Ring of the Witherroot King

Ring of the Witherroot King

Ring

Legendary Requires Attunement by a Druid, Wizard, or Sorcerer

Artifact Powers

Supernatural Immunity: You are immune to disease, poison, and necrotic damage.
Unnatural Authority: Beasts and plant creatures automatically fail Charisma checks against you
Ley of Rot: The ring has a total of 5 charges, and regains 1d4+1 charges daily at dusk. You can use charges to activate the following abilities:
Blightpulse (1 Charge) : As a bonus action, cast Blight (5th-level version) without somatic or verbal components
Witherbind (2 charges): As an action, you summon grasping necrotic vines in a 20-ft cube (DC 20 Strength save or be restrained and take 6d6 necrotic damage per round. On a success, the targets take half damage and are not restrained ).
Soulgraft (3 charges): As a reaction when a creature within 60 feet dies, you graft part of its soul into yourself. Gain temporary HP equal to its hit point maximum, and for 1 hour, you can cast one spell it knew (once).
  Witherwalk: While attuned to the ring, you gain the benefits of the nondetection and spiderclimb spells. In addition, you leave behind blackened footprints in natural terrain that last for 7 days and can be tracked by any creature with darkvision or tremorsense.   Fell Bloom (1/day): Once per long rest, you may unleash the ring's true power. For 1 minute:
  • You exude a 120-ft aura of fungal decay. Creatures entering the area for the first time or starting their turn there must succeed on a DC (8 + Wis, Int or Con Modifier + Proficiency) Con save or take 6d10 necrotic damage and be poisoned for 1 minute. A creature poisoned in this way cannot regain hit points by magical or nonmagical means, and suffers 2d8 additional necrotic damage and 1d4 Consitution damage at the start of each of their turns. A Remove Curse spell or similar magic cures this poison. A creature who makes this saving throw is immune for 24 hours.
  • All corpses within 120 feet rise as rotting Vinespawn (treat as zombies with climbing speed and poison immunity that you control) These Vinespawn take their turns immediately after yours. Additionally, any target struck by the Vinespawn are considered grappled (DC 15 Strength save to escape) .
  • Bonus spells: You may cast Contagion, Insect Plague, or Finger of Death as bonus actions during this state (once each)
  Curses of the Rotbound
  Seed of Witherroot (Permanent Effect): The longer you wear the ring, the more barklike and pale your skin becomes. After 7 days, you gain the Undead creature type in addition to your own. You no longer require food or air, but cannot be healed by positive energy unless the ring permits it.
Rooted Grief: You take double damage from radiant effects and spells from the Nature domain
Decay’s Claim: If you remove the ring without completing the Cycle of Reclamation, your body begins to rot at an accelerated rate. You take 20 necrotic damage per round until re-attuned or the ring is returned to a sanctified grove.

Desciption


Forged in blasphemy by Xaldrith, the Witherroot King, once a high druid of the First Grove of Current Era Arborthona Jungle, the ring is a twisted echo of nature’s cycle — obsessed not with rebirth, but stagnation, decay, and control. Xaldrith turned on the Eladris Elven Courts during the War of the Twilight Gloom that took place on Acazor, binding corrupted ley-lines and necrotic vines to his will. He created this ring using the heartwood of a dead worlds-tree and the petrified soul of a Synthorn-touched dryad.


The artifact is made of a strange fibrous wooden material with red and black-veins coursing through it. It pulses slightly with that same coloration, and small thorns protrude off of it, but only on the inside. Once this ring is worn, those thorns have been known to grow, piercing deep into the bearers finger.

Cost: Unknown


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