Black Band of Iron Blood (5e Equipment)
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Wondrous Item (ring), artifact (requires attunement by a fiend who can cast at least one 9th level spell)
The Black Band of Iron Blood was once a normal ring worn by a great wizard of legendary power, but in a fierce battle, the ring was soaked in the blood of some of the Archdevils, along with a few other powerful fiends, infusing the ring with some of their power. The ring appears as a charred band of iron.
- 3 minor beneficial properties
- 2 major beneficial properties
- 4 minor detrimental properties
- 1 major detrimental property
Asmodeus’ Blood. While attuned to and wearing this ring, you gain Truesight out to a range of 120 ft. In addition, all of your attacks count as magical for the sake of overcoming resistances and immunities, your Charisma score becomes 25 unless it was already 25 or higher, and you can use an action to charm a devil that is not an Archdevil within 120 ft of you. The devil must succeed on a Wisdom saving throw equal to your Spell Save DC or immediately become charmed by you indefinitely, even if it’s immune to being charmed. You can control an amount of devils equal to your Charisma modifier.
Dispater’s Blood. While attuned to and wearing this ring, your AC increases by 3, and you can use an action to choose one creature within 60 ft of you and turn them to iron. That creature must make a Constitution saving throw equal to your Spell Save DC or immediately be petrified as their bodies turn to iron, all within one second. The creature can be reverted to its natural state by Greater Restoration or a greater spell. You can use this an unlimited number of times.
Zariel’s Blood. While attuned to and wearing this ring, you gain immunity to all nonmagical damage and fire damage. You can also cast Fireball at will as an action and your melee attacks deal an extra 2d10 fire damage.
Mephistopholes’ Blood. While attuned to and wearing this ring, you are immune to cold damage, along with the paralyzed condition. In addition, you can use an action to encase a creature in enchanted ice, restraining the creature, which also deals 2d10 cold damage per round. The restrained creature can break the ice with some form of magical flame or a successful DC 25 Strength check.
Tiamat’s Blood. While attuned to and wearing this ring, you are immune to the breath weapons of all dragons but Dracoliches, Bahamut and Tiamat, and chromatic dragons will deal inclined to help you, and will not harm you unless you harm them first. You also have advantage on Persuasion checks made against dragons.
Baalzebul’s Blood. While attuned to and wearing this ring, you can travel through difficult terrain as though it were normal terrain, and you gain Blindsight out to 120 ft. If you already had Blindsight, it increases by another 60 ft.
Destroying the Black Band of Iron Blood. The Black Band of Iron Blood can only be destroyed by being soaked in the blood of at least 10 good aligned gods at once.