Calamity (5e Equipment)
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Wondrous Item (ring), artifact (requires attunement by a creature of non good alignment)
Calamity is a smooth, pitch black metal band of unknown origins powered by the forces of darkness and death. The ring has been known to bring chaos wherever it goes and constantly hungers for more dark power and knowledge. The wearer of Calamity will slowly be corrupted, becoming as dark and evil as the ring, and will often go insane should the ring abandon the wearer.
- 1 minor beneficial property
- 1 major beneficial property
- 1 minor detrimental property
- 1 major detrimental property
Dark Bonds. Once a creature attunes to Calamity, the creature cannot unattune to the ring without a successful DC 30 Wisdom saving throw, and cannot be removed from the wearer’s finger as long as it is attuned to the wearer. Once a creature successfully unattunes to Calamity, they must succeed on an additional DC 30 Wisdom saving throws or gain a form of indefinite madness chosen by the DM which can only be removed via the Wish spell or divine intervention.
False Appearance. The wearer of Calamity can change the appearance of the ring to look like any other form of ring as a bonus action.
Protection of Death. Calamity grants a +3 bonus to AC, and any creature that hits the wearer of Calamity with a melee attack takes 4d10 necrotic damage, bypassing all resistances and immunities. In addition, the wearer of Calamity is immune to necrotic damage.
Shadow Weaponry. The wearer of Calamity may, as a bonus action, create any sort of weapon, armor, or ammunition out of pure darkness. If the created item is armor, it grants a +3 bonus to AC, and if the item created is a weapon or ammunition, it has a +3 to attack rolls and deals an extra 2d10 necrotic damage. The wearer can summon items made of shadow up to an amount equal to their proficiency bonus, and can dispel any or all of them as a bonus action.
Spellcasting. The wearer of Calamity can innately cast any necromancy or illusion spell of 1st - 9th level as an action, requiring no material, somatic, or verbal components. This does not apply to rituals. The Save DC and modifier for all of these spells is your proficiency bonus times 2. You can use this feature a number of times equal to your proficiency bonus before having to take a long rest.
Aura of Darkness. The wearer of Calamity may, as a bonus action, release an aura of pure darkness around itself in a 60ft radius. The wearer’s AC goes up by 5 while the aura is activated, and anyone who enters the aura or starts their turn in it takes 100 necrotic damage, bypassing all resistances and immunities. The wearer can dispel the aura as a bonus action.
Dark Sentience. Calamity has an Intelligence score of 20, Wisdom score of 20, and Charisma score of 20, Calamity hungers for dark power and knowledge, and drives the wearer to find more of it. Failure to do so can lead to disputes in between Calamity and the wearer. Should the argument escalate, Calamity may try to possess the wearer, who must succeed on a DC 20 Wisdom or be possessed by Calamity until the next dawn.
Destroying the Calamity. Calamity cannot be destroyed, but can be rendered powerless for 10,000 years by being drenched in the positive plane by a greater deity of good alignment.