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Wondrous item, rare (requires attunement by a druid)

This amulet combines druidic magic and arcane science to allow the user to bend the nature of wild shapes, inspired by the overwhelming diversity of pelagic life. While attuned to this amulet, you can use your wild shape to transform into monstrosities you have seen with the following restrictions:

The monstrosity must be of a CR you are capable of transforming into.
The monstrosity must have a swim speed and be unable to speak.
The monstrosity cannot have innate spellcasting unless you can cast spells while in wild shape.

Biomantic Mutation. When you use your wild shape feature while you have at least 8 levels in Druid, you can spend an additional use of your wild shape to warp its normal form to adapt to oceanic life. The form you take becomes a monstrosity and is amphibious, gaining a swim speed equal to its walking speed and the ability to breathe underwater, or a walking speed equal to its swim speed and the ability to breathe air.

In addition, if the creature you transform into is medium or larger, roll 1d10 and consult the following list to determine an additional adaptation the form receives. If you have 14 levels in druid, you roll twice and gain both adaptations, rerolling repeat adaptations:

1: Alert. You cannot be surprised and can disengage or dodge as a bonus action.
2: Echolocation. You gain blindsight out to 30 feet. This range is doubled when underwater.
3: Lure. As an action, you choose a creature within 30 feet of you that can see you. That creature must make a Wisdom save against your Druid spellcasting DC. On a failure, the creature must use its movement on its turn to move as close to you as possible for the next minute. The creature avoids any obvious dangers and the effect ends if the creature takes damage. The creature can repeat the saving throw at the end of each of its turns. When the effect ends, the creature is immune to your lure for 24 hours.
4: Deep Sea. You are resistant to cold and bludgeoning damage and ignore the effects of extreme cold and crushing depths.
5: Claws or Tentacles. You gain a pair of claws or tentacles, melee weapon attacks with which you are proficient, that deal 1d8 + your proficiency bonus piercing or bludgeoning damage respectively. On a hit, the target is grappled and the grappling limb cannot be used to attack another creature until the grapple ends.
6: Carapace. Your AC increases by 3.
7: Glider Fins. You gain a fly speed equal to your walking or swim speed, whichever is higher. You cannot use this speed to ascend and if you are still aloft at the end of your turn, you fall unless you can stop the fall.
8: Stinger. You gain a venomous stinger that can be used to stun your enemies. When you hit a creature with a melee attack, the creature must succeed on a Constitution saving throw equal to your Druid spell save DC or be stunned for 1 minute. The creature may repeat the saving throw at the end of its turn, ending the effect on a success. A creature that succeeds on its save is immune to your stinger for 24 hours.
9: Camouflage. You have advantage on stealth checks made to hide.
10: Amorphous Body. You can fit into a space as narrow as 1 inch wide without squeezing.

The line between evolution and genetic experimentation is razor thin. What it comes down to is intention. Nature uses evolution to create the very best organisms for nature to flourish. By that logic, as evolved species ourselves, are we not part of nature’s plan? We have developed to be capable of exacting our will upon mutation by our own natural development. By this logic, is the will of nature and our own not united in the further progression of all things being? Biomancy is the natural next step in furthering evolution.

This item was created for one of our Patrons of Prestige. Subscribe at our highest level for 4 months to have your homebrew designed by us!

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