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 initiative as well as 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 initiative and attack and damage rolls increases to +2 and you can add 1d8 to the damage of your natural weapons. Additionally, If an ally is within 5' of you when you start your turn and is not incapacitated, then you have advantage on melee attacks for that turn.
Ascendant (Legendary). The Ascendant Amulet has the Slumbering property and it improves the Stirring and Wakened properties. The bonus to initiative and attack and damage rolls increases to +3, you can add 2d8 to the total for damage, 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 aligns your awareness of the world around you. You gain a bonus to your Armor Class equal to your wisdom modifier and you have Tremorsense to a range of 30 feet.
Attunement: To attune to this amulet, you must be a creature with natural weapons or a racial feature that grants unarmed strikes.
Notes: Advantage: Perception, Bonus: Natural Attacks, Damage: Natural Attacks, Bonus: Unarmored Armor Class, Sense: Tremorsense, Advantage: Melee Attacks, Bonus: Initiative, 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
Previous Versions
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12/17/2022 8:28:03 PM
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12/20/2022 5:58:25 PM
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1/2/2024 9:17:58 PM
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9/2/2024 9:50:36 PM
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