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Sohol Ring

A special ancient ring given to Nero by the Benefactor. It can be activated as a bonus action. No more than one charge can be used at a time.

Manufacturing process

Being an ancient ring, nothing of the manufacturing process is known. There seems to be intricate runes inside the gemstone, but as to how they were carved in there is a mystery.
Charges: 2 (Recharges on a long rest)

Effect: Whenever the ring is activated, pick one of the following effects.
    Renewing Growth-Spontanous growth happens around you. Roll a d4 and consult the table below.      
1 Floral Surge: Vines and flowers erupt in a 10-ft radius, creating difficult terrain and lightly obscuring the area for 1 minute. Creatures in the area must make a Strength saving throw against your spell DC or be restrained until the end of their next turn.
2 Explosive Spores: A cloud of bioluminescent spores bursts out, causing each creature within 10 feet to make a Constitution saving throw or take [4d6] poison damage and be blinded until the start of their next turn.
3 Fungal Fortification: Mushrooms sprout over your body, granting you temporary HP equal to twice your druid level for 1 minute.
4 Elemental Burst: Nature rebels unpredictably—roll a d4 again:
(1) You release a shockwave of thorns. Each creature within 10 feet takes [3d8] piercing damage.
(2) A gust of wind blasts forth, pushing all creatures in a 20-ft sphere 10 feet away.
(3) A small wildfire ignites around you, dealing [2d6] fire damage to creatures within 5 feet.
(4) A burst of healing energy restores [3d8] HP to all allies within 15 feet.

Wildfire Spell-When you cast a spell of 1st level or higher that targets a single creature, roll a d6. The spell is recast a number of times equal to the roll, targeting a random target (enemy, ally or object) closest to the original target, branching outwards. If the spell required a attack roll, the original roll is used.

Chaotic Flame-When you cast an area of effect spell, you can cause a random magic surge to happen in the spell's area, or on a 30ft radius sphere centered on you. Roll a d20 and consult the table below.    
1 Nature’s Wrath: Large, uncontrollable roots erupt violently from the ground. Every creature in the AOE must make a Dexterity saving throw or take 6d10 bludgeoning damage and be restrained for 1 minute (save ends at the end of each turn).
2 Withering Pulse: The plant life around twists unnaturally. All creatures in the AOE take 1d8 necrotic damage per spell level and cannot regain hit points for 1 minute.
3 Spores of Fatigue: A cloud of strange fungal spores spreads. All creatures in the AOE must make a Constitution saving throw or suffer 1 level of exhaustion.
4 Tangled Thicket: Thorny vines spread through the AOE, turning the area into difficult terrain. Any creature moving more than 10 feet on their turn takes 1d8 piercing damage from the thorns.
5 Verdant Overgrowth: An uncontrolled explosion of plant life occurs. The entire AOE is filled with thick foliage that provides heavily obscured cover to all creatures within for 1 minute.
6 Lush Decay: The rapid plant growth saps life instead of giving it. All creatures in the AOE take 2d6 poison damage at the start of their turn for the next 3 turns. A successful Constitution save ends the effect early.
7 Dizzying Pollen: Brightly colored pollen fills the air. All creatures in the AOE must make a Wisdom saving throw or become confused (as per the Confusion spell) for 1 minute.
8 Draining Bloom: Beautiful flowers sprout, but sap vitality. Creatures in the AOE take 2d10 radiant damage, and you regain HP equal to half the total damage dealt.
9 Fey Trickery: Every creature in the AOE glows with sparkling, multicolored lights for the next hour. They also smell faintly of fresh grass.
10 Mushroom Madness: A field of glowing mushrooms rapidly grows in the AOE. Anyone who eats one (including enemies) gets a random color-changing effect for 24 hours.
11 Hiccuping Bloom: Every creature in the AOE hiccups uncontrollably for 1 minute. If they attempt to cast a spell or speak, there’s a 50% chance they stutter and lose concentration.
12 Bountiful Bloom: Fragrant flowers bloom across the battlefield. Any creature starting its turn in the AOE regains 2d6 HP for the next minute.
13 Rejuvenating Winds: A refreshing gust spreads through the area. For the next minute, all creatures in the area gain a +2 bonus to AC.
14 Verdant Empowerment: The AOE pulses with natural energy. All creatures in the area gain a Damage Reduction Class of 10.
15 Thorn Armor: A thorny barrier forms around those in the AOE. Any creature who gets hit with a melee attack deals 1d6 piercing damage to their attacker for 1 minute.
16 Spontaneous Growth: Vines coil around creatures in the AOE and lift them up. Any creature in the AOE that is prone may immediately stand up without using movement, and all creatures can Dash as a bonus action for 1 minute.
17 Blessing of the Wilds: A blessing of nature touches everyone in the AOE. Each creature gains temporary HP equal to the spell’s level + your Wisdom mod.
18 Elemental Surge: The next AOE spell cast by an affected creature unexpectedly amplifies. Choose one: either increase the AOE by 10 feet, or increase the spell's damage by one die step (e.g., d6 to d8, d8 to d10).
19 Faeborn Blessing: Glittering light from another realm briefly envelops everyone. Each creature in the AOE gains inspiration and advantage on a roll of their choice before they take a long rest.
20 Flourishing Rebirth: A pulse of ancient, primal magic washes over the battlefield. All creatures in the AOE instantly regain half of their missing HP. Any status conditions are cured.
Item type
Unique Artifact
Current Location
Current Holder
Creator
Related ethnicities
Owning Organization
Rarity
There seems to be only one in existence.
Raw materials & Components
The ring seems to be made of wood from an unknown tree, with a flaming gemstone in the middle.

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