Emerald Knight Ring (5e Equipment)
Ring, Unique (requires attunement) A magic emerald ring, carved with a green shield emblem on the front of it. It was created by an order of ancient paladins, who sought order through their willpower. It emits a bright green 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. The ring has 25 + your Wisdom modifier charges each day that are restored upon a long rest, or upon placing the ring on an enchanted emerald, and chanting the emerald knight oath as follows; "In Brightest day, in blackest knight, no evil shall escape my sight, let those who worship evils might, beware my power, my Emerald Light!!" You can expend charges to perform actions, reactions and bonus actions, using the Emerald light of the ring. Weapon Construct. 1 charge, bonus action; generate any weapon from the emerald light of the ring, the weapon is a +2 variant that deals radiant 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 radiant damage. [A quick beam of green energy faster than the eye can perceive.] Celerity. 3 Charges, bonus action; your movement speed is doubled as long as you hold concentration. [Surround Yourself with the Emerald light of the ring to grant yourself superhuman speed.] Emerald Shield. 3 charges, reaction; when you or an ally within 60 feet 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 radiant damage. Knocking all targets prone if they fail the save. [an immensely dense beam of energy that destroys everything in its path.] Flight. 5 charges, action; You cast the fly spell, with one alteration the duration becomes 1 day so long as you cast it on yourself. Freestyle. 25 charges, action; You use all of the charges in the ring to cast a limited version of the wish spell, the DM, can grant the effect so long as it is within the rings power, if the spell misfires, five charges are consumed and Freestyle cannot be used for 1d6 + 7 days. |
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