This wreath is meant the be worn around the head, with a antlers made a dark wood and vines and flowers that encircle the head the never seem to stop moving. You gain a +1 bonus to AC and saving throws while you wear the wreath. The wreath also provides the following benefits.
Primal ward. You gain resistance to acid, cold, fire, poison, lightening and thunder damage. You can use your reaction when you take one of these types of damage to gain immunity to the damage type.
Master of the wilds. Any beast or plant that attempts to harm you must first make a DC 20 wisdom saving throw. On a successful save they cannot harm you and on a failed save they become friendly to you for the next 24 hours.
Nature’s embrace. As an action you can cause you can up to 6 other creatures within 60ft of you to gain one of the following benefits:
Cleansing embrace. All selected creature gain 5d8+5 hitponts and be cleansed of any conditions, poisons and diseases afflicting them.
Protecting embrace. All selected creatures gain resistance you one damage type of your choice for the next 8 hours.
Bolstering embrace. All selected creatures cannot be charmed or frightened for the next 8 hours.
Once you use one of these, you cannot use one again until You complete a long rest.
Notes: Bonus: Armor Class, Bonus: Saving Throws, Resistance: Acid, Resistance: Cold, Resistance: Cold, Resistance: Fire, Resistance: Poison, Resistance: Lightning, Resistance: Thunder, Warding, Outerwear
Comments