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PART 1 | POWER RING

Blue Lantern Power Ring

Created as a conduit for the power of Hope; from the blue range of the emotional spectrum - to bring hope in the light of so much destruction, when good faces overwhelming odds. At the end of a great war with an evil force with their own Power Rings powered by Fear; two exiled Guardians of the Universe (creators of the Green Lantern Corps) started the Blue Lantern Corps by creating a Blue Power Ring out of their hope for the future. A Blue Lantern's ring, has the ability to affect and use fundamental forces of the known universe, including gravity, radiation, heat, light, and blasts of concussive force. It is also theorized that the ring also has a basis in other dimensional energies commonly called magic by users of such energies. The ring can create constructs formed from an unknown energy that is bound by the users' hope. The limitations of such use are the skill, knowledge and imagination of the user (see Weakness). The Power Ring will open new abilities to the herald at new levels indicated in their sections.

Power Ring Protocols

The Power Ring has protocols when seeking out a new host with strong Hope to weild it.

  • The Power ring will attune to it's host
  • Your Hope is calculated as an average of WIS+INT+CHA 11 or more.
Power Level

Every 24 hours(long rest) the Power Ring will recharge itself through the bearer's hope. This amount is known as your Ring's Power Level

Commanding the Power Ring

The Power Ring is able to create Constructs on command from the aspiration of the host, the amount of charge used to command a construct is explained in the Tools and Larger Constructs section.

Your total
Ring Power Level: 10X WIS+CHAR+INT MOD
Construct Mod (CAST MOD): (WIS-10)/2
Save DC: 8+CAST MOD+PROF BNS
Attack Bonus: CAST MOD+PROF BNS

Built In Functions

The Power Ring comes with built in functions that have a low charge from their power ; these are comparable to magical Cantrips. As the wielder of this ring advances with experience, they learn new tools from the ring. Rank 1 Functions are for use when obtaining the Ring at their current level; Rank 2 functions at level 12 and Rank 3 at level 14.

Rank 1 Power Ring Functions

Light

You touch one object that is no larger than 10 feet in any dimension. Until the gesture ends, the object sheds bright blue light in a 20-foot radius and dim blue light for an additional 20 feet. Completely covering the object with something opaque blocks the light. The gesture ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid it.

True Strike

You extend your hand and point a finger at a target in range. This grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this phenomenon hasn't ended.

Rank 2 Power Ring Functions

Blue-Flame Blade

As part of the action used to create this construct, you must make a melee attack with a weapon against one creature within the construct's range, otherwise it fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your Construct modifier. This construct's damage increases when you reach higher levels. At higher level; At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Sacred Flame

Blue Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The construct’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Rank 3 Power Ring Functions

Circling Construct

(Sword Burst)

You create a momentary circle of a melee constructs that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. At higher level; This construct's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Resuscitation

(Spare the Dying)

You touch a living creature that has 0 hit points. The creature becomes stable. This ability has no effect on undead or constructs.

Tools and Larger Constructs

These are more powerful tools a Blue Lantern have to perform their duty which spend charges from the stored power in the Power Ring. These spell-like abilities are revealed to the Cerulean Champions as they gain experience with their ring. Rank 1 Power Ring abilities are basic abilities for the wielder. Rank 2 Power ring unlocks at level 12; Rank 3 at level 14; Rank 4 at level 16. Rank 5 at level 20.

“At Higher levels” indicates the ability’s higher level features are unlocked once the next rank is reached; making the whole ability unlocked upon reaching the next Rank. The ring replaces “spell slots” with "charge slots" and makes using the ring for these abilities an action/reaction.

Ex: Rank 2 ring power Magic Missile creates 3 missiles. Reaching Rank 3 Power Ring Abilities, grants you the choice to use up to 11 missiles for this ability. Further, additional missile is an extra charge spent from your Power Level.

You may not need to use all 11 missiles, perhaps in some situations 3 will do the job. A Blue Lantern Ring bearer will never obliterate a target unless absolutely necessary.

Power Ring Charge

The ring replaces “ritual” and "concentration" and makes using the ring for these abilities an action/reaction.

  • The Power Level of your charged ring is determined by 10X WIS+CHAR+INT MODS
Understanding the Power Ring's Power Level

The ring's “charge slots”; are the amount of the ring's charge that is used.

  • A level 9 "spell" will take 9 charges from your Power Ring's Power Level.

