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View Full Version : D&D 5e/Next Druid Homebrew Artifact 'Claw of the Dire Bear' ***Please Help and Review!***



Herald Mistborn
2016-09-05, 03:47 PM
Claw of the Dire Bear
Talisman, artifact (Requires attunement by a Druid of the Land Circle)

The claw is about the size of a large dinner plate and made of stark white bones held together through magical means. It comes with a clip in order to hang it from somewhere or it can be worn as a buckler. The claw was created when the Archdruid Treagor managed to befriend the last living Dire Bear. Upon the Dire Bear’s death, Treagor severed a claw and imbued it with his own life force, killing himself in the process but insuring the world will never forget the ferocity of the Dire Bear. His apprentice Dreshe became the first druid to use the talisman, but fearing it’s power he hid it away. Rumors permeate the wilderness as to its location, but no one actually knows where it is.

Magic Talisman. The Claw of the Dire Bear is a magic talisman that grants a +3 bonus to spell attack rolls and damage. The talisman grants you the ability to Wild Shape into a Dire Bear.

Blessings of the Claw. If you are a Druid attuned to the Talisman, you gain the following blessings:

• Blessing of Protection: You gain a +1 bonus to AC
• Blessing of the Savage Attacker: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage and use either total.
• Blessing of Focused Ferocity: While attuned to the artifact, you can’t be blinded, deafened, petrified, or stunned.
• Blessing of Binding Wounds: You regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
• Blessing of Animal Friendship: You gain +5 to Animal Handling.

Wildland Guardians. If you are attuned to the weapon, you can use an action to cast the Guardian of Faith spell from it, summoning two Bear Spirits to protect you. This spell works exactly like the Guardian of Faith spell; the only difference is there are two spirits and they take the form of Dire Bears. You can’t use this property again until the next dawn.

Aiding Allies. The weapon has 10 charges and regains 2d6 expended charges daily at dawn. If you control the talisman, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 20) from it:

• Longstrider (2 charges)
• Jump (2 charges)
• Goodberry (2 charges)
• Pass without Trace (6 charges)
• Protection from Energy (6 charges)
• Mass Cure Wounds (6 charges)



Large Beast , unaligned
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Armor Class 18 (natural armor)
Hit Points 150 (10d10 + 70)
Speed 40ft., climb 40ft.
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STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 3 (-4) 15 (+2) 7 (-2)
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Skills: Athletics +9, Perception +5
Intimidation +5
Senses: passive perception 15
Languages —
Challenge: 6 (2,300 XP)
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Endurance. The dire bear has proficiency in the Strength (Athletics) skill and advantage on Constitution saving throws against exhaustion.
Tough. The dire bear gains 2 extra hit points per hit die (included in the hp).
Powerful Jaw. The dire bear adds its proficiency modifier twice to grapple checks.
Keen Smell. The dire bear has advantage on Wisdom (Perception) checks that relies on smell.

ACTIONS
Multiattack. The dire bear makes 2 claw attacks and 1 bite attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 2d6 + 6 slashing damage. Creatures that are hit with 2 claw attacks in one round takes an extra 16 (2d6 + 9) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 1d8 + 6 piercing damage. If the target is Large or smaller, the target is grappled (escape DC 20). The dire bear can only grapple one creature at a time.

Roaring Dire Bear, run...you are lunch
The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible. They often travel by themselves or in pairs.
A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.