This item consists of a 2 inches long and 0.7 inch wide seed shaped piece of crystal-clear amber, it almost looks like a smooth gem. When you attune to this item, you place this item somewhere against your skin. The piece of amber turns partially ethereal and sprout amber colored ethereal roots which dig into your skin harmelessly, pulling the amber inside of your body, where it disappears and goes dormant.
Once you use this item you cannot use it until the next dawn. You can use as a bonus action to awaken the item for the next hour, you must then expand a spell splot of any level to transform to some degree to look more and more like tree like humanoid, and you gain the listed benefits for up to 1 minute, until you dismiss the transformation as a bonus action, or until you have none of the granted temporary hit points left.
Cantrip. You gain an ammount of temporary hit points equal to 1d4 + your Spellcasting modifier, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage. You have a +4 bonus to your Dexterity (Stealth) checks made in areas containing vegetation.
1st level. You gain an ammount of temporary hit points equal to 10 + your Spellcasting modifier, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage. You have a +8 bonus to your Dexterity (Stealth) checks made in areas containing vegetation.
2nd level. You gain an ammount of temporary hit points equal to 20 + your Spellcasting modifier, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage. You have a +10 bonus to your Dexterity (Stealth) checks made in areas containing vegetation.
3rd level. You gain an ammount of temporary hit points equal to 30 + your Spellcasting modifier, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage. You have a +12 bonus to your Dexterity (Stealth) checks made in areas containing vegetation.
4th level. You gain an ammount of temporary hit points equal to 40 + your Spellcasting modifier + your Constitution modifier, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage. Your size increase by one and your attacks deal an extra 1d4 force damage. You also have a +10 bonus to your Dexterity (Stealth) checks made in areas containing vegetation, and if you stand still, a creature has to succeed on an Intelligence (Investigation) check against your spell DC +3 to distinguish you from regular flora.
5th level. You gain an ammount of temporary hit points equal to 50 + your Spellcasting modifier + your Constitution modifier, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage. Your size increase by one and your attacks deal an extra 2d4 force damage. You also have a +11 bonus to your Dexterity (Stealth) checks made in areas containing vegetation, and if you stand, still a creature has to succeed on an Intelligence (Investigation) check against your spell DC +5 to distinguish you from regular flora.
6th level. You gain an ammount of temporary hit points equal to 60 + your Spellcasting modifier + your Constitution modifier, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage. Your size increase by one and your attacks deal an extra 3d4 force damage. You also have a +12 bonus to your Dexterity (Stealth) checks made in areas containing vegetation, and if you stand still, a creature has to succeed on an Intelligence (Investigation) check against your spell DC +7 to distinguish you from regular flora.
7th level. You gain an ammount of temporary hit points equal to 70 + your Spellcasting modifier + your Constitution modifier + your Proefficiency Bonus, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage, raise your AC by 1. Your size increase by two, you have advantage on Strenght checks and saving throws, your Strenght & Constitution scores increase by 4, and your melee attacks deal an additional die of damage, 3d4 force damage and gain 5ft of range. You also have a +8 bonus to your Dexterity (Stealth) checks made in areas containing vegetation, and if you stand still, you are indistinguishable from regular flora. The duration of the transformation is 2 minutes.
8th level. You gain an ammount of temporary hit points equal to 80 + your Spellcasting modifier + your Constitution modifier + your Level, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage,raise your AC by 2. Your size increase by two, you have advantage on Strenght checks and saving throws, your Strenght & Constitution scores increase by 6, and your melee attacks deal two additional dice of damage, 4d4 force damage and gain 5ft of range. While in areas rich in vegetation you have a +8 bonus to your Dexterity (Stealth) checks, and if you stand still, you are indistinguishable from regular flora. The duration of the transformation is 3 minutes.
9th level. You gain an ammount of temporary hit points equal to 90 + your Spellcasting modifier + your Constitution modifier + your Proefficiency Bonus + your Level, they have vulnerability to fire damage and resistance to bludgeonning and piercing damage, raise your AC by 3. Your size increase by two, you have advantage on Strenght & Constitution checks and saving throws, your Strenght & Constitution scores increase by 8, your melee attacks deal an additional three dice of damage, 5d4 force damage and gain 5ft of range. While in areas rich in vegetation you have a +8 bonus to your Dexterity (Stealth) checks, and if you stand still, you are indistinguishable from regular flora, even by magical means. The duration of the transformation is 4 minutes.
Notes: Druid, a Ranger, an Oath Of The Ancients Paladin, or a Nature Domain Cleric
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