Ring, artifact (requires attunement by a Creature with an INT score of 15 or higher, or by having all base stats 10 or higher)

A relic of an ancient craftsman lost to time, this aged copper ring is etched with countless inscriptions in an unknown language. When observed under Comprehend Languages, they read:

"Two into one. From ruin, creation. From steel, soul."

Unattuned Properties

Even without attunement, the ring pulses with dormant energy.

  • The ring has one charge, which is replenished after a long rest.
  • As an action, you can expend this charge to activate a 10-foot-radius unseen aura for 1 minute.
  • While active, all unequipped weapons, armor, shields, and other equipment within the aura emit a faint orange glow, shedding dim light for 5 feet, visible only to the wearer of the ring.

Attuned Properties

Once attuned, the ring awakens its true potential.

  • The ring has six charges, regaining 1d6 charges at the end of a long rest.
  • As long as you remain attuned, your touch warms metal objects slightly and faintly resonates near powerful magical artifacts.

Melding Aura (1 Charge)

You can activate the 10-foot-radius unseen aura as described in the unattuned properties.

While the aura is active:

  • Weapons, armor, and metallic objects within the aura resonate, as if drawn to each other.
  • Attacks against creatures wearing metal armor have a +1 bonus to hit due to the magnetic pull.
  • Any nonmagical metal item left unattended within the aura for the full duration becomes subtly altered in appearance, with minor engravings appearing along its surface.

Item Melding (1 Charge, Action)

As an action, you may attempt to fuse two unattended, non-living items within 5 feet. You must make an arcana check, the result following the tables below.

  • The items cannot be worn, carried, attuned, or animated.
  • The fusion lasts for 24 hours, after which the items automatically separate and appear within 5 feet of each other.

 

Fusion Outcomes by Arcana Check

Arcana Check Result Outcome
1-4 (Catastrophic Failure) The fusion violently rejects itself, creating an explosion of raw arcane energy in a 15-foot radius. Each creature in range takes 4d8 force damage and must succeed on a DC 15 Strength saving throw or be knocked prone. The items are destroyed unless they are magical, in which case they remain separate but inert for 1d4 days.
5-9 (Critical Instability) The items fuse, but the bond is unstable. For the next 24 hours, the fused item functions erratically, activating its abilities at random (DM discretion). After 24 hours, the items forcefully separate and gain the Unstable Fusion Curse (detailed below).
10-14 (Partial Fusion) The items merge, but only one primary function remains intact. Any secondary or passive effects are weakened or lost. The fused item lasts 24 hours before separating.
15-19 (Functional Fusion) The items merge successfully, combining their primary properties into one functional item. However, some limitations may apply (e.g., if two swords merge, only one retains its magical enhancement).
20-24 (Complete Fusion) The items merge seamlessly, fully retaining both sets of abilities. However, if the fusion includes two magical items, the new item requires two attunement slots instead of one.
25-29 (Advanced Fusion) The fusion is highly stable, fully combining all abilities while requiring only one attunement slot. However, the merged item develops a quirk (see below).
30+ (Perfect Fusion) The fusion is flawless, seamlessly integrating all properties without drawbacks. Additionally, the item may develop a new special ability, chosen by the DM based on its nature.

Fusion Quirks Table (Roll 1d10)

If an item is Advancedly or Perfectly Fused (Arcana 25+), roll a 1d10 for a quirk:

d10 Roll Quirk
1 The item gains a soft, rhythmic hum that changes pitch based on the wielder's emotions.
2 The item shifts in color slightly when exposed to direct sunlight or moonlight.
3 The item resonates faintly when another magic item is within 30 feet.
4 The item occasionally emits faint whispers in an unknown language.
5 When idle, the item grows slightly warmer or colder depending on the wielder's mood.
6 The item generates small motes of light when used in darkness.
7 The item hums when drawn or used, creating a subtle but noticeable sound.
8 The item leaves behind faint magical traces when moved, visible only under detect magic.
9 The item becomes slightly translucent when held by a person with magic affinity.
10 The item remembers its wielder's touch, faintly adjusting its weight for their grip.

