A golden ring with a small blue gemstone in the center. A hazy runic symbol can be seen in the center of the gemstone.
Kaligar was a general during the great war of the southern marches. He was famous for his leadership ability and magical prowess. Those who wield Kaligars ring will have the power of Kaligar granted to them...on one condition. They must earn the powers through a series of tests. (It is up to the DM if they want to reveal the tests to the player wielding the ring.)
Upon first equipping the ring, the wielder has +1 to hit with ranged spell attacks.
Kaligar's trials are as follows, they must be completed in order (or not. This is up to the DM.) Once completed a new permanent power is added to Kaligar's Ring.
1.Kaligar's Trial of Power: Roll a natural 20 on a spell attack. At the exact moment that the trial is completed, instead of doubling the damage for that spell, normal damage is rolled, the ring and the wielder glow faintly blue casting dim light for 5 ft for 1 round, and the wielder unlocks the first new power for Kaligar's ring, "Kaligar's Precise Spellcasting"
Kaligar's Precise Spellcasting: The wielder now has a greater understand on how to more effectively use their spell attacks to deal maximum damage.
Whenever the wielder rolls a natural 20 on a spell attack, add 1d4 additional damage to the attack.
2. Kaligar's trial of Wit: This trial is granted by the DM when a player successfully completes a task creatively or in an unexpected way. For example, the player successfully solves or bypasses a puzzle in a creative way that wasn't the "correct" solution, or a player uses a non combat-oriented spell or ability creatively in combat to gain an advantage. Upon completing the trial the ring emits a flash of bright green light and the gem transforms into a diamond. Unlocks the power "Kaligar's Intuition"
Kaligar's Intuition: The wielder has showed the ability to make the best out of a bad situation.
Once per long rest, if they player rolls a natural 1 on an ability check, they may re-roll but must keep the second roll.
3. Kaligar's Trial of Leadership: The wielder successfully persuades a creature to go against their natural instincts and to follow the wielder into danger's path for a cause. Will not work if the creature is under the effect of a spell. Upon completing the trial, the ring emits a flash of bright multicolored light and the gemstone transforms into a small translucent orb with dancing lights in the center of it and light seems to refract strangely and randomly in the orb. Unlocks the power, "Kaligar's Word"
Kaligar's Word: The wielder has an uncanny ability to sway the opinions of others. Their words carry more weight than other's around them.
The wielder has advantage on Charisma (Persuasion) Checks.
*If the ring is removed, it transforms into it's original form.
Notes: Bonus: Ranged Spell Attacks, by anyone., Buff
Okay. A few things.
1:
The 1d4 points of extra damage doesn't really matter when you get an artifact, and when you crit and double sure, an extra say 6 or 8 points of damage is nice, but look at the hand of Vecna, it does on a hit an extra 2d8 cold damage. So perhaps when rolling a nat 20 with a spell attack you would be able to reroll a dice equal to your spellcasting modifier?
2:
It can be attuned by anyone but focuses on intelligence and charisma. And spells. So perhaps attunable to a wizard,sorcerer and perhaps a warlock?
3:
Rerolling a 1 can be nice. Just remember, the lucky feat, halfling luck, and potent dice for diviners are all abilites that you can get early on if allowed. But it's a nice ability.
4:
Advantage on charisma checks. To be specific, persuasion. The bard of glamour can charm others by simply talking to them. Many casters can use the friends cantrip, which gives advantage on ALL charisma checks if saved. And once again, the lucky feat, is there. I won't say it's a bad ability. But at this point, advantage on persuasion checks aren't the best ability from an artifact.
All in all:
It's a nice item. But it needs a liiiiitle buff here and there. For an artifact it's pretty weak, but take that as a good thing! it's really good!
Most people make artifacts waaaaay to powerful that they are for level 28 or 35 level players. Like being able to cast finger of death at will and having 3 wishes for long rest and this and that 8th level spell and if you touch a breathing creature it has to make a save DC 25 or DIE. So. It's good that it's a weak artifact because then you can either take it and buff it, or make something similar but better! But it's the idea that counts. I give it 7/10. It's a good base, and it is powerful yeah, but for an artifact it's a little to weak. I'm hoping this helped.
Sorry if I kinda ripped it apart. I don't mean any offense, only hoping to spread my aid. ^^
Don't fret about it! Everything you've said was extremely helpful. My original idea was to have an item that at higher levels simply gave you a large variety of smaller bonuses rather than one or two large bonuses, that being said it was still my first big item I made and I'm still learning how to better balance items, so the feedback was invaluable. I think I'll revise the item to give it a little more power. After all, we play DND to be bad ass heroes.
I like that idea! Smaller bonuses that are powerful even at higher levels! ^^
I'm glad it was helpful. I'm looking forward to how it's gonna look next! ^^