Ring of Domination | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ring of Domination

Ring

Legendary Requires Attunement

A solid gold band with a large black diamond embedded at the top. It is cold to the touch but gives off an ensuring warmth when worn.

Sentience. The Ring of Domination is a sentient item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and shares its wearer's hearing and normal vision out to a range of 60 feet. The ring craves for true, raw power, and would stop at nothing to achieve it. It likes inflicting indiscriminate harm on lesser beings, such as chickens and house cats.

Forbidden Knowledge. While wearing this ring, you gain insight to the nature of monstrosities you face. If a creature is a fiend, monstrosity, or a devil, you instantly succeed your first skill check or saving throw against it.

Ancient Techniques The rings stores the knowledge and skills of past hunters. While wearing this ring, you may attempt to parry a monster's attack. When being attack by a creature of your size or smaller, whom the ring is familiar with according to its Forbidden Knowledge, you may use your reaction to parry the attack. Make a normal melee attack roll, with a DC equal to the score of the attack that initiated the reaction. If you succeed, you manage to fend off the attacker and retaliate, rolling for damage as if you made a normal melee attack. On a fail, you take half damage. You can use this feature a number of times equal to your half your proficiency level before requiring a long rest.

Calm Creature. Once per day, you may attempt an Animal Handling check to subdue a creature the ring is familiar with according to it Forbidden Knowledge feature. Passing a DC of 10 + the creature's Wisdom modifier. On success, the creature is no longer hostile towards you, but remains hostile towards anyone else it formerly regarded as foes. Creatures that have intelligence of 2 or lower are not affected by this ability.

Dominate Monster. You may choose 1 creature you can see, with a maximum CR up to half your level, rounded down and that the ring is familiar with according to its Forbidden Knowledge feature. The creature must succeed Wisdom saving throw of 10 + your Charisma, Intelligence or Wisdom modifier, whichever is higher. On a fail, the creature is enthralled by the ring for 1d4 days. It obeys all orders given to it by the ring to the point of even ignoring their own self preservation. On success, the ability fail. If a creature's intelligence score is 2 or lower or if they are not able of normal brain functions, they are not affected by this ability. This ability can not target the same creature twice in succession.



Created by

Zimo.

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Item

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