Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=-document__title&page=31
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__title&page=32", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__title&page=30", "results": [ { "slug": "oil-of-etherealness", "name": "Oil of Etherealness", "type": "Potion", "desc": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _etherealness_ spell for 1 hour.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "oil-of-sharpness", "name": "Oil of Sharpness", "type": "Potion", "desc": "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "oil-of-slipperiness", "name": "Oil of Slipperiness", "type": "Potion", "desc": "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a _freedom of movement_ spell for 8 hours.\n\nAlternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the _grease_ spell in that area for 8 hours.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "orb-of-dragonkind", "name": "Orb of Dragonkind", "type": "Wondrous item", "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\n\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\n\n* 2 minor beneficial properties\n* 1 minor detrimental property\n* 1 major detrimental property\n\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\n\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\n\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", "rarity": "artifact", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "pearl-of-power", "name": "Pearl of Power", "type": "Wondrous item", "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "periapt-of-health", "name": "Periapt of Health", "type": "Wondrous item", "desc": "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "periapt-of-proof-against-poison", "name": "Periapt of Proof against Poison", "type": "Wondrous item", "desc": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "periapt-of-wound-closure", "name": "Periapt of Wound Closure", "type": "Wondrous item", "desc": "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "philter-of-love", "name": "Philter of Love", "type": "Potion", "desc": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "pipes-of-haunting", "name": "Pipes of Haunting", "type": "Wondrous item", "desc": "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "pipes-of-the-sewers", "name": "Pipes of the Sewers", "type": "Wondrous item", "desc": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\n\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\n\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "plate-armor-of-etherealness", "name": "Plate Armor of Etherealness", "type": "Armor (plate)", "desc": "While you're wearing this armor, you can speak its command word as an action to gain the effect of the _etherealness_ spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "portable-hole", "name": "Portable Hole", "type": "Wondrous item", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\n\nYou can use an action to unfold a _portable hole_ and place it on or against a solid surface, whereupon the _portable hole_ creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open _portable hole_ can exit the hole by climbing out of it.\n\nYou can use an action to close a _portable hole_ by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\n\nIf the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the _portable hole_ or the creature carrying it. A breathing creature within a closed _portable hole_ can survive for up to 10 minutes, after which time it begins to suffocate.\n\nPlacing a _portable hole_ inside an extradimensional space created by a _bag of holding_, _handy haversack_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-animal-friendship", "name": "Potion of Animal Friendship", "type": "Potion", "desc": "When you drink this potion, you can cast the _animal friendship_ spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-clairvoyance", "name": "Potion of Clairvoyance", "type": "Potion", "desc": "When you drink this potion, you gain the effect of the _clairvoyance_ spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-climbing", "name": "Potion of Climbing", "type": "Potion", "desc": "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.", "rarity": "common", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-diminution", "name": "Potion of Diminution", "type": "Potion", "desc": "When you drink this potion, you gain the \"reduce\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-flying", "name": "Potion of Flying", "type": "Potion", "desc": "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-gaseous-form", "name": "Potion of Gaseous Form", "type": "Potion", "desc": "When you drink this potion, you gain the effect of the _gaseous form_ spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-giant-strength", "name": "Potion of Giant Strength", "type": "Potion", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |", "rarity": "varies", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-growth", "name": "Potion of Growth", "type": "Potion", "desc": "When you drink this potion, you gain the \"enlarge\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-healing", "name": "Potion of Healing", "type": "Potion", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ... | Rarity | HP Regained |\n|------------------|-----------|-------------|\n| Healing | Common | 2d4 + 2 |\n| Greater healing | Uncommon | 4d4 + 4 |\n| Superior healing | Rare | 8d4 + 8 |\n| Supreme healing | Very rare | 10d4 + 20 |", "rarity": "varies", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-heroism", "name": "Potion of Heroism", "type": "Potion", "desc": "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the _bless_ spell (no concentration required). This blue potion bubbles and steams as if boiling.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-invisibility", "name": "Potion of Invisibility", "type": "Potion", "desc": "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-mind-reading", "name": "Potion of Mind Reading", "type": "Potion", "desc": "When you drink this potion, you gain the effect of the _detect thoughts_ spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-poison", "name": "Potion of Poison", "type": "Potion", "desc": "This concoction looks, smells, and tastes like a _potion of healing_ or other beneficial potion. However, it is actually poison masked by illusion magic. An _identify_ spell reveals its true nature.