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This page is incomplete and/or lacking flavor. Reason: Some description a little vague (Focused Blast, Charged blast). "Based on your Wisdom save DC", but it doesn't require attunement by a specllcaster with wisdom as their spellcasting ability.
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Ring, Unique (requires attunement)
A magic Amber ring, carved with a yellow shield emblem on the front of it. It was created by an order of ancient paladins, who sought chaos through fear. It emits a bright yellow light within a 10ft. radius and a dim light within a 15ft. radius. The ring can be summoned from any distance to the person it is attuned to, it cannot be unattuned except by the attuned beings death.
Charges. You can expend charges to perform actions, reactions and bonus actions, using the Amber light of the ring. The ring holds up to 25 + your Charisma modifier charges, and regains all spent charges each day upon completing a long rest, or upon placing the ring on an enchanted Amber, and chanting the Amber knight oath as follows; "In Blackest day, in brightest night, beware your fears made into light, let those who try to stop our might, burn like my power, my Amber Light!!"
- Weapon Construct: 1 charge, bonus action; generate any weapon from the Amber light of the ring, the weapon grants a +2 bonus to attack and damage rolls, and deals necrotic damage instead of its normal damage type. The weapon exists for 10 minutes after which the construct vanishes.
- Focused Blast: 2 charges, bonus action; 100ft. line,. Dexterity saving throw based on your Wisdom save DC. 4d6 necrotic damage. [A quick beam of green energy faster than the eye can percieve.]
- Celerity: 3 Charges, bonus action; your movement speed is doubled as long as you hold concentration. [Surround Yourself with the Amber light of the ring to grant yourself superhuman speed.]
- Amber Shield: 3 charges, reaction; when you or an ally within 60 ft. is targeted with an attack you can as a reaction raise a shield that grants you or your ally 30 temporary hit points and advantage on saving throws against spells. The shield is lowered at the beginning of your next turn or when the shield runs out of hit points. You cannot have, temporary hit points from more than one source.
- Charged Blast: 4 Charges, Action; 65ft. line,. Dexterity saving throw based on your Wisdom save DC. 8d10 necrotic damage. all targets are blinded if they fail the save. They can make saves on each of their subsequent turns to become unblinded. [an immensely dense beam of energy that destroys everything in its path.]
- Flight: 5 charges, action; You cast the spell fly, with one alteration the duration becomes 1 day so long as you cast it on yourself.
- Armageddon: 25 charges, action; You can expend 25 charges in your ring to unleash chaos and fear, roll on the wild magic surge table 25 times.
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