World of Aloth
Ring
Legendary Requires attunement by Corwyn
Echo rings are unique magical rings only worn and made by the venthirs of Durveina. They look simple in design as they are only a thick silver ring with a symbol on them, often of an animal, but they are still powerful and worth more to venthirs than any amount of gold. The symbol is called an echo and represents the person’s personality or reflects upon something that has happened or will happen. Some say the rings guide their bonded venthir through a hint of mysticism and intelligence, their potential is unknown and some rings have grown to become more powerful with time.
Echo rings can only be attuned to by the venthir who first wore the ring and created the echo. If the venthir perishes or does not wear the ring for a long amount of time, the ring becomes docile and can not be detected as magical. While you are attuned to the ring, it will alert you to certain things by lighting up the echo symbol and giving a slight vibration. The ring lights up when within one mile of another venthir and you know their exact location while within a mile, and it will light up red if the venthir is badly hurt or incapacitated. If a venthir dies, all other echo rings will light up. The ring also warns you of dangers, you have advantage on initiative rolls, you cannot be surprised while conscious and the ring awakens you naturally if combat begins while you sleep.
Those under the bat echo often see things others don’t, both in people and in their environment. You gain 20 feet of blindsight, which is suppressed while you are deafened. When you are hit with a melee or ranged weapon attack while in dim-light or darkness, you can use your reaction to halve the attack’s damage against you.
Exalted Bat: You have exalted the echo of the bat which grants you the following benefits. Once per round when you are hit with a melee or ranged weapon attack while in dim-light or darkness, you can use your reaction to swap places with another creature that you can see within 30 feet of you. If the creature is unwilling, it must succeed on a Charisma saving throw with a DC equal to your hemocraft DC. That creature then becomes the new target for the attack. You also gain a +10 bonus to any Wisdom (perception) check you make which relies on hearing, and a +5 bonus to any Wisdom (Insight) check against a creature who has a beating heart.
Cost: Priceless
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