\n\nIf you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-resistance", "name": "Potion of Resistance", "type": "Potion", "desc": "When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-speed", "name": "Potion of Speed", "type": "Potion", "desc": "When you drink this potion, you gain the effect of the _haste_ spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-water-breathing", "name": "Potion of Water Breathing", "type": "Potion", "desc": "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "restorative-ointment", "name": "Restorative Ointment", "type": "Wondrous item", "desc": "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\n\nAs an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-animal-influence", "name": "Ring of Animal Influence", "type": "Ring", "desc": "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:\n\n* _Animal friendship_ (save DC 13)\n* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n* _Speak with animals_", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-djinni-summoning", "name": "Ring of Djinni Summoning", "type": "Ring", "desc": "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.\n\nWhile 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.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-elemental-command", "name": "Ring of Elemental Command", "type": "Ring", "desc": "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.\n\nWhile 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.\n\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\n\n**_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.\n\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to lightning damage.\n* You have a flying speed equal to your walking speed and can hover.\n* 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).\n\n**_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.\n\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to acid damage.\n* 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.\n* 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).\n\n**_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.\n\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You are immune to fire damage.\n* 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).\n\n**_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.\n\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You can breathe underwater and have a swimming speed equal to your walking speed.\n* 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).", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-evasion", "name": "Ring of Evasion", "type": "Ring", "desc": "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.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-feather-falling", "name": "Ring of Feather Falling", "type": "Ring", "desc": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-free-action", "name": "Ring of Free Action", "type": "Ring", "desc": "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.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-invisibility", "name": "Ring of Invisibility", "type": "Ring", "desc": "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.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-jumping", "name": "Ring of Jumping", "type": "Ring", "desc": "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.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-mind-shielding", "name": "Ring of Mind Shielding", "type": "Ring", "desc": "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.\n\nYou 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.\n\nIf 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.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-protection", "name": "Ring of Protection", "type": "Ring", "desc": "You gain a +1 bonus to AC and saving throws while wearing this ring.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-regeneration", "name": "Ring of Regeneration", "type": "Ring", "desc": "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.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-resistance", "name": "Ring of Resistance", "type": "Ring", "desc": "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.\n\n| d10 | Damage Type | Gem |\n|-----|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-shooting-stars", "name": "Ring of Shooting Stars", "type": "Ring", "desc": "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.\n\nThe ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.\n\n**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.\n\n**_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.\n\nEach 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.\n\nAs 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.\n\n| Spheres | Lightning Damage |\n|---------|------------------|\n| 4 | 2d4 |\n| 3 | 2d6 |\n| 2 | 5d4 |\n| 1 | 4d12 |\n\n**_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.", "rarity": "very rare", "requires_attunement": "requires attunement outdoors at night", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-spell-storing", "name": "Ring of Spell Storing", "type": "Ring", "desc": "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.\n\nAny 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.\n\nWhile 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.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-spell-turning", "name": "Ring of Spell Turning", "type": "Ring", "desc": "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.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-swimming", "name": "Ring of Swimming", "type": "Ring", "desc": "You have a swimming speed of 40 feet while wearing this ring.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-telekinesis", "name": "Ring of Telekinesis", "type": "Ring", "desc": "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.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-the-ram", "name": "Ring of the Ram", "type": "Ring", "desc": "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.\n\nAlternatively, 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.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-three-wishes", "name": "Ring of Three Wishes", "type": "Ring", "desc": "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.", "rarity": "legendary", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-warmth", "name": "Ring of Warmth", "type": "Ring", "desc": "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.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" } ] }{ "count": 1618, "next": "