This ring is set with a swirling gemstone that shimmers like woven silk. While wearing it, you gain additional benefits based on your maximum hit points.
Vital Weave.
While attuned to this ring, you gain one of the following benefits, determined by your maximum hit points:
If your maximum HP is under 80:
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Weaver's Ward:
Upon completing a short or long rest, you gain 15 temporary hit points. These temporary hit points remain until depleted or replaced and cannot be regained until the ring’s condition is met again.
If your maximum HP is over 120:
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Vital Saturation:
If you are below 120 hit points and have gone 10 uninterrupted minutes without taking damage, the ring’s magic begins to revitalize your life force.
You regain hit points equal to 1d8 + your Constitution modifier every minute, up to a maximum of 120 hit points. Taking damage at any point interrupts and resets this effect, which cannot be triggered again until a short or long rest has been completed.
Charging the Ring:
The Threadweaver’s Ring can hold up to 10 charges. It regains no charges naturally. Instead, you can charge the ring once per long rest using a ritual that takes 1 minute. You can expend spell slots, Hit Dice, or a combination of both to charge it. Pact Magic slots can be used, but charges gained from them decay at a rate of 1 charge every 10 minutes.
Spell Slot Level | Charges |
---|---|
1st | 1 |
2nd | 2 |
3rd | 3 |
4th | 4 |
5th-9th | 5 |
Hit Die | Charges |
---|---|
d6 | .5 |
d8 | 1 |
d10-d12 | 1.5 |
If the ring is charged above 6 charges, the cost per charge is doubled. At the end of the charging process, round down the total charges gained.
If the ring reaches 10 charges, roll 1d20. On a roll of a 1, it destabilizes causing all charges to be lost and dealing 4d12 necrotic damage and reducing their maximum hit points by this amount until the next long rest. If the ring is ever charged beyond 10 charges, it explodes dealing 8d12 necrotic damage in a 15-foot radius and reducing the maximum hit points of every creature in that radius by that amount until the next long rest.
The ring loses all charges when you finish a long rest.
While this ring is charged you may active any of the abilities below through spending charges held in the ring.
Woven Effects
1 Charge — Threadmend (Action):
You regain hit points equal to 1d6 + your proficiency bonus. If this healing would exceed your hit point maximum, the excess becomes temporary hit points.
3 Charges — Loomstep (Bonus Action, Duration 1 minute):
For 1 minute, you gain +1 AC, you become proficient in Dexterity saving throws, and creatures have disadvantage on opportunity attacks against you.
5 Charges — Stillthread (Reaction):
When you are hit by an attack or targeted by a spell, you can use your reaction to enter a state of suspended stasis. Until the end of the current turn, you are immune to all damage, incapacitated, and untargetable. You can't move, take actions, bonus actions, or reactions, and you immediately lose concentration on any active spell while in this stasis.
7 Charges — Threaded burst (Bonus Action, used after your Action):
After casting a spell or hitting with a weapon attack, you may spend 7 charges and use your bonus action to empower that action.
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Spell: Roll 2× the spell’s normal damage dice (rounded down). For area-of-effect spells, roll 1.5× the damage dice (rounded down).
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Weapon Attack: Replace the damage dice with 1.5× the total damage dice (rounded down). This effect does not stack with critical hits.
8 Charges — Reflective Weave (Reaction):
When targeted by a single-target spell, you can spend 8 charges to negate the spell on yourself. The caster must then succeed on a saving throw against their own spell DC or have the spell reflected back at them. On a failed save, the spell is reflected back at the caster. On a success, the spell is simply negated.
10 Charges — Threads of Action (Free Action):
Spend 10 charges to gain an additional action on your turn and refresh your movement. This action can be used to cast a spell, make attacks, or take any action available to you. This feature does not stack with Action Surge, Haste, or other similar effects.
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