This Necklace of wolves teeth is an ancient item of the druids. It was used mainly by rangers of the druids to create unique and stronger bonds with their companions. The Item is awakened and powered when the Ritual of bonding is completed transforming the bonded creature into a fey. allowing them the ability to slip in and out of the fey wild to aid their partner. As the druid grows stronger so does the beast allowing for a great deal of synergy between the pair.
Commanding the Spirt:
The beast obeys your commands as best as it can. It goes immediately after your turn. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
Calling forth the Spirit: As a bonus action you can use one of your wild shapes to call forth your Bonded companion or dismiss it with a bonus action. If your bonded creature hits 0 HP it returns to the fey wild to rest and is unavailable until you take a long rest.
Strengthening the Spirit: The Bonded beast grows as the druid does as the pair become closer together. The Beasts Proficiency now equals that of the Druid and as the druid levels up the beast gains 1d6+con HP.
Sharpening the Spirit: The Bonded beast grows more deadly as the druid does. The beast gains the multi-attack feature allowing it to attack twice and it’s attacks now count as magical for the purposes of overcoming resistances. At lvl 10 the beasts multi attack goes up to 3
Melding of the Spirit: The Bonded creature takes on the aspects of it's bonded partner granting it's attacks an added bonus. These qualities are Fire, Water, Earth, and Wind Each quality grants a reaction ability and an additional 1d4 to their main attack at level 8 the damage goes up to 1d6 at level 10 and 1d8 at level 12. The creatures intelligence and wisdom also raises to 10 granting it the ability to speak telepathically with it's bonded partner out to a range of the druids proficiency modifier miles.
- Fire:
- Reaction: The companion can use it’s reaction to cause it’s attacker to take 1d6 fire damage when the companion takes damage.
- Attack: The companion can add 1d4 fire damage to it’s main attack.
- Resistance: Fire
- Water
- Reaction: The companion gains the grace and fluidity of water making it hard to hit. When the target of a single target attacks, the companion can use it’s reaction to grant itself a +2 to AC and make the attacker roll at disadvantage until the companions next turn.
- Attack: The companion can add a 1d4 cold damage to it’s main attack
- Resistance: Cold
- Earth
- Reaction: The companion gains the stability of the earth. When targeted by an attack the companion can use it’s reaction to grant itself a +5 to its ac until the start of it’s next turn.
- Attack: The companion can add a 1d4 bludgeoning damage to it’s main attack.
- Resistance: Bludgeoning damage from non magical attacks.
- Wind
- Reaction: The companion gains the speed of the wind allowing it to slip out of danger. When hit by a single target attack the companion can use it’s reaction to teleport 30ft away. (This can be triggered on a miss as well)
- Attack: the companion can add a 1d4 force damage to it’s main attack.
- Resistance: Force
Notes: Druid
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