Ring of the Hunt (5e Equipment)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This item uses high saving throws in an effort to trap a player in the hybrid form of a weretiger, and is immune to identification spells. Due to this, it can easily and drastically alter characters, and must be used with caution.

Ring, Rare (requires attunement)

A Ring of the Hunt can be identified as a platinum signet ring depicting the roaring head of a tiger in place of a gem. Attempts to identify the ring return only it's name. Rings of these sort are in short supply, and are highly sought out by those that seek power at any expense. You get claws that do 1d12 slashing damage, as well as +1 to str when this item is put on.

Curse Whenever a creature places the ring on their finger, it painlessly binds with their finger, creating an emblem depicting a three claw marks on the back of the wearer's hand. Before your next long rest, you may remove the ring by casting the Remove Curse or Lesser Restoration. make a cha save dc 13,on fail the curse takes affect During your next long rest, these spells also fail. During your next long rest, you will dream of a tiger stalking you in a void, ending with it pouncing on you. At the end of your first long rest, you must make a DC 18 Constitution saving throw, contracting weretiger lycanthropy on a failed save. During your second long rest, you must make a DC 18 Charisma saving throw, becoming unwilling to revert to your human form on a failure for 24 hours. During your third long rest, you must make a DC 18 Wisdom saving throw, transforming into your hybrid form on a failure, and losing the Shapechanger feature, for 24 hours, effectively trapping them in that form. This change is irreversible by any means short of a Wish.

After failing your third saving throw, during each subsequent short or long rest, roll a d20. On a 9 or below, the spirit of the hunt runs through you, and your character falls into DM control until your next long rest, assuming the personality and traits typical of a weretiger. On an 11 or above, you gain control of your character, not recalling any events while under DM control.

Succeeding any of the saving throws results in you having to reroll that saving throw during your next long rest.


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