TEXT: DAN DILLON
  9
  
  2
  Credits
  Design: Dan Dillon
  Development & Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Marcel Mercado
  Interior Art: Marcel Mercado, Florian Stitz
  Publisher: Wolfgang Baur
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  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,  
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  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the ring magic feats, Ring Warden arcane tradition, and the ring 
  magic spells. No other portion of this work may be reproduced in any form without permission.
  © 2016 Open Design
  www.koboldpress.com
  Ring Magic
  
  3
  warves are renowned shapers of the physical 
  world. Earth, stone, and even metal bend 
  to the will of dwarven hammers. It’s easy to 
  assume that because dwarves have such tremendous 
  skill at shaping material, they must lack the time and 
  interest to become masters of the arcane, too—but 
  that assumption is dead wrong. Taking unformed 
  matter and shaping it minutely to conform to one’s 
  will is the perfect arena for blending the physical and 
  arcane arts. The dwarves’ greatest magic has been 
  bound to this arena, as evidenced by the legendary 
  weapons, armor, and implements of war that emerge 
  from their mountain stronghold forges. Comparatively 
  few dwarves pursue the study of magic outside the 
  act of creation or of devotion to their deities, but 
  one discipline bridges the gap between creation and 
  spellcasting: ring magic. 
  Ring magic is the dwarven art of forging metal 
  into rings, usually with powerful runes inscribed on 
  their surface, and using those rings to shape magic. 
  Practitioners channel their magic through specially 
  prepared rings, increasing the devastation wreaked 
  upon their foes, and they can even imbue spells into a 
  ring that someone else can unleash later. 
  Ring Magic
  9
  
  4
  Rings created for this purpose are more than 
  decorative jewelry. They more often take the form 
  of precious-metal rings large enough to adorn a 
  weapon, a staff, or a suit of armor. Wizards who 
  devote themselves to ring magic are rare outside 
  dwarf lands, but they’re instantly recognizable by the 
  ring-adorned staves they carry. 
  Linking Magic  
  and the Material
  The ring is a strange shape to the dwarven mindset, 
  which is firmly rooted in the angles and planes they 
  see constantly in the mineral formations around their 
  underground homes. Dwarf architecture is filled with 
  corners, precise angles, saw-toothed runes, patterns 
  of regular and irregular polygons, adornments of 
  gold laid out in precise geometric forms, and stacked 
  blocks or slabs. These aren’t just cultural fashions; 
  such shapes reflect how dwarves think and how they 
  prefer to see the world. Curves are seldom seen, 
  and a circle—devoid of angles and planes, with no 
  beginning and no end—is a foreign shape that denies 
  boundaries and evokes eternity. It is a construct of 
  the mind and spirit but not the chisel; it evokes the 
  sun and moon, raindrops, flowers, and the cycle of 
  the seasons—things that are seen on the surface 
  world but have no place in the hard, subterranean 
  realm of the dwarves. Dwarves make sense of this 
  alien concept by shaping metal into its likeness. 
  Once they can hold this ephemeral concept in their 
  calloused hands, feel its weight and heft, they can 
  better understand.
  Yet because it has no beginning and no end, 
  because of its powerful symbolic ties to life, the ring is 
  uniquely suited to be a receptable for magic. 
  The first practitioners of ring magic gleaned the 
  secrets from visions granted by their gods. The 
  seeds of ring magic were subtle, woven in dreamlike 
  metaphor that was lost on many but needed the 
  dwarves’ mastery of craftsmanship to reach fruition. 
  For generations, it was practiced in such isolation 
  that no one recognized ring magic as a growing craft. 
  Over time the dwarves realized that within their long-
  held techniques, the ore of another secret awaited 
  excavation. These enlightened dwarves retreated deep 
  under the mountains, to a place where molten rock 
  flowed freely. There they carved great halls and forges 
  fueled by the earth’s fire. They worked tirelessly in 
  their delve to perfect their new art, and their efforts 
  were rewarded. 
  Runes and sigils decorate every inch of this 
  legendary stronghold’s walls, revealing the secrets of 
  ring magic and its signature spells to those who can 
  read them. Ring wardens understand these writings 
  as well as if they were their own spellbooks. In fact, 
  a gathering of wizards at the walls, preparing their 
  spells to the sound of ringing hammers, is a common 
  scene. But this is a secretive community. The number 
  of outsiders who have seen the halls of the ring 
  wardens can be counted on one hand, and those few 
  are bound to secrecy by oaths sworn on adamantine 
  rings they can never remove. The molten fire forges 
  still ring under dwarven hammers to this day. While 
  it isn’t a requirement to study here for a wizard to 
  become a ring warden, it is a pilgrimage all dwarf ring 
  wardens make at least once. 
