“To know that you are superior, in mind, in body, in spirit. That is everything! To know that power is your birthright, to know that untold thousands exist on this world for no reason but to serve you, to channel their powers through your empire, be it of land or of business, channeling it upward to fuel you, to fuel your glory!” - The King of the Withered World, the only man ever to possess 6 rings at once.


Wondrous Item(Armbands) , Mythical Artifact (requires attunement by a creature attuned to all 10 Myriad Rings)

Legend tells of the momentous occasion when the Myriad Rings were born, their essence interwoven with the very fabric of existence. Within their gleaming bands lies the embodiment of raw potential, an extraordinary wellspring of untapped power waiting to be harnessed. Yet such immense might proved too colossal for a single entity to bear, prompting the enigmatic forces of its creation to fragment its potency into ten distinct armbands, each bearing the sigil of the Myriad Rings.

The very fabric of life and death bends before the might of the Myriad Rings, defying the established laws that govern existence. Whispers abound that those who possess the complete set hold the key to unraveled mysteries and boundless possibilities. They become architects of destiny, wielders of divine authority, and custodians of immeasurable power. Yet the quest to reunite the scattered rings remains a saga of epic proportions, destined to challenge the most intrepid adventurers and seekers of power.

Each individual ring possesses its own profound enchantments and abilities, representing a single facet of power. From the ethereal realms of transmutation to the crackling fury of lightning, from the depths of darkness to the scorching inferno of fire, and beyond, these rings hold dominion over the fundamental forces that shape existence itself. It is whispered that those who master even a single ring can achieve extraordinary feats. Those with all 10 bend reality to their will and transcend the limits of mortality.

United, the ten become a mythical artifact: raw magic that was never crafted, only scattered.

The ten rings: Transmutation · Force · the Vortex · Disintegration · Darkness · Light · Fire · Psionics · Lightning · Frost

The Power of All 10 Rings

While you are attuned to all ten rings, the features below replace the rules for holding fewer rings. Every ring’s own powers, including its Awakened and Ascendant powers, stay active and no longer cost charges.

Boundless.

You can cast every spell on every ring’s list at will, at 9th level for any spell that scales, using a spell save DC of 26 and a spell attack bonus of +18.

Interwoven Connection.

As a bonus action, you can call back any number of rings anywhere on the same plane, regardless of their position or any obstacles in the way. The rings swiftly travel the fastest path to reach you. Rings within 120 feet of you return instantly and at will. You can sense where every ring is at all times.

Contest of Power.

If someone more willful than you wishes to pry the rings from your control, they can use an action to challenge your authority by succeeding on a DC 25 Wisdom saving throw against a ring within 10 feet of them. If the ring’s owner is within 15 feet of the ring, the challenger has disadvantage on the save. Each ring already in the challenger’s possession decreases the DC by 1. A creature who pries a ring away in this way gains access to that ring and all of the powers it contains, as if it were connected to all 10 rings. If a ring is separated for more than 1 hour, the power of the 10 rings is broken, and they must be reattuned to unite them as one power again.

Versatile Strike.

When you take the Attack action, you can replace one of your attacks by launching any number of rings, each making a separate ranged attack against the same target or different targets you can see within 300 feet of you. Each ring that hits deals 3d8 force damage, and its target must succeed on a DC 26 Strength saving throw or be pushed 20 feet away from you and knocked prone. The rings return to your arms at the end of your turn.

Unified Resilience.

The combined magic and strength of the Myriad Rings bolsters your durability, fortitude, and arcane power. While attuned to all 10 of the Myriad Rings, you gain unparalleled mastery over defense and offense and become an indomitable presence on the battlefield.

  • You gain a +5 bonus to your AC, representing an impenetrable aura that deflects blows and shields you from harm.
  • You gain a +5 bonus to all of your saving throws, representing the emanating power of the rings bolstering you.
  • You gain a +5 bonus to initiative rolls, representing the alertness the rings heighten within you.
  • You gain a +5 bonus to your spell save DC, representing the immense power you now harness.
  • Legendary Resistance (5/day): if you fail a saving throw, you can choose to succeed instead.
The Immortal Rings.

While attuned to the Myriad Rings, you don’t age, and you don’t need to eat, drink, or sleep, though you still can. You are immune to the poisoned condition unless you choose not to be. You can’t be cursed or contract diseases. At the start of each of your turns, you regain hit points equal to 1d10 + the number of rings on your arms. You can’t die while the power of all 10 rings is active.

The Rings of Power

The mythic power each ring gains while the set is whole, on top of everything in its own note. All save DCs are 26.

Ring of Transmutation: Remake.

Transmute Material affects up to a 100-foot cube, works on magical materials, and can be made permanent. You can grant Augmentations to any number of creatures at once.

Ring of Force: Unstoppable.

You can’t be moved, knocked prone, grappled, or restrained against your will. Repulsion reaches 60 feet and deals 12d8 force damage.

Ring of the Vortex: Master of the Winds.

Your flying speed is 300 feet. As a bonus action, you can carry up to ten willing creatures within 60 feet of you on your vortex; they move with you whenever you move.

Ring of Disintegration: Erasure.

A creature reduced to 0 hit points by any damage you deal is disintegrated, and only a wish or divine intervention can return it to life.

Ring of Darkness: Eternal Night.

As an action, you can blanket everything within 1 mile of you in magical darkness that lasts until you end it. You and creatures you choose can see through it, and while inside it, you can teleport at will to any point within it.

Ring of Light: Dawnbringer.

You are immune to radiant damage. Hostile creatures that start their turn within 60 feet of you take 4d10 radiant damage, and undead and fiends among them must succeed on a DC 26 Constitution saving throw or be destroyed.

Ring of Fire: Undying Flame.

Fire damage you deal ignores resistance and treats immunity as resistance. A creature that touches you or hits you with a melee attack takes 4d10 fire damage.

Ring of Psionics: One Mind.

Your Mind Links have no limit on number or range, and they reach across planes. You can cast dominate monster on any creature you are linked with, without needing to see it.

Ring of Lightning: Living Storm.

Bolt from the Blue no longer needs to recharge and deals 16d10 lightning damage. Lightning damage you deal ignores resistance and treats immunity as resistance.

Ring of Frost: Absolute Zero.

Your Blizzard can fill a 120-foot-radius sphere and needs no concentration. A creature that fails three saving throws against it is frozen solid (petrified) until it is thawed by magical fire or a wish.