This new magic item for Dungeons & Dragons is a ring that grows in power with its wearer, channeling elemental magic with evocation spells and defenses.
Ring of Evocation
Ring, uncommon [Tier 1]
(requires attunement by a spellcaster)
Weight: none
The Circle of the Four Winds is an enclave of powerful spellcasters. Members who study the art of evocation and swear an oath of loyalty to the circle are awarded a magic ring that grows in power with its wearer.
At Tier 1, the ring has 2 charges. It regains 1 expended charge daily at dawn. Spells cast from the ring have a save DC of 12, unless your spell DC is higher. While wearing the ring, you can use an action to expend 1 or more of its charges to cast one of the following spells:
- Burning Hands (1 charge for 1st level, 2 charges for 2nd level)
- Magic Missile (1 charge for 1st level, 2 charges for 2nd level)
- Acid Arrow (2 charges for 2nd level)
- Scorching Ray (2 charges for 2nd level)
Rare [Tier 2] upgrade
When you achieve level 5 while attuned to the ring, the ring has 4 charges, and it regains 1d4 expended charges daily at dawn. Spells cast from the ring have a save DC of 13, unless your spell DC is higher. While wearing the ring, you can use an action to expend 1 or more of its charges to cast one of the following spells:
- Burning Hands (1 charge for 1st level, 1 additional charge for each level upcast)
- Magic Missile (1 charge for 1st level, 1 additional charge for each level upcast)
- Acid Arrow (2 charges for 2nd level, 1 additional charge for each level upcast)
- Scorching Ray (2 charges for 2nd level, 1 additional charge for each level upcast)
- Fireball (3 charges for 3rd level, 4 charges for 4th level)
- Lightning Bolt (3 charges for 3rd level, 4 charges for 4th level)
Very Rare [Tier 3] upgrade
When you achieve level 10 while attuned to the ring, the ring has 6 charges, and it regains 1d4+2 expended charges daily at dawn.
Spellcasting. While wearing the ring, you can use an action to expend 1 or more of its charges to cast any Evocation spell you know without expending spell slots, expending 1 charge for each spell slot that would normally be expended. Spells cast from the ring have a save DC of 15, unless your spell DC is higher.
Elemental Resistance. When a creature makes an attack roll against you, you can use your reaction to give yourself resistance to one damage type (acid, cold, fire, or lightning) until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Legendary [Tier 4] upgrade
When you achieve level 17 while attuned to the ring, the ring has 8 charges, and it regains 1d4+4 expended charges daily at dawn.
Improved Spellcasting. While wearing the ring, you can use an action to expend 1 or more of its charges to cast any Evocation spell you know without expending spell slots, expending 1 charge for each spell slot that would normally be expended. Spells cast from the ring have a save DC of 17, unless your spell DC is higher. You can also expend 1 charge to cast one Evocation cantrip as a bonus action, even if the cantrip normally requires an action to cast.
Improved Elemental Resistance. When a creature makes an attack roll against you, you can use your reaction to give yourself resistance to acid, cold, fire, and lightning damage until the start of your next turn. This feature can be used a number of times per day equal to your proficiency bonus.
Scion of Evocation. Brilliant energy flashes in a 60-foot radius centered on you. Each creature of your choice in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature makes another DC 17 Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Once you use this feature, you can’t use it again until you finish a long rest.
Power Tiers
To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.
Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.
Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.
Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.
Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.
An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.
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