Trophy Collector

Bone clinks against bone, a cloak of dragonhide flutters in the breeze, and the teeth of a dozen apex predators hang from your necklace. You are the Trophy Collector, the one who survives. More than mere trinkets, these trophies are imbued with the intrinsic essence of the creature you slaughtered, and they lend that strength to you. Fresh trophies are best, and you are always on the lookout for your next kill.

While most rangers have an affinity for hunting, you live for it. Each trophy you create grants you powerful magical benefits, giving you the resilience you need to stay on the trail of ever-bigger prey. Hunter’s mark becomes second nature to you, and you learn to use the spell in ways other rangers could never imagine.




Trophy Collector Features

Ranger Level Feature
3rd Harvest Trophy, Resourceful Magic
7th Master of the Mark
11th Prestigious Trophy
15th Grisly Mantle



Harvest Trophy

At 3rd level, you can harvest trophies from fallen foes, granting you some of their strength. By spending one minute working on the body of a creature you helped slay within the last hour, you can create a hunting trophy. While the trophy is on your person, you gain the following benefits:

  • Each time you roll for initiative you gain temporary hit points equal to your ranger level.
  • You gain proficiency in a skill that the creature from which you claimed the trophy was also proficient in. You select which skill. If you are proficient in all the skills the creature was proficient in, you may instead double your proficiency bonus for one of those skills.

The powers of a trophy last until you finish a short or long rest. You can only benefit from one trophy at a time.




Resourceful Magic

At 3rd level, you learn how to cast a small number of spells efficiently while on the hunt for your prey. You can cast the following spells without expending a spell slot once you have reached the ranger level required to do so. Once you cast a spell using this feature, you must finish a short or long rest before you can cast that spell in this way again.

Ranger Level Spell
3rd hunter’s mark
5th misty step
9th water breathing
13th locate creature
17th tree stride



Master of the Mark

At 7th level, your skill with one of your most useful spells allows you to cast it in a unique manner. When you cast the spell hunter’s mark using a spell slot higher than 1st level, the spell gains the following additional effects based on the level at which it was cast, in addition to the usual benefits gained when casting it with a higher-level spell slot.

Hunter’s Mark Level Additional Effect
2nd Your ranged weapon attacks against the target deal an extra 1d6 damage, and your melee weapon attacks deal an extra 2d6 damage.
3rd You have advantage on saving throws made to maintain concentration on this spell.
4th Your weapon attacks against the target score a critical hit on a 19 or 20.
5th The target has disadvantage on saving throws against your spells and abilities.



Prestigious Trophy

At 11th level you learn to better harvest the strength of powerful enemies. When you use your Harvest Trophy feature on a creature whose challenge rating is equal to or greater than 10, the trophy you create grants the following benefits in addition to the normal benefits conferred by your Harvest Trophy feature. The trophy’s power lasts until you finish a short or long rest.

  • You gain proficiency in a single saving throw that the creature from which you claimed the trophy was proficient in. You select which saving throw. If you are proficient in all the saving throws the creature was proficient in, you may instead double your proficiency bonus for one of those saving throws.
  • You consider creatures of that type favored enemies.



Grisly Mantle

At 15th level, your plethora of trophies strikes terror into even the most primitive beasts. When you roll for initiative, enemies that can see you must succeed on a Wisdom saving throw against your spell save DC or become frightened for one minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.




Ref: T&H p393-395