  Ring Magic Feats
  The following new feats offer options for any 
  character to touch the power of ring magic. At the 
  GM’s discretion, a spellcaster who possesses a ring 
  magic feat can learn ring magic spells without finding 
  them in written form. 
  CIRCLE SPELLCASTER
  Prerequisite: The ability to cast at least one spell. 
  You have learned to create a circular flow of magic 
  between yourself and an allied spellcaster to bolster 
  your spells. You gain the following benefits.
  • Increase your Intelligence, Wisdom, or Charisma 
  score by 1, to a maximum of 20.
  • You can spend 2 hours (including during a long 
  rest) creating a mystical bond with another 
  spellcaster. Both of you must spend this time in 
  meditation, and you must remain within 10 feet of 
  each other. Once the bond is formed, you can work 
  together to bolster one another’s magic. When one 
  of you casts a spell that requires concentration, 
  the other can use their reaction to help maintain 
  the spell. If the caster must make a Constitution 
  saving throw to maintain concentration on the 
  spell, both of you make the saving throw. If either 
  of you succeeds, concentration is unbroken. If both 
  saving throws fail, you both lose concentration on 
  any spells you are currently maintaining and you 
  both take 2d6 psychic damage from the strain. You 
  can maintain this bond with only one spellcaster at 
  a time. If you create a new bond, the previous bond 
  breaks. Otherwise, it lasts until the end of your 
  next long rest.
  RING-BOUND
  You have acquired a ring-magic-imbued ring as a 
  token of respect. You gain the following benefits.
  • You have advantage on saving throws against 
  transmutation spells.
  • You can physically bind your ring token to a 
  weapon with 1 hour of work that can be completed 
  
  5
  Deep Magic Ring Magic
  during a short rest. While the ring is attached to 
  the weapon, you can use a bonus action to make 
  the weapon magical until the start of your next 
  turn. After activating this ability twice, you must 
  complete a short or long rest before using it again. 
  • Ring wardens and others who respect the 
  traditions of ring magic are favorably disposed 
  toward you. Their starting attitude toward you 
  automatically improves by one step, and you have 
  advantage on Charisma checks related to social 
  interaction with such creatures. 
  Arcane Tradition: 
  Ring Warden
  The dwarves long ago discovered the means to imbue 
  magic into metal rings, and the ring wardens were 
  born. With a focus on the school of transmutation, 
  they blend dwarven craftsmanship with arcane 
  might. The ring wardens are rare outside dwarven 
  nations, but they are easy to recognize thanks to their 
  signature ring-staves.
  TRANSMUTATION SAVANT
  Beginning when you select this tradition at 2nd 
  level, the gold and time you must spend to copy a 
  transmutation spell into your spellbook is halved.
  BONUS PROFICIENCY
  At 2nd level, you gain proficiency in your choice 
  of blacksmith’s or jeweler’s tools.
  BONDED RING-STAFF
  Starting at 2nd level, you create a special 
  quarterstaff with two metal rings embedded 
  in it or fastened around it. You can use your 
  ring-staff as an arcane focus. Creating an 
  additional ring takes 8 hours of work with 
  blacksmith’s or jeweler’s tools and costs 
  5 gp in raw materials. Your ring-staff can 
  incorporate a number of rings equal to your 
  wizard level.
  When you roll damage for a spell while 
  holding your ring-staff, you can add your 
  proficiency bonus to the result. If the 
  spell generates multiple damage rolls 
  against multiple targets (such as scorching 
  ray), you must choose which roll gains 
  the benefit before you roll it. You can use 
  this ability a number of times equal to 
  the number of metal rings fashioned into 
  your ring-staff, up to a maximum of your 
  Intelligence modifier (minimum of 1). You 
  regain all expended uses when you finish a 
  short or long rest.
  MASTER METALSMITH
  Beginning at 6th level, you can add double your 
  normal proficiency bonus with the tools you chose 
  at 2nd level. When using your chosen tools to craft 
  mundane or magical items, you make double the 
  normal progress each day. 
