A weirdly Puple Acorn that seems to shift and pulsate slightly. While wearing this emblem, you can choose to gain one of the following traits when transforming into a Wild Shape form;
Displacement. You project a magical illusion that makes you appear to be standing near your actual location, causing attack rolls against you to have disadvantage. If you take damage, this trait is disrupted until you use a bonus action and spell slot to regain this feature, every spell slot 2nd and above also grants 5 temporary hitpoints per spell slot used.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Additionally you may use a bonus action to taunt an enemy, DC 17 Wisdom Save, forcing them to to use their next attack to attack you.
Predatory Instinct. If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, you score a critical hit on the attack. Additionally, if you hit with an attack on your turn you may Disengage as a bonus action.
Furthermore, following the Wildshape Rules, you may shift into Monstrosities and Aberations as well as Beasts.
Notes: Druids Only
I love the idea of this item! I may use it in my campaign as well since one of my players will be using a Circle of the Moon druid!
I do have a suggestion as well, as the Predatory Instinct ability seems a little unbalanced. As it's read, it would allow you to charge an opponent (and score a critical hit), then immediately move to a range to do it again! I would suggest that the critical hit be replaced with a static increase in damage, similar to the Charger feat (it gives a +5 to damage). I think as a player, I would be more likely to choose different abilities each time if it were a damage bonus. An auto-crit seems like it would outshine the other two abilities to me!
It's an awesome item though and I'll likely use it regardless! Good job!