Wondrous Item, rare (requires attunement by a beast)
This magical band can only be attuned to a beast, and it alters it form to become attached to the animal in the shape of a bracelet, collar, headband or some other ornament. When a beast becomes attuned to the band, it chooses one of the following traits. The beast gains the chosen trait for as long as it remains attuned to the band.
- Amphibious. The beast can breathe air and water.
- Beast of Burden. The beast is considered to be one size larger for the purpose of determining its carrying capacity.
- Camouflage. The beast has advantage on Dexterity (Stealth) checks made to hide.
- Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 7 (2d6) damage of the same type as the attack.
- Escape. The beast can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
- Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Mimicry. The beast can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check. The DC of the check equals 8 + the beast's proficiency bonus + the beasts Charisma modifier (if positive).
- Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Poison Sense. The beast can detect whether a substance is poisonous by taste, touch, or smell.
- Pounce. If the beast moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The DC of the saving throw equals 8 + the beast's proficiency bonus + the beasts Strength modifier. If the target is prone, the beast can make one melee weapon attack against it as a bonus action.
- Rampage. When the beast reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a melee weapon attack.
- Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Sure-Footed. The beast has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
- Trample. If the beast moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 3 (1d6) damage of the same type as the attack. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The DC of the saving throw equals 8 + the beast's proficiency bonus + the beasts Strength modifier.
- Web Walker. The beast ignores movement restrictions caused by webbing. Additionally, while in contact with a web, the beast knows the exact location of any other creature in contact with the same web.
A beast attuned to the band can spend one hour focusing on it (as if to attune to it) to change the trait gained from it.
Notes: beast
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