Barkbark is a sentient item that can be attuned to by spending 3 days bonding with it (barkbark enjoys eating small branches). Barkbark does not speak any languages but understands all languages its owner speaks. Barkbark is inanimate until you cast Barkskin on it (no concentration required), which animates it for 24 hours. While animated, Barkbark is a small object. Barkbark can only have one instance of Barkskin cast on it at a time.
Barkcage. While Barkbark is animated, as a bonus action you can command it to walk to a space up to 30 ft. away that you can see. If Barkbark moves into another creature’s space this way, you can target the creature with Barkcage.
The target must succeed on a Wisdom saving throw using your spell save DC (a creature can fail the saving throw willingly). On a failed save, the target’s AC can’t be more than 16 for 1 minute regardless of what kind of armor it is wearing. The target can make this saving throw again at the end of each of its turns. On a success, the target is no longer affected. You can command Barkbark to end Barkcage as a bonus action.
Once Barkbark uses this feature, it returns to your side and cannot do so again until 24 hours have passed.
Notes: Druid or Ranger
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