Accountant's Band

Ring, common (requires attunement by a creature with an intelligence of 8 or higher)


As an action, you may wave your hand over a disorganised pile of viscera. Items that aren't worn or in the direct possession of other creatures in a 2ft. cube are telekinetically moved and sorted into categories of your choosing. Items sorted cannot be heavier than three pounds, and no more than ten pounds of force total can be exerted across all items at one time.

In this way, piles of coins can be sorted by type and size. Grains of ground diamond sorted from grains of sand. Oil separated from water. Heavier items, such as coins, bricks and bones take longer to sort than lighter items like feathers and powders. Objects fused together cannot be un-fused in this way, such as cordial diluted in water.

Cartographers ring

Ring, common


This ring has four charges, and regains 1d4 charges after a short or long rest. As an action, you can use one of these charges to be granted a brief glimpse of a bird's eye perspective of the area. Your vision moves a mile above you, and your vision is as if you were looking directly down at yourself. The ring can be used underground, but if you are too far below the earth, the vision you receive may be of darkness and earth or obscured by low-lying foliage.

Ring of Practicalities

Ring, common (requires attunement)


This ring has many small icons along the inside of the band. Each icon represents a mundane piece of equipment, such as a needle and thread, a length of rope, a ladder or a cooking pot. As an action, you can summon one of these pieces of equipment from the ring, causing it to appear either in your hand, or the nearest unoccupied space closest to you. Once released from the ring, its accompanying icon also disappears.

New pieces of equipment can be placed into the ring following a 10 minute ritual for each item. Each item can be worth no more than 10gp and weigh no more than 25lbs. Up to 20 pieces of seperate equipment can be stored in the ring, where they are weightless. If the ring is destroyed, all of the equipment is summoned in a heap where the ring was.

A ring of practicalities found in the wild already contains 1d6+4 random pieces of equipment. To determine what they are, roll a d100 and consult the Adventuring Gear table, re-rolling options worth more than 10gp or heavier than 25lbs.

Symbol of Authority

Ring, common


While wearing this ring, you can present and speak its command word. Depending on the preparations taken to create the ring, you can choose which of the following three effects occur:

  • An image is projected from the ring. The image is small and must fit within a 5-inch cube (a banana can be used for scale).
  • A pre-recorded sound or message is played. One phrase, sentence, or six seconds of noise can be recorded on the ring.
  • An illusory document is produced. The document is real only so long as you hold it, after which it dissipates in a puff of smoke.

If one of the following effects are not programmed into the ring, they do not occur. New effects cannot be programmed into the ring after its creation.

Creating a Symbol of Authority

A symbol is prepared by an enchanter as a blank slate, and then the effects are programmed in before the final magic is sealed with a command word or phrase. The act of programming only takes an action.

To program an image, the enchanter can choose anything they currently see to be the subject of this image. Subjects could include a face, a crest, or a piece of scenery. However, they will be shrunken to fit within the 5-inch cube. To program a sound, the enchanter can choose up to 6 seconds of sound they have previously heard. To program a document into the ring, the enchanter must use a ritual to place a copy into the ring.

If forgeries are used to create a Symbol of Authority, record the individual DCs to determine the validity of the effect. You can determine the DC by making relevant ability checks, such as a performance check to imitate someone's voice.

Guiding Hand

Ring, uncommon (requires attunement)


This ring hums softly when wind passes through it. The ring is psychically linked to another creature. The link can be broken by destroying the ring with a magical weapon, or extreme natural forces like lava. If the linked creature dies, the link is broken and the ring becomes mundane.

When you take the ring off and spin it on a smooth flat surface, it emits a low pitched noise and rotates so fast it seems to blur into a sphere. You can ask the ring (and subsequently the creature attached to it) a single question. If the question can be answered with a 'yes' or 'no' answer, it will answer you audibly in the language and voice of the creature the ring is tied to. If the answer cannot be simplified so, the ring flashes brightly once. After a response, a minute has passed, or the ring is touched, the ring falls inert. The ring can be spun in this way once per short rest.

