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Feral Furs

Feral Furs
Wondrous item, uncommon (requires attunement by a barbarian)

This shaggy fur cloak stinks with the bestial musk of a predator. While wearing it, you have advantage on Wisdom (Animal Handling) or Charisma checks to interact with predatory creatures that do not use language.

Wererage. When you enter a Rage while wearing the cloak, the fur expands to wreathe your body, transforming you into a monstrous werebeast. You gain Temporary Hit Points equal to your Barbarian level. While you have these Temporary Hit Points, your speed is increased by 10 feet, you gain Darkvision out to 60 feet (or it increases by 60 feet), and your Unarmed Strikes deal 1d8 Slashing damage.
      If you lose these Temporary Hit Points by taking damage, your transformation ends explosively. Each creature within 10 feet of you must succeed on a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier) or take Force damage equal to three times your Rage Damage Bonus. When your Rage ends, any remaining Temporary Hit Points are lost. Once you enter a Wererage, you can’t do so again until you complete a Long Rest.

Grundore was a magnificent hunter, far fabled for her bestial fury in battle. But by all accounts, she desperately needed a bath.

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Feral Furs (Greater)
Wondrous item, legendary (requires attunement by a barbarian)

This shaggy fur cloak stinks with the bestial musk of a predator. While wearing it, you have advantage on Wisdom (Animal Handling) or Charisma checks to interact with predatory creatures that do not use language.

Wererage. When you enter a Rage while wearing the cloak, the fur expands to wreathe your body, transforming you into a monstrous werebeast. You gain Temporary Hit Points equal to twice your Barbarian level. While you have these Temporary Hit Points, your speed is increased by 20 feet, you gain Darkvision out to 60 feet (or it increases by 60 feet), you have advantage on Wisdom (Perception) checks, your Unarmed Strikes deal 1d10 Slashing damage, and you can make one Unarmed Strike as part of your transformation and as a Bonus Action on subsequent turns.
      If you lose these Temporary Hit Points by taking damage, your transformation ends explosively. Each creature within 10 feet of you must succeed on a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier) or take Force damage equal to 5 times your Rage Damage Bonus. When your Rage ends, any remaining Temporary Hit Points are lost. Once you enter a Wererage, you can’t do so again until you complete a Long Rest or you expend one Rage to regain the ability.

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