This ring summons an undead wisp that looks like the upper half of a human skull, surrounded by a blue flame that is cold to the touch and sheds magic light 5ft in all directions. This creature has a number of hit points equal to double the wielder's warlock level. At 0hp the creature is destroyed, taking away any effects it gives its wielder, but is resurrected after 1 hour of uninterrupted meditation or after taking a long/short rest. The wielder also has control of where this creature is located, it has a flying speed of 30ft that is separate from the player, but cannot move more than 30ft away from its wielder in any direction (if the wielder moves out of range, the wisp will take the distance out of its total movement speed and move back in range).
When summoned, The Wisp of the Warlock grants its wielder the ability to use an additional spell/effect, 4 times per summon/rest, as a bonus action rolled at random from the list below. Once the wielder has cast a spell/effect using this item, whatever is rolled must be used/applied on his/her turn.
1d12:
1. The wisp falls asleep for one minute, recharging the last spell slot you used. You can use one Wisp of the Warlock spell charge to wake it up early
2. A hostile creature of your choice within 30ft must succeed on a Wisdom saving throw or be forced to aim their next attack towards you
3. The Wielder and Wisp are turned invisible for 1 round (plus an additional round at 7th and 13th Warlock level) or until the wisp casts another spell
4. The next creature to attack the wielder or the wisp takes 1d4+1 necrotic damage (with an additional 1d4 of necrotic damage at 7th, 13th, and 17th Warlock level)
5. Gain 2 Wisp of the Warlock spell charges
6. Any creature of your choice within 30ft must succeed in a Constitution saving throw or be blinded until the end of your next turn
7. The next question you ask any creature that understands you, must succeed on a Wisdom saving throw or be forced to answer truthfully.
8. Heal any creature of your choice within 30ft 1d4+1 (with an additional 1d4 of health at 5th, 7th, 13th, and 17th Warlock level)
9. Any creature of your choice gains 1d4+1 AC until the start of your next turn
10. Any creature of your choice within 30ft gains an advantage to their next melee/spell attack and adds 1d4+1 to the damage (with an additional 1d4 of damage at 7th, 13th, and 17th Warlock level)
11. Take half damage from cold, fire, lightning, poison, or acid damage (maximum 2 if rolled multiple times, or swap to another) for 1 minute
12. You can cast any Warlock spell at 3rd level or lower on your next turn, even if it isn't prepared, without wasting one of your own spell slots
Notes: warlock, the wielder must age one year in possession of the ring.
Previous Versions
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12/3/2022 1:11:20 AM
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12/3/2022 1:14:46 AM
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12/3/2022 1:20:59 AM
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