Rank 1 Power Ring Abilities

Precognition

(Foresight, level 9)

Upon receiving the ring, Blue Lanterns will experience a moment of the future by the Blue Light, directly related to the wielder and with the express purpose of lifting their hopes. You have a limited ability to see into the immediate future. For the duration, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This ability is one time use; ever.

Blue Aura

(Shield, level 1)

An transparent blue barrier of force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Bless

(level 1)

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the ability ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At higher level; When you use this opertation using a charge slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Universal Translator

(Comprehend Languages, level 1)

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text. This function doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

Electro-Magnetic Scanning

(Detect Evil and Good, level 1)

The ring has a wide range of detection abilities based on the imagination of the user. If one can conceive of it, he can probably detect it. For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated. The ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Magical effects like clairvoyance, seem to be beyond the scope of the ring. Most normal electromagnetic phenomena are within the range of the ring, including radio, television, infrared, ultraviolet, and high frequency band communications.

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PART 2 | POWER RING

Security Protocols

(Pact of the Blade)

The power ring has built in security protocols. You can use your action to create a pact with this ring in your empty hand. This ring is attuned to the host; it cannot be used by anyone else. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you call your ring thereafter. Your ring disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon(no action required), or if you die. If stolen or separated from the host; it will return to the host. Once the host dies or loses their hope, the ring will seek a new host.

*Beam Construct

(Aganazzar’s Scorcher, level 2) A beam construct 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this feature using a charge slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Rank 2 Power Ring Abilities

Beacon of Hope

(level 3)

Administering this bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Cure Wounds

(level 1)

A creature you touch regains a number of hit points equal to 1d8 + your Construct modifier. This has no effect on undead or constructs. At higher level; When you cast this using a charge slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Calm Emotions

(level 2)

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this operation ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the function ends, the creature becomes hostile again, unless the DM rules otherwise.

Avarice Immunity

The blue power of Hope cannot be affected by greed, so Orange Light constructs can't absorb it. The ring itself would not allow itself to be claimed by the Orange Herald, stating "True Hope is selfless."

Fear Depletion

As fear is the belief of imminent demise, hope is the belief of imminent success. As such, Blue Lantern Rings are capable of depleting the energy of Yellow Qwardian Power Rings.

Rage Immunity

True Hope cannot be affected by rage, and so the Blue power of Hope can extinguish the red flame of Rage. In fact, it can save a Red Lantern from their ring without killing them, so long as the Red Lantern is wearing a different power ring. This is done by calming the Red Lantern with an image of Hope, the Blue energy then acts as an antivenom, flushing out the tainted red plasma. After this is done, the former Red Lantern's heart can beat normally and blood regeneration can start.

*Missile Construct

(Magic Missile, level 1)

You create three glowing missiles of construct force. Each missile hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. At higher level; When you reach Rank 3 you can use up to 11 missiles.

Ring Duplication

Can create secondary rings for another creature, granting them similar abilities of the ring. These rings cannot enter combat with the duplicate ring and can be dispelled by the creator. You can use one action to create a duplicate ring with limited capability in times of need.

Rank 3 Power Ring Abilities

Flight

(level 3)

The target gains a flying speed of 60 feet for the duration (an action). When the ability ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels; When you use this ability for at 4th level or higher, you can target one additional creature for each slot level above 3rd.

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PART 3 | POWER RING

Invisibility / Greater Invisibility

(Level 2)/(Level 4)

A herald of this ring is able to turn invisible. Due to "magic" being different than cosmic technology, it was necessary to adapt both of the "spells" for this ability. Some features were removed to make both of these abilites amalgamate with more clarity.

Invisibility A creature you touch becomes invisible until the action ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person At higher level, When you use this feature using a charge slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Greater invisibility allows you or a creature you touch becomes invisible until the ability ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

Invisiblity, does not end for a target that attacks or casts a spell with this function.

Enhance Ability

(level 2)

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the enhancement ends. At higher level; When you cast this using a charge of 3rd level or higher, you can target one additional creature for each charge level above 2nd.

  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the ability ends.
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Splendor. The target has advantage on Charisma checks.
  • Cunning. The target thas advantage on Intelligence checks.
  • Wisdom. The target has advantage on Wisdom checks.

Construct Barrage

(Conjure Barrage, level 3)

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

*Large Construct

(Bigby's Hand, level 5)

You create a Large construct of shimmering, translucent force in an unoccupied space that you can see within range. The construct lasts for the duration, and it moves at your command, mimicking the movements of the shape of the construct you created. The construct has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, it ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).