Hearth

Ring, uncommon


Once per day when placed on the ground and its secret phrase is uttered, Hearth transforms into a roaring smokeless bonfire. Hearth's bonfire lasts for 4 hours, or until the secret phrase is spoken again. The bonfire fills a 5-foot cube. A creature must make a Dexterity saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there, or take 1d8 fire damage. Any creature that knows the phrase can speak it to activate or deactivate Hearth.

Uttering Hearth's secret phrase while the ring is worn causes bright yellow flames to sprout from the hand that wears it; unarmed strikes with this hand deal an additional 1d8 fire damage, but the wearer suffers 1d4 fire damage at the beginning of their turn. Taking the ring off causes a bonfire to sprout from wherever the ring lands.

Ring of Indisputable Wealth and Power

Ring, uncommon


As part of a Charisma skill check, you can use the ring. The illusionary magic enchanted in the ring can be only activated if you use the ring as part of an interaction, such as intimidating someone into kissing the ring or deceiving someone of your vast riches by flashing the ring. It is at the DMs discretion what counts as using the ring in an interaction. The target of a Charisma skill check must make a DC 15 wisdom saving throw. If they fail you gain advantage on the Charisma skill check against them.

The ring has 1d4+2 charges when found. Every successful advantage gained through use of the ring takes one charge from the ring. If the ring has no charges, the magic sputters out halfway through the interaction; as the lowly lord bends to kiss the king's gem encrusted ring, every jewel pops out of its sockets and the metal turns dull. The Charisma check automatically fails and the Ring of Indisputable Wealth and Power is destroyed. Identifying the ring does make this eventuality apparent, but does not reveal how many charges the ring had.

Ring of Professions

Ring, uncommon (requires attunement)


This ring is covered in iconography of a set of artisan's tools, such as carpenter's chisels or potter's clay shapers. While wearing this ring you are proficient in that set of artisan's tools. You can also summon spectral versions of the various tools (but not materials) required to practice this proficiency.

For example, a Ring of Weaving would make you proficient in weaver's tools and be able to summon a loom, comb and needles required to turn raw threads into garments.

If the tools are ever broken, you can perform a ritual with material components costing twice the price of a regular set of tools to replace them.

The DM can determine the profession random by rolling a d20, or choose from the list below:

d20 Tools
1-2 Carpenter's
3 Cartographer's
4 Cobbler's
5-6 Cook's
7 Glassblower's
8 Jeweller's
9-10 Leatherworker's
11 Mason's

d20 Tools
12 Potters
13-14 Smith's
15 Tinker's
16 Weaver's
17 Woodcutter's
18-19 Naviagtor's
20 Thieve's
.

Ring of the Scribe

Ring, uncommon


When wearing the ring, you may slowly pass your hand over a suitable surface and allow the ring to transcribe your thoughts in elegant flowing script. You can choose from any of your known languages for the ring to write in, and the ring can scribe at a fair speed of 200 words per minute. The writing created by the ring is done so through a precise burning, so only a surface that can be marred by the heat of a flame can be affected by the ring. Such surfaces include parchment, vellum, wood, dry earth, skin and cloth. The writing process burns only the top layer of the material, so only the gentlest and thinnest of materials could be permanently harmed by the ring.

It takes a certain mental alacrity to arrange your thoughts while at the same time composing structured sentences. If you have an intelligence of 13 or less, the writing produced by the ring comes out as a stream of consciousness rather than metered sentences. If you have an intelligence of 8 or less, the writing is more like a jumble of words surrounding an idea than a rolling sentence. You do not need to be literate to use the ring.

Variant: Single language rings

Each Ring of the Scribe writes in a single language, such as Elven or Abyssal You do not have to know how to speak or write that language to use the ring, but neither can you choose a different language with the ring.

Ring of Wardrobes

Ring, uncommon (requires attunement)


The ring of Wardrobe can store up to three full sets of clothing armour in a clean, dustless, dry extra-dimensional space tied to the ring. The wearer has to perform an hour long ritual over a neatly laid out set of clothing or armour to bind it to the ring. Clothing or armour that can be attuned cannot have that connection maintained through the Ring of Wardrobe but can be stored. If the ring is destroyed all clothing and garments stored within are teleported to separate random locations in the Astral plane.

