Ring of Piercing (5e Equipment)

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Ring, rare (major (XGtE p. 135)) (requires attunement)

This solid metal ring is engraved with two crossed spears and a third driving through a skull. It feels unnaturally cold to the touch and hums faintly when gripped in battle.

While attuned to this ring, you gain proficiency with spears if you don’t already have it.

The ring has 1d4 + 1 charges. It regains all expended charges at dawn. If you expend the last charge, roll a d20. On a 1, the ring disintegrates into rusted fragments.

The Great Summoner of Spears. As a bonus action, you can summon 1 or 2 spears directly into your hands. If you cannot hold a summoned spears, they drop harmlessly at your feet. You may summon up to 4 spears per day, resetting at dawn. This feature does not require the use of a charge.

When you hit a creature with the summoned spear, you can choose to spend 1 additional charge as a Bonus Action to empower the attack with poison, fire, or necrotic energy. If you do, it deals an additional 2d6 damage of the chosen type, in addition to the appropriate effect. Doing so destroys the conjured spear and turn its piercing damage into magical piercing damage.

poison: Targets must also succeed on a DC 13 Constitution saving throw or be poisoned until the end of their next turn.
fire: The spears sear with intense heat and cause additional fire damage. Flammable objects can be ignited by this spears. In addition, the conjured spear explodes, causing 1d6 fire damage to any creature within 5 feet that fails a DC 15 Dexterity saving throw.
necrotic: The spears rot flesh on contact, leaving festering wounds that cannot be healed until the start of the affected creature's next turn.

Spear Trap. As an action, you can expend 1 charge to create a spear-filled trap in a pit up to 5 feet wide, 5 feet long, and 10 feet deep, in an unoccupied space within 30 feet. Only Small or Medium creatures can be affected by this trap, and it does not affect flying or levitating creatures. This trap disappears after 1 hour, leaving the terrain intact.

When a creature enters the area occupied by the trap, it must succeed on a DC 15 Dexterity saving throw or take 6d6 piercing damage. A creature that begins its turn in the trap must succeed on a DC 15 Strength check to escape, or take 1d6 additional piercing damage.

Camouflaged Trap. By spending 1 additional charge, you can camouflage any trap created by the ring. A creature that is unaware of the trap must make a DC 18 Wisdom (Perception) or Intelligence (Investigation) check to detect it. On a success, they spot the trap. On a failure, they remain unaware until triggered.

Piercing Throw. As an action, you can expend 1 charge to fire a spear with immense power, causing it to pierce through all targets in a 30-foot line that is 5 feet wide, originating from your free hand. Each creature in the line must make a DC 15 Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much on a success. You can spend an additional charge when you take this action, adding 2d6 piercing damage and 10 feet for each charge spent.

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