Elemental Chaos Loop

Six New Magic Rings 4


Blog friends! I’ve missed you, and I’ve missed creating collections of magic items to entertain and delight you. Today I bring you rings of power, none of them to be used lightly.

Image by Gerd Altmann from Pixabay

Angelic Ring

Ring, very rare (requires attunement)

The setting of this gold ring looks like tiny feathers holding a pearl. While you wear the ring, you gain the following:

  • You have advantage on Wisdom (Insight) checks made to discern the truth.
  • You can cast spiritual weapon without expending a spell slot. You can use this property once, and regain the use of it when you finish a Short or Long Rest.
  • As a reaction when a creature you can see within 120 feet falls to 0 hit points or is critically hit, you can teleport to a space adjacent to it and restore 16 (3d8 + 3) hit points to it, and end the blinded, frightened, deafened, paralyzed, and poisoned conditions on it. A Construct or Undead can’t regain hit points from this property. You can use this property once, and regain use of it each day at dawn.

Circular Logic

Ring, very rare (requires attunement)

This ring is made from a sprocket taken from a modron secundus, forcibly decommissioned following the incident of the Great Modron March. While you wear the ring, you gain the following:

  • You have resistance to psychic damage, as the ring heightens your faculties for logical reasoning and rejecting paradoxes.
  • You have advantage on all Intelligence saving throws and Intelligence checks other than Arcana and Religion. Your Arcana and Religion checks have disadvantage, as these skills rely on occult illogic.
  • The ring has 3 charges. You can use 1 charge to cast misty step. For 1 minute after you cast misty step using the ring or a spell slot, you can use the space you departed from as the origin space of spells you cast. When you close your eyes, you have 360-degree vision from that departure space. The ring regains all expended charges each day at 3:14 a.m. (and 15 seconds).

Elemental Chaos Loop

Ring, very rare (requires attunement)

This ring is a circle of fire and lightning. It has no solid, physical band, and it is stored in a tiny stone case while not in use. While you wear this ring, you gain the following:

  • You can cast produce flame or shocking grasp at will.
  • The hand wearing the ring is immune to fire damage and lightning damage up to the wrist. As a reaction when you take fire damage or lightning damage, you can interpose your hand and reduce the damage you take by 2d6.
  • Once per turn, you can choose to deal an additional 1d12 fire damage or lightning damage when you hit with an unarmed strike, or when you deal acid, cold, fire, lightning, or thunder damage with a cantrip.
  • As a bonus action, you can unleash elemental chaos. Choose 1d4 creatures you can see within 60 feet. Each creature rolls a DC 15 Dexterity saving throw, taking 1d12 fire damage for each creature that fails the saving throw. If only one creature fails the saving throw, it is stunned until the start of your next turn. Once you use this property, you can’t do so again until the following dawn.

Ring of Red Hunger

Ring, very rare (requires attunement)

This ring is made of bone and seeps traces of blood and grease. These rings belong to redcap butchers favored by the Archfey Mother Merciless. While you wear this ring, you gain the following:

  • You can eat a wide variety of otherwise inedible or toxic things: precious metals, gemstones, steel, glass, and ingested poisons are all fair game. Only iron, magic items, and pure energy (such as a Wall of Force or Sphere of Annihilation) remain entirely off-limits to your gustatory indulgence.
  • You can use your bite to make an Unarmed Strike, dealing 1d6 + your Constitution modifier piercing damage on a hit.
  • You can enter a rage as a bonus action. If you have the Rage feature of the barbarian class, increase your number of Rages by 1. Otherwise, when you enter a rage, you gain resistance to piercing and slashing damage, you make Strength checks and saving throws with advantage, and you deal an additional 1d4 damage when you hit with a melee weapon attack or unarmed strike. Your rage ends after 1 minute, or when you fall unconscious. You can use this rage once.
  • When you drink a pint of fresh blood and eat a pound of raw flesh from something that has died within the past hour, you regain the use of the ring’s Rage property, or regain one expended use of your Rage feature.

Signet of Abyssal Regency

Ring, legendary (requires attunement)

These rings, made of bone and ichor, are symbols of office for the mightiest balors and mariliths of Azzagrat, who serve the Dark Prince and have the right to rule in his stead when he is away. The balors are always attuned to these rings, even while other mortals are also attuned to them. While you wear this ring, you gain the following:

  • +1 bonus to AC, saving throws, and Charisma (Deception) checks.
  • Every lock in Zelatar opens at a touch from this ring.
  • Azzagrat is your home plane, and when you fail a saving throw against Banishment or Banishing Smite, you can use your reaction to succeed instead.
  • The ring has 6 charges that you can use to cast the following spells (DC 17): Charm Person, 1 charge; Dominate Beast, 2 charges; Dominate Person, 3 charges; Summon Fiend, 4 charges. The ring regains 1d6 expended charges each day at Azzagrat’s midnight.
  • Once per turn when you attack a creature that is Charmed by you and hit, you deal an additional 3d6 psychic damage. If this doesn’t end the Charmed condition immediately, the target has disadvantage on its next saving throw to end the Charmed condition.