  Additionally, you learn the formula to craft a single 
  type of magical ring chosen from the following list: 
  ring of jumping, ring of mind shielding, ring of protection, 
  ring of the ram, ring of regeneration, ring of resistance. At 
  the GM’s discretion, you can choose a ring not listed 
  here. You must meet all the standard prerequisites for 
  crafting the ring and pay the required gold as normal, 
  along with any special materials or conditions set by 
  the GM.
  
  IMBUE RING
  Starting at 10th level, you can imbue magic into the 
  rings embedded in your ring-staff. When you cast a 
  spell, you can choose to imbue the spell into one of 
  the rings. As long as the spell is imbued, you can’t 
  regain the expended spell slot. As an action, you can 
  remove an imbued ring from the staff and give it to 
  another creature (or hold it yourself). A creature 
  holding an imbued ring can release the imbued spell 
  as an action. Attack rolls, saving throws, and damage 
  are based on the caster who imbued the ring, but the 
  creature holding the ring counts as the spell’s caster 
  for all other purposes. 
  An imbued ring is considered an ongoing spell for 
  purposes of dispel magic. You can have a number of 
  rings imbued at one time equal to your proficiency 
  bonus.
  RING BOND
  At 14th level, with 1 hour of work (which can be done 
  during a short rest), you can embed a single magical 
  ring into your ring-staff. As long as you hold the 
  ring-staff, you gain the effects of the embedded ring 
  as if you were attuned to it and wearing it (including 
  any negative effects of attuning to the item, such as 
  curses). This ring doesn’t count as one of your three 
  attuned magic items. 
  You can remove an embedded ring (along with its 
  attunement) with 1 hour of work, and you can replace 
  it with a new one at the same time.
  Ring Magic Spell List
  The following spells are available to sorcerers, 
  warlocks, and wizards who discover written versions 
  of the spells.
  Ring Magic in Midgard
  In the Midgard Campaign Setting, ring magic 
  is the province of the reaver dwarves of the 
  Northlands. Reaver sorcerers and wizards imbue 
  metal rings with their spells and give the rings 
  to their comrades to unleash in battle. Even in 
  Midgard, ring wardens are rare outside their 
  home culture, and they can easily become the 
  object of fear when they’re encountered by 
  outsiders who aren’t familiar with ring magic. All 
  dwellers in the Northlands, however, know the 
  tales of the ring-bedecked dwarves marauding 
  from their longships. 
  The seat of these ring wardens is hidden deep 
  beneath the northern mountains of Midgard. 
  This delving, known as the Foundry of the 
  Fathers, is where the reaver ring wardens craft 
  the rings that are the root of their magic and 
  contemplate the secrets the rings still hold. 
  CANTRIPS
  Hoarfrost
  1ST LEVEL
  Circle of Wind
  Ringstrike
  2ND LEVEL
  Bitter Chains
  Reverberate
  3RD LEVEL
  Innocuous Aspect
  4TH LEVEL
  Spinning Axes
  5TH LEVEL
  Curse Ring
  6TH LEVEL
  Enchant Ring
  7TH LEVEL
  Ringward
  8TH LEVEL
  Create Ring Servant
  9TH LEVEL
   Circle of Devastation
  New Spells
  BITTER CHAINS
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch 
  Components: V, S, M (a spiked metal ring)
  Duration: 1 minute
  The spiked ring in your hand multiplies itself into a 
  long, barbed chain to ensnare a creature you touch. 
  Make a melee spell attack against the target. On a hit, 
  the target is bound in metal chains for the duration. 
  While bound, the target can move only at half speed 
  and has disadvantage on attack rolls, saving throws, 
  and Dexterity checks. If it moves more than 5 feet 
  during a turn, it takes 3d6 piercing damage from the 
  barbs.
  The creature can escape from the chains by using an 
  action and making a successful Strength or Dexterity 
  check against your spell save DC, or if the chains are 
  destroyed. The chains have AC 18 and 20 hit points.
  CIRCLE OF DEVASTATION
  9th-level evocation
  Casting Time: 1 action
  Range: 1 mile
  Components: V, S, M (a metal ring)
  Duration: Concentration, up to 1 minute
  You create a 10-foot tall, 20-foot radius ring of 
  destructive energy around a point you can see within 
  range. The area inside the ring is difficult terrain. 
