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Nagelring

ring, rare (requires attunement)

This ring is made of cold steel and has several sharp spikes protruding from it. It also has a small mouth that can open and close.

Pain Sense

The ring can sense the presence and location of any creature within 30 feet of it that is missing any hit points. The wearer of the ring shares this sense while attuned to it.

Expend Charge

The ring can store 3 charges and has charges when you find it. You can use an action to expend 1 charge and cast one of the following spells from the ring: Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

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, Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

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, or Vampiric Touch (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of this damage.

View on dndbeyond.com
. The save DC for these spells is 15.

Recharge

The ring feeds on blood and pain. Whenever you finish a long rest, the ring demands that you let it bite you. If you agree, the ring reduces your maximum hit points by for each charge you wish to replenish. This hit point reduction can't be reduced or prevented in any way, and lasts until you finish your next long rest. If you refuse, the ring becomes angry and won't let you use its charges until you feed it.

Sentience

The ring is a sentient magic item with an Intelligence of 12 (+1), a Wisdom of 12 (+1), and a Charisma of 16 (+3). It has darkvision and hearing out to a range of 60 feet, and it can understand Common and Abyssal, but it can’t speak. The ring is sentient and has a cruel and hungry personality. It can communicate telepathically with its wearer, but only if it wants to. Occasionally, the ring also tries to persuade or intimidate you into harming yourself or others for its amusement.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
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Nagelring

ring, rare (requires attunement)

This ring is made of cold steel and has several sharp spikes protruding from it. It also has a small mouth that can open and close.

Pain Sense

The ring can sense the presence and location of any creature within 30 feet of it that is missing any hit points. The wearer of the ring shares this sense while attuned to it.

Expend Charge

The ring can store 3 charges and has charges when you find it. You can use an action to expend 1 charge and cast one of the following spells from the ring: Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

View on dndbeyond.com
, or Vampiric Touch (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of this damage.

View on dndbeyond.com
. The save DC for these spells is 15.

Recharge

The ring feeds on blood and pain. Whenever you finish a long rest, the ring demands that you let it bite you. If you agree, the ring reduces your maximum hit points by for each charge you wish to replenish. This hit point reduction can't be reduced or prevented in any way, and lasts until you finish your next long rest. If you refuse, the ring becomes angry and won't let you use its charges until you feed it.

Sentience

The ring is a sentient magic item with an Intelligence of 12 (+1), a Wisdom of 12 (+1), and a Charisma of 16 (+3). It has darkvision and hearing out to a range of 60 feet, and it can understand Common and Abyssal, but it can’t speak. The ring is sentient and has a cruel and hungry personality. It can communicate telepathically with its wearer, but only if it wants to. Occasionally, the ring also tries to persuade or intimidate you into harming yourself or others for its amusement.
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Nagelring

ring, very rare (requires attunement)

This ring is made of cold steel and has several sharp spikes protruding from it. It also has a small mouth that can open and close.

Pain Sense

The ring can sense the presence and location of any creature within 30 feet of it that is missing any hit points. The wearer of the ring shares this sense while attuned to it.

Expend Charge

The ring can store 5 charges and has charges when you find it. You can use an action to expend 1 charge and cast one of the following spells from the ring, using a spell slot equal to the number of charges you expended: Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

View on dndbeyond.com
, Vampiric Touch (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of this damage.

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, or Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
. The save DC for these spells is 17.

Recharge

The ring feeds on blood and pain. Whenever you finish a long rest, the ring demands that you let it bite you. If you agree, the ring reduces your maximum hit points by for each charge you wish to replenish. This hit point reduction can't be reduced or prevented in any way, and lasts until you finish your next long rest. If you refuse, the ring becomes angry and won't let you use its charges until you feed it.

Sentience

The ring is a sentient magic item with an Intelligence of 12 (+1), a Wisdom of 12 (+1), and a Charisma of 16 (+3). It has darkvision and hearing out to a range of 60 feet, and it can understand Common and Abyssal, but it can’t speak. The ring is sentient and has a cruel and hungry personality. It can communicate telepathically with its wearer, but only if it wants to. Occasionally, the ring also tries to persuade or intimidate you into harming yourself or others for its amusement.

Blood Pact

The ring has a bond with its wearer. If you die while wearing the ring, the ring can bring you back to life as if the Revivify (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Take back to 1 hp a creature that has died within the last minute (except of old age).

View on dndbeyond.com
was cast on you. However, this also reduces your maximum hit points by permanently. The ring can only do this once per wearer.
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Nagelring

ring, legendary (requires attunement)

This ring is made of cold steel and has several sharp spikes protruding from it. It also has a small mouth that can open and close.

