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PART 1 | POWER RING

Green Lantern Power Ring

This Power Ring is a device of advanced intelligent technology that grants the wearer incredible powers and abilities by harnessing their willpower. A Green 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' will. 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 a strong Will Power to weild it.

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

Every 24 hours(long rest) the Power Ring needs to be re-charged from it's Power Battery. 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 will power 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): (CHA-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 green light in a 20-foot radius and dim green 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

Green-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

Green 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).

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PART 2 | POWER RING

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).

Energy Projection

(Eldritch Blast)

A beam of energy streaks toward a creature within range. Make a ranged construct attack against the target. On a hit, the target takes 1d10 force damage. The action creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Tools and Larger Constructs

These are more powerful tools a Green Lantern have to perform their duty which cost charges from the stored power in the Power Ring. These spell-like abilities are revealed to the Emerald Crusader 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 1 ring power Magic Missile creates 3 missiles. Reaching Rank 2 Power Ring Abilities, grants you the choice to use up to 11 missiles for this ability. Further, additional missiles are 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 Green Lantern Ring bearer will never obliterate a target unless absolutely necessary.

Rank 1 Power Ring Abilities

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.

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.

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.

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.

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.

Rank 2 Power Ring Abilities

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.

Beam Bolt

(Guiding Bolt, level 1)

A flash of light streaks toward a creature of your choice within range. Make a ranged construct attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the dim green light glittering on the target until then. At higher level using a charge slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Force Field

(Shield, level 1)

A transparent green 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.

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.

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

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 is necessary to adapt these "spells" for this ability. Features were removed to these abilites amalgamate with more clarity.

Invisibility A creature you touch becomes invisible until the function 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.

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.

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.

Fireball

(Fireball, level 3)

A bright streak flashes from your ring to a point you choose then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dex saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t worn or carried. At higher level using a charge slot of 4th level or higher, the damage increases by 1d6 for each level above 3rd.

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PART 3 | POWER RING

Large Construct

(Bigby's Hand, level 5)

You create a Large construct of green 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.

Rank 4 Power Ring Abilities

Column Construct Strike

(Flame Strike, level 5)

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At higher level using a charge slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Sword Construct

(Mordenkainen’s Sword, level 7)

You create a sword-shaped construct that hovers within range. It lasts for the duration. When the sword appears, you make a melee construct attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the construct disappears, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Construct Cage

(Force Cage, level 7)

An immobile, invisible, cube-shaped prison composed of green energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you create this construct, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the ability or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This ability can’t be dispelled by dispel magic.

Safety Zone

(Globe of Invulnerability, level 6)

An immobile, faintly green 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 charge 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.

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PART 4 | POWER RING

Rank 5 Power Ring Abilities

Meteor Swarm Construct

(Meteor Swarm, level 9)

Blazing transluscent orbs of green fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a sucessful one. A creature in the area of more than one fiery burst is affected only once. The constructs damage objects in the area and ignites flammable objects in green flames that aren’t being worn or carried.

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.

Weakness

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

Mental Instability Protocol

Drug use, neural interference, vertigo or other forms of mental incapacitation can render the wearer unable to use their ring.

Yellow Impurity

Formerly, the rings were unable to directly affect yellow. Now, a wearer can bypass this if they can 'accept fear'(reaches level 20), which is personified by the color yellow. Rookie lanterns are more susceptible to fear and thus vulnerable to the color yellow. Formerly, the rings needed to be charged after a period of one planetary axial rotation (dependent on each ring's location), regardless of how often it was used. Currently, the rings retain a charge until they run out of power. This variability ensures that the wearer takes great effort to keep it charged. This can be done after a short rest with the bearer recites their oath with the ring connected to their Power Battery.

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

Rage Vulnerability

Rage can corrupt the aura of a wielder of this ring. Rage vulnerability has since been shown to be subject to the same restrictions as Yellow Impurity. While it will have a direct affect, its ability to entirely alter the user is dependent on the Green Lantern's ability to "understand", "accept", and "control" their rage.

Recharge Protocol

Formerly, the rings needed to be charged after a period of one planetary axial rotation (dependent on each ring's location), regardless of how often it was used. Currently, the rings retain a charge until they run out of power. This variability ensures that the wearer takes great effort to keep it charged. This can be done after a long rest with the bearer recites their oath with the ring connected to their Power Battery.

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PART 5 | POWER RING