Ring, uncommon (requires attunement)

An unadorned band of silver that feels warm against the wearer’s skin when charged.

The Basic Ring of Kinetic Force can hold up to 6 charges. While worn, it recovers 1 charge each day at sunset. If the ring is taken off, it instead loses 1 charge each day at sunset.

When you make an unarmed strike using the hand that is wearing the ring while you are attuned to it, you may trigger the release of the ring’s stored power, expending all of its charges, and adding the following effects to the attack. If the attack misses, the charges are still spent, and its effects are partially, but not entirely mitigated.

  • The attack deals additional force damage equal to 1d6 x the number of charges being expended.
    If the initial unarmed attack misses the target, it suffers half as much force damage.
  • The target of your attack must make a Strength saving throw, the DC for which equals 8 + the number of charges being expended. On a failed save, the target is pushed away from you by 5 feet for each charge expended, landing prone. On a successful save the target is pushed back half as far (rounded down) and does not land prone. If the target is huge or bigger, it is pushed back only half as far (one quarter as far if it succeeds its saving throw).
    If the initial unarmed attack misses, the target has advantage on this saving throw.
  • If the target hits a solid object or another creature before finishing the forced movement, both the target and the object suffer 1d6 bludgeoning damage for every 5 feet of movement that could not be completed. If this damage is sufficient to break the object, any movement that was not converted into bludgeoning damage carries over, and the target continues its trajectory.

Notes: If not worn: loses 1 charge each day at sunset, Damage, Combat, Jewelry, Handwear, Artificer

Previous Versions

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1/5/2022 3:06:32 AM
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Item Tags: Damage Combat Jewelry Handwear Artificer

Biscuits_of_Rowan

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