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Returning 35 results for 'before boots device cantrip ring'.
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Monsters
Waterdeep: Dragon Heist
Special Equipment. Durnan wields a greatsword of sharpness called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.
Indomitable (Recharges after a Long
Rest). Durnan can reroll a saving throw that he fails. He must use the new roll.
Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that
Monsters
Waterdeep: Dragon Heist
, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Teleporter Ring. Manafret wears a teleporter ring (see
loves to cook, and uses his mage hand cantrip to cut vegetables. He assumes the characters are intruders unless convinced otherwise. Any ability check to do so is made with disadvantage, since
Magic Items
Guildmasters’ Guide to Ravnica
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help
you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don’t
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Periapt of wound closure Yes Pipes of the sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Slippers of spider climbing Yes Winged boots Yes Replicable Items (14th-Level
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
levitation Yes Boots of speed Yes Bracers of defense Yes Cloak of the bat Yes Dimensional shackles No Gem of seeing Yes Horn of blasting No Ring of free action Yes Ring of protection Yes Ring of the ram Yes
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Major Items, Uncommon Item Type Attune? Adamantine armor Armor No Amulet of proof against detection and location Wondrous item Yes Bag of tricks Wondrous item No Boots of elvenkind Wondrous item
No Boots of striding and springing Wondrous item Yes Boots of the winterlands Wondrous item Yes Bracers of archery Wondrous item Yes Brooch of shielding Wondrous item Yes Broom of flying Wondrous item
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Implements Tables Implements—Common 1d100 Item 01–02 Bead of Nourishment 03–04 Bead of Refreshment 05–06 Boots of False Tracks 07–08 Candle of the Deep 09–10 Charlatan’s Die 11–13 Cloak of Many
Bag of Holding 11–12 Boots of Elvenkind 13–14 Boots of Striding and Springing 15–16 Boots of the Winterlands 17–18 Broom of Flying 19–20 Cap of Water Breathing 21–22 Cloak of Elvenkind 23–24 Cloak of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Zox Clammersham A clever rock gnome, Zox Clammersham is the sole survivor of his former party’s failed Undermountain expedition. Since the demise of his friends, Zox has managed to secure a ring that
allows him to command the scaladar. He has put the constructs to work building a device he calls the Simulacrux. This device will, in theory, create a simulacrum of any scaladar that passes through
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
dwarvenkind Wondrous item Yes Belt of hill giant strength Wondrous item Yes Berserker axe Weapon Yes Boots of levitation Wondrous item Yes Boots of speed Wondrous item Yes Bowl of commanding water
Wondrous item Yes (cleric, druid, or paladin) Periapt of proof against poison Wondrous item No Ring of animal influence Ring No Ring of evasion Ring Yes Ring of feather falling Ring Yes Ring of free
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Item Categories Category Examples Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand of Fireballs Weapons +1 Ammunition, +1 Longsword Wondrous Items Bag of Holding, Boots of Elvenkind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage): Forest Gnome. You know the Minor Illusion cantrip. You also
Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Rewards If the characters retrieve the security key and shut down Tockworth’s automatons, Mayor Broadfoot promises to award the characters the following treasure: Ruby ring worth 5,000 gp Boots of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage): Forest Gnome. You know the Minor Illusion cantrip
to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk. When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a creature with a snakelike tail instead of legs can't wear boots.
Wearing and Wielding Items Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Comprehension 56–58 Pot of Awakening 59–60 Prosthetic Limb 61–64 Rival Coin 65–66 Rope of Mending 67–68 Ruby of the War Mage 69–82 Spell Scroll (cantrip or level 1 spell) 83–84 Staff of
Elemental Gem 25 Enspelled Staff (cantrip or level 1 spell) 26 Eversmoking Bottle 27 Eyes of Charming 28 Eyes of Minute Seeing 29–30 Figurine of Wondrous Power (silver raven) 31 Gem of Brightness 32 Hag
Backgrounds
Guildmasters’ Guide to Ravnica
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
sparkles.
