Weapon (shortsword), legendary (requires attunement by a Druid or Halfling)

Arvoreen Shortsword of living wood. "The sword held by Mazzy Fenton. Made by the war god himself out of the heartwood from a Treant."

 This living wood can communicate through vibrations, these communications are more like gut feeling or instinct.

Charges: 3

This weapon must be planted firmly in the soil and left until the sun has risen over the horizon to be recharged. 

Passive effects: By placing the blade in to soil for a few minutes one can increase his perception by +2 and radius by 100m (this effect remains as long as the wielder is focused and the weapon is planted in the soil)

If placed in a grove for an extended period the weapon will take on the appearance of the surrounding grove

HP=3

 Damage done to the weapon is healed 1hp per turn. 

The weapon is rolled at 1-D6, +1 if wielded by a druid, +2 if wielded by a halfling. If both apply, it is rolled as a 1-d8. When fully depleted of charges this weapon rolls a 1-D4.

This weapon must remain dry or it is used exactly as stated but rolls a 1-D4.

This weapon will take 1hp of damage per turn when wet unless sheathed, sheathing the sword requires an action.

This weapon must be dried using an action. 

If this weapon reaches 0hp it doesn't break but instead is treated as a wooden club until it can be reanimated by any restoration spell. 

This weapon has no weakness to natural fire and cannot be damaged by standard flames. 

If wielded by an entity that it perceives a threat, the weapon will sprout violet colored rot that does acidic poison. 

 

Barkskin: 1 charge  

2nd-level transmutation

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

 You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

 

Animal Friendship: 2 charges

1st-level enchantment

Casting Time: 1 action

Range: 30 feet

Target: A beast that you can see within range

Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. 

Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration.

 If you or one of your companions harms the target, the spells ends.

 

Treant Gaurdian

Level: 4

Casting time: 1 Bonus Action

Range: Self

Duration: concentration- up to 15 min

A nature spirit answers your call and transforms you into a powerful guardian.

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits and you have the active effect of the magic spell Barkskin. 

. You gain 10 temporary hit points.

- You make Constitution saving throws with advantage.

- You make Dexterity- and Wisdom-based attack rolls with advantage.

- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Proficiency with a Shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Poisoned, Druid or Halfling, Finesse, Light, Vex

Shadowsfoot

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