Ring of the Ram 5e
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Commentary by Sam West, Twitter: @CrierKobold
Breaking objects in D&D is kind of weird. Rules as written tell you to use common sense while simultaneously giving pitifully few hit points to stone doors. A Ring of the Ram is the perfect tool for busting through walls and smashing barricades to pieces, all while also being a handy 6d10 smash attack once in a while!
You can wear as many rings as you have fingers, with no other limitations beyond the regular magic item limitations like attunement.
The rules and statistics for objects are loose guidelines relative to the object’s material; their AC is directly determined by this, but “difficulty to break” isn’t clearly defined. I’d use the AC as a guideline for the difficulty to break with the ring, with Iron and Steel being around a 19, making it require 3 charges to have the best chance of breaking.
You don’t add any of your modifiers to attacks or ability checks using the ring, only the modifiers it tells you to use.
The distance and damage are both modified by number of charges expended; if you spend three charges, the creature (if hit) takes 6d10 damage and is pushed 15 feet away from you.
The distance pushed is relative to your location, and is always directly away from you.
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