  
  7
  Deep Magic Ring Magic
  When you cast the spell and as a bonus action on each 
  of your turns, you can choose one of the following 
  damage types: cold, fire, lightning, necrotic, or 
  radiant. Creatures and objects that touch the ring, 
  that are inside it when it’s created, or that end their 
  turn inside the ring take 6d6 damage of the chosen 
  type, or half damage with a successful Constitution 
  saving throw. A creature or object reduced to 0 hit 
  points by the spell is reduced to fine ash.
  At the start of each of your subsequent turns, the 
  ring’s radius expands by 20 feet. Any creatures or 
  objects touched by the expanding ring are subject to 
  its effects immediately. 
  CIRCLE OF WIND
  1st-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a crystal ring)
  Duration: 8 hours
  Light wind encircles you, leaving you in the center of 
  a mild vortex. You gain a +2 bonus to your AC against 
  ranged attacks. You also have advantage on saving 
  throws against extreme environmental heat and 
  against harmful gases, vapors, and inhaled poisons. 
  CREATE RING SERVANT
  8th-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (two metal rings)
  Duration: Concentration, up to 1 hour
  You touch two metal rings and infuse them with life, 
  creating a short-lived but sentient construct known 
  as a ring servant (see “New Monster: Ring Servant”). 
  The ring servant appears adjacent to you. It reverts to 
  the rings used to cast the spell when it drops to 0 hit 
  points or when the spell ends. 
  The ring servant is friendly to you and your 
  companions for the duration. Roll initiative for the 
  ring servant, which acts on its own turns. It obeys 
  any verbal commands that you issue to it (no action 
  required by you). If you don’t issue any commands to 
  the ring servant, it defends itself and you from hostile 
  creatures but otherwise takes no actions.
  CURSE RING
  5th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (250 gp worth of diamond dust, 
  which the spell consumes)
  Duration: Permanent until discharged
  You lay a curse upon a ring that isn’t being worn or 
  carried. When you cast this spell, select one of the 
  possible effects of bestow curse. The next creature who 
  willingly wears the ring suffers the chosen effect with 
  no saving throw. The curse transfers from the ring to 
  the wearer once the ring is put on; the ring becomes 
  a mundane ring that can be taken off, but the curse 
  remains on the creature that put it on until the curse 
  is removed or dispelled. An identify spell cast on the 
  cursed ring reveals the fact that it is cursed. 
  ENCHANT RING
  6th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (500 gp worth of diamond 
  dust, which the spell consumes)
  Duration: Permanent until discharged
  You enchant a ring that isn’t being worn or carried. The 
  next creature who willingly wears the ring becomes 
  charmed by you for 1 week or until it is harmed by you 
  or your ally. If the creature dons the ring while directly 
  threatened by you or your ally, the spell fails. 
  The charmed creature regards you as a friend. When 
  the spell ends, it doesn’t know it was charmed by you, 
  but it does realize its feeling toward you changed 
  (potentially vastly) in a short time. How the creature 
  reacts and regards you in the future is up to the GM. 
  HOARFROST
  Evocation cantrip
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S, M (an iron ring that has been 
  subjected to freezing temperature for at least a day)
  Duration: 1 minute
  A melee weapon you are holding is imbued with deep 
  cold. For the duration, a rime of frost covers the 
  weapon and light vapor rises from it if the temperature 
  
  8
  of the surrounding area is above freezing. The 
  weapon becomes magical and deals an additional 1d4 
  cold damage on a successful hit. The spell ends if you 
  cast it again or if you let go of the weapon.
  The spell’s damage increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level (4d4). 
  INNOCUOUS ASPECT
  3rd-level illusion
  Casting Time: 1 action
  Range: Self 
  Components: V, S, M (a paper ring) 
  Duration: Concentration, up to 10 minutes
  A ring of false vision encircles all creatures within 20 
  feet of you. You and every creature within the area 
  that you choose to affect take on the appearance of 
  a single type of harmless creature or object chosen 
  by you. Each image is identical, and only vision is 
  affected. Sounds, movement, or physical inspection 
  can give the ruse away. 
  A creature that uses its action to examine the image 
  can determine that it is an illusion with a successful 
  Intelligence (Investigation) check against your spell 
  save DC. If a creature discerns the illusion for what it 
  is, that creature sees through the image. 
