Rings of Commandment





Legend tells that Tyr bestowed ten commandments and ten rings to remember them upon his most loyal paladin, who served to smite the forces of evil for many years. When the paladin fell to the undead army of a powerful necromancer, the rings were lost. Since then, they have become the focus of many legends involving powerful paladins, but have never since been reunited.





Type. Ring

Rarity. Artifact (Requires attunement)

Attunement. To attune to a Ring of Commandment, you must perform an action that follows the inscription of the ring. The ring will break attunement with someone who disobeys its rules.

Inscriptions. Each ring has an inscription in ancient divine text. It can be deciphered with a DC 20 Intelligence (arcana) check.

Unification. The more Rings of Commandment you have, the more holy power they grant. The Divine Restoration effect is given to anyone attuned to a ring. The Judgement effect is given to anyone attuned to five or more rings, and the Purifying Flames effect is given to the righteous being attuned to all ten rings.





Divine Restoration. At the start of your turn, if you have taken damage since your last turn ended, restore hit points to yourself equal to the number of Rings of Commandemnt you posess.





Judgement. When you hit with an attack, the attack deals an extra 1d6 radiant damage for every rule you are aware the target has broken from Rings of Commandment that you are attuned to.





Purifying Flames. As an action, you can purge an enemy's vile nature. Deal 6d10 radiant damage and 6d10 fire damage to the target, dealing half damage if they succeed a DC 25 Wisdom saving throw, and burning their body to ash if they die. If they failed the throw and were not desroyed, you can change their alignment to whatever you wish. You cannot use this feature again for 10d10 days.

Ring of Law

The inscription on this ring reads, "Stay True to Law." It is silver with a gold scale on the crest.

Attunement. To attune to the Ring of Law, you must bear the ring for 1d10 days and maintain a lawful alignemnt. If your alignment strays from lawful, the ring will become unusable until you attune to it again.

Hear and Obey. You can cast Command as a bonus action without using a spell slot. You cannot use this feature again until you finish a short or long rest.





Ring of Good

The inscription on this ring reads, "Stay True to Good." It is pure white with a blue crest of a shield.

Attunement. To attune to the Ring of Good, you must bear the ring for 1d10 days and maintain a good alignemnt. If your alignment strays from good, the ring will become unusable until you attune to it again.

Healing Light. As an action, you can touch a creature and restore 6d6 health. You cannot use this feature again until you finish a long rest.

Ring of the Fallen

The inscription on this ring reads, "Respect the Fallen." It is a black ring with a white crest of an ankh.

Attunement. To attune to the Ring of the Fallen, you must conduct basic funeral rites for an enemy by burying them and saying some words of respect. If you do not perform a basic prayer every time you take a life, the ring will become unusable until you attune to it again.

Arise. When you begin your turn unconscious, you restore hit points to yourself equal to your level times 1d4. As an action, you can touch another creature and transfer this effect to them for one hour. You cannot use this feature again until you finish a long rest.

Ring of Justice

The inscription on this ring reads, "Bring Justice to Evil." It is a silver ring with a red hammer on the crest.

Attunement. To attune to the Ring of Justice, you must bear the ring for 1d10 days then land the killing blow on a creature who has willingly harmed the innocent. If you spare such a creature's life, the ring will become unusable until you attune to it again.

Smite Evil. When you hit an creature who means harm to you with an attack, you can deal 6d6 bonus radiant damage to them using a bonus action. You cannot use this feature again until you finish a long rest.

Ring of Aid

The inscription on this ring reads, "Aid Those in Need." It is a pale grey ring with a red crest of a cross.

Attunement. To attune to the Ring of Aid, you must bear the ring for 1d10 days then help a stranger before being asked to. If you deny a nonmalicious creature help, the ring will become unusable until you attune to it again.

Helping Hand. When you use an item, spell, or ability to use a healing, restoration, or buffing effect on an ally, the range is increased by 100 feet, even if it is a touch spell or a healing potion.