Deep King’s Ring
Ring, legendary (requires attunement)
This ring is said to have been gifted to a legendary traveler. They traveled down to the deepest depths of the ocean. A feat many would have said was impossible, but the traveler returned with the blessing of the King of the Depths.
While wearing the Deep King’s Ring you gain the ability to breathe underwater, a swimming speed equal to your movement speed, and immunity to cold damage. In addition, while you are wearing the ring, there is no limit to the range of your darkvision and you cannot be blinded by magical or mundane means.
The ring also holds 10 charges. You can use your action to expend one charge and cast darkness. When you cast the spell this way, you can choose any number of creatures within 60ft of you. These creatures are immune to the effects of darkness and can see clearly through the magic. The darkness caused by this ring requires no concentration, but only lasts for 1 minute.
You can also use 8 charges to cast Maddening Darkness. When you cast this spell this way, you can choose up to 4 creatures to be immune to the effects of the spell. The spell save DC for this spell is 16. This spell requires no concentration, but only lasts for 1 minute.
Deep King’s Ring regains 1d8+2 charges at dawn. If you expend all 10 charges, roll a d20. On a 1, the ring returns to the bottom of the ocean and its location can only be revealed with a wish. You also gain a form of indefinite madness, a madness that fills you with an unshakable fear that there is a great and terrible monster that lurks in the dark waters.
Anytime you enter the ocean, you must make a DC 16 Wisdom saving throw. On a failure, you cannot enter. Even if you succeed on the saving throw, you are still filled with fear and make all ability checks and attacks while in water with disadvantage. This can only be cured with greater restoration or with wish.
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