Ring, uncommon (requires attunement)

A matte steel band etched with a tiny ward-glyph. When danger snaps, the rune flashes and a translucent hex shield blooms around the wearer.

Use

  • Quickshield (reaction, 2/day). When you are hit by an attack or targeted by magic missile, you may cast shield (no spell slot).
    You gain +5 AC (including against the triggering attack) until the start of your next turn and you’re immune to magic missile for the duration.

Extra rules

  • If you can already cast shield: you can expend a ring use instead of a spell slot.

  • Overdraw (optional push): You may use the ring a 3rd time before dawn; if you do, take 1d4 force damage and the ring is inert until you finish a short or long rest.

A matte steel band etched with a tiny ward-glyph. When danger snaps, the rune flashes and a translucent hex shield blooms around the wearer.

Use

  • Quickshield (reaction, 2/day). When you are hit by an attack or targeted by magic missile, you may cast shield (no spell slot).
    You gain +5 AC (including against the triggering attack) until the start of your next turn and you’re immune to magic missile for the duration.

Extra rules

  • If you can already cast shield: you can expend a ring use instead of a spell slot.

  • Overdraw (optional push): You may use the ring a 3rd time before dawn; if you do, take 1d4 force damage and the ring is inert until you finish a short or long rest.

Placement hooks

  • Forge Terminal: velvet slot tray in the Sanctum swap drawer.

  • Oscorp Confiscations: evidence pouch stamped “A-SIG/Reactive Ward.”

Unattuning / changing wearer

  • Take the ring off for a short rest, or another creature completes the Ward Bind while wearing it.

  • identify reveals the current attuned wearer and remaining daily uses.

guime10__

Comments

Posts Quoted:
Reply
Clear All Quotes