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Returning 33 results for 'both before diffusing carried ram'.
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both before diffusing carved ram
Magic Items
Dungeon Master’s Guide
you can see within 60 feet of yourself. 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
that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Flaming Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
long ended or one yet untold. As DM, feel free to make ordinary magic items feel like they have significant history and purpose. Even a +1 spear might have been carried by a company of hoplite veterans
garment from the wool of a Nyx-fleece ram (see chapter 6). You can also use the tables in chapter 7 of the Dungeon Master’s Guide to help further inspire the story you create for a magic item
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
long ended or one yet untold. As DM, feel free to make ordinary magic items feel like they have significant history and purpose. Even a +1 spear might have been carried by a company of hoplite veterans
garment from the wool of a Nyx-fleece ram (see chapter 6). You can also use the tables in chapter 7 of the Dungeon Master’s Guide to help further inspire the story you create for a magic item
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
long ended or one yet untold. As DM, feel free to make ordinary magic items feel like they have significant history and purpose. Even a +1 spear might have been carried by a company of hoplite veterans
garment from the wool of a Nyx-fleece ram (see chapter 6). You can also use the tables in chapter 7 of the Dungeon Master’s Guide to help further inspire the story you create for a magic item
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
turn.
Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
turn.
Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
turn.
Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried






