Magic rings which produce various effects when worn.
Ring, Rare, 2,000 gp(Requires Attunement) While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear …
Ring, Legendary, 101,000 gp(Requires Attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become …
Ring, Uncommon, 1,500 gp(Requires Attunement) While wearing this ring, you can cast the jump spell from it as a bonus action. You can target only yourself with it.
Ring, Uncommon, 8,000 gp(Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause …
Ring, Rare, 8,000 gp(Requires Attunement) You gain a +1 bonus to AC and saves while wearing this ring.
Ring, Very Rare, 55,000 gp(Requires Attunement) While wearing this ring, you regain 1d6 HP every 10 minutes, provided that you have at least 1 HP. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if …
Ring, Rare, 8,000 gp(Requires Attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. Ring of Resistance Damage Type d10 Damage Type Gem d10 Damage Type Gem 1 Acid Pearl 6 Necrotic Jet …
Ring, Very Rare, 33,000 gp(Requires Attunement Outdoors at Night) While wearing this ring in dim light or darkness, as an action you can cast dancing lights and light from it. For its other properties, the ring has 6 charges. Faerie Fire. You can expend 1 charge as an action to …
Ring, Rare, 10,500 gp(Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 circles’ worth of spells at a time. When found, it contains 1d6 – 1 circles of stored spells chosen by the GM. Any …
Ring, Legendary, 100,000 gp(Requires Attunement) While wearing this ring, you have advantage on saves against any spell that targets only you. In addition, if you roll a 20 for the save and the spell is 7th circle or lower, the spell has no effect on you and instead targets the …