If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Night and Day Timekeeper. Four pillars support the 20-foot-high ceiling. An iron ring 20 feet in diameter is suspended from iron brackets affixed to the tops of the pillars so that it hangs
parallel to the floor 20 feet below. Nested inside this ring is a circular iron disk of slightly smaller diameter with a symbol of the sun embossed on one side and a symbol of the moon on the opposite side
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs has no way to wear magic boots. Multiple Items of the Same Kind Use common sense to determine whether more
Wearing and Wielding Items Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Heavy Armor Armor Name Cost Armor Class (AC) Strength Stealth Weight Ring mail 30 gp 14 - Disadvantage 40 lb. Chain mail 75 gp 16 Str 13 Disadvantage 55 lb. Splint 200 gp 17 Str 15 Disadvantage 60
Dexterity modifier is negative. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
. † See the appendix. Magic Item Plans (Artificer Level 6+) Magic Item Plan Attunement Armor, +1 No Boots of Elvenkind No Boots of the Winding Path† Yes Cloak of Elvenkind Yes Cloak of the Manta
Haunting No Repulsion Shield† No Ring of Swimming No Ring of Water Walking No Sentinel Shield No Spell-Refueling Ring† Yes Wand of Magic Missiles No Wand of Web Yes Weapon of Warning Yes † See the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, cult fanatic, cultist, knight, noble, spy, thug Signature Spells: Friends (cantrip), charm person (1st level), invisibility (2nd level), haste (3rd level) As an expert in finding loopholes and
grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Step into Shadows (Recharges after a Short or Long Rest). As an action, this creature, along with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
energy that the core puts out. A third ring must be attached to the device, and this new ring must have runes like those that appear on the other two rings. A character who succeeds on a DC 15
Intelligence (Insight) check comes to this conclusion. The check is made with advantage if the character witnessed the device malfunction. Step 3: Fix the Design Flaw. To craft a third ring, a quarter-pound
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
discussion, Mercy also offers the characters the Ring of Feather Falling in the storeroom. Kalyth doesn’t realize that the pilgrims’ have valuable art objects or a magic ring. If told about these treasures
, Kalyth says the Cyran veterans would gladly take either option instead of the Docents. If Mercy offers the ring as well, Kalyth insists the characters keep either the art or the ring, whichever
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arm with a mind of its own 03–04 Wearable blanket with sleeves and a hood 05–06 Small, rectangular device that can record and play back audio of up to 1 minute in length 07–08 Glow-in-the-dark ink
system 23–24 Motorized toothbrush that might have been used 25–26 Tiny robot that shines boots and shoes 27–28 Pressurized red canister with a flexible hose that, when squeezed as an action, sprays a 15
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
sized and shaped like dwarves.
Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with
a snakelike tail instead of legs can’t wear magic boots.
Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
shaped like dwarves.
Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a
snakelike tail instead of legs can’t wear magic boots.
Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
close …” If the portrait is repaired using a mending cantrip or similar magic, the image appears to come alive momentarily. Within the portrait, Jhesiyra removes the ring from her finger, causing the
descended into Undermountain and were overcome by madness. Each apprentice is shown wearing a horned ring on one finger; these rings are identical and resemble the horned ring worn by Halaster. The other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Archery 19–23 Enspelled Armor (cantrip or level 1 spell) 24–28 Enspelled Weapon (cantrip or level 1 spell) 29–33 Gauntlets of Ogre Power 34–38 Javelin of Lightning 39–43 Mariner’s Armor 44–48 Mithral
Invulnerability 73–75 Ring of Protection 76–78 Ring of the Ram 79–81 Shield, +2 82–84 Shield of Missile Attraction 85–86 Sun Blade 87–88 Sword of Life Stealing 89–90 Sword of Wounding 91–92 Tentacle
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Identical stone doors with iron pull-ring handles stand in the middle of the east, north, and west walls.
In the center of the room stands a life-sized and lifelike statue of a dwarf warrior wearing a
chain shirt, helm, and big boots. He carries a shield on his left arm and a battleaxe in his right hand. The statue has clearly been broken into, roughly, the head and upper torso, lower torso, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Glove puppet in the shape of a wizard. As an action, you can move the puppet’s arms to cast the minor illusion cantrip. After three uses, the puppet disappears in a puff of smoke. Almiraj Ring Toss
of games are summarized in the Carnival Games table and described below, and you can create others as you see fit using these as models. Carnival Games Game Key Ability Almiraj Ring Toss
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
(5,000 XP)
Special Equipment. Durnan wields a sword of sharpness (greatsword) called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.
Indomitable
(Recharges after a Long Rest). Durnan can reroll a saving throw that he fails. He must use the new roll.
Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Item Categories Category Examples Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand
of Fireballs Weapons +1 Ammunition, +1 Longsword Wondrous Items Bag of Holding, Boots of Elvenkind Armor An item in the Armor category is typically a magical version of armor from the Player’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
property without expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that falls to the floor. “Binky!” shrieks the caged goblin.
Endelyn uses the lightning-powered arcane device in this room to punish those who irritate her. The device has 3 charges and regains all
either rod renders the device inoperable until it is repaired. The creature holding the lever is a darkling elder (see appendix C) who takes sadistic pleasure in turning other creatures into masks. A






