North walks up to the waterside, making sure there are no carnivorous logs in the area, then he takes the newly found Amulet and dips it in the water. The amulet is leather with metal and wood beads laced throughout. Water drips down a shark tooth pendent that hangs from the center.
He puts on the?Amulet of Fish Command.
Then, he turns around to face the group...
"Not exactly a boat, but fairly close. Should we ride them across? Or maybe have 3 of them attack the other 5? The river is 40 feet which will make it impossible to use Mage Hand to bring the rope across all the way. Although, one of us could fly with the whistle... And I guess, technically... I mean we shouldn't do this... but, I could be thrown 10 ft and then teleport the remainder of the 30 ft..." He sighs and looks around.
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Amulet of Fish Command
This amulet has 3 charges. While worn, you can use an action and expend 1 charge to cast dominate beast (PHB pg 234) save DC 15, from it on a beast that has an innate swimming speed. The amulet regains 1d3 expended charges daily at dawn by submerging it in a natural body of water.
Dominate Beast:
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.