The Grand Armory (Exalted)

Ring, artifact (requires attunement)

This ring has 15 charges, and regains 2d6 + 3 expended charges daily at dawn.

Spells. You may expend 1 or more charges to cast the following spells, without material components (Save DC: 17, Attack bonus: +8): bigby's hand (5 charges), conjure volley (5 charges), hold monster (5 charges), hold person (3 charges), mordenkainen's sword (7 charges), scorching ray (1 charge per spell level), shield (2 charges), steel wind strike (4 charges), zephyr strike (2 charges).

Call to Arms. When you cast scorching ray, you summon weapons instead of creating rays of flame, and the damage dealt is force damage instead of fire damage.

Iron Claw. When you cast bigby's hand, it takes the form of a massive metal hand. It's strength score is 30 (+10), and it is able to grapple gargantuan or smaller creatures with it's grasping hand option.

Blades Without Number. When you cast conjure volley, the type of damage dealt is force damage, and 1d6 + 2 weapons remain embedded within the area of the spells effect for 1 minute. While these weapons remain, as a bonus action you may use one of them to make a ranged spell attack that deals 3d8 force damage against a creature within 60 feet of you, after which the weapon disappears.

Chains of Heaven. When you cast hold monster or hold person, gleaming golden chains wrap around the target. Creatures with the legendary resistance feature cannot use it to succeed against this saving throw. If the target is a celestial, elemental, fiend, or undead, and the spell lasts for it's full duration, the effect becomes permanent.

While concentrating on hold person or hold monster, you may use your action to impose disadvantage on the target's next saving throw against the spell.

Spear of Heaven. As an action, you may call down a shining spear from the sky to strike a creature within 100 feet of you that you can see. The creature must make a DC 20 Wisdom saving throw, taking 5d10 piercing damage and 5d10 radiant damage on a failed save, and half that damage on a success. Celestials, elementals, fiends, and undead take an additional 5d10 radiant damage. Creatures with the legendary resistance feature cannot use it to succeed against this saving throw. Once you use this property, you cannot do so again until next the next dawn.

Titan Fall. When you cast mordenkainen's sword, the first attack you make with it has advantage and each creature within 30 ft. of the target (including the target) must make a Dexterity saving throw against the ring's spell save DC. On a failed save, a creature takes 16 (3d10) force damage and is knocked prone. On a successful save, the creature takes half that damage and is not knocked prone.

When you move the sword, you may move it up to 60 ft. instead of 20 ft.