Ring, varies (requires attunement)

The stones atop this ring seem to glow faintly whenever it is being used. This ring contains a racial trait of a certain kind of lineage - this lineage determines the ring's rarity, as shown below. If you are the race that is associated with the ring, then it has no effect. 

Dwarf (Uncommon). You have advantage on saving throws against poison, and resistance to poison damage. Moreover, whenever you make an Intelligence (History) check related to stonework and its origins, you are considered proficient in that skill, and add double your proficiency bonus to the check.

Elf (Rare). You have advantage on saving throws against being Charmed, and magic cannot put you to sleep. Moreover, you can choose to enter a Trance whenever you sleep, and can finish a long rest in 4 hours instead of the time normal for a long rest.

Gnome (Very Rare). You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Halfling (Legendary). When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die, and must use the new roll.

Half-Orc (Rare). When you score a critical hit with a melee weapon attack, you can roll an additional weapon damage die, and add it to the total for the critical hit. Moreover, when you drop to 0 hit points, but don't die outright, you can choose to drop to 1 hit point instead - once you use this feature, you cannot use it again until you finish a long rest.

Half-Elf (Uncommon). You gain proficiency with two skills of your choice. You can only choose these proficiencies when you first attune to this ring, and cannot change which skills you are proficient with if you attune to this ring again.

Human (Legendary). Each of your ability scores increases by 1 while attuned to this ring.

Tiefling (Rare). You gain resistance to fire damage. Moreover, you know the Thaumaturgy cantrip. You can also cast the Hellish Rebuke spell as a 2nd level spell, and the Darkness spell while wearing this ring - when you cast either of these spells through this ring, you cannot cast that spell again until you finish a long rest.

Dragonborn (Rare). You gain a draconic Breath Weapon, which you can exhale as an action. Depending on the ancestry of the dragonborn within, the target must succeed on a DC 15 saving throw (as shown below in the following table) or take 4d6 damage of the associated type. Once you use this Breath Weapon, you cannot use it again until you finish a long rest.

Draconic Ancestry

Dragon Damage Type Breath Weapon Shape/Save
Black Acid 30 ft. Line (Dexterity)
Blue Lightning 30 ft. Line (Dexterity)
Brass Fire 30 ft. Line (Dexterity)
Bronze Lightning 30 ft. Line (Dexterity)
Copper Acid 30 ft. Line (Dexterity)
Gold Fire 15 ft. Cone (Dexterity)
Green Poison 15 ft. Cone (Constitution)
Red Fire 15 ft. Cone (Dexterity)
Silver Cold 15 ft. Cone (Constitution)
White Cold 15 ft. Cone (Constitution)

Notes: Racial Traits, Utility, Handwear, enchantment

Item Tags: Utility Handwear enchantment

Solar_Bun_Bun

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