While wearing this ring, at the end of each long rest, roll 1d6. The result determines the effect the ring has on you until the end of your next long rest, as shown below:
1: The ring envelops you in evil energies. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks against good creatures, and good creatures are naturally weary of you. Any undead within 30 feet of you with an intelligence of 5 or lower and a CR of 1/2 of lower are automatically charmed by you.
2: The ring envelops you in a holy light. You and anything you are wearing has the effect of the daylight spell applied to it. Any creature that ends its turn within 10 feet of you must make a DC 14 Constitution saving throw, taking 2d8 radiant damage on a failed save or half as much on a successful one.
3: The ring creates an ethereal weapon of a random weapon type you are proficient with. This weapon follows you closely and attacks a random creature within 10 feet of you at the end of your turn (15 feet if the weapon type has a 10 foot reach.) This weapon has a to hit bonus equal to your proficiency bonus plus the highest among your Wisdom, Intelligence, or Charisma, and a damage bonus equal to just the latter. It has the same stats as the weapon type it is copying, except that it does force damage instead of its normal damage.
4: The ring floods you with adrenaline. You gain a +2 to Strength and a -2 to Wisdom and Charisma. Attack rolls you make have advantage, but all attack rolls against you have advantage. The first time you would be reduced to 0 hitpoints, you get reduced to 1 instead.
5: The ring causes you to grow one size category larger or smaller, chosen at random. The size change applies again every 30 minutes, once again chosen at random. If you are tiny and this would cause you to shrink, you instead grow. If you are huge and this would cause you to grow, you instead shrink.
6: Roll again. If you get a 6 again, the ring explodes, dealing 6d6 fire damage to you and destroying the ring. The ring reforms on the same finger it was originally on after 1d4 long rests.
Curse. Once you equip this cursed ring, you automatically attune to it and can’t remove it unless you are targeted by the remove curse spell or similar magic.
Notes: Cursed
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