As an action, you may expend 10 charges to fire a beam of energy from the ring in a 10 ft. by 90 ft. line. Each creature in the line must make a DC 17 Dexterity saving throw, taking 10d6 force damage on a failed save, or half that damage on a success.

This ring has 20 charges. It regains 2d6 + 8 charges daily at dawn.

The Eye of Harbinger

Ring, artifact (requires atunement)

This ring has 20 charges. It regains 2d6 + 8 charges daily at dawn.

While attuned to this ring, you gain use of the following properties:

You have truesight out to 120 feet.

You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.

You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), command (1 charge/spell level), disintegrate (10 charges), dominate monster (8 charges), eyebite (6 charges), sleep (2 charges), slow (5 charges), telekinesis (5 charges), or teleport (5 charges).

Directed Cerebral Reconfiguration. A creature may be affected by command even if you do not share a language. If a creature fails a saving throw against command by 5 or less, it has disadvantage on its next saving throw.

Enhanced Spacial Manipulation. You may affect up to 3 targets with the telekinesis spell, and the targets may be gargantuan creatures, or objects weighing a total of up to 10,000 pounds.

Quantum Predictive Navigation Systems. When you cast teleport, you always arrive on target.

Psychic Compression Cannon. When you cast disintegrate, the spell affects a 10 ft. by 200 ft. line rather than a single target.