I disagree with familiar being able to use the ring (regardless of the argument if it can attune to it (below)). here's why:
when a player character wears the ring....how do they cast a spell from the ring? Simple, they use their Action (which is a defined event)....they CAN'T cast the spell using the ring and then ALSO use an Action to cast one of their own spells. Using the ring is not an extra event in its own category, it requires an Action to use it. Every player has the option to cast a spell even if they're not a caster class.
Familiars don't have the option to cast a spell as an Action...therefore they can't cast a spell as an Action. The ring doesn't give the wearer a new Action they didn't already have access to.
FYI, here's the v9.0 AL FAQ on Familiars being able to attune to items: Attune to a Magic Item by Familiars Any item attuned to a creature under your control (familiars, beast companions, etc.) counts against both your character’s limit of three attuned items and the character’s permanent Magic Item Limit. This doesn’t suggest that such creatures can attune to magic items. Whether or not a mindless undead creature, for example, can attune to and utilize a magic item is still subject to DM discretion.
The last sentence is terrible IMO...even a crawling claw, which is just a hand, has an intelligence of 5.
It says"Any item attuned to a creature under your control (familiars, beast companions, etc.) counts against both your character’s limit of three attuned items and the character’s permanent Magic Item Limit" "ANY ITEM ATTUNED TO A CREATURE UNDER YOUR CONTROL" that means that an item CAN be attuned to a creature under your control!
Cloak of Displacement is a nice defensive item...keeps your fragile wizard in a decent spot to avoid damage when your DM decided to turn their attention towards you.
In a similiar vein, Matt Mercer's "Kiss of the Changebringer" (a Vestament of Divergence) is a nice general item that boosts your saving throws and, with attunement, ensures your typical effects which would normally incapacitate you have a good chance of not occurring.
"Boots of Flying" are likewise good for most characters...having a means of flight without concentration liberates the wizard's concentration spells.
Familiars don't have the option to cast a spell as an Action...therefore they can't cast a spell as an Action. The ring doesn't give the wearer a new Action they didn't already have access to.
I believe you are mistaken here. The only limitation on actions specified in the Find Familiar spell is "A familiar can't attack, but it can take other actions as normal." So you can argue it may not be able to cast spells involving the caster making an attack (spell or weapon), but casting spells in general seems to be fine for them to do as long as other rules allow them to.
Familiars don't have the option to cast a spell as an Action...therefore they can't cast a spell as an Action. The ring doesn't give the wearer a new Action they didn't already have access to.
I believe you are mistaken here. The only limitation on actions specified in the Find Familiar spell is "A familiar can't attack, but it can take other actions as normal." So you can argue it may not be able to cast spells involving the caster making an attack (spell or weapon), but casting spells in general seems to be fine for them to do as long as other rules allow them to.
This reminds me also about what can & what not about the Mage Hand spell. Sometimes is ridiculous the limited actions of such useful spell.....
It's like... *let them get the best spell but.... at the cost of getting a RANDOM NERF*
number one ring of spell storage for your familiar...
So you can use it's concentration to maintain additional strong spells and to share spells to other players (most notably find find familiar)
Is that legal?
It’s technically legal since a Ring of Spell Storing uses the original caster’s stats for the spell. But, is a fey (familiar) with an intelligence of 4 or less smart enough to activate the ring even with its master telling it what to do? It’s completely legal for another PC and I’ve used it that way before, it’s a great way to prepare ahead of time and let non spell casters cast a couple of spells when the spell casters aren’t able to.
FWIW: Tressym have a familiar variant, and are CR 0 with 11 Int.
There are also no rules prohibiting creatures from being able to use magic items or cast spells if they have low Int. It's entirely realistic to expect that one could teach their familiar how to attune to and use magic items, especially since you can communicate with them freely via telepathy. This would likely fall under Animal Handling skill checks.
I disagree with familiar being able to use the ring (regardless of the argument if it can attune to it (below)). here's why:
when a player character wears the ring....how do they cast a spell from the ring? Simple, they use their Action (which is a defined event)....they CAN'T cast the spell using the ring and then ALSO use an Action to cast one of their own spells. Using the ring is not an extra event in its own category, it requires an Action to use it. Every player has the option to cast a spell even if they're not a caster class.
Familiars don't have the option to cast a spell as an Action...therefore they can't cast a spell as an Action. The ring doesn't give the wearer a new Action they didn't already have access to.
FYI, here's the v9.0 AL FAQ on Familiars being able to attune to items: Attune to a Magic Item by Familiars Any item attuned to a creature under your control (familiars, beast companions, etc.) counts against both your character’s limit of three attuned items and the character’s permanent Magic Item Limit. This doesn’t suggest that such creatures can attune to magic items. Whether or not a mindless undead creature, for example, can attune to and utilize a magic item is still subject to DM discretion.
The last sentence is terrible IMO...even a crawling claw, which is just a hand, has an intelligence of 5.
AL does that for balance reasons. The only base requirement for attunement is that it's done by a creature. Ring of Spell Storing has no additional requirements.
