Base Class: Warlock
The Ring represents a warlock who has bound themselves to an enigmatic artifact of sentient power, a living ring that merged to the Warlock as its will becomes one with theirs. When first worn, the ring burrows into the warlock’s skin, fusing to their flesh rather painfully. It can be removed by mortal means, though if the ring is on your ring finger, and you cut off your ring finger. Then 1d4 hours later, you will find that your ring finger has just grown back and the ring is attached to it.
Level 3: The Ring Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in The Ring Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
| 3 | Hex, Misty Step, Disguise Self, Thunder wave, Magic Weapon |
| 5 | Bestow Curse, Remove Curse, |
| 7 | Locate Creature, Charm Monster |
| 9 | Destructive Wave, Hallow |
Level 3: Ring Magic
Your patron has made you less dependable on equipment. You gain the following benefits:
Mystic Movement: You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. When you cast Misty Step, the teleportation range is increased by 30 ft.
Unarmored Defense: While not wearing armor or using a shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Spell Expert: The ring becomes a spell casting focus for your Warlock spells, when casting with specifically the ring as your spellcasting focus, you gain a +1 to your spell save DC. This becomes a +2 at level 6, then it becomes a +3 at level 10. The ring glows when used as a spellcasting focus.
Level 6: Momentum of the Ring
The Ring feeds on your motion, storing kinetic and arcane energy as you act.
Momentum Points. You gain a pool of momentum points during combat. You generate momentum in the following ways:
- Moving at least 10 feet on your turn (not from Dash, forced movement, or teleportation): +1 point
- Taking the Attack action: +2 points
- Casting a spell with a somatic component: +1 point
You can hold a maximum number of points equal to your Charisma modifier + proficiency bonus. All points vanish if you are incapacitated, unconscious or go to sleep.
Expending Momentum. As a bonus action, you may spend 3 points, granting yourself one of the following benefits until the start of your next turn:
- Surge of Strength: Gain advantage on Strength checks and Strength saving throws.
- Surge of Agility: Gain advantage on Dexterity checks and Dexterity saving throws.
- Surge of Endurance: Gain advantage on Constitution checks and Constitution saving throws.
You can also spend 5 points as a reaction to reroll a failed Strength, Dexterity, or Constitution saving throw (you must use the new result).
Level 10: Symbiotic Vitality
The Ring has adapted fully to your body, reinforcing it beyond mortal limits.
Lifeblood: Once per a long or short rest, if you drop to 0 hit points and aren't killed outright, the ring expends any stored momentum points to stabilize you to one hit point.
Vitality Surge: Whenever you use Momentum to fuel a Surge (Strength/Agility/Endurance), you also gain temporary hit points equal to your Charisma modifier + half your warlock level. These temporary hit points last for an hour and do not stack.
Level 14: Ringweave
The ring's will and your own have fused together. You gain the following benefits.
Guarded Mind: You gain resistance to psychic damage and advantage on saving throws against being charmed or frightened.
Arcane Sustainability: You no longer need to eat, drink or breathe to survive as the ring now fully sustains your body. In addition to that, whenever you deal damage to a creature or construct with a Cantrip, you are healed by 5 hit points.
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