#magicitem#lore

Retrieving the ring

The soul of a good aligned character needs to be presented before the ring in order to unlock it from its coffin in the amber temple.

This ring is a incomplete phylactery Osybus created when he was a human. Since his ascension as a dark power it has grown in power significantly and gives him a unique connection to the material plane that the other dark powers do not have.

As the ring gains souls it grows in power, Particularly strong souls can be worth more than 1.

Any creature with a soul (humanoid) killed by the wielder of the ring absorbs it’s soul. The soul becomes a tattoo on the wielder. Beginning on the arms and expanding to the entire body.

Your Con is now 20. It has no effect if Con is higher than 20.

The ring has a maximum number charges equal to 6 + the number of souls in the ring. The ring regains 1d6 + 1 charges when capturing a soul.

(1 Charge) Steal Life. You can use a bonus action to drain vigor from the soul and regain 4d8 hit points.

(1 Charge per person ) Borrow Experience. You can use a bonus action to bolster yourself and anyone else withing 60 ft with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Inflict Wounds (At will) Summon Undead (2 charges) Blight( 3 charges) Circle of Death ( 4 charges)

As the ring gathers souls, it gains more abilities, that can come with a downside.

Soul CountAdvantageDownside
1+2 In Any Ability scorenonmagical flames are extinguished within 30 feet of you
1AC + 1you are blinded when you are more than 10 feet away from the ring.
2walking speed increases 10 feet & You are immune to disease.your skin becomes more pale
3You can’t be charmed or frightenedyour eyes become fully black
5resistance to necrotic damageWhile attuned to the artifact, all holy water within 10 feet of you is destroyed
8Finger of Death (5 charges)Roll a DC 10 Charisa save at each time after you use the ring. On a failure you lose control for a brief time
13Power word kill (6 charges)Roll a DC 15 Charisa save at each time after you use the ring. On a failure you lose control for a brief time
21Get 3d10 temp HP at the start of each combat roundRoll a DC 20 Charisa save at each time after you use the ring. On a failure you lose control for a brief time
34+Become Avatar of OsybusYour soul enters the ring and Osybus takes control

Destroying the Ring

The only way to destroy the rod is to destroy Morath while your soul is contained within the rod. When you do, use your original body’s statistics and abilities for your soul, with the exception that your hit point maximum is halved. Use the archmage stat block for Morath’s soul. From outside the rod, this combat resolves instantaneously, regardless of how much time passed within the rod during the battle. If you die while within the rod in this way, your soul is lost to the Thousand Voices. If Morath dies, the rod is destroyed and you return to your body with 1 hit point, regardless of where your body is at the time.

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