Global controls
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: , , or . 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.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: , , or . 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.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: , , , , or . 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 was cast on you. However, this also reduces your maximum hit points by permanently. The ring can only do this once per wearer.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: , , , , , , or . 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 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.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: , , , , , , or . 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 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 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