Ring
Uncommon
Story and appearance
This black onyx ring is etched with six distinct runes around its band, each one pulsing with potential energy when activated. Its origins are murky—acquired at an illegal auction by a resourceful thief with a smattering of arcane knowledge (an Arcane Trickster)—and its magic is as unpredictable as a roll of the dice when used by people with lesser knowladge about runes and magic.
Rune Activation
As a
bonus action, you may activate the ring by focusing on it and reciting the phrase inscribed on its inner surface: "Unleash thy power."
Controlled Activation:
If you are at least 3rd level and have a familiarity with runes (via the Rune Carver background, the Rune Shaper feat, or access to 2nd-level spell slots), you may choose which rune to activate by speaking its name at the end of the incantation.
Random Activation:
If you lack such proficiency, roll a d6 to determine which rune activates (1–6 corresponding to the runes below).
Once activated
twice in a day, the ring cannot be used again
until the next dawn.
Runes
1 - Rejuvenation: The wearer regains 2d4 + 2 hit points.
2 - Winter: A blast of frigid air erupts in a 5-foot radius centered on the wearer. Each creature in the area must succeed on a DC 12 Dexterity saving throw or take 2d8 cold damage (half damage on a success).
3 - Shadow: The wearer become enveloped by shifting shadows and gain invisibility for 1 minute. The effect ends if you attack or cast a spell.
4 - Agility: The wearer's movement speed increases by 10 feet, and they make all movement based ability check with advantage (like climbing, jumping, swimming) for 1 hour.
5 - Fire: The wearer's next attack or spell within the next minute is empowered with fire, dealing an additional 2d4 fire damage if it targets a single creature, or an extra 2 fire damage if it can hit multiple targets.
6 - Knowledge: Roll a d4 and gain a +2 bonus on ability checks related to the corresponding skill until your next long rest:
1-History
2-Arcana
3-Nature
4-Religion
Cost: -
Weight: -