Crux of Mysteries (5e Equipment)
Ring, Unique (requires attunement) The rings that symbolize the three chief aspects of every mystery: the Unknown; of which none have any experience; the incomprehensible; the meaning of which cannot be understood; the wondrous; that which awakens the curiosity in those who wish to experience and terror in those who refuse to understand.Through the union of these three concepts, the Crux of Mysteries was born; a consequence of the boundless miracles and phenomena that abound the Weave. There are many such rings in existence. The Crux of Mysteries can be utilized only and only if the bearer has at least three of them. When a bearer has at least three of these rings, they must perform a 6 hour long ritual in order to attune to the rings. All three rings must be worn on the same hand. One cannot attune to more than three such rings. Although the bearer attunes to three rings, they act as one and only occupy one attunement slot. Each ring is black in colour and adorned with silver bands and various gemstones. While you are attuned to this ring, you gain access to the following effects: Threads of Knowledge Once per day, as a bonus action, you are able to peek into the history, laws, fables and lore of the region you are in. When you do so, you automatically succeed all Arcana, History, Nature and Investigation checks for the next 10 minutes. Needles of Understanding Whenever you dispel or counter a spell or magical effect, the aforementioned spell or magical effect is recorded in your mind. Thereafter, you may choose to reenact that spell or effect once at will without expending any spell slots or components. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest. Tapestry of Wonders The Crux of Mysteries has 12 charges and regains all charges after a long rest. These charges are transferrable and can be used to replenish the charges of other magic items. All bearers of the Crux of Mysteries must keep in mind that this ring is an accursed one; mysteries may be unravelled but are best left unhindered. By wielding this item, the bearer tries to go against natural order. Everyday at midnight, the bearer must make a DC 22 wisdom saving throw and a DC 24 charisma saving throw. On a single failure, the bearer is inflicted with a random long term madness. If the bearer fails both checks, then they are inflicted with reality break. Once attuned, the rings can never be taken off until the death of the bearer; in which case, the rings lose all magic and turn to dust. If the bearer is inflicted with Reality Break three times, he is additionally inflicted with weird from the fourth time. |
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