Wondrous Item, artifact

Ancient Charms are unearthed magical trinkets that yield an array of vast powers which derive from a blend of specific racial and class traits; [The first trait labels which source its "harvested" from]; dependant on which mastery is acquired. Only one Ancient Charm can be equipped at a time, though during a Long Rest, you may choose to change masteries if you carry more than one Ancient Charm; on the other hand, you may give an ally an Ancient Charm at any given time, though they must spend two Long Rests studying the trinket before it can be equipped.

A wolves head carved from a fragmented geode. The light weight trinket plays tricks when faced in a lightsource, shining and dazzling a shimmering azure coloration amidst the creme-grey tone. The Ancient Charm perforates a pleasant aroma, of wilder-sap and ripe pine. The 'Master of the Wilds' charm immediately reveals its innate stowed powers, as any nearby plant-life bustles and shakes whenst a lame gust of wind lifts leaves and thistles into the air, as they dance in welcome.


 

  • Beast Senses. [Passive/Traits] You can speak with animals freely. You also acquire the Wolf traits, Pack Tactics and Keen Hearing and Smell. • Pack Tactics. You have Advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. • Keen Hearing and Smell. You have Advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Ecosystemic Instinct. [Passive] You gain twice Proficiency in Animal Handling and Survival skills. You gain Expertise in Nature skills.
  • Friend of the Forest. Creatures of the natural world can sense your connection to nature and become hesitant to attack you. When a hostile Beast or Plant creature attacks you, that creature must make a Wisdom saving throw against your spell save DC (14 if you are not a spellcaster). On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. • Other docile or generous forest creatures may even allow you into their abodes for refuge, or aid you with information, if applicable.
  • Photosynthesis. [Ability] If you are in direct sunlight, at the start of each of your turns, you regain 1 hit point. • This regeneration is interrupted if you are removed from sunlight.

Notes: Twice Proficiency: Animal Handling, Expertise: Nature, Twice Proficiency: Survival, Advantage: Saving Throws, Advantage: Saving Throws

3KBones

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