Hides of the Direwood

There is a mountain spring deep within the Direwood Forest call the Mother Fount. It is a source of flowing magical energy. Its exact location is a tightly guarded secret by an ancient druid pact.

The springs power isn’t strong, but the beasts that nourish themselves daily from its banks grow larger and live longer than their animal kin. These creatures are poached and skinned for their hides which manifest great magical properties. The Mother Fount’s druidic overseers are not kind to those that disturb their stewardship.   

Mechanic

Hides of the Direwood allow their wearers to assume the form of the beasts that once drank from the Life Fount. While wearing the hide, you gain the Wild Shape Druid class feature. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.

As an action, you can transform yourself into an animal form. The type of hide you wear determines the shape you take. You can stay transformed for 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.

Type: Hide Armor

Requires: Attunement

Direwolf

Large beast
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.

STR
DEXCON
17 (+3)15 (+2) 15 (+2)

Skills Perception +3, Stealth +4
Senses passive Perception 13

Keen Hearing and Smell: The wolf has Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Pack Tactics: The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Rarity: Very Rare

Direbear

Large beast
Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft., swim 30 ft.

STRDEXCON
22 (+6)12 (+1)20 (+5)

Skills Perception +3

Keen Smell. The bear has Advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Rarity: Very Rare

Category: Magic Items
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