Wondrous Item, rare (requires attunement by a Barbarian)

Forged from the roots of the World Tree, this amulet imbues its wearer with primal energy, granting them the ability to assume various roles in combat. By drawing on the raw power of nature, the barbarian can transform into different combat roles, gaining unique abilities and buffs for the duration of the encounter.

Properties

Once attuned, the barbarian can use the Amulet of the World Tree to assume a combat role by rolling a d8 at the start of combat. The role determined by the roll lasts until the end of the encounter or until the barbarian chooses to change roles by spending a bonus action to roll the d8 again. Each role comes with distinct buffs and a unique ability that enhances the barbarian’s power.

The amulet has 6 charges, regaining 1d4+2 expended charges at dawn. If all charges are expended, the amulet becomes dormant until it regains at least 1 charge.

Role Options (Determined by a d8 roll)

1. Tank (Defender of the World Tree)

You become a stalwart protector, using the amulet’s power to stand between your allies and danger.

  • Buffs:
    • +3 to AC as the amulet fortifies your defenses.
    • Allies within 10 feet gain +2 to AC.
  • Ability: Nature's Bastion
    As a reaction, when an attack hits an ally within 10 feet, you can intercept the blow. You take the damage instead, and you gain temporary hit points equal to half the damage reduced

2. Utility (Nature's Guide)

Your amulet taps into the World Tree’s wisdom, offering you tactical insights and enhancing your interactions with nature.

  • Buffs:
    • Advantage on Wisdom (Survival) and Intelligence (Nature) checks.
    • You can use your bonus action to grant an ally within 30 feet advantage on their next attack roll.
    • You can sense hidden creatures or traps within 30 feet, even if they are behind cover.If they are invisible the range is 15ft. 
  • Ability: World’s Wisdom
    As a reaction, expend 1 charge to choose one creature within 30 feet. You can grant them advantage on a saving throw of your choice (before they roll).

3. Crowd Control (Root of the Earth)

The amulet’s power lets you disrupt and control your enemies' movements, causing chaos on the battlefield.

  • Buffs:
    • Creatures hit by your melee attacks must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
    • The Barbarian gains advantage on Charisma (Intimidation) checks against creatures within 10 feet.
    • Creatures that attempt to move through or around the barbarian’s space must make a Strength saving throw (DC = 8 + Proficiency Bonus + Strength Modifier). On a failed save, their movement is reduced to 0 feet for that turn.
  • Ability: Earthbind
    As an action, expend 1 charge to cast Entangle (spell save DC = 8 + your proficiency bonus + your Strength modifier) in a 20-foot square area within 60 feet. The area becomes difficult terrain, and creatures within it must make a Strength saving throw. On a failed save, they become restrained until they can break free. A creature can use its action to try and escape the restraints by making a Strength check against the same DC. The effect lasts for 1 minute or until you use this ability again.

4. DPS (Primal Fury)

You channel the raw fury of nature into powerful attacks, dealing significant damage to your foes.

  • Buffs:
    • Melee weapon attacks deal an additional 2d6 damage (choose slashing, piercing, or bludgeoning damage).
    • You gain +10 movement speed while in this role.
  • Ability: Primal Roar
    As an action, expend 1 charge to unleash a psychic roar in a 15-foot cone. Creatures in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, creatures take 3d8 psychic damage and are stunned until the start of your next turn.On a success they take half damage and is not stunned. 

5. Bruiser (Wrath of the Wild)

The amulet grants you immense strength, allowing you to bulldoze through enemies and deal devastating damage.

  • Buffs:
    • Whenever you take damage, you deal 1d6 damage to any creature within 5 feet of you as the amulet retaliates.
    • You gain temporary hit points equal to your Barbarian level at the start of each of your turns.
  • Ability: Wild Destruction
    As an action, expend 1 charge to enter a primal rage that lasts for 1 minute. You have advantage on all attack rolls and gain resistance to all damage types except force and radiant during this rage. At the end of 1 minute, the barbarian is stunned for 1 minute. 

6. Buffer/Debuffer (World Tree’s Blessing)

The amulet channels the energies of the World Tree to either empower your allies or weaken your enemies.

  • Buffs (Buffer Mode):
    • Allies within touch range gain temporary hit points equal to 2d8 + your Constitution modifier (minimum 1) at the start of their turn. 
    • You can use your bonus action to grant an ally advantage on their next saving throw against being frightened or charmed.
  • Buffs (Debuffer Mode):
    • Creatures within 20 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or have disadvantage on attack rolls until the end of their next turn. If they succeed, they are immune. 
  • Ability: Wild Banishment
    As an action, expend 1 charge to invoke the power of the World Tree to weaken enemies or empower allies. This does not require concentration:
    • Bane: All creatures within 30 feet of you must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they reduce 1d6 on attack rolls and saving throws for 1 minute. The target can remake the saving throw at the end of their turn. 
    • Bless: You can choose up to three creatures within 30 feet to gain a 1d6 bonus to attack rolls and saving throws for a number of rounds equal to your constitution modifier. 

7. Healer (Heart of the World Tree)

The amulet draws on the healing powers of the World Tree, allowing you to restore your allies to full health.

  • Buffs:
    • Advantage on Wisdom (Medicine) checks.
    • Whenever you restore hit points to an ally, you add your Charisma modifier (minimum 1) to the healing.
  • Ability: Nature’s Embrace
    As an action, expend 1 charge to cast Healing Word or Cure Wounds (choose one) without using a spell slot. The healing is increased by your Charisma modifier.

8. Scout (Eyes of the World Tree)

The amulet enhances your senses, enabling you to spot hidden threats and move with deadly precision.

  • Buffs:
    • Advantage on Wisdom (Perception) and Dexterity (Stealth) checks.
    • You can see in magical darkness as if it were normal darkness.
    • You have advantage on attack rolls against creatures you’ve successfully tracked using your Survival checks.
  • Ability: World’s Sight
    As an action, expend 1 charge to cast See Invisibility or True Seeing (choose one) for 1 minute.

Strength of the World Tree

While the barbarian is raging, their Strength score is temporarily increased to 18 unless the Strength Score is higher. This bonus lasts as long as the barbarian is raging.

Drawback: Nature’s Burden

The power of the amulet is immense, and shifting between roles takes a toll on your body. Once per long rest, after switching roles, roll a d6. On a roll of 1, you suffer 1 level of exhaustion as the amulet’s magic takes its toll.

Notes: Set: Strength Score, Barbarian

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