San's Magical Ring (5e Equipment)

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Ring, very rare (requires attunement)

A white ring with a skull on it, when used, the skull's left eye glows blue. The ring has 20 charges. The ring regains 2d6 + 8 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the ring loses its magical properties.

You can use the ring's charges to fuel the properties below.

Telekinesis. You can spend 1 or more charges as an Action to drag a Medium or smaller you can see within 60 feet, creature or object up to 20 feet per charge spent alongside vertical or horizontal surfaces. If the target collides with a solid surface, it takes 2d8 bludgeoning damage. A creature can make a DC 15 Strength saving throw to avoid this effect.

If you drag one creature towards another, the other creature must make a DC 15 Dexterity saving throw or also takes 2d8 bludgeoning damage.

Conjure Bone Spikes. As an Action, you can spend 1 or more charges to fire a volley of bone spikes towards a creature you can see within 60 feet. Three bones, plus one for each additional charge spent after the 1st automatically hit the target, causing 1d6 piercing damage each.

You can spend 1 additional charge to whenever you use this ability to conjure bone spikes that attach to your target. Doing so causes the bones to assume a bluish glow. If the creature damaged by the bone spikes willingly until the end of your next turn, it takes 1d6 piercing damage per spike hurled at it.

Dodge. You can spend 1 charge as a reaction when you are hit by an attack to move out of its way, potentially causing it to miss. The attacker must reroll, and on a miss, you can move up to half your movement speed without provoking opportunity attacks.

Gaster Blaster. As an Action, you can spend x charges to cast Gaster Blaster (WIP)...

Shortcut. You can spend 7 charges to cast teleport. You can't cast this spell during combat.

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