This amulet is in the shape of a Wolfs head. Encrusted with jewels and made of intricately woven together silver, it has an empty chamber inside. To attune to the amulet, a creature must have more than one form or be granted natural weapons by class or race. A creatures racial weapon, such as Tabaxi claws, that do not specify it is a natural weapon but can be used for unarmed strikes, counts as a natural weapon for the amulet.
Slumbering (Uncommon). You have advantage on Wisdom(Perception) checks that rely on hearing or smell. Additionally, Whenever you roll a 20 on your attack roll with your natural weapons, the creature is knocked prone.
Stirring (Rare). Has the Slumbering property. In addition, you gain a magical +1 bonus to attack and damage rolls made using natural weapons. When you make a successful attack with your natural weapons, the damage die increases by one size.
Wakened (Very Rare).The Wakened Amulet has the Slumbering property and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2. Additionally, If an ally is within 5' of you when you start your turn and you do not move before taking your action, then you have advantage on the first attack you make that turn with natural weapons. The ally must be conscious and not incapacitated.
Ascendant (Legendary). The Ascendant Amulet has the Slumbering property and it improves the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3 and the damage die for your natural weapons increases by one additional size. A natural weapon can not be increased beyond 1D12 with this feature.
The Ascendant Amulet has 2 charges and regains 1d2 charges daily at dawn. Whenever you start your turn and an ally that is within 30' of you has been reduced to less than half their maximum hit points, you can use your action to emit a powerful howl. Hostile creatures in a 30' cone must succeed a DC 18 Constitution Saving Throw or take 8d8 Force damage and be frightened of you for 1 minute. On a successful save, a creature takes half damage and suffers no other effect. A frightened creature can repeat the save at the end of each of it's turns to end the effect. A creature that succeeds on the initial save can not be affected by this feature until the next dawn.
Attunement: To attune to this amulet, you must fill the chamber with your own blood under a full moon. Over time, (exact time determined by your DM) your blood is absorbed into the silver and it must be refilled. Each time this happens, the rarity increases and your power grows.
Notes: Advantage: Perception, Bonus: Natural Attacks, Damage: Natural Attacks, creature that has more than one form or that is granted natural weapons by class or race. Racial unarmed strikes (such as Tabaxi Claws) count as natural weapons
Comments