Dnd 5e Ring Of Protection Dmg Page
This gives you a 19 or 21 Strength score – add to that +2 medium armor, a shield, a cloak or ring of protection, a radiant longsword, Rage, and Reckless Attack and you’ve got a decent front-line fighter. Rarity Character Level Bonus Value; Common: 1st or higher-50-100 gp: Uncommon: 1st or higher-101-500 gp: Rare: 5th or higher +1: 501 -5,000 gp: Very rare: 11th or higher.
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Contents
Ring of Animal Influence
Ring, rare
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 of its charges to cast one of the following spells:
- Animal friendship (save DC 13)
- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
RELATED: Dungeons & Dragons: 10 GREATEST 5e Adventures, Ranked. These effects tend to range in their usefulness, with some rings being much more sought after than others. So today we're going to uncover the various magical rings of D&D and examine which are the most useful to adventurers in their quest. 10 Ring Of Resistance. Dungeons and Dragons - Mystara Magical Item - Ring of Protection Type: Wondrous ItemRarity: Rare, Giant RelicOriginal Source: Dungeon Masters Guide (dmg191)Campaign ExamplesContent Updates dmg - Dungeon Masters Guide 5E Standard: Once per day the ring can be used to cast alarm on an object of your choice.
Ring of Djinni Summoning
Ring, legendary (requires attunement)
While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Ring of Elemental Command
Ring, legendary (requires attunement)
This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.
While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
- You have resistance to lightning damage.
- You have a flying speed equal to your walking speed and can hover.
- You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Ring of Earth Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
- You have resistance to acid damage.
- You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
- You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
Ring of Fire Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
D&d 5e Ring Of Protection
- You are immune to fire damage.
- You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Ring of Water Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
- You can breathe underwater and have a swimming speed equal to your walking speed.
- You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Ring of Free Action
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ring of Invisibility
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Regeneration
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Ring of Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
d10 | Damage Type | Gem |
---|---|---|
1 | Acid | Pearl |
2 | Cold | Tourmaline |
3 | Fire | Garnet |
4 | Force | Sapphire |
5 | Lightning | Citrine |
6 | Necrotic | Jet |
7 | Poison | Amethyst |
8 | Psychic | Jade |
9 | Radiant | Topaz |
10 | Thunder | Spinel |
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres | Lightning Damage |
---|---|
1 | 4d12 |
2 | 5d4 |
3 | 2d6 |
4 | 2d4 |
Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 ? 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Ring of Spell Turning
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Ring of the Ram
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 attack 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.
Ring of Three Wishes
Ring, legendary
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as ?50 degrees Fahrenheit.
Ring of Water Walking
Ring, uncommon
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Ring of X-ray Vision
Ring, rare (requires attunement)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Can potions be administered to unconscious characters as an action?
Yes, you can administer a potion to someone else as an action (DMG, 139).
If a potion doesn’t duplicate a spell, does it require concentration?
A potion’s effect requires concentration only if its description says so or if it duplicates a spell that requires concentration.
For the hat of disguise, how do I set the spell save DC for disguise self? Does the wearer have to be a caster?
Use your spellcasting ability modifier to set the DC. If you don’t have a spellcasting ability, use your proficiency bonus to set it (see the rule on page 141 of the DMG, under 'Spells').
Which is correct in the Dungeon Master’s Guide, the rule for scrolls or the rule for a spell scroll?
They’re both correct. The rule for scrolls (p. 139) is for scrolls in general, including a scroll of protection, and it allows you to try to activate a spell if you’re literate. The rule for a spell scroll is specific to that type of scroll and introduces an additional requirement: the spell on the scroll must be on your class’s spell list for you to read the scroll. A spell scroll can be named in a variety of ways: spell scroll, scroll of X (where X is the name of a spell), or spell scroll of X (where X, again, is the name of a spell). No matter how its name appears, a spell scroll follows the same rule. For you to meet a spell scroll’s requirement, the spell on the scroll needs to be on whatever spell list is used by your class. Here are two examples. If you’re a cleric, the spell must be on the cleric spell list, and if you’re a fighter with the Eldritch Knight archetype, the spell must be on the wizard spell list, because that is the spell list used by your class.
Do the AC bonuses from a ring of protection and bracers of defense stack?
Dnd 5e Ring Of Protection Dmg Pages
Yes. In general, bonuses stack, unless they’re from the same spell (see 'Combining Magical Effects' in the Player’s Handbook, p. 205). You also can’t benefit from more than one ring of protection, for instance, since you can’t attune to more than one copy of an item at a time.
Do magic weapons give you a bonus to attack and damage rolls?
A magic weapon gives you a bonus to attack rolls and damage rolls only if its description says it does. Every magic weapon can bypass resistances and immunities to damage from nonmagical attacks, but only certain magic weapons are more accurate and damaging than their nonmagical counterparts. For example, a +1 longsword and a giant slayer both give you a +1 bonus to attack rolls and damage rolls, whereas neither a flame tongue nor a frost brand provides such a bonus. All four weapons, however, can bypass an earth elemental’s resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In short, a bonus to attack rolls and damage rolls is considered a special property of a magic weapon, not something that all magic weapons provide automatically.
My fighter attacks a creature with a magical longbow and nonmagical arrows. Is the attack magical?
The attacks made by a magical ranged weapon are magical, even if the ammunition isn’t magical. (This point was clarified in the errata for the Dungeon Master’s Guide.)
Are magic weapons with the thrown property (javelins and the like) assumed to return to their owner after being thrown?
If a magic weapon returns to you after you throw it, its description says so, as in the dwarven thrower (DMG, 167).
If a rogue with the Assassinate feature uses a vorpal sword, isn’t the surprise attack an instant kill?
No. A vorpal sword requires you to roll a 20 on the attack roll to decapitate someone. A rogue with the Assassin archetype that attacks a surprised target using a vorpal sword scores an automatic critical hit if the attack roll is successful, but unless the attack roll was a 20, the target gets to keep its head.
Would an elf get a saving throw versus a philter of love as it’s a charm? The description implies there is no save.
There is no save against the philter of love. The love is just that strong.
[NEW] Does the ring of the ram use spell attacks or weapon attacks?
The text doesn’t specify. The attack of the ring of the ram is a ranged spell attack. Future printings of the Dungeon Master’s Guide will reflect that intent.
[NEW] When using a rope of entanglement, do I keep holding one end in my hand, or does the entire rope wrap around the target?
You are still holding the rope while the other end entangles the target.
[NEW] Can a sphere of annihilation enter a Leomund’s tiny hut?
Yes. The sphere destroys the dome.
[NEW] Can you gain the magical bonus of a +2 shield if you are holding the shield without taking an action to don it?
Yes, but only the magical +2, which says you gain it when holding the shield. You gain the shield’s base AC bonus only if you use your action to don the shield as normal (see “Getting Into and Out of Armor” in chapter 5 of the Player’s Handbook).
[NEW] If a character hits a monk with a dwarven thrower and the monk uses Deflect Missiles, does the hammer return to the attacker first, or can the monk catch it?
The monk can catch it.
Written by Jeremy Crawford (Sage Advice Compendium v2.5)