As an action, the wearer of the ring can immediately disrobe from their current clothing and can immediately quickly disrobe from current attire and dress in any garment stored in the ring. Their current attire is discarded messily around them, and armour is flung off recklessly in every direction. Whatever garment is summoned from the ring in no longer bound, and another ritual must be performed to store it again.

Tithe

Ring, uncommon


Ring, Uncommon This trickster blessed coin is made from a hollowed out outer band of a gold coin. Tithe has a maximum of 10 charges. As an action, you expend one or more of Tithe's charges. One charge can be used to turn 5 real gold pieces into 50 illusory gold pieces. The illusory gold appears and feels and acts like real gold coins, but a DC 16 Intelligence (Investigation) check or Truesight reveals the coins as fakes. The coins will disappear after 24hrs and Dispel magic cast on them will instantly destroy them. Tithe regains 1d6 charges at dawn.

If Tithe has all of its charges, instead of the 5 gold piece component the ring itself can be supplemented. All charges are expended at once to produce 1,000 illusory gold pieces. Tithe then magically disappears back into the world, to be found and used by someone else.

Prickfang

Ring, rare (requires attunement)


When you put on Prickfang, two needle-thin teeth extend from the head of the silver serpent and pierce your finger. While excruciatingly painful, the two wounds are not damaging and the finger goes numb after a minute has passed. If for some reason Prickfang cannot pierce your the skin of the wearer, the teeth retract and ring becomes looser and looser until it falls off your finger.

While wearing Prickfang, when you are next affected by poison instead of making a saving throw or taking damage the poison is sucked into Prickfang. Ask your DM to retain the information of the damage the poison would have dealt, side effects and saving throw DCs, and how long the poison remains active.

As a bonus action, you can make Prickfang dribble the poison onto a weapon, into a container, onto a surface or piece of ammunition. Prickfang can only hold one dose of poison; if the ring already contains a poison it won't intervene and absorb a second. If an unattuned creature picks up and wears Prickfang while it contains a poison, the teeth will extend and if they can piece skin will administer the poison.

When you first find Prickfang there is a 25% chance it already contains a poison, and is attuned to another creature.

Observer

Ring, rare (requires attunement by a wizard or a sorcerer)


As a reaction when you see a creature cast a spell on the Wizard spell list, you can try to mimic the actions and words of the spell and capture its essence into the ring. Make an Intelligence (arcana) check with a DC of 10 + level of the spell you are attempting to capture. Succeeding the check binds the motions of the spell into the ring. A bound spell counts as a prepared spell for you, but if there are material components for the spell you still require them. You will automatically fail any check to capture a spell you don't have access to spell slots to cast.

You can attempt to capture a spell once per long rest, and you can cast a ring bound spell once, after which the knowledge bound into the ring fades. At the end of a long rest, you can choose to wipe a bound spell from the ring. If you are able to copy spells into a spellbook, you can copy in a ring bound spell as if you were copying from a scroll.

There is a 50% chance when found that the ring already has a spell bound to it. Attuning to the ring reveals which spell is bound and if you are unable to cast it gives you the choice to save it or discard it from the ring.

Ring of Leashing

Ring, uncommon


As an action, you can attempt to leash a beast, or animal shaped fey or abomination of large size or smaller. The creature makes a DC 15 Charisma saving throw or is leashed by the ring for one minute. Creatures immune to being charmed are immune to being leashed. If leashed, an ethereal purple thread shoots out of the ring and loops around the creatures neck. If a creature is leashed you can take the following actions:

  • as a reaction when the creature makes an Attack, Skill Check, or Saving Throw you can try to choke, pull and distract it. The creature gains disadvantage for that action.
  • as a bonus action you can try to pull the creature closer to yourself. You make a contested strength ability check with the creature, and if you succeed you can pull the creature up to 10 feet in a straight line towards yourself.
  • as an action you can cast Command on the creature at first level, and the creature has disadvantage on the saving throw to resist.

After you take one of these actions, the creature can make another Charisma saving throw to break free of the leash. If the creature moves further than 100 feet away from you or is teleported by effects similar to Misty Step or a blink dogs phasing ability, the leash is broken. After you have successfully leashed a creature, the ring requires a long rest to recharge before it can be used again.

