Functions as a normal ring of spell storing until it is awakened, the DM determents what will awaken the rings power.
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Awakened state gain the following benefit.
The ring can now sore up to 7 levels worth of spells at a time.
Spell Thief: One charge per long rest. Casting time: reaction. If you are targeted by a spell or see a spell with in range you can attempt to steal the magic for yourself and use the same spell for a later date. Once trying to catch a spell you must make a DC using your spellcasting modifier, the DC equals to 8+ the spellcaster proficiency + spells Lvl.+ (example: 6 lvl spell+ 8 + prof mod: 3= DC: 17)
You can only store one stolen spell at a time if you try and store another without expending the last one you must make a DC: 20 Con saving throw to throw the previous spell out and attempt to catch the new spell, on a failed check you target yourself with the last spell stored, and are unable to attempt to catch the spell that you were trying to steal.
Range is 60.ft for the Spell Thief feature.
Notes: Buff, Utility, Jewelry
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