Rings of the Arch-Heretic (5e Equipment)
From D&D Wiki
ring, artifact (requires attunement by a creature with ki points)
Few names truly strike fear and disgust into the hearts of a monk like The Arch-Heretic. So infamous are his actions that even speaking the title is reason for immediate disbarment from a monastery, and research into his history is even worse.
The early life of the arch-heretic is unknown, as little has been untampered by historians. It is theorized that, halfway through his career in an otherwise normal tradition, he touched upon some untold kind of vile power. Hiding it, he studied and researched it for years, abandoning the monastery which welcomed him and inventing his own form of martial arts. Untempered by time and discipline, he yet still hungered for power.
Many monasteries have carried relics of power, artifacts which need to be protected from the forces which wish to use them not for their purpose. One in particular held the rings, the names now erased from existence. Through hellish magics, the arch-heretic located and sought after these objects. The world shook for ten seconds as he managed to corrupt them, bending them towards his new means.
These actions labelled him for death. Assembling some of the greatest monks of all time, wielding powerful ki-suppression items, they hunted the arch-heretic to the ends of the earth for twelve years straight, but had not found him yet. However, they had an idea.
During his final act of hubris, the arch-heretic had developed and practiced some of the most vile rituals, made to turn him into a demon lord. But, as the precipice of hours long chanting and sacrifice occurred, and the heretic’s form ballooned into something unholy, an intervention by his hunters finally occurred. Granted both his location and his new true name through a gift by Beelzebub, he sought to settle his score with the heretic who swindled him. As the form of the half-demon heretic broke, a parting “gift” from his once-benefactor was bestowed upon him, his personality shattering into five separate identities, bound unto his rings.
The rings all count as one item for the purpose of attunement, but you benefit from nothing until you are attuned to all five of them. The sentience is everpresent, though.
Dwindling Self. At dusk, you lose 1 ki point from your maximum. If this brings you to 0 ki points, you instantly die as the rings are all scattered to locations within 3d6 + 4 miles. Nothing less than the wish spell can revive you, after this happens.
Horrid Immortality. While you have ki points, you cannot age, and you regain 2 hitpoints at the start of your turn.
Leech of Life. When you make an unarmed attack against a creature, they take 2d4 extra necrotic damage, and the damage you dealt reduces their hitpoint maximum by that amount. These hitpoints are only returned when greater restoration is cast on them. Using this feature disables Dwindiling Self until the next day. If the creature had ki points, it reduces their ki point maximum by 1, increasing yours by 1. Ki points are only returned after you die.
Cursed. After putting on one of the rings, you must make a DC 18 Charisma saving throw. On a success, you are not cursed, and must remove the ring, or else you must make the save again. On a failure, you are compelled to wear the ring, and seek out the others. You fail instantly if you cannot remove it. Once every day at dawn, you may make another save, removing the ring and this curse if you succeed. The DC increases by 2 for every ring you are wearing, and if you are wearing all of them, nothing short of wish can remove this curse from you.
While their individual goals may differ, they do all seek more power, and urge(in the case of Krelash, demand) that you do too.
Due to the nature of attunement, unless you become uncursed, conflicts cannot occur, nor can the rings unattune themselves. If causes for these occur, they simply become more and more frustrated with you, and eventually try to force an unnatunement somehow, generally via death.