- Rarity
- Very Rare
- Attunement
- Yes
Ring, Very Rare (Requires Attunement)
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
| Number of | Lightning | Number of | Lightning |
|---|---|---|---|
| Spheres | Damage | Spheres | Damage |
| 1 | 4d12 | 3 | 2d6 |
| 2 | 5d4 | 4 | 2d4 |
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
Cast Dancing Lights or Light from it. 6 charges/dawn. 1 charge: Faerie Fire. 2 charges: up to four Lightning Spheres, DC 15 DEX, 4d12/5d4/2d6/2d4 Lightning by the number created. 1–3 charges: Shooting Stars, one mote per charge, 15-ft Cube, DC 15 DEX, 5d4 Radiant.
SRD 5.2.1, p.238 · CC BY 4.0