| 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 |
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 |
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. |
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 |
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. |