A wide crude cast silver ring with a murky black pearl, worn by necromancers as a way to conserve their magical abilities to ward off milder threats or intruders in the night.
The ring has 3 charges, which refill after a long rest.
By using 2 charges of the ring you can summon 1d4 zombie(s) within a 15 foot space around where you are standing. The zombie(s) follow your commands and will defend your body if you fall unconscious. They're also equipped with a longsword and a shield, keeping their +3 to Melee Attack Rolls as well as having mastery with their longsword. The zombies turn back to inanimate corpses at the end of a long rest.
By using 1 charge of the ring you can reduce all the summoned zombies to 1 hit point and gain the hit points lost as temporary hit points or grant the summoned zombies 1d8 temporary hit points.
By using 1 charge of the ring without any zombies summoned you can cast ray of sickness as if it were 3rd level.
Notes: The wearer must have an Intelligence of 18 or more and must cast a necromancy spell at 5th level or higher on a creature., Healing, Summoning, Combat
Previous Versions
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