At higher level; When you create this construct using a charge of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each charge level above 5th. When you create a construct and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects:

Striking

Construct strikes one creature or object within 5 feet of it. Make a melee attack for the construct using your game statistics. On a hit, the target takes 4d8 force damage.

Push

The construct attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the construct’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, it pushes the target up to 5 feet plus a number of feet equal to five times your Construct modifier. The construct moves with the target to remain within 5 feet of it.

Grappling

The construct attempts to grapple a Huge or smaller creature within 5 feet of it. You use the construct’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the construct is grappling the target, you can use a bonus action to have the construct crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Barrier

The construct interposes itself between you and a creature you choose until you give the construct a different command. The construct moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the construct’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

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PART 4 | POWER RING

Rank 4 Power Ring Abilities

Energy Twin

(Astral Projection, level 9)

The power ring allows the wearer to create an "energy twin" of his/her/itself that can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring wielder remains motionless, his/her/its life force is needed to guide the energy twin. The energy twin can not alter its surroundings, and may only be perceived by the Guardians or another ring wielder as a blue, ghostlike image. Any knowledge gained by the energy twin is transferred back to the ring wielder's physical form upon recontact with the body. The Guardians frequently used energy twins as a means of contacting a Lantern. As a rule, a ring wielder can not create actual, independent duplicates of him/her/itself, as the power ring cannot create life.

Phasing

(Dimension Door, level 4)

You phase yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “"200 feet straight downward"” or "“upward to the northwest at a 45-degree angle, 300 feet".” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this feature. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the phasing has failed.

Total Cellular Regeneration

(Heal, level 6)

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The ability also ends blindness, deafness, and any diseases affecting the target. This ability has no effect on constructs or undead. At higher level, when you cast this ability using a charge slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Safety Zone

(Globe of Invulnerability, level 6)

An immobile, faintly blue shimmering barrier construct springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. At higher level; when you cast this construct using a charge slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Rank 5 Power Ring Abilities

Mass Heal

(level 9)

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this are also cured of all diseases and any effect making them blinded or deafened. This has no effect on undead or constructs.

Hope Empowerment

(Holy Aura, level 8)

The Blue Lantern ring is unique in that its base of power, Hope, can be manipulated by the ring user. Hope washes out from you and coalesces in a soft radiance in a 30-foot radius around you. The empowered creatures of your choice in that radius when you cast this shed dim blue light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until this ends; in turn empowering the Blue Lantern who then collects and uses the for the purpose of transformation. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant blue light. The attacker must succeed on a Constitution saving throw or be blinded until the ability ends.

Greater Restoration

(level 5)

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

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PART 5 | POWER RING

Wormholes & Spacial Warps

(Teleport, level 7)

The power ring grants its wearer access to wormholes in space, enabling the ring wielder to rapidly cut time and distance needed for transport. The Guardians established at least one known wormhole to Oa, which required the use of a power ring to enter. Black holes can be navigated by experienced ring wielders.

This instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube construct (usually a spherical construct), and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Familiarity Mishap Similar Area Off Target On Target
Permanent circle X X X 01-100
Associated object X X X 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100 X X

Weakness

The Power Ring has vulnerabilities that even Emerald Crusaders with very strong will have difficulty to overcome.

Willpower Dependence

The Blue Lantern Power Rings can only function at their full potential in the presence of an active Green Lantern Power Ring. If a Green Lantern Power Ring is not in close proximity to the Blue Lantern, they are limited to only flight, a protective aura, and minimal strength enhancement. The Blue Lantern can still affect another with hope, but at greatly reduced energy. The abilities a Blue Lantern ring can execute dependent upon their proximity to a Green Lantern ring are identified by a *.

Emotional Requirement

Unlike the "neutral" Green Lantern Power Rings, a Blue Lantern Power Ring demands that the wielder keep hope alive in their heart constantly. When a new Member of the Blue Lantern Corps experienced hopelessness, his Blue Lantern Power Ring left him and returned to the Blue Lantern Central Power Battery.

Interference

as the continuing power of the rings connection of "universal hope", it has a tendency to cause a form of interference to Green Lantern Power Rings' long-range communication.

Recharge Protocol

The Blue Rings are powered and fueled by hope, so there is no need to recharge them with a battery, though their spent charges will return after a long rest.

When Hope Is Not Enough

When a hero Blue Lantern was facing a powerful villain by attempting to use hope on them "Those who do not have hope are blinded by it", the attack was unsuccessful because the villain too had hope!

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PART 6 | POWER RING