Wardrobe Ring (5e Equipment)

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Ring, rare (minor) (requires attunement)

This dark grey metal ring has a symbol of two doors like those of a wardrobe on it. A mechanism on the ring is capable of rotating between five different positions, each position corresponding to a small extradimensional space, or slot in the ring, capable of storing a set of equipment when it is not in use. You can attune to the ring as normal if at least one of the slots is devoid of equipment, with the current equipment you are wearing and carrying (sans the ring) at the time of attunement being designated for that slot. Otherwise, you can't attune to the ring unless you aren't wearing or carrying anything. Once attuned to the ring, it can't be removed against your will.

While attuned to the ring, you can use a bonus action to rotate the mechanism, switching which slot is currently active. Your current worn and carried equipment is replaced by the equipment in the new slot, with your previously worn and carried equipment disappearing and being stored into the previously active slot. Objects that can't normally be removed because they are magically bonded to you, such as living gloves[1] or a prosthetic limb[2], are unaffected by the ring. Worn or carried objects that contain extradimensional spaces, such as bags of holding or a Heward's handy haversack, can't be stored in the ring and instead appear on the ground at your feet when you switch equipment. If you switch to equipment that doesn't fit you, either by not having the appropriate anatomy or size, it instead appears in a pile at your feet.

When you first find this ring, the DM can roll on the following table 1d4 times to determine what equipment may already be occupying slots in the ring.

Equipment Sets
d20 Equipment
1 A set of worn and dirty common clothes, the pockets of which contain 1d10 + 5 copper pieces and 1d4 silver pieces.
2 A colorful set of fine clothes including a wide-brimmed hat with a massive feather in it, a belt pouch containing 2d4 x 5 gp, a rapier, and a lute.
3 A furred loincloth and matching boots, and a vicious +1 greatsword strapped across the back.
4 Blackened scraps of clothing, the remains of a scorched leather apron, a cracked set of goggles, and a magically flameproof bag of tinker's tools that contains 1d4+1 bombs.
5 A full suit of squeaky black +1 leather armor, 50 feet of silken rope, a pair of ornate silver manacles worth 50 gp, a bejeweled gag worth 100 gp, and a whip.
6 A set of traveler's clothes, a cloak of and boots of elvenkind, a belt pouch containing 1d4 rations, a shortbow, and a quiver with 2d10 arrows.
7 A set of comfortable pajamas with pictures of fluffy llamas on them.
8 A fine silk dress, a pair of pearl earrings each worth 125 gp, a pair of high heeled shoes, a magical silver and gold bracelet with an inlaid pearl worth 250 gp that allows you to know the number of hours until the next sunrise or sunset, and a small dagger strapped around one thigh. A hidden compartment (Investigation DC 17) in the heel of one of the shoes contains a tiny vial of midnight tears[3].
9 A set of dark studded leather armor over common clothes, a belt pouch containing coins of various denominations totaling 25 gp, a herbalism kit, a potion of heroism, a random trinket, and two longswords, one of which is silvered.
10 A set of costume clothes belonging to a clown or jester. There are 1d6+3 daggers hidden about the costume and a secret pocket with a velvet pouch containing 1d10 x 5 platinum pieces.
11 A set of half plate armor including a slitted helmet with broken horns, a shortsword, a shield, and a belt pouch containing 3 potions of healing and a spell scroll of gate.
12 A string necklace with a single large tooth on it that has the properties of a stone of good luck[4].
13 A large furry animal costume.
14 A hat of wizardry[5], a robe of mending[6], and a wand of fireballs.
15 A set of orange and blue weighted clothing that weighs 200 pounds, and a pouch with 2d4 magic beans that each restore 8d4+8 hit points when you take an action to eat one.
16 A set of +1 adamantine spiked armor[7] over a set of common clothes all sized for a dwarf, a battleaxe and a belt pouch with 2d4 x 5 gp.
17 A set of dark blue clerical robes over common clothes, a belt pouch containing a phial of holy water, a holy symbol of Pelor, and a hand crossbow with one bolt.
18 An animated armor that immediately begins marching towards an unknown destination and attacks anything that tries to impede it.
19 A set of plate armor, a longsword, and an explorer's pack. The inside layer of the armor is coated with ash.
20 A set of +2 plate barding that can magically resize to fit a Large or Huge dragon. The armor weighs 260 pounds.


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  1. Eberron: Rising from the Last War pp. 278
  2. Tasha's Cauldron of Everything pp. 134
  3. Dungeon Master's Guide pp. 255
  4. Dungeon Master's Guide pp. 205
  5. Xanathar's Guide to Everthing pp. 137
  6. Xanathar's Guide to Everthing pp. 137
  7. Sword Coast Adventurer's Guide pp. 121