Ring, very rare (requires attunement by a Automatic attunement)

While wearing this ring, you magically regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. Roll a new 1d6 at the start of each ten minutes if you are not at full hit points. This process will not take you higher than your current maximum hit points.

If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days as long as you have at least 1 hit point the whole time. The regeneration will work no matter how long ago you lost the limb, as long as you have had at least 1 hit point at all times since you lost the limb.

Once the ring is placed on a finger, it cannot be removed by the person wearing it. It can easily be removed by someone else.

Whilst wearing the ring, the wearer feels an irresistible compulsion to answer truthfully any questions that they are asked by anyone. They know that they are telling the truth, no matter how hard they try not to and are not able to disguise the truth in any way. They can lie in conversation, but not when asked a direct question. The ring was created to help with interrogating the wearer, healing them so more questions could be asked. If they really don't know the answer, they will say so.

The wearer will have to pay close attention to conversations directed at them, even if they are not actually being interrogated, because even the most casually asked question will force the truth from them. For example: The wearer may have offered a bit of information that they are trying to get the listener to believe but if the listener even says something like "Really?" the wearer must then answer truthfully. "No, actually, I meant to say XXX." This can lead to some interesting situations.

The ring always fits the finger it is placed on.

There are only three known ways to remove the ring:

1. The wearer dies (hit points to zero and fails at least one Death Save throw). Someone else may remove the ring in this situation and the wearer can then be revived as long as they don't fail three Death Save throws whilst it is being removed.

2. The wearer's finger that has the ring on it can be amputated. This means that the finger will not re-grow because the ring is no longer being worn, and this may cause the wearer to want to put it back on another finger. The desire to do so is extremely strong, and the wearer will need much persuasion not to do so. If the ring is forcibly removed in this way, the wearer may try and track down whoever cut it off to retrieve the ring so that they feel fully healed again. A vicious cycle that's hard to break.

3. Someone other than the wearer takes it off. 

If the ring remains on the finger of a character that fails all its death saves and really dies, it triggers Revivify automatically after five minutes. This is longer than the normal requirement, but has been built in to make anyone checking the body believe that it is dead for five minutes before it triggers. It does not need recharging, nor does it use spell components or require verbal or somatic components. However, the use of the spell on the character removes one point of Constitution permanently. If it is used to the point where the constitution reaches zero, the character becomes a Wight.

Notes: Regain 1d6 Hit Points every 10 Minutes, regrow lost body parts, Revivify after 5 minutes of death., Automatic attunement, Healing, Cursed, Jewelry

Previous Versions

Name Date Modified Views Adds Version Actions
10/17/2024 2:48:31 PM
25
1
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Coming Soon

Item Tags: Healing Cursed Jewelry

Mr_Bodkin

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