When not being worn, the ring changes shape and color.
When the wearer receives piercing or slashing damage, whether by melee, ranged or spell, a portion of the damage can be absorbed into the ring. When the wearer makes an Unarmed Strike, the stored damage can be transferred to the struck creature. All damage stored in the ring will be transferred at one time.
If the wearer choices, they can instead transfer the damage as HP into a friendly creature of their choice.
As before, whatever is stored in the ring will be transferred at once into the friendly creature. Any HP over the creatures max will be stored as Temp HP until out of battle.
The ring holds 3 charges. When struck by the beforementioned damage type, you may expend 1 to 3 charges. Roll 1d4 per charges used. That damage rolled will be stored in the ring, and subtracted from the damage received by the wearer.
When damage is transferred to a foe, the ring will glow red. When transferred to a friend, it will glow green.
The ring renews 1d4 charges after a long rest. If a 4 is rolled, the ring receives full charges and 4 temp HP points will be added til used.
Notes: knicking the finger the ring is to be worn on until it bleeds. Slide the ring over the blood and whether by potion or spell, heal yourself. When the ring is attuned it will no longer be changing size and your blood will have been absorbed into the ring.
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