  REVERBERATE
  2nd-level evocation
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a metal ring)
  Duration: Instantaneous
  You strike the ground with the metal ring, shaking 
  the earth ahead of you with the impact. Creatures and 
  unattended objects touching the ground in a 15-foot 
  cone emanating from you take 4d6 thunder damage 
  and fall prone; a successful Dexterity saving throw 
  halves the damage and prevents the creature from 
  falling pone.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases 
  by 1d6 for each slot level above 2nd. 
  RINGSTRIKE
  1st-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a metal ring for each strike 
  granted by the spell, which the spell consumes)
  Duration: 1 hour
  You infuse up to two metal rings with magic, causing 
  them to revolve in a slow orbit around your head or 
  hand. For the duration, when you hit a target within 
  the spell’s range with an attack, you can launch one of 
  the rings to strike the target as well. The target takes 
  1d10 bludgeoning damage and must succeed on a 
  Strength saving throw or be pushed 5 feet directly 
  away from you. The ring is destroyed when it strikes. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you can affect up to 
  two additional rings for each spell slot above 1st.
  RINGWARD
  7th-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an iron ring worth 200 gp, 
  which the spell consumes)
  Duration: Concentration, up to 1 hour
  This spell causes the iron ring to become a faintly 
  shimmering ring of energy that spins slowly around 
  you at a radius of 15 feet. For the duration, you and 
  your allies inside the protective energy ring have 
  advantage on saving throws against spells and gain 
  resistance to one type of damage of your choice. 
  SPINNING AXES
  4th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an iron ring)
  Duration: Instantaneous
  Spinning axes made of luminous force burst out from 
  you in a ring shape, striking all creatures within 10 
  feet of you. Each creature within 10 feet of you takes 
  5d8 force damage, or half damage with a successful 
  Dexterity saving throw. Creatures that aren’t undead 
  or constructs and that are damaged by this spell begin 
  bleeding. A bleeding creature takes 2d6 necrotic 
  damage at the end of its turn. Bleeding can be stopped 
  by using an action to make a successful Wisdom 
  (Medicine) check against your spell save DC or by any 
  amount of magical healing or regeneration. Bleeding 
  stops automatically after 1 minute.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases 
  by 1d8 for each slot level above 4th. 
  
  9
  Deep Magic Ring Magic
  When you attune to this ring, you willingly swear 
  an oath to an individual or an organization, such as 
  the ring wardens. The oath must be specific about a 
  service you will undertake or some action you will 
  refrain from taking. 
  While attuned to the ring, you have resistance to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical attacks, and you can’t voluntarily violate 
  the terms of your oath. If a spell or other effect would 
  force you to violate the oath, that spell or effect 
  fails immediately. In the case of an oath of secrecy, 
  mind-reading powers or effects return no useful 
  information if they seek out the knowledge you are 
  sworn to keep. When a creature directly attempts 
  to prevent you from fulfilling your oath, you have 
  advantage on attack rolls, saving throws, and ability 
  checks made against the creature until it no longer 
  opposes you or it dies. If you die while wearing the 
  ring, spells such as speak with dead also automatically 
  fail if the questions asked of your corpse would violate 
  your oath.
  Once you are attuned to the ring, you can’t 
  voluntarily break that attunement, and the ring can’t 
  be removed. The ring is immune to psychic, poison, 
  bludgeoning, piercing, and slashing damage, has AC 
  20 with a damage threshold of 30, and 50 hit points.
  WARDEN’S LINK
  Wondrous item, rarity varies (see below)
  This metal ring is 3 inches in diameter and adorned 
  with dwarven runes. These rings were created by ring 
  wardens to aid their allies in battle, and each one has a 
  specific enchantment reserved for armor, a shield, or 
  a weapon. The warden’s link has a rarity one category 
  higher than the enchantment it bears; for example, a 
  warden’s link enchanted to provide the effects of armor 
  of resistance or a weapon +2 is very rare. 
  A warden’s link confers magical effects when 
  attached to a nonmagical suit of armor, shield, or 
  weapon. Attaching the ring requires 1 hour of work 
  with appropriate tools (leatherworker’s tools or 
  blacksmith’s tools, usually) that can be completed 
  during a short rest. A similar process can remove the 
  ring. While the ring is attached to the correct type of 
  item, the item becomes magical and gains the effects 
  carried by the ring. If the enchantment requires 
  attunement, it can be attuned during the same hour it 
  takes to attach the warden’s link by the person doing 
  the work. Someone else must devote a different hour 
  to attuning.
  Rumors abound regarding warden’s links that 
  confer the effects of legendary or even artifact-power 
  enchantments, but the truth of such stories is no 
  longer known.