Fusion Malfunctions (For Unstable Fusions, Roll 1d6)

If the fusion is unstable (Arcana 5-9), roll a 1d6 to determine how the fusion malfunctions:

d6 Roll Malfunction
1 The fused item flickers in and out of existence, appearing and disappearing at random for 1 minute.
2 The item surges with arcane energy, dealing 2d8 force damage to the wielder on activation.
3 The fusion warps, causing the item to double in weight or half in size for 24 hours.
4 The item emits unstable magical bursts, creating harmless sparks and distortions in a 10-foot radius.
5 The fusion causes one ability to be reversed (e.g., a fire weapon emits cold instead).
6 The fusion creates a temporary dimensional rift, pulling in small objects nearby and spitting them out elsewhere.

Unstable Fusion Curse (From Failed Fusion Attempts)

If a failed fusion results in a cursed instability, the fused item gains a permanent curse. The DM may choose or roll from the Unstable Fusion Curse Table (1d6):

d6 Roll Curse Effect
1 The item occasionally screams in agony when used, alerting nearby creatures.
2 The wielder has disadvantage on Wisdom (Perception) checks while holding the item.
3 The item causes the wielder to hear whispers when near other magical objects.
4 The item flickers in and out of existence, forcing the wielder to roll a d20 when drawing it. On a 1-5, the item fails to appear for 1 minute.
5 Each dawn, the item has a 10% chance to temporarily separate into its original components for 1 hour.
6 The wielder must succeed on a DC 15 Charisma saving throw when attuning or using the item. On a failure, they experience mild hallucinations for 1d4 hours.

Advanced Forgecraft: Permanent Fusions (3 Charges, 1 Hour Ritual)

By expending 3 charges and performing a 1-hour ritual, you may attempt to permanently merge two items.

  • If successful, the fusion is permanent, and the items do not separate after 24 hours.
  • The DC for permanent fusion is +5 higher than a normal fusion check.
  • If the check fails, the items crack and become cursed, gaining an unstable property (e.g., a sword may have a 10% chance to break when attacking).

A wish spell or divine intervention is required to undo a permanent fusion.


Melded Form: Self-Fusion (5 Charges, Bonus Action, 1 Minute Duration)

As a bonus action, you may expend 5 charges to fuse yourself with a single weapon, armor, or magical item you are carrying. This fusion lasts 1 minute.

While fused, you retain your normal form but gain additional benefits:

  • Weapon Fusion: You gain a +2 bonus to attack and damage rolls with the weapon. If it has magical properties, they apply as if part of your body (e.g., a flaming sword may cause your attacks to burn).
  • Armor Fusion: You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Ring/Amulet Fusion: You gain advantage on saving throws against spells and magical effects.

At the end of the duration, the item separates from you and falls to the ground.

If you are knocked unconscious or killed, the fusion ends immediately, and the item suffers instability, gaining a random curse at the DM’s discretion.


Legendary Drawback: Unstable Melding

The Ring of the Melded Forge is not without risk. Each time a creature successfully merges two magical items, there is a 5% chance (1 on a d20) that the ring permanently absorbs part of the fusion’s magic.

When this happens:

  • One of the fused items loses a random property (DM’s choice or roll randomly).
  • The ring gains a faint glowing rune, representing the absorbed power.
  • If the ring absorbs three magical properties, it becomes unstable, forcing the wearer to succeed on a DC 20 Constitution saving throw whenever they attempt another fusion, or suffer 4d10 force damage as the magic violently rejects them.

A wish spell or a powerful celestial/fiendish entity may be able to stabilize the ring, resetting its absorption count.

Living Construct Adaptation:
While Warforged are considered living creatures, their mechanical nature allows for unique interactions with the Ring of the Melded Forge.

Permanent Fusion Ritual (Requires Attunement)

A Warforged attuned to the ring can undergo a special 8-hour ritual to permanently fuse an item into their body. The ritual requires 500 gp worth of materials per rarity level (e.g., 500 gp for common, 1,000 gp for uncommon). The fused item becomes an integrated part of the Warforged’s frame, granting the following benefits:

  • Integrated Functionality: The Warforged gains the item’s effects as if it were equipped, even if it normally requires hands or attunement slots (though attunement rules still apply).
  • Unremovable: The fused item cannot be removed unless the Warforged willingly undergoes a reversal ritual, which takes another 8 hours and requires a successful DC 20 Arcana check to avoid damaging the item.



Notes: Creature with an INT score of 15 or higher, or by having all base stats 10 or higher

Previous Versions

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2/21/2025 3:02:57 PM
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