D&D 5E Ok seeking ideas for magic item concept for my adventure

hejtmane

Explorer
Here is the gist of what I have rattling around in my brain 5 magic rings that are kind of a sentient item but not a full fledged one. Why 5 Rings you ask maybe because of the Ring Master books from chalker or 5 golden rings from the christmas song but that is my theme 5 rings for them to chase. I know I am nuts magic items in 5E but he why not.

I have one ring worked out but I need ideas on more

The first ring is going to make all unarmed, or melee attacks be treated as magical attacks, adds 1d6 necrotic damage and then half the necrotic damage rounded down gets returned as HP minimum 1 HP. There is more the ring is a jealous ring and it chooses who it attunes too and once it attunes it can only be removed by death or the ring decides it no longer wants to be attuned. The ring is so jealous that if the player tries to use another magic weapon to attack the necrotic damage is then applied to the character and not the monster. I know evil and the player want know about the second part until it happens :devil:.

I looking for some other ideas along that lines can be ranged magic protective the only thing is I do not add + to hit to any magic item and I prefer not add more than +1 to AC but any cool ideas you have from a ring description or any input would into a concept will be cool.

Thank You in advanced
 

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Ring of Spell Avoidance: When you are targeted by an area of effect that makes you make a dex save, the ring teleports you straight up outside of the zone, avoiding the effect. You then fall straight back down. If there is a ceiling or other obstruction above you, take 1d10 damage for each 5' you would have moved and do not avoid the effect.

Ring of Averous: This ring likes precious things. You know the location of anything of more valuable than what you're holding within 60', even though walls. Once per round, when an object more expensive that what the hand is holding moves within 5', your hand will automatically attempt to grab it with no action required by you, even if you are unconscious. If someone else is wearing or holding the item they can make a contested strength test with you to keep it. Succeed or fail, the ring will not attempt to grab the same object more than once per long rest.
 

Ring of average Joe. You always do average damage. You always take average damage. Except on Crits.
Penny Wise Ring. Gives +1 wisdom. Must make a wisdom save of DC 18. Failure mean x% of your gold turns to copper.
Ring a Ding. If you are within 200 feet of monster, make an ??? save of DC 15. Failure means a long ringing comes nearby alerting the monster. After 3 fails, it will recharge at dawn. On success gives advantage on attacks for 1 round.
 

Ring of monster summoning

This ring is so guady, so horribly designed and aesthetically unpleasing, that showing it to a foe by holding it up instantly transforms the wearing into a being that the foe hates with all his or her heart and will do the utmost to kill. This transformation is true and permanent until another foe is met and the ring shown again.

One should use this ring with due care, only one's body is changed not his or her equipment.
 

I'm going to recommend looking at the magic items in the DMG, Princes of the Apocalypse, or other books that might have them listed. I enjoy generating the extra stuff on the magic items in my game. Most of the inspiration comes from page 142 and 143 of the DMG. Basing the ring abilities off of the magic items in the DMG helps evaluate the power level of the item.

An odd ring might be one similar to the Alchemy jug, but in stead of liquids it provides lubricants because it was a magic ring used by a gnome engineer in designing of mechanical contraptions. The lubricants could range from cooking oil, Teflon grease, to graphite powder, or anything relevant to your world.

Another ring might allow a character to cast dimension door. It may be once per day or have a number or charges on the ring and follow the charge rules for wands.
 

If this is a world where magical rings are particularly important/prevalent, you may have rings that affect rings.

Ringhunter:

This magical ring conveys to the wearer the approximate range and direction of the closest magical ring, with a range of 1 mile. With 100 feet, the positioning is almost exact, and with a DC 15 Arcana check the properties of the ring hunted can be determined. However, the ringhunter doesn't work if the user is wearing another magical ring due to interference.
 

Ring of the Elemments (Water) - allows the user to transform themselves into any water/ice based creature/object.
* if a liquid form is chosen, oddly a bucket is also summoned.
* bonus xp is also somehow earned based upon the uselessness of the form assumed. The more useless, the more xp....
 


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