Vine-like chains form a necklace, and at the base of the amulet a large, flower-like ornament dangles loosely. The flower looks and feels alive, despite being attached to a chain with no clear way for the flower to live. Powerful fae magic flows through the pennant. You may use the amulet as an arcane focus for spellcasting. The pennant has the following properties, which work only while it’s on your person.
Wild Step. As an action, you can ignore difficult terrain and gain a climbing speed equal to your movement speed.
Natural Comfort. You are immune to poison and disease. In addition you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you, though you can not tell the nature of the poison or disease.
Bed of Flowers. If you would've taken damage from unwanted movement such as falling or being thrown, you can use your reaction to only take half damage from the fall, as leaves and other soft plants cushion your fall. Once you use this property, you can’t use it again until you finish a short or long rest.
Plant's Grasp. While you are attuned to this trinket, you can target a creature as a bonus action. The target must succeed on a DC 17 Strength saving throw or be restrained by entangling plants for up to 3 rounds of combat, or about 18 seconds. A creature restrained by the plants can use its action to make a DC 17 Strength check. On a success, it frees itself. Once you use this property, you can’t use it again until you finish a short or long rest.
Gift of Nature. You can transfer the pennant’s magic to a nonmagical item — a pair of boots, or a cloak — by tracing the pendant's floral pattern with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant loses its magic and becomes dull in color as the flower appears to wilt, and is treated as a regular mundane piece of jewelry. A similar floral pattern appears in bright green on the chosen item, which gains a benefit listed below based on its form. The magic can be transfered back into the pennant or a similar non-magical amulet through a similar ritual over the course of 8 hours, to which the flower will bloom again and the charm will regain its original coloration.
Boots. The boots are now a rare magic item that requires attunement. You ignore difficult terrain and gain a climbing speed equal to your movement speed, and may also use your reaction to resist any movement-based damage once per short or long rest.
Cloak. The cloak is now a rare magic item that requires attunement. You are immune to poison and disease while wearing the cloak. You can also sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you, though you can not tell the nature of the poison or disease. In addition, you may use your action to increase your AC by 2 for 1 hour. You may use this ability once per short or long rest.
Notes: Immunity: Poison, Immunity: Disease, Restrained, 1 charge for movement damage resistance, 1 charge for restrained effect, Control, Buff, Movement, Jewelry, Focus, Negates Difficult Terrain
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