RING OF THE WANDERING EYE: The glass eye can detach from the ring and fly up to 100 feet away from the wearer, who can see through it by closing their own eyes.
RING OF DEATH DEFERRED: When an injury, condition, or spell would kill the ring’s wearer, they drop to 1 hit point and their hit point maximum is permanently reduced by 1.
SALAMANDER BAND: The ring grants three abilities to its wearer: 1. The wearer becomes fluent in the language of fire elementals. 2. The ring reduces the damage from fire effects suffered by its wearer by 1 point per die of damage inflicted. 3. At will, the ring can emit a tiny gout of flame that can ignite any flammable material. If used as an attack, it deals 1d3 fire damage to a single target in melee range.
RING OF THE WAR WOLF: When the ring’s wearer drops a creature to 0 hp with a melee attack, they gain temporary hit points equal to the number of hit dice of the slain creature. If the wearer has any temporary hit points left over when they go to sleep, there is a 5% chance per hit point that they will turn into a werewolf until the next sunrise. The risk of transformation doubles during a full moon.
RING OF RIPPLING EARTH: While standing on earth, soil, or stone, the ring’s wearer has Advantage on Strength and Dexterity saving throws to resist forced movement and being knocked prone. The ring holds 5 charges that reset every 24 hours. The wearer can project a 5-foot-wide wave of seismic force through the ground that travels in a straight line 25 feet long, plus 5 feet per charge expended. A creature standing in the path of the wave takes 1d6 bludgeoning damage per charge expended and is knocked prone. A successful Strength or Dexterity save negates both effects.