Editor’s Note: This idea is a misremembered version of text from the 3.5e Book of Vile Darkness, which describes the pit fiends of Baalzebul wearing rings of protection +4. I remembered that they were rings of protection +4, but otherwise recalled them as balors of Graz’zt. Congratulations to me for being wrong in several ways at once. It was very annoying to find again based on wrong information, let me tell you.

Solar Ring

Ring, rare (requires attunement)

This gold band is set with a polished sunstone. While you wear this ring, you have resistance to radiant damage and advantage on saving throws against the Blinded condition. You can cast dancing lights or light from the ring at will.

Editor’s Note: I thought about building this as some kind of meta-design reference to Sol Ring, but decided against, just in the nick of time. Also, solars are of course a kind of angel, so it’s a little odd putting this in the same post as the Angelic Ring, but the idea for this ring came before the idea for Angelic Ring.

Design Notes

As with all magic items, I hope the stories I’m telling with these more or less explain themselves. Circular Logic is my favorite because it’s a lore deep cut, followed by Signet of Abyssal Regency even with the note above. Ring of Red Hunger is a current quest goal for an Aurikesh character, because he’s found someone who will give him the magic tattoo that he wants in exchange for a Ring of Red Hunger, and all he has to do to get one of those is fight a super-tough redcap at the Crossroads with up to one other friend present. So that’s fine.

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4 thoughts on “Six New Magic Rings

  • Craig W Cormier

    There are some great rings on this list. All of them are flavorful and interesting, which I kind of feel is a requirement to making a cool ring, even more so than other kinds of magic items.

    If the Angelic Ring is linked to Celestials, I kind of feel like its healing power shouldn’t work on Fiends, but that might just be a difference in preferences about the separation of different outsider types.

    I like that Circular Logic provides its bonus to Intelligence checks and saves, but I fundamentally disagree that Arcana and Religion are either occult or illogical in the D&D world. Magic is part of the natural order of the D&D cosmology, even the existence of Modrons relies on it. I don’t have a problem with the ring providing its disadvantage penalty, but I think the reason is faulty.

    The Elemental Chaos Loop and Ring of Red Hunger are both great, no notes.

    I also really like the Signet of Abyssal Regency, especially because it changes your home plane. I think the fact that you can just ignore Banishment is not fun, the most interesting part of changing your home plane would be the fact that you are risking being forced to return there, at least in my opinion. But the specific lore connections and the rest of its powers are great.

    The Solar Ring is basically fine, I think it’s the least interesting of the bunch but it is still something that would be cool to have, especially if it required interaction with an actual solar to get.

    • Brandes Stoddard Post author

      My thought on the Angelic Ring is that the angels want to leave open the possibility of redemption and rapprochement with Hell (the Abyss is a whole other question, but whatever), so they let the ring work on Fiends generally.

      It’s fine to remove that limitation from Circular Logic. I wanted a quirky drawback and that’s what I landed on.

      My thinking on the Signet is that the regents of Azzagrat need to be hard to banish: you need to either Banish them successfully twice in a round, or you need to deny them Reactions in some other way before you hit them with Banishment. In Aurikesh, one of my PCs has advanced far enough as a Demonscarred barbarian (now called the Abyssal Delver) that I ruled that his home plane is now the uppermost layer of the Abyss (as I describe it – I haven’t paid any attention to canon here). He’s been banished there a few times, never long enough to get stuck there, and has had very short encounters each time.

      I agree that the Solar Ring is not as big and flashy as the others. I had the idea that I had, though, and not a different one. =)

      Thanks for reading!

      • Craig W Cormier

        To be clear, I like that Circular Logic has a drawback, and I even think that particular drawback is fine. I just think that the fluff reason being that it’s because magic is illogical is faulty because D&D magic isn’t really illogical at all.

        Your point is well taken on the Signet, I was only thinking of the ring as a thing players might wear and ignoring the fact that it is designed to increase the power of demons. Changing the origin plane of a player is a really cool story point. I feel like that could be a cool consequence of advancing as most types of warlock or sorcerer.

        • Brandes Stoddard Post author

          It’s relatively easy to get a PC to burn their reaction on something else – an OA, Shield, Countermagic, Silvery Barbs, whatever – so maybe that’s a way to keep them a little more vulnerable to Banishment. I’d have it grant advantage to saves vs Banishment, but a LOT of Fiends have that anyway, thanks to Magic Resistance.