This legendary item was created by a mythic mage of legend; Cameron the Clairvoyant. No one quite knows how he was able to create this item, but it is said that this mage has the favor of a true God.
Solomon's 10 Rings is a powerful magical artifact that allows the user to access the unique abilities in each of the rings detailed below. You can have access to a certain number of rings as the item progresses in power along with the user. At the dormant level, you can access and use 2 rings at once. At the awakened level, you can access and use 4 rings at once. At the exalted level, you can access and use 6 rings at once. Each day at dusk, you can choose which rings you want to attune to for the following morning - your attunement takes place overnight and activates after 7 hours of attunement (wearing the rings with skin contact).
1. Ring of the Oracle. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
2. Ring of the Caster. You get one extra spell slot at every spell level that you have available.
3. Ring of the Warden. You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
4. Ring of the Arcanist. You can change the damage type of your spells to any of the following; fire, cold, lightning, thunder, poison, acid, radiant, psychic, force.
5. Ring of Magical Respite. Recover spell slots equal to your level per short or long rest.
6. Ring of the Evoker. You can increase the power of your simpler spells. When you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. You can do this once per day.
7. Ring of the Magi. You gain access to every classes spell list. You can cast spells from any list, using your own spell save and spell attack bonuses. You can only cast spells for which you have the available spell slot level.
8. Ring of the Tamer. This ring has 10 charges, allowing you to cast the following spells using your own spell save DC and spell attack save (if relevant); Find Familiar (1 charge), Conjure Animals (3 charges), Magic Circle (3 charges), Phantom Steed (3 charges), Conjure Woodland Beings (4), Charm Monster (4 charges), Dominate Beast (4 charges), Conjure Minor Elementals (4), Find Greater Steed (4 charges), Conjure Elemental (5 charges), Hold Monster (5 charges), Planar Binding (5 charges), Conjure Fey (6 charges), Planar Ally (6 charges). The ring regains 1d6 charges daily at dawn.
9. Ring of the Seer. You gain truesight out to a range of 30 ft. You can also look into the Ethereal Plane if you choose. Finally, you can cast Detect Magic, Detect Poison and Disease, and Detect Good and Evil, at will.
10. Ring of the Great Sage. This ring is sentient, and controlled by the DM. It will act like a guide, and answers any questions that the user asks it, to the best of its ability. It will also offer advice when the party or user becomes confounded, and can even offer advice on overcoming difficult foes, or for coming up with battle strategies.
Notes: wizard, druid or cleric only
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Posted Feb 3, 2024This was one of two personal vestiges of the magi of wonder and whimsy - Cameron the Clairvoyant. The other, being his Deck of Sorcery : https://www.dndbeyond.com/magic-items/6860378-deck-of-sorcery-vestige