The Ring Lord (5e Subclass)
The Ring Lord[edit]
Warlock Patron
A mysterious figure strolls down the road, weapons hanging heavily from it's belt. It's face is shrouded beneath a dark hood and its steps ring through the air as metal strikes stone. It turns into an alley, and very briefly, you see it stop and slowly observe its surroundings, turning is head, and sniffing the air as if trying to catch an elusive scent. It then notices you staring at it, and turns its head towards you. You step back from that unnaturally cold gaze from unseen eyes, and try to look away as if you were merely looking at something just past the figure, when you turn back to look, it is gone.
The ring lord is a magical jeweler or smith who forged a ring of power. Ring lords use minor magical rings, that are submitted to the control of the Ring of Power, binding its wearers to the will of the ring lord, and giving them great magical power in return.
Warlocks who forge a pact with the Ring Lord become ring wraiths, creatures who straddle the line between life and undeath, appearing pallid and holding on to only faded memories of their past. Over time, these rings grant the wearer magical powers whilst draining their lifeforce. They continue to serve the master of the ring, increasing their arcane powers while sacrificing their souls in the process.
Expanded Spell List[edit]
The Ring Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | searing smite, cause fear |
2nd | find steed, see invisibility |
3rd | stinking cloud, fear |
4th | greater invisibility, find greater steed |
5th | cloudkill, locate creature |
9th | invulnerability |
Bonded Armaments[edit]
Starting at 1st level, when you finish a long rest, you can forge a bond with a weapon of your choice. That weapon can be any simple or martial weapon of your choice. You become proficient with that weapon, and can use your Charisma modifier, rather than your Strength or Dexterity modifier, for attacks and damage rolls with your bonded armament.
You can also bond with a single suit of armor of your choice, by spending a spell slot. When you do so, you are considered proficient with that suit of armor for 1 hour (for 1st and 2nd-level spell slots) 8 hours (for 3rd and 4th-level spell slot) or 24 hours (for 5th-level spell slot).
Ring Bearer[edit]
Also at 1st level, you have been given a ring by your darklord, as a symbol of your loyal service to your master. While wearing this ring, you no longer age, can't be magically aged and you no longer need to eat or drink. In addition, should you die whilst wearing this ring, your body will reform after 7 days.
The ring also allows you to choose the following Invocations, even if you don't meet the Pact Boon prerequisites: Aspect of the Moon, Gift of the Protectors (the name is inscribed on the ring), Protection of the Talisman and Rebuke of the Talisman.
You also receive telepathic messages through your ring. These messages give you orders from the Lord of the Ring and also constantly tell you the direction and distance in miles (but not the exact location) of the ring.
Black Breath[edit]
Starting at 6th level, you can use your bonus action to surround yourself with an aura of fear and terror who is toxic for the bodies and poisonous for the minds of your enemies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes necrotic damage equal to your Charisma modifier (minimum of 0 damage).
Cry of Terror[edit]
At 10th level, you can unleash a terrifying scream, that break the will of your enemies. As an action, you can force all hostile creatures in a 30-foot radius that are capable of hearing you to make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened by you until the end of your next turn.
Aura of Dread[edit]
When you reach 14th level, you can project a powerful dreadful aura. As an action, you can spend a pact magic spell slot to project an aura of fear up to a range of 30 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or become frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
In addition, any creature that starts its turn inside the aura while it is frightened of you, takes Psychic damage equal to your Charisma modifier.
Unique Eldritch Invocations[edit]
Mogul Blade (Prerequisite: Ring Lord Patron, 15th level)
Your bonded blade is engraved with runes, and can turn creatures into wights. When you hit a humanoid creature with your bonded armament, you can force it to make a Constitution saving throw against your spell save DC. On a failure, the target is affected by supernatural disease (as per contagion spell). After failing three saves, the target contracts Slimy Doom. If the creature is reduced to 0 while under the effects of this spell, it returns as a Wight, under your command for 1 hour.
You can't have more than one Wight under your command at the same time, and a creature who succeeds any saving throw against this effect becomes immune to it for the next 24 hours.
Witch King's Resilience (Prerequisite: Ring Lord Patron, 18th level)
You are resistant to slashing, piercing, and bludgeoning damage from non-magical weapons.
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