  Ring Magic Items
  Ring wardens and other spellcasters who discovered 
  the secrets of ring magic created these magic items. 
  If your campaign utilizes the magic item creation 
  rules, the formulae for ring magic items are esoteric, 
  similar to ring magic spells. They require the creator 
  to be a ring warden, to possess a ring magic feat, or to 
  discover written instructions detailing the ring magic 
  processes used in their creation. These instructions 
  are separate from the formula itself. 
  MOLTEN FIRE FORGE
  Wondrous item, rare, very rare, or legendary (see below)
  This magical furnace and anvil were patterned off the 
  original forges in the deep halls of the ring wardens. 
  Rarely, a molten fire forge is given as a gift to a warlord 
  who champions the cause of the wardens and proves 
  himself an unwavering ally. 
  A character proficient with blacksmith’s tools who 
  creates a weapon or armor of sufficient quality using 
  the forge finds his creations imbued with magic. 
  The forge allows for the creation of magic weapons 
  and armor without the need to find a formula. The 
  maximum quality of item produced is one rarity less 
  than that of the forge itself; a rare molten fire forge 
  can produce uncommon items, such as a weapon +1, 
  or adamantine armor, for example. The creator must 
  provide the required gold and makes progress toward 
  completion as normal for crafting a magic item. 
  If the creator doesn’t meet the level requirement 
  for the rarity of the item being created, the creator 
  can attempt a Wisdom check with blacksmith’s 
  tools; the DC = 10, plus 5 for every rarity level above 
  uncommon. If the check succeeds, the item is created 
  successfully. On a failure, the enchantment fails and 
  the gold and time are spent creating a nonmagical, but 
  likely high quality, item. 
  Any item created with the molten fire forge requires 
  GM approval. The GM may require special 
  components or materials in addition to the normal 
  gold cost.
  OATHBOUND RING
  Ring, legendary (requires attunement)
  This adamantine ring is plain on the outside, but 
  dwarven runes demanding honor and fidelity are 
  inscribed on the inside of the band. The few oathbound 
  rings known to exist were given to nondwarf visitors 
  to the halls of the ring wardens, both to ensure the 
  secrets of ring magic and to protect the wardens’ 
  trusted friends. 
  
  10
  Ring Magic Artifact
  Artifacts are always shrouded in the mists of time 
  and legend. If the GM decides that the rumors 
  surrounding ring magic artifacts are true, here is one 
  possible example of such a powerful and storied item.
  KARREK’S BASTION
  Wondrous item, artifact (requires attunement)
  Karrek was a dwarven warlord in the time when ring 
  wardens were struggling to realize the full potential 
  of their discovery. Without him, the order would 
  have died before it was born. During the nascent 
  ring wardens’ trek into the earth to find their home, 
  they ran afoul of a great evil host in the depths. They 
  fought bitterly for every inch of ground but were 
  doomed to be driven out of the molten fire caverns or 
  destroyed utterly. 
  One of the pilgrims, a clansman of Karrek’s, sent 
  word of their plight to the surface stronghold, and 
  Karrek himself answered. He led a force of dwarf 
  shocktroops into the depths and turned the tide of 
  battle. Grievously wounded during the fighting, the 
  stubborn chief waved off more than first aid, refusing 
  to be bedridden while there was work to be done 
  and his people to protect. His wounds worsened 
  and on his death bed, the ring wardens showed him 
  their thanks by offering him the chance to protect 
  his people for all time; they bound his soul into an 
  adamantine ring, where he maintains his vigil still. 
  Karrek’s Bastion resembles a warden’s link. It’s 
  a magical, sentient, adamantine ring 3 inches in 
  diameter, decorated with gold-inlaid runes. When the 
  ring is attached to a nonmagical weapon, the weapon
  • becomes magical with a +3 bonus to attack and 
  damage rolls,
  • scores a critical hit on a roll of 19 or 20, and 
  • does an additional 1d10 fire damage per hit, or 
  3d10 fire damage to orcs, giants, goblins, and 
  undead. 
  Random Properties. Karrek’s Bastion has the following 
  random properties
  • 2 minor beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property
  Unyielding Spirit. While you carry Karrek’s Bastion on 
  your person, you have resistance to necrotic damage, 
  your hit point maximum can’t be reduced, and you 
  can’t be frightened. 
