Ring, artifact (requires attunement by a In order to attune, one must take a short or long rest with the ring, and during that rest, spend a total of 10 levels of spell slots in order to attune. These spell slots are not regained on the end of the rest.)

(The following item is for my homebrew campaign, utilizing a homebrew world outside of the Forgotten Realms. This is why there may be terms and words used that do not exist inside any DnD lore.)

"The man had given him a beautiful ring before he ran off. It was made of a glowing blue material, perhaps pure magic itself. Imbedded all around the ring were strange carvings and runes that he could not understand, no matter how hard he tried. It's magnificence was captivating, and he couldn't help but put it on. He felt stronger. He felt like he could make even the mightiest mages fall to their knees. 'I wonder why that man wanted to be rid of this ring? It's unbelievable that anyone would gladly give this thing away!' He pondered to himself. In his ignorance, he was unaware how soon all his questions would soon be answered. He was now Yutabey's newest target."

An ancient ring created by the God Yutabey, back when the Gods still lived in the Shattered Reach. He created it only a few years before the Gods left the Shattered Reach to live in Absolute. He left it on the material plane in hopes that mortals would find it. Yutabey is one of the few Gods that still enter the Shattered Reach from time to time, but these frequent trips can become boring to him. This ring was created as a method for him to entertain himself while he's visiting. It grants extreme power, but at a cost.

Random Properties. The Ring has the following randomly determined properties, as described in the "Artifacts" chapter of the Dungeon Master's Guide.

  • 2 minor beneficial properties 
  • 1 major beneficial property (granted only to creatures with the ability to cast 5th level spells)
  • 2 minor detrimental properties
  • 1 major detrimental property (granted only to creatures with the desire to destroy this magic item or hide it away)

Suppress. All of the ring's power can be temporarily toggled on or off as an action. Whenever the ring's power is suppressed, it stops glowing. This does not suppress the curse effect of the ring, however. While the ring is not suppressed, it gives off 5ft of bright light in every direction, as well as 5ft of dim light. An antimagic field does not suppress this ring's curse, either. Yutabey can also telepathically suppress the ring with a bonus action if he is on the same plane as the ring.

Inescapable. If a creature attuned to this ring attempts to unattune, they must make a DC 27 INT, WIS, or CHA saving throw. If they succeed, they are unattuned from the item. Yutabey can allow them to unattune directly. Alternatively, if a creature sacrifices a magic item of Very Rare quality or higher to the ring, after a 1 hour ritual, the ring will unattune, and Yutabey will get the magic item offered. 

Magical Conduit. While attuned to this item, your spell save DC is increased by 2. You also gain a +2 to spell attack rolls and have advantage on concentration saving throws. Once per turn, whenever you deal damage with a spell, you can reroll the damage dice rolled, and use either total. If a commoner attunes to this item, they have a 10 percent chance of gaining 1d4+1 sorcerer levels. These levels remain after the commoner unattunes.

Spells. The ring has 9 charges. All charges are regained at dawn. While attuned to the ring, you can cast one the following spells from the ring (spell save DC 16), by expending the necessary number of charges: Slow (2 charges), Bestow Curse (2 charges, can be cast with 30ft range), Vitriolic Sphere (4 charges, deals lightning, necrotic, or cold damage instead of acid), Shield (1 charge), Absorb Elements (1 charge), False Life (2 charges, spell is always cast at 3rd level)

Wards of the Protection God. You can use an action, and expend 3 charges on the ring to invoke one of the following effects: 

  • You summon an arcane aura protecting you, or a creature within 30ft of you. All attack rolls against that creature are made at disadvantage, and no creature can have advantage against them until the aura fades, no matter what. The aura fades after 1 minute.
  • You create a small sphere of antimagic in your hand. It remains there until you throw it, or until 1 minute has passed. As an action, you can throw the sphere at a creature within 60 feet of you. Make a ranged spell attack. If you are not able to cast spells, use INT as your spellcasting modifier for the sake of this roll. If you hit the creature, the creature now suffers from the following effects: Saving throws against spells are made at disadvantage, double the spell slots are consumed when the creature casts a leveled spell, If the creature is concentrating on a spell when this attack hits, they must make a DC 16 concentration check when this attack hits them. They lose concentration on a failed save.

Curses

(The curses are not included in the information granted when targeting this ring with Identify or any other spell of the sort.)

Wolf in Sheep's Clothing. Yutabey can toggle the abilities of the ring on and off at will. He knows the location of the ring and its current bearer, if any. He also has extensive information on the current ring bearer. He can cast Scrying through the ring at will, with a DC of 31. He can also cast teleport to a location within 1000ft of the ring, with pinpoint accuracy. Whenever there is a ring bearer, Yutabey will often head to the Shattered Reach and play games and mind tricks with the ring bearer, all while keeping his identity concealed. The curses hidden inside this ring make it much easier for him to do so.

If a creature wants Yutabey to leave them alone, before they're able to unattune to the ring, they can make an offering to get him to leave them alone for 1d12+2 days. They can make an offering of an uncommon rarity or higher magic item, or 600gp minimum. The roll on the d12 is made at disadvantage unless the magic item is rare, or the gold offered is 5000gp or higher. If the magic item offered is very rare, or the gold offered is 10,000gp or higher, Yutabey will allow them to unattune to the ring, or he will leave them alone for an extra 1d100+40 days, and the roll is made at advantage. 

Yutabey receives all of the money and gold offered.

Domination. Any creature within 100ft of the ring suffer the following effects:

  • Any saving throws against Yutabey are made at epic disadvantage
  • No form of magic or truesight can allow a creature to see through Yutabey's illusions and transmutation spells
  • Whenever damage is being rolled against Yutabey, He may use his reaction to force the creature damaging him to make a DC 22 WIS saving throw. On a failed save, Yutabey decides the number that every damage dice rolls, as long as it's a number on each of the dice
  • Counterspell and Dispel Magic checks are made at epic disadvantage against Yutabey
  • Yutabey gets a +10 to deception, persuasion, performance, stealth, insight, intimidation, acrobatics, athletics, and slight of hand checks against those creatures

 

Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, In order to attune, one must take a short or long rest with the ring, and during that rest, spend a total of 10 levels of spell slots in order to attune. These spell slots are not regained on the end of the rest.

Lukasha7

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