Pain Sense

The ring can sense the presence and location of any creature within 30 feet of it that is missing any hit points. The wearer of the ring shares this sense while attuned to it.

Expend Charge

The ring can store 7 charges and has charges when you find it. You can use an action to expend 1 charge and cast one of the following spells from the ring, using a spell slot equal to the number of charges you expended: Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

View on dndbeyond.com
, Vampiric Touch (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of this damage.

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

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, or Power Word Pain (enchantment)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp max) has its speed reduced to 10 ft, disadvantage to d20 rolls and has to make a Con. save to cast spells.

View on dndbeyond.com
. The save DC for these spells is 19.

Recharge

The ring feeds on blood and pain. Whenever you finish a long rest, the ring demands that you let it bite you. If you agree, the ring reduces your maximum hit points by for each charge you wish to replenish. This hit point reduction can't be reduced or prevented in any way, and lasts until you finish your next long rest. If you refuse, the ring becomes angry and won't let you use its charges until you feed it.

Sentience

The ring is a sentient magic item with an Intelligence of 12 (+1), a Wisdom of 12 (+1), and a Charisma of 16 (+3). It has darkvision and hearing out to a range of 60 feet, and it can understand Common and Abyssal, but it can’t speak. The ring is sentient and has a cruel and hungry personality. It can communicate telepathically with its wearer, but only if it wants to. Occasionally, the ring also tries to persuade or intimidate you into harming yourself or others for its amusement.

Blood Pact

The ring has a bond with its wearer. If you die while wearing the ring, the ring can bring you back to life as if the Revivify (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Take back to 1 hp a creature that has died within the last minute (except of old age).

View on dndbeyond.com
was cast on you. However, this also reduces your maximum hit points by permanently. The ring can only do this once per wearer.

Dark Ritual

The ring also has a hidden power that can be unlocked by fulfilling a dark ritual. The ritual requires sacrificing a living creature with at least 5 hit dice to the ring every day for a year and a day. If the ritual is completed, the ring becomes an artifact unlocking it's full potential.
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Nagelring

ring, artifact (requires attunement)

This ring is made of cold steel and has several sharp spikes protruding from it. It also has a small mouth that can open and close.

Pain Sense

The ring can sense the presence and location of any creature within 30 feet of it that is missing any hit points. The wearer of the ring shares this sense while attuned to it.

Expend Charge

The ring's has 10 charges and regains all expended charges at midnight. You can use an action to expend 1 charge and cast one of the following spells from the ring, using a spell slot equal to the number of charges you expended: Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

View on dndbeyond.com
, Vampiric Touch (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of this damage.

View on dndbeyond.com
, Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

View on dndbeyond.com
, or Power Word Pain (enchantment)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp max) has its speed reduced to 10 ft, disadvantage to d20 rolls and has to make a Con. save to cast spells.

View on dndbeyond.com
. The save DC for these spells is 19.

Sentience

The ring is a sentient magic item with an Intelligence of 12 (+1), a Wisdom of 12 (+1), and a Charisma of 16 (+3). It has darkvision and hearing out to a range of 60 feet, and it can understand Common and Abyssal, but it can’t speak. The ring is sentient and has a cruel and hungry personality. It can communicate telepathically with its wearer, but only if it wants to. Occasionally, the ring also tries to persuade or intimidate you into harming yourself or others for its amusement.

Blood Pact

The ring has a bond with its wearer. If you die while wearing the ring, the ring can bring you back to life as if the Revivify (necromancy)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Take back to 1 hp a creature that has died within the last minute (except of old age).

View on dndbeyond.com
was cast on you. However, this also reduces your maximum hit points by permanently. The ring can only do this once per wearer.

Pierce

You can use a bonus action to make one of the spikes on the ring fly off and pierce a creature within 60 feet of you that you can see. The target must make a DC 19 Dexterity saving throw or take piercing damage plus necrotic damage. The spike then returns to the ring.

Dark Vitality

You gain resistance to necrotic damage and immunity to poison damage and the poisoned condition.

Cruel Wish

You can use an action to expend 5 charges and cast Wish (conjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Duplicate a 8th level spell or lower without components, or create another effect at the DMs discretion.

View on dndbeyond.com
from the ring. This wish can only be used to cause harm or suffering to others, not to benefit yourself or your allies. Once you use this feature you cannot do so again until you have performed the dark ritual again.

Random Properties

Nagelring has the following random properties:
  • 2 minor beneficial properties
  • 1 minor detrimental properties
  • 1 major detrimental properties
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

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