Wondrous Item, rare (requires attunement by a druid)

The line between evolution and genetic experimentation is razor-thin. What it comes down to is intention. Nature needs evolution to create the very best organisms for nature to flourish. By that logic, as evolved species, are we not part of nature's plan? We've developed to be capable of exacting our will upon mutation by our natural development. By this logic, is the will of nature and our own not united in the further progression of all things being? Biomancy is the natural next step in furthering evolution.

This amulet combines druidic magic and arcane science to allow users to bend the wild shapes' nature, inspired by the overwhelming desire to protect life. While attuned, you can use your wild shape to transform into monstrosities you saw with the following restriction:

  • The monstrosity must be of a CR you're capable of turning into.
  • The monstrosity must have a swim speed and be unable to speak.
  • The monstrosity can't have innate spellcasting unless you can cast spells while in a wild shape.

Biomantic Mutation. When you use your wild shape feature while you have at least 8 levels in Druid, you can spend an extra use of your wild shape to warp its normal form to adapt to oceanic life. The form you take becomes a monstrosity and is amphibious, gaining a swim speed equal to its walking speed and the ability to breathe underwater or a walking speed equal to its swim speed and the ability to breathe air.

Also, if the creature you transform into is Medium or greater, roll a d10 and consult the list below to determine additional features the form gets. If you have 14 levels in druid, roll twice, gaining both features and rerolling repeated numbers.

  1. Alert. You can't be surprised and can disengage or dodge as a bonus action.
  2. Echolocation. You gain blindsight out to 30ft. This range doubles underwater.
  3. Lure. As an action, you choose a creature within 30ft of you that sees you. That creature makes a Wisdom save against your spell save DC. On a failure, the creature must use its movement to move as close to you as possible for the next minute.
    The creature avoids any obvious dangers, and the effect ends if the creature takes damage. The creature can repeat the save at the end of each turn. It's immune to your lure for 24 hours when the effect ends.
  4. Deep Sea. You resist cold and bludgeoning damage and ignore the extreme cold and crushing depth's effects.
  5. Claws/Tentacles. You get a pair of claws or tentacles, a melee weapon attack with which you're proficient that do 1d8 + your proficiency bonus piercing/bludgeoning damage, respectively. On a hit, the target's grappled and the grabbing limb can't be used to attack another creature until the grapple ends.
  6. Carapace. Your AC increases by 3.
  7. Glider Fins. You get a flying speed equal to your walking/swim speed, whichever's higher. You can't use this to ascend, and if you're still aloft at the end of your turn, you fall unless you can stop the fall.
  8. Stinger. You get a venomous stinger that can stun your enemies. When you hit a creature with a melee attack, the creature makes a Constitution save or is stunned for 1 minute. The creature can repeat the save at the end of its turn, ending the effect on a success. A creature that succeeds on its save is immune to this effect for 24 hours.
  9. Camoflague. You have advantage on Stealth checks made to hide.
  10. Amorphous Body. You can fit into a space as narrow as 1 inch without squeezing.

Notes: druid

UnchartedFire

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