Familiars are only disallowed from making Attacks, which explicitly means things involving attack rolls. There is no rule prohibiting them from casting spells with their action economy. The special prohibition on familiars making Attacks is also why you can use Dragon's Breath to provide your familiar with an offensive AoE (though it would definitely make them a target), as it does not involve attack rolls.
The fact that they're fragile means, though, that even if you gave them a RoSS, you wouldn't want to load it with spells that would make them an obvious target. The good news is that casting spells from magic items requires no components (so, not percievably casting a spell), and so as long as the spell itself is not inherently obvious, they won't necessarily be outed as the source of the spell. So, Fireball for instance is a bad option because there's a visible effect originating from the caster. Meanwhile stuff like Catapult or Polymorph don't inherently out who the caster is.
In my current campaign, one of the things I do is use my free item interaction to pull out and toss/drop/etc Vials of acid or similar, and my familiar Catapults them at targets without drawing attention to themselves.
Aside from all that, RoSS effectively allows anyone access to the benefit of the Subtle Spell metamagic, as long as they prepared which spell they want to use it with beforehand. Spells cast from RoSS also cannot be counterspelled for the same reason. It really is a magic item that's easy to overlook, but is secretly pretty amazing, especially if you have a creature companion of some kind.
Amulet of Adaptation. Advantage against breath attacks. And the biggest thing is breathing in any environment. One of those items people forget about, but when you suddenly are in a dusty room that makes you all cough, trapped under water, buried in sand, entombed in ice, and more. You are covered.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
It says"Any item attuned to a creature under your control (familiars, beast companions, etc.) counts against both your character’s limit of three attuned items and the character’s permanent Magic Item Limit" "ANY ITEM ATTUNED TO A CREATURE UNDER YOUR CONTROL" that means that an item CAN be attuned to a creature under your control!
...But who am I to say that? It is up to the DM.
Our DM is a very kind soul, and allows us wizards to use cantrips as a bonus action on specific occasions.
Where are the Magic Tyaras or Crowns when Wizards mostly needs them ???
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Cloak of Displacement is a nice defensive item...keeps your fragile wizard in a decent spot to avoid damage when your DM decided to turn their attention towards you.
In a similiar vein, Matt Mercer's "Kiss of the Changebringer" (a Vestament of Divergence) is a nice general item that boosts your saving throws and, with attunement, ensures your typical effects which would normally incapacitate you have a good chance of not occurring.
"Boots of Flying" are likewise good for most characters...having a means of flight without concentration liberates the wizard's concentration spells.
Why not Boots of Feather Fall instead of Boots of Flying ?? Then I could use a Wand of flying... or a scroll.
Ring of attunement... which it could allow me wearing a 4th magic item.
Earrings of Darkvision... why not ??
P.d. : it seems the list of magic items is limited.... There are no crowns.. tiaras.... necklaces.... earrings.... backpacks.... hats... etc.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
I believe you are mistaken here. The only limitation on actions specified in the Find Familiar spell is "A familiar can't attack, but it can take other actions as normal." So you can argue it may not be able to cast spells involving the caster making an attack (spell or weapon), but casting spells in general seems to be fine for them to do as long as other rules allow them to.
This reminds me also about what can & what not about the Mage Hand spell. Sometimes is ridiculous the limited actions of such useful spell.....
It's like... *let them get the best spell but.... at the cost of getting a RANDOM NERF*
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
FWIW: Tressym have a familiar variant, and are CR 0 with 11 Int.
There are also no rules prohibiting creatures from being able to use magic items or cast spells if they have low Int. It's entirely realistic to expect that one could teach their familiar how to attune to and use magic items, especially since you can communicate with them freely via telepathy. This would likely fall under Animal Handling skill checks.
AL does that for balance reasons. The only base requirement for attunement is that it's done by a creature. Ring of Spell Storing has no additional requirements.
Familiars are only disallowed from making Attacks, which explicitly means things involving attack rolls. There is no rule prohibiting them from casting spells with their action economy. The special prohibition on familiars making Attacks is also why you can use Dragon's Breath to provide your familiar with an offensive AoE (though it would definitely make them a target), as it does not involve attack rolls.
The fact that they're fragile means, though, that even if you gave them a RoSS, you wouldn't want to load it with spells that would make them an obvious target. The good news is that casting spells from magic items requires no components (so, not percievably casting a spell), and so as long as the spell itself is not inherently obvious, they won't necessarily be outed as the source of the spell. So, Fireball for instance is a bad option because there's a visible effect originating from the caster. Meanwhile stuff like Catapult or Polymorph don't inherently out who the caster is.
In my current campaign, one of the things I do is use my free item interaction to pull out and toss/drop/etc Vials of acid or similar, and my familiar Catapults them at targets without drawing attention to themselves.
Aside from all that, RoSS effectively allows anyone access to the benefit of the Subtle Spell metamagic, as long as they prepared which spell they want to use it with beforehand. Spells cast from RoSS also cannot be counterspelled for the same reason. It really is a magic item that's easy to overlook, but is secretly pretty amazing, especially if you have a creature companion of some kind.
Amulet of Adaptation. Advantage against breath attacks. And the biggest thing is breathing in any environment. One of those items people forget about, but when you suddenly are in a dusty room that makes you all cough, trapped under water, buried in sand, entombed in ice, and more. You are covered.