Magic Items

Magic items are presented in order of rarity. A magic item's description gives the item's name, its category, its rarity, and its magical properties.

Rings of Unity

Ring, rare (requires attunement by a humanoid)

Rings of Unity come in pairs, and are designed to match the other so the pairing is easily recognized. The target is the humanoid wearing the other ring. Each ring must be worn by a different humanoid on the same plane of existence for the wearers to gain any of the following abilities.

Two Lives Become One. Whenever you would take damage, you take half the damage instead. The target also takes psychic damage equal to the damage you just took. This psychic damage can't be reduced or prevented in any way. If this psychic damage reduces the target to 0 hit points, any excess damage carries over to you.

Call Home. Once per short rest you can cast Sending, the target of which must be the wearer of the other ring.

Divorce Heartbreak. Unless the target is on a different plane of existence, willingly removing the ring breaks your attunement to it and causes the target to take 8d6 psychic damage. Both rings then lose their magic.

A Place to Call Our Own. If the rings are worn continuously for a year, you gain the ability to cast Demiplane once per long rest. When you cast Demiplane this way, the target is also able to enter the demiplane through their own door, and the target is aware that the door is available. Each casting of Demiplane this way always leads to the same demiplane. When both doors of the demiplane close, the doors disappear. After an hour any creatures in the demiplane are safely ejected to an unoccupied space nearest to the surface on which they entered the demiplane.

Rings of Fusion

Ring, very rare

Rings of Fusion come in pairs, and are designed to match the other so the pairing is easily recognized. The target is the creature wearing the other ring. Each ring must be worn by a different creature on the same plane of existence for the wearers to gain any of the following benefits. Putting the ring on or removing the ring costs an action.

Fusion Activation. While you and the target are wearing these paired rings within 5 feet of each other, you fuse together into a new character. The new fused creature is wearing only one Ring of Fusion, and removing it exits the fusion.

Fusion Appearance. If you and the target have different sizes, you both decide which one the new fused creature will have. If you and the target are both of the same type then the new fused creature is also of that type, otherwise the new fused creature is a monstrocity.

Fusion Abilities. For each stat, the new fused creature has the higher of your stat and the target's stat.

The new fused creature has the faster walking speed between you and the target. If either you or the target has a speed of an additional type, the new fused creature has the slower speed of those additional types. Not having a speed of that type counts as having 0 speed.

The new fused creature has access to all class features, feats, spells, and abilities as you and the target, although features with the same name do not stack.

The new fused creature has proficiency in any skill, weapon, armor, and saving throw that you or the target have, although there is no bonus for both you and the target having the same proficency.

Fusion Hit Points. The new fused creature has a hit point maximum equal to the sum of yours and the target's hit point maximum, and the new fused creature's current hit point are equal to the sum of the hit points of you and the target when the rings were activated. In combat, the new fused creature only takes one turn per round.

If the new fused creature falls to 0 hit points, it must make death saving throws as normal. If the new fused creature dies, both you and the target die as well, although your bodies stay fused until the ring is removed from the body of the new fused creature.

Otherwise, when the fusion is exited, you and the target have the same amount of hit points. If one of you would exceed your hit point maximum, the excess carries over to the other.

Fusion Equipment. You choose which of your equipment falls to the ground in your space, merges into the new fused creature, or is worn by it, as does the target for their equipment. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the new fused creature's shape and size. Equipment doesn't change shape and size to match the shape and size of the new fused creature, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the new fused creature has no effect until the fusion is exited.

Multiple Personalities. If you or the target attempt to have the new fused creature perform some action and the other does not want to perform that action, the winner of a Charisma contest is able to enact their will in the matter.