
A ring forged from heavy, drab gray metal, bearing an arcane sigil. Characters with knowledge of magic can identify it as a combination of runes that meaning “I call upon the darkness within” with a successful Intelligence check.
While worn, the ring heightens the wearers senses at night and in darkness: the penalties for poor illumination are lessened by one step (treat low-light like normal light, and darkness like low-light). However, they become irritated in the presence of bright light (including sunlight) suffering disadvantage on Charisma ability rolls and reaction rolls due to crankiness and ill temper. Also, while in possession of the ring, a character will find their attention drawn to its sigil (have the PC roll a Charisma saving throw; if they fail, their fixation on the ring will be noticeable to others, if present).
By spending downtime in research, a character will learn that the ring’s sigil is known as the Tenebrous Glyph, and further power can be unlocked by giving in to the sigil and staying awake from sunset to sunrise covering every available of surface of a room with iterations of the Tenebrous Glyph. A character that completes this ritual achieves level one, Shady. In addition to the previous benefits, a character wearing the ring becomes more attuned to that which is hidden – they have a 2-in-6 chance of detecting falsehoods and a 2-in-6 chance of detecting hidden doors and traps. The character begins to see the Tenebrous Glyph briefly, tenuously, in the swarming movements of birds or in wisps of smoke. They can remove the ring if they like, albeit grudgingly.
Through further research, the character can learn that if the wearer of the ring spends a day and a night in total darkness and silence, they will reach level two, Dim. Now, the character no longer needs to sleep (though they still have to rest for 8 hours to restore spent resources like hit points or spell slots), however they will always look like they haven’t slept – sallow, with dark circles under their eyes. Also, their senses become even sharper in the dark (they can act in total darkness as if it were daylight).
More studying will reveal that the next ritual instructs the character to sleep for three days straight so that they can commune with the Tenebrous Glyph, which will require powerful narcotics, or magic, to accomplish. When (If) they awake from their slumber, the character will have arrived at level three, Gloaming. The wearer’s eyes turn solid black, and their light sensitivity worsens; daylight causes migraine-like symptoms that incur disadvantage on Dexterity and Wisdom ability rolls. Spectacles with darkened lenses will negate these penalties. At this point, the character will be reluctant to ever take off the ring, but can do so if they succeed a Charisma saving throw. As their action, the wearer can invoke the Tenebrous Glyph to cause their shadow to deepen and expand, becoming a 15-foot-radius sphere of impenetrable darkness, for up to one minute. Maintaining the sphere requires great concentration, so the wearer cannot cast spells at the same time. The Glyph can be invoked a number of times per day equal to the ring’s level.
The wearer will begin to feel an internal pull, subtle but insistent. If they follow this feeling, it will lead deep underground, to a place where natural light has never reached. If they invoke the Tenebrous Glyp here, it will speak to them; if they listen for seven days, they will attain level four, Occult. The wearer can now invoke the Tenebrous Glyph to detach their shadow and project it out to a range of 30 feet. The shadow can manipulate and carry solid objects that weigh up to 10 pounds. Controlling the shadow requires the wearer’s attention and concentration, so they cannot perform a separate action of their own. At this level, the wearer will never willingly remove the ring. Perceptive characters might notice that wearer’s shadow will sometimes move of its own accord, contrary to the wearer’s movements.
There is one final ritual to uncover, performed during a total solar eclipse. If the wearer invokes the Tenebrous Glyph moment at the exact moment the sun is fully obscured, they will truly perceive the darkness within. They must make a Charisma saving throw; if they fail, they lose 1d4 Wisdom as their mind recoils from the darkness. Success means they accept what the ritual has shown them and reach level five, Umbral. Now, the wearer can invoke the Tenebrous Glyph to merge with their shadow. While in this state of living shadow, the wearer exists as a two-dimensional being that can move along any lighted surface. They are immune to non-magical damage, poison, and disease, but take double damage from light-based spells and abilities. The wearer cannot communicate vocally and cannot manipulate or carry any solid object weighing more than 10 pounds. Transitioning into or out of this form is a move-equivalent action. At this level, the wearer will sicken and eventually die from exposure to sunlight; without protective clothing, they suffer disadvantage on all Strength ability rolls and lose 1d8 hit points every minute (a successful Constitution halves this damage).










