened or poisoned.

Prize Trophy

By 6th level, you have taken a great trophy from a powerful foe. Choose one of the following. You can take a new prize trophy and change the benefit at the end of any long rest if you have participated in slaying a foe with a challenge rating at least equal to your level since your last long rest. You can only have one prize trophy at a time.

  • Inspiring Trophy. This trophy, typically a heart, reminds your allies of your mighty deeds and inspires them to greater action. When you reduce a hostile creature to 0 hit points, choose one friendly creature that can see or hear you. That creature gains advantage on its next attack roll, saving throw, or ability check. You cannot use this ability again until you have finished a short or long rest.
  • Invigorating Trophy. This trophy, typically a scalp or set of horns, encourages you to persevere against hardship. When you reduce a hostile creature to 0 hit points, you can either regain lost hit points equal to your barbarian level or end one condition on yourself from the following list: charmed, frightened, or poisoned. You cannot use this ability again until you have completed a short or long rest.
  • Enduring Trophy. This trophy, typically a skull, reminds you that you have outlasted mighty foes, instilling you with endurance. You have resistance to cold and fire damage, are unharmed by extreme heat and cold, and have advantage on saving throws against exhaustion.

Flesh Carver

Beginning at 6th level, you can cast the speak with dead spell without expending a spell slot, targeting the corpse of a creature you damaged within 24 hours before its death.

In addition, you add double your proficiency bonus instead of your normal proficiency bonus to ability checks using the Intimidation skill while you are raging. Using Intimidation prevents your rage from ending early as if you had attacked.

Spirit Interrogator

Starting at 10th level, you have advantage on ability checks made to gain information from celestials, elementals, fey, fiends, and undead. You can use Flesh Carver to cast speak with dead on any corpse with a mouth, regardless of whether you damaged it.

Armor of Rites

At 14th level you craft a suit of armor of your choice from the remains of the celestials, fey, fiends, or undead you have slain. You are considered proficient in this armor. Only you may gain the benefits provided by this armor. You may conduct a 1-hour ritual on the corpse of a celestial, fey, fiend, or undead of at least your size category to make one of the following suits of armor. Performing the ritual destroys any other Armor of Rites you created previously; any such suit collapses into a moldering heap of dead flesh.

  • Armor of Scars. You ritually scar yourself using the teeth and claws of your fallen enemies and lash the teeth and claws together with sinew. This is light armor that weighs 10 pounds. While wearing this armor, your Armor Class is 11 + your Dexterity modifier + your Constitution modifier. When you hit with a weapon attack on your turn while you are raging, you may use your bonus action to expend a use of rage; if you do so, you deal additional damage of the same type equal to your barbarian level.
  • Armor of Skin. You cut armor from the leather of demon wings, shape a cloak stitched from the skin of distorted faces, or something else terrifying to behold. This is medium armor that weighs 20 pounds. While wearing this armor, your Armor Class is 14 + your Dexterity modifier (max 2) + your Constitution modifier. When you hit with a weapon attack on your turn while raging, you may use your bonus action to force a creature within 60 feet that can see or hear you and that you can see to make a Wisdom saving throw. The save DC is 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature is stunned until the end of its next turn. You can’t use this feature again until you finish a short or long rest.
  • Armor of Bones. You craft armor from the bones of those you kill, a skull mask and the clattering embrace of ribs. This is heavy armor that weighs 40 pounds and gives you disadvantage on Dexterity (Stealth) checks. You can rage while you are wearing this armor. While wearing this armor, your Armor Class is 17 + your Constitution modifier. When you take damage while wearing this armor while raging, you can use your reaction to reduce the damage by your barbarian level before applying resistance. If the attacker is within 5 feet of you when you use this reaction, you can also make a melee attack with disadvantage against it as part of the same reaction.
Section 15: Copyright Notice

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

This is not the complete section 15 entry - see the full license for this page