Lorlorius’ rings

  • Lorlorius’ rings:

    • Simple rings:

      • Chameleon ring 200g

        • Not total invisibility but the ring gives adv on stealth to stay hidden and dis to others trying to spot you

      • Ring of the Bat 200g

        • Gives the wearer adv on perception checks relying on hearing and blind sight 20ft in magical and non magical darkness. 

      • Ring of the Viper 250g

        • Once per encounter as a bonus action the next attack that hits till the end of your next turn the target takes an extra 2d6 poison damage.

      • Ring of iron will 250g

        • If an attack would pull or push you reduce that number by 10ft.

      • Ring of Aquatic Breathing 100g

        • The wearer can breath underwater.

      • Ring of the Pig 100g

        • Adv on Con saves, Adv on perception checks relying on smell.

      • Chitin ring 150g

        • 1/day as a bonus action gain 10 temporary hit points until the end of the next encounter. 

      • Ring of the Cat 250g

        • Adv on Dex skill checks while wearing and dark vision 30 ft.

      • Fool’s Ring 200g

        • Adv on performance and deception checks

      • Ring of the Bull 300g

        • +10 movement when taking the dash action. When dashing at least 15 ft can make one melee attack with adv and +2 to damage as a bonus action.

    • Major rings:

      • Ring of the Panther(requires attunement) 1,100g

        • +2 to Dex. Darkvision 60ft.(Can exceed 20)

      • Ring of the Humminbird(requires attunement) 1,250g

        • Use an action to gain fly speed of 60ft for 1 minute

      • Ring of the Boar(requires attunement) 1,200g

        • Once attuned gain +10 to move speed

        • 2/day as a bonus action to activate this ring

          • Until the end of the encounter:

            • Ignore difficult terrain

            • Gain the charge action(As an action gain +10 to move and when you move at least 10 ft gain +1 to hit and damage rolls. You must move towards your target during a charge. Charging ends your turn) If an enemy takes an opportunity attack against you during your charge deal damage equal to your Str modifier.

      • Trickster’s ring 1,050g

        • +3 to deception and Sleight of Hand rolls

      • Ring of the Hare(requires attunement) 1,000g

        • +20ft to speed.

        • Can take disengage as a bonus action

      • Ring of Herculean Strength(requires attunement) 2,800g

        • 1/day as an action triple your strength modifier for 30 minutes

        • For one hour after you will be lethargic having disadvantage on any Str checks and -2 to your check.

      • Ring of the Scorpion(requires attunement) 1,800g

        • 1/short rest: Shoot a stinger up to 15 ft. +5 modifier. On hit deal 2d8 poison damage

        • Gain advantage on attacks made to grapple.

      • Ring of The Guardian(requires attunement) 1,100g

        • Reaction: an enemy attacks an ally within 15 feet: Shift to the enemy and interpose yourself as the new target, the attack has disadvantage.

      • Ring of The Deer(requires attunement) 1,150g

        • +5 to passive perception, +10 ft to jump(Long and High)

      • Ring of the Wolf 1,750g

        • Pack tactics: gain advantage while near allies.

        • +5 to survival checks.

        • +5 to perception checks relying on smell.

      • Ring of the Goat 900g

        • Gain a jump height of +20ft

        • Advantage on Acrobatic checks to keep your footing on uneven ground.

      • Witches ring 1,500g

        • Ring has a max of 3 charges and regains 1d4-1 charges daily

        • By spending a charge the wearer can cast Disguise self on themselves. The DC is 18 for any investigation check trying to see through your disguise.

      • Ring of Truesight 3,000g

        • 1/day activate to gain Truesight 30ft for 1 hour.

      • Demon Binding Ring 10,000g

        • As an action: target a demon and begin channeling. While you are channeling you are considered immobilized for all purposes. If you are forcefully moved it breaks the channel and you must start over. If you are hit with an attack you must make a concentration check. On a fail the channel is broken as well.

        • Each round you automatically use your action to channel. The duration it takes for a demon to be contained is ? challenge rating in minutes.

        • Damage sustained by the target lessens the time by 6s for every 10HP lost.

        • When a demon is bound it cannot escape and after 1d4 days it is destroyed or sent back to its plane(CR12+).

        • The ring can only contain 1 demon at a time.

      • Ring of The Spectre (requires attunement) 2,000g

        • 1/Encounter use your reaction to become incorporeal until the beginning of your next turn.

        • 1/day become incorporeal for 30min. You cannot revert back to your corporeal form until the duration is up.

      • Ring of The Frog (requires attunement) 1,200g

        • Gain a jump height and distance of 30ft

        • Creatures have -4 penalty when trying to grapple you.

        • As an action 3/day spit slime 20ft. The target must succeed a Dex save DC 18 or be restrained Str save ends.

      • Ring of Storms (requires attunement) 2,200g

        • Gain resistance to lightning and thunder damage

        • 1/day as an action summon a strong storm

          • 3 charges (not on the same turn when the storm was summoned) as a bonus action spend a charge and draw power from the storm to cast lightning bolt at a single target as a 5th level spell. Save DC 20.

          • All charges regained after a long rest.


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