Night's Whispers (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Ring, very rare (requires attunement by a spellcaster)

As rumors and fears of vampires spread, so, too, did the...appreciation of their powers. Not wishing to forfeit their soul or inherit the thirst for blood, a group of Arcane users that preferred to walk in the shadows as much as the daylight began work on creating a magical tool that could mimic the powers of these great, though terrifying, beasts. They called such rings that were birthed from this the "Night's Whispers". Their purpose; manipulate War, both in combat, and outside of it.

Once attuned, the ring gives access to the spell vampiric touch. For as long as you are attuned to the ring, it is added to your spells known, is always prepared, and can be cast with your own spell slots. You may also cast the spell from the ring, once per day. When used in this manner, the spell requires no components, and the ring maintains concentration. After using this ability, it cannot be used again until the following dawn.

The ring has 3 charges, and recovers all spent charges each day at dawn.

Beguiling Graze

Make an attack with Vampiric touch. On a hit, you may expend 1 charge, and as a bonus action, you may force the creature to make a Charisma Save against your spell DC. On a failure, you draw more than just life essence from the creature. Ask a question, and the answer comes from the creature of the attack to the best of it's ability to answer it, in the fashion that speak with dead would function. However, in this case, it is forced to answer.

Fearful Grasp

Make an attack with Vampiric touch. On a hit, you may expend one charge, and as a bonus action, you can force the creature to make a Charisma Save against your spell DC. On a failure, the creature is paralyzed for 1 minute. It may repeat it's saving through at the end of each of its turns. On a success, it is then immune to this effect for 24 hours.

Hypnotic Touch

Make an attack with Vampiric touch. On a hit, you may expend one charge, and as a bonus action, you can force the creature to make a Charisma Save against your spell DC. On a failure, the creature takes no damage from you, and instead, is effected by the modify memory spell, as if cast at the 5th level. The memory alteration, however, takes place telepathically and instantaneously, leaving no outward signs of the spell if the initial save is failed. For reference:

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

Additionally, you may roll a Slight of Hand (Dex) check, out of combat, contested against a Perception (Wis) check of the creature, and anyone actively watching you. As long as the creature and those watching fail, the "attack" seems as innocent as a hand on one's shoulder or goes by completely unnoticed, and does not initiate combat.

il_340x270.307391980.jpg

Back to Main Page5e HomebrewEquipmentMagic Rings

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors