Print Weaver Magic Rings (d10)

Citation

Print Weaver by N. L. Morrison

d10 1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 Special

1

Almond 

Your dreams hold significance. While sleeping, you may communicate with one other sleeping creature that you have never met.

Boulder

Your skin becomes hard like stone, you have Disadvantage on DEX checks but gain 2 OB to your armor.

Dove

You have Advantage on WIL checks to settle disputes

Gate

You may open any door into any other door you’ve traveled through in the past day.

Joy

You have Advantage on checks to locate valuables.

Mask 

Your face shifts to match the face of the last person you killed.

Pugilist 
Your unarmed attacks deal damage as a Medium Weapon.

Seance

Your Books and Tomes hold one additional Scroll.

Spin 

Your melee attacks spin in large arcs. You may hit all creatures in Engaged range with one attack.

Tooth

Your teeth are quite sharp, you have Advantage when biting.

Roll on "Starter Rings"

2

Appendage

You gain an additional set of arms and hands, granting Advantage on checks to Restrain targets.

Bomb

For every result of 10 during an attack check, add another 1d10 — additional successes deal Fire damage

Dragon

You are immune to Fire damage but you cannot willingly remove items from your inventory including this ring.

Ghost

You may pass through walls. Ending your turn within a wall kills you.

Lava

Your body is fiery hot. You thrive in high temperatures

Mime

As an action, you may make a WIL check with an Obstacle equal to the amount of spectators you have. A successful check produces a tangible, impenetrable, and invisible wall as long as you continue to mime.

Quick

You have Advantage on checks to move quickly.

Shadow

Your attacks do Dark damage.

Stand

You have Advantage on checks to avoid being Prone.

Torch 

Your hands emit warm firelight.

Roll on "Starter Rings"

3

Arena

You have Advantage on STR checks to intimidate or impress.

Castle

When you kill a creature, regain 1 VIT.

Drop

You may always gauge the height of a drop and whether or not falling would be lethal.

Gem

You may instantly appraise any jewelry or golden ornaments, including hidden properties

Light

Your attacks do Light damage.

Mind

You gain one additional maximum WIL as if you had an extra Arch.

Rabbit 

You jump twice as high and far. You have Advantage on all DEX checks related to jumping.

Shield

You add an additional 1 Obstacle to your armor.

Star

You see up to Distant range through darkness when outdoors.

Toss

Your thrown weapons have Distant range and you have Advantage when throwing.

Roll on "Starter Rings"

4

Bath

You do not accumulate dirt, grime, or sweat. You smell nice too.

Channel

You may spend one action concentrating, causing your next attack action to deal double damage.

Elder

You look twice your age.

Green

You turn green. You have Advantage on all DEX checks while stationary.

Linger

Scrolls with durations last twice as long.

Mood

You have Advantage when discerning the mood or intent of another creature, but grant creatures the same.

Rain 
You have twice as much Vitality when in rain. Any lightning that strikes, strikes you instead, dealing no damage.

Shrine 

This ring glows when within Distant range of a Shrine.

Steel

The hand and arm the ring is placed on cannot be amputated.

Trick

As an action, you may mark a small item. You may, at will, make it vanish from your hand and appear anywhere else in Close range.

Roll on "Starter Rings"

5

Bare

As long as you wear nothing more than cloth wrappings, you have OB 3.

Child

You cannot be Exhausted.

Eye

The ring sees everything around you and warns you of danger. You cannot be surprised without serious effort.

Guest

Your ring signifies hospitality and hearth. Residents likely offer you food and lodging.

Lion

You deal double damage when attacking as an Action of Opportunity.

Mother

You gain one additional maximum STR, but your pack has two less slots.

Rang 

Thrown weapons return back to you in an arc, spinning as they travel through the air.

Slay

When you kill a creature, you may make an immediate free attack.

Stone

You go unnoticed by Printless unless at Engaged range, but they deal double damage against you.

Vial 

Consuming 100 drops of Ink grants 2 VIT.

Roll on "Starter Rings"

6

Bear

You gain a random Beast trait: Roll on "Print Weaver Beast Generator" (columns: 3-4)

Cloud

While worn, you and your belongings transform into a cloud of gas. You may remove this ring at will, even as a cloud.

Extent 

Any damage you receive from weapon attacks always deal one VIT, but bypass your STR, WIL, and DEX.

Heart

You gain one additional maximum STR as if you had an extra Loop.

Little

You may, as an action, noticeably shrink. While shrunk, you make DEX checks with Advantage and STR checks with Disadvantage.

One

You turn invisible to all but Printless. When wearing this ring, Printless know your exact location and yearn to devour you

Reach 

Your arms are twice as long as normal. Your melee attacks have Close range.

Slip 

You have Disadvantage on checks to avoid becoming Prone and Advantage on checks to escape a grapple.

Storage 

You may mark any one item. When you die and revive, the marked item travels with you like a ring would.

Voice

You may throw your voice up to Distant range.

Roll on "Starter Rings"

7

Beetle

While worn, you and your belongings transform into a random small Beast (1d10 VIT). You may remove this ring at will, even as a Beast

Crate

While worn, you and your belongings transform into a wooden crate. You may remove this ring at will, even as a crate.

Father

When rolling a Chance Die, roll with Advantage instead of Disadvantage.

Hood

Your face is shrouded in an inky black shadow, any attempts to recognize you fail unless the ring is removed.

Loud

Any noise you make is twice as loud.

Pack

You may bundle 2 items within a pack slot, but you cannot remove them from your pack quickly (2.2)

Red 

You turn red. You have Advantage on all STR checks in total darkness.

Sneak

You have Advantage on checks to avoid detection.

Swim

You have Advantage when swimming.

Watch

You always know the time of day, position of the sun, phase of the moon, and the current weather outside.

Roll on "Starter Rings"

8

Big

You may, as an action, grow quite large. While enlarged, you make STR checks with Advantage and DEX checks with Disadvantage.

Cure

You are immune to the Poison status condition and take only half Poison damage.

Favor

You gain one additional maximum STR, WIL, or DEX, chosen when you put the ring on.

Ice

Your body runs cold. You thrive in low temperatures.

Mail

You may speak telepathically to any creature in Distant range if you know their name.

Peace

Your weapon attacks deal no damage and you cannot take damage from weapon attacks, but you gain Advantage when Restraining creatures.

Regard

You are treated with unwarranted respect, and have Advantage on checks to appear of higher standing.

Soul

You gain one additional maximum DEX as if you had an extra Whorl.

Switch

As an action, you may instantly switch places with one creature you are in contact with.

Web

You produce a fine, sticky silk from your palm. It acts like rope and you may produce 5 meters per rest. You cannot be disarmed

Roll on "Starter Rings"

9

Blood

If you press your palm to a dead creature, a ghostly afterimage plays out their last moments.

Curse

You take twice as much damage and deal half as much damage from all sources. Ring breaks upon death.

Feather

You do not put weight onto the ground you stand on, pit traps and similar hazards

Iron

You have Advantage on checks to forge objects.

Magnet

You are slightly magnetic. You may stick to any metal surface and small metal objects tend to fly toward you.

Pegasus

You may run across gaps, hovering as you do so. Stopping while over a pit causes you to fall.

Rest

You heal twice as many successes during a rest.

Split

You are divided into two copies of yourself. Each “you” is half of your size, has half your VIT, and half your inventory.

Sword

You add an additional 1d10 to your attack checks.

Wisp

You cannot be Cursed. You are incidentally, a bit translucent.

Roll on "Starter Rings"

10

Blue

You turn blue. You have Advantage on all WIL checks in total silence

Day

Your vision is better in dim light than most, granting Advantage on checks to see in low light.

Frog 

You may speak with and understand frogs, toads, and similar creatures.

Javelin

Your Melee attacks have Distant range, but you have Disadvantage on checks while Engaged.

March 
As an action, you may call out to any small Beasts in Distant range, causing them to follow behind you until they get bored or hungry.

Pierce

Your ranged attacks pierce through creatures, hitting up to two additional creatures directly behind the target.

Scent

You smell most creatures in Distant range if you concentrate. You have Advantage on smell related checks.

Spice

Makes any food you eat or prepare spicy. The less you expect it, the spicier it is.

Tears

Deal double Physical damage when your VIT is 1.

Youth

You look half your age.

Roll on "Starter Rings"


Subcharts

Starter Rings (d12)

d12 Result

1

Ring of Strong

Two-handed weapons and tomes only require one hand to wield

2

Ring of Martyrdom

May spend WIL Points to heal an equal amount of an ally’s VIT.

3

Ring of Animal

Summons a phantom animal companion. It has 3 points in your highest attribute and half your Vitality (should it perish, it returns after a long rest).

4

Ring of Path

Grants Advantage on all pathfinding related checks.

5

Ring of Arcane

Acts as 1 Scroll of your choice.

6

Ring of Deal

Grants Advantage on checks to communicate with hostile or monstrous creatures.

7

Ring of Sight

Discern fine detail at any distance, Advantage to find invisible things.

8

Ring of Song

While singing, you grant Advantage on all checks to allies in earshot.

9

Ring of Secret

You step silently.

10

Ring of Old

Take and deal double damage.

11

Ring of Answer


Once per day, you may ask any question and have it (vaguely) answered

12

Ring of Holy

Take and deal half damage.