Wondrous Item
Legendary Requires Attunement
When the bond is strengthened, the character makes a Sanity save DC 15. On a failed save, refer to the Long Term Madness table in the DMG. On a successful save, no madness happens, but they may still be unnerved by feeling the bond deepen. On either a success or fail, the bond is still strengthened.
Bond Level |
Ability |
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1 |
- Natur's Bite. 1d6 acid damage is added to your unarmed melee attacks
- Natur's Resilience. You have resistance against acid and poison damage types
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2 |
- Natur's Defense. Your AC can't be lower than 16, regardless of what armor you are wearing.
- Natur's Nectar. You regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
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3 |
- Natur's Immunity. You are immune to disease.
- Natur's Reach. You can use an action to cast Grasping Vine. After you cast the spell, roll a d4. On a 1-3, you can't cast this spell again until you've finished a long rest.
- Archaic Knowledge.With a successful Sanity check, you tap into the knowledge of the heart and can decipher written and spoken Script for 1 hour.
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4 |
- Natur's Serum. Natur's Nectar improves from a 1d6 to 2d6.
- Natur's Will. You can use an action to cast Plant Growth. After you cast the spell, roll a d4. On a 1-3, you can't cast this spell again until you've finished a long rest.
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5 |
- One with Natur. Natur's Reach and Natur's Will can each be used up to 3 times per long rest. Additionally, if the cast time is a bonus action, they no longer require a action to cast.
- Touched by Chaos. Bonding with Natur has warped your sense of reality and self. Your eyes begin to shift color, a ring of emerald-green grows from your pupils and mixing with your normal eye color. Natur's power is starting to flow naturally through you. You gain 10 temporary hit points each day at dawn. But mingling so close with chaotic forces has a toll. You gain the following indefinite madness: "I can't take anything seriously. The more serious the situation, the funnier I find it."
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