Variant: Lesser Ring of Leashing

A lesser ring follows the same rules as a Ring of Leashing, but has the following changes. Its rarity is uncommon, the Charisma save for the creature is 13 instead of 15, and the ring offers only two of the actions as opposed to all three. The DM chooses which actions the ring offers, and those actions cannot change.

Ring of Companionship

Ring, uncommon


As part of the attuning process, you must perform an hour long ritual with a willing beast of CR 2 or lower. After completing the ritual both you and the beast gain the following benefits so long as you wear the ring. You and the beast gain two-way telepathy so long as you are within 100 feet of each other. Once per long rest, you and the beast can send a Message (as per the spell) to each other.

Once per short rest, if the beast is within 30 feet of yourself, you can use your reaction to direct the beast if it is attacked, such that the attacker gets disadvantage on the attack. If the beast detects a creature, you become aware of them and cannot be surprised by them (and vice-versa)

Ring of Pliability

Ring, rare


While wearing this ring, as a reaction to taking bludgeoning damage you can become unnaturally springy and pliable. Until the beginning of your next turn, you have resistance to bludgeoning damage and you can move 5 feet away from your attacker without provoking attacks of opportunity.

When You use the Ring of Pliability, roll a d6. On a roll of 6 the ring turns to clear glass, and the next time it is used it will shatter into tiny mundane fragments.

Ring of Traditional Mastery

Ring, rare (requires attunement)


This ring features prominently the symbol of one of the seven schools of magic. While wearing this ring, you have advantage against saving throws caused by spells of that school of magic. You can concentrate on the ring to produce an effect similar to the spell Detect Magic, but only to detect the ring's school of magic. Finally, if you touch a creature affected by a spell belonging to the ring's school of magic, you instantly learn all of the details of that spell.

Partner's Rings

Ring, very rare


These rings always come in pairs and require both rings to be attuned to work. Both rings have a shared single charge. As an action, you can use that charge to attempt to summon an Astral Projection (similar in effect to the spell of the same name) of the other wearer to your side. If the other wearer is willing, the projection occurs. If they are unwilling, charmed, or are not conscious, the projection fails and the rings' charge is not used.

The projection lasts for up to 1d10+5 rounds but can be ended prematurely by a dispel magic spell, by the projection entering an anti-magic zone, or by you dismissing it as an action. As opposed to trailing behind them, the Astral Tether of the projection links to the ring. The projected creature falls unconscious and cannot be woken while being projected. As a regular projection, severing the Astral Tether will kill the projected creature. If the projection is reduced to 0 hit points, the projection ends prematurely. The projection cannot be healed or restored in any way.

Once the rings' power has been used, both rings and attuned creatures must spend a long rest within a 5 feet radius of each other to recharge their power.

Sensor

Ring, very rare


In a 15ft circle around the ring, any magic item of Rare or greater quality causes Sensor to vibrate gently regardless of whether Sensor is being worn. At the DM's discretion, magic spells of 2nd level or higher (being cast or concentrated on) will also set of Sensor. The sensor does not give the wearer any indication of the distance of the enchantment or active spell from the ring, nor the school of magic to which it belongs.

Source Drinker

Ring, Legendary


While attuned, any spell that directly attempts to lay magic on you has no effect, the power of the spell visually draining into the ring. At the DMs discretion examples of spells that directly affect a target include Ray of Fire Cure Wounds, Enthral, Fear, Scrying and Telekinesis. Spells that affect multiple creatures directly, such as Slow or Bless, may still have no effect on you. Furthermore, spells that are active on you when you put on the Source Drinker are instantly absorbed into the ring. Finally, you are unable to cast spells while wearing the ring.

Whenever a spell that is absorbed by the ring, the ring becomes unbearably cold. You suffer cold damage equal to spell slot used to cast the absorbed spell; for example, an absorbed 3rd level spell causes the ring to deal 3 cold damage to you. Cantrips cause the ring to become cool, but not damagingly so. Spells that affect you through physical intermediary forces, such as throwing a boulder at you, pushing you with a gust of wind or choking you deadly gas will still affect you as normal.