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Ring of Protection As a bonus action, you can move each sphere up to
Ring, rare (requires attunement) 30 feet, but no farther than 120 feet away from you.
When a creature other than you comes within 5 feet
You gain a +1 bonus to AC and saving throws while of a sphere, the sphere discharges lightning at that
wearing this ring. creature and disappears. That creature must make a
DC 15 Dexterity saving throw. On a failed save, the
Ring of Regeneration creature takes lightning damage based on the
Ring, very rare (requires attunement) number of spheres you created.
While wearing this ring, you regain 1d6 hit points Spheres Lightning Damage
every 10 minutes, provided that you have at least 1 4 2d4
hit point. If you lose a body part, the ring causes the 3 2d6
missing part to regrow and return to full 2 5d4
functionality after 1d6 + 1 days if you have at least 1 1 4d12
hit point the whole time.
Shooting Stars. You can expend 1 to 3 charges as
Ring of Resistance an action. For every charge you expend, you launch a
Ring, rare (requires attunement) glowing mote of light from the ring at a point you
can see within 60 feet of you. Each creature within a
You have resistance to one damage type while 15- foot cube originating from that point is showered
wearing this ring. The gem in the ring indicates the in sparks and must make a DC 15 Dexterity saving
type, which the GM chooses or determines randomly.
throw, taking 5d4 fire damage on a failed save, or
d10 Damage Type Gem half as much damage on a successful one.
1 Acid Pearl
2 Cold Tourmaline Ring of Spell Storing
3 Fire Garnet Ring, rare (requires attunement)
4 Force Sapphire
5 Lightning Citrine This ring stores spells cast into it, holding them until
6 Necrotic Jet the attuned wearer uses them. The ring can store up
7 Poison Amethyst to 5 levels worth of spells at a time. When found, it
8 Psychic Jade contains 1d6 − 1 levels of stored spells chosen by the
9 Radiant Topaz GM.
10 Thunder Spinel Any creature can cast a spell of 1st through 5th
level into the ring by touching the ring as the spell is
Ring of Shooting Stars cast. The spell has no effect, other than to be stored
Ring, very rare (requires attunement outdoors at in the ring. If the ring can’t hold the spell, the spell is
night) expended without effect. The level of the slot used to
While wearing this ring in dim light or darkness, you cast the spell determines how much space it uses.
can cast dancing lights and light from the ring at will. While wearing this ring, you can cast any spell
Casting either spell from the ring requires an action. stored in it. The spell uses the slot level, spell save
The ring has 6 charges for the following other DC, spell attack bonus, and spellcasting ability of the
properties. The ring regains 1d6 expended charges original caster, but is otherwise treated as if you cast
daily at dawn. the spell. The spell cast from the ring is no longer
Faerie Fire. You can expend 1 charge as an action stored in it, freeing up space.
to cast faerie fire from the ring. Ring of Spell Turning
Ball Lightning. You can expend 2 charges as an
action to create one to four 3- foot- diameter spheres Ring, legendary (requires attunement)
of lightning. The more spheres you create, the less While wearing this ring, you have advantage on
powerful each sphere is individually. saving throws against any spell that targets only you
Each sphere appears in an unoccupied space you (not in an area of effect). In addition, if you roll a 20
can see within 120 feet of you. The spheres last as for the save and the spell is 7th level or lower, the
long as you concentrate (as if concentrating on a spell has no effect on you and instead targets the
spell), up to 1 minute. Each sphere sheds dim light in caster, using the slot level, spell save DC, attack
a 30- foot radius. bonus, and spellcasting ability of the caster.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 237