  Spells. While the ring is on your person, you can use 
  an action to cast one of the following spells (save DC 
  18) from it: death ward, heat metal, or stone shape. Once 
  you use the ring to cast a spell, you can’t cast that spell 
  again from it until the next dawn. 
  Sentience. Karrek’s Bastion is a sentient, Lawful Good 
  item with Intelligence 14, Wisdom 16, and Charisma 
  18. It has hearing and darkvision out to 120 feet. The 
  item communicates telepathically with its wielder 
  and can speak, read, and understand Common and 
  Dwarvish.
  Personality. The item’s purpose is to defend the ring 
  wardens and their allies and to drive back the foes 
  of the dwarves. It is stubborn, brave to a fault, and 
  enjoys humorous wordplay. It urges its wielder to 
  attach it to a maul above all other weapons, but it 
  will grudgingly accept any martial weapon. Trying to 
  attach it to a finesse or ranged weapon is sure to cause 
  a personality conflict.
  Karrek’s Bastion deeply hates anyone who steals or 
  misuses the secrets of ring magic, and it drives its 
  wielder to harry such individuals to their doom and 
  recover the stolen secrets. 
  Destroying Karrek’s Bastion. The adamantine ring 
  must be laid on the first of the forges in the halls of 
  the ring wardens, and one ring warden must slay 
  another ring warden with the forge hammer. While 
  the hammer is still soaked with warm blood, it can be 
  used to unmake the ring on the forge.
  Monster:  
  Ring Servant
  The head, arms, and torso of this massive figure 
  are composed of metal plates surrounding a core 
  of glowing energy. The whole resembles a vaguely 
  humanoid figure, with two metal rings glowing with 
  runes encircling its fists.
  Ring servants are mighty constructs created by ring 
  magic. Though large in stature, they are deceptively 
  light because most of their form is composed of 
  energy. A ring servant stands 10 feet tall and weighs 
  300 pounds.
  Fleeting Form. Ring servants are temporary beings, 
  brought into existence by transmuting two simple 
  metal rings into the weapons that surmount the 
  creature’s fists. These rings serve as the catalyst that 
  generates the rest of the thing’s form. Ring servants 
  aren’t mindless. They understand the fleeting span of 
  their existence and don’t rebel against it. Exceptions 
  exists, where powerful ring wardens work tirelessly to 
  imbue a ring servant with permanent existence. Such 
  an enduring transformation is rare, however, and the 
  resulting creature may have difficulty coming to terms 
  with lingering in the world. 
  Constructed Nature. A ring servant doesn’t require 
  air, food, drink, or sleep.
  
  11
  Deep Magic Ring Magic
  RING SERVANT
  Large construct, neutral
  Armor Class 15 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 0 ft., fly 60 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 10 (+0) 
  18 (+4) 
  8 (–1) 
  13 (+1) 
  10 (+0)
  Saving Throws Str +8, Wis +4
  Skills Athletics +8, Perception +4
  Damage Resistances cold, fire, lightning; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, 
  exhaustion, frightened, paralyzed, 
  petrified, poisoned, stunned
  Senses darkvision 60 ft., passive 
  Perception 14
  Languages understands the language 
  of its creator but can’t speak
  Challenge 8 (3,900 XP)
  Immutable Form. The ring 
  servant is immune to any spell or 
  effect that would alter its form.
  Magic Weapons. The ring 
  servant’s slam attacks are 
  magical. 
  Actions
  Multiattack. The ring servant makes 
  two slam attacks and uses Ring of 
  Destruction if it is ready.
  Slam. Melee Weapon Attack: +8 to 
  hit, reach 5 ft., one target. Hit: 18 
  (3d8 + 5) bludgeoning damage. 
  A creature hit by a slam attack 
  must succeed on a DC 16 Strength 
  saving throw or fall prone.
  Ring of Destruction (Recharge 5-6). The ring servant 
  magically generates a spinning ring of energy around 
  itself that lasts until the start of its next turn. While the 
  ring is active, any creature that starts its turn within 5 feet 
  of the ring servant or moves to within 5 feet of it during a 
  turn takes 22 (5d8) force damage, or half damage with a 
  successful DC 15 Dexterity saving throw.
  
  12
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   System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax and 
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   Deep Magic: Ring Magic © 2016 Open Design; Author: 
  Dan Dillon.
  OPEN GAME LICENSE Version 1.0a
  
  AN ADVENTURE 
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