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Returning 35 results for 'both both daily contents rings'.
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magic-items
only usable in its sphere form. It regains 2d4 + 2 expended charges daily at dawn. If you expend its last charge, the sphere’s spinning rings magically fold up again into the wearable bracelet
related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as a Magic action. When you do, the bracelet unfurls to reveal the four inner rings
magic-items
only usable in its sphere form. It regains 2d4 + 2 expended charges daily at dawn. If you expend its last charge, the sphere’s spinning rings magically fold up again into the wearable bracelet
related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as a Magic action. When you do, the bracelet unfurls to reveal the four inner rings
magic-items
only usable in its sphere form. It regains 2d4 + 2 expended charges daily at dawn. If you expend its last charge, the sphere’s spinning rings magically fold up again into the wearable bracelet
related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as a Magic action. When you do, the bracelet unfurls to reveal the four inner rings
magic-items
only usable in its sphere form. It regains 2d4 + 2 expended charges daily at dawn. If you expend its last charge, the sphere’s spinning rings magically fold up again into the wearable bracelet
related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as a Magic action. When you do, the bracelet unfurls to reveal the four inner rings
magic-items
only usable in its sphere form. It regains 2d4 + 2 expended charges daily at dawn. If you expend its last charge, the sphere’s spinning rings magically fold up again into the wearable bracelet
related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as a Magic action. When you do, the bracelet unfurls to reveal the four inner rings
magic-items
only usable in its sphere form. It regains 2d4 + 2 expended charges daily at dawn. If you expend its last charge, the sphere’s spinning rings magically fold up again into the wearable bracelet
related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as a Magic action. When you do, the bracelet unfurls to reveal the four inner rings
magic-items
Part of a set of three signets decorated with the carving of a skull and a pair of skeletal hands. This ring covers its eyes its ears. Each ring has 1 charge, which it regains daily at dawn. If you
are wearing the corresponding signet when you have the Deafened condition, you can expend that ring’s charge (no action required) to end that condition. Wearing the rings together as a set
magic-items
Part of a set of three signets decorated with the carving of a skull and a pair of skeletal hands. This ring covers its eyes. Each ring has 1 charge, which it regains daily at dawn. If you are
wearing the corresponding signet when you have the Blinded. Wearing the rings together as a set combines their collective charges, potentially allowing you to use one ring’s property multiple times.
magic-items
only usable in its sphere form. It regains 2d4 + 2 expended charges daily at dawn. If you expend its last charge, the sphere’s spinning rings magically fold up again into the wearable bracelet
related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as a Magic action. When you do, the bracelet unfurls to reveal the four inner rings
magic-items
Part of a set of three signets decorated with the carving of a skull and a pair of skeletal hands. This ring covers its mouth. Each ring has 1 charge, which it regains daily at dawn. If you are
component) that can be heard through magical silence. Wearing the rings together as a set combines their collective charges, potentially allowing you to use one ring’s property multiple times.
magic-items
This magic pipe leaves behind odorless smoke that dissipates quickly. Its head easily detaches, allowing you to refill it. The pipe has 4 charges and regains 1d3 + 1 expended charges daily at dawn
gain the Invisible condition (no action required), or it can choose to wear the smoke as if it were a physical ring. A creature can only wear one of these smoke rings at a time, and it lasts for 1 minute
magic-items
has 1 charge, which it regains daily at dawn. If you are wearing the corresponding signet when you have the Blinded or Deafened condition or are in an area of magical silence, you can expend that ring
’s charge (no action required) to end that condition or speak a word or phrase (such as a spell’s Verbal component) that can be heard through magical silence. Wearing the rings together as
Magic Items
Tasha’s Cauldron of Everything
encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following
has 1 charge, which it regains daily at dawn. If you are wearing the corresponding signet when you have the Blinded or Deafened condition or are in an area of magical silence, you can expend that ring
’s charge (no action required) to end that condition or speak a word or phrase (such as a spell’s Verbal component) that can be heard through magical silence. Wearing the rings together as
Magic Items
The Book of Many Things
action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in
you’re wearing or carrying, to that space. The card then vanishes and returns to the deck.
The deck regains 1d6 expended charges daily at dawn.
magic-items
the Heavy property. The bow is strung with an arcane energy that arcs between the rings on either end of the weapon. A glowing, magical arrow forms whenever the arcing energy is drawn back and fired
1d6 + 2 expended charges daily at dawn. Immediately after you make an attack roll with this weapon as part of the Attack action, you can expend 1 charge to cast the Magic Missile spell from it as a
magic-items
use the spectral arms to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Each arm can carry up to 10 pounds
the bracers can amplify the arms’ strength for short bursts. The gems have 5 charges and regain 1d4 + 1 expended charges daily at dawn. As a Bonus Action, you can use a command word and expend 1
Magic Items
Tasha’s Cauldron of Everything
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Astromancy Archive Wondrous item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into
, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
cards create the spell’s portal rings. When the spell ends, the deck reappears in your possession. Shuffling Stride. As a bonus action, you can expend 1 charge to throw a card from the deck to an
unoccupied space within 60 feet of yourself and teleport, along with any equipment you’re wearing or carrying, to that space. The card then vanishes and returns to the deck. The deck regains 1d6 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. Rings Left to Right: Shooting Stars, Three Wishes, and Spell Turning
magic-items
contents from either space are scattered in the Astral Plane until the bag isn’t overloaded.
Magic Courier. At the GM’s discretion, the saddlebag’s beak opens up to reveal a letter
saddlebag has 8 charges and regains 1d6 + 2 expended charges daily at dawn. While wearing the saddlebag, you can expend 1 or more charges to cast one of the following spells from it: Detect Magic (1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Draconic. The exterior door is not locked, but opening it triggers a permanent alarm spell that rings throughout areas 18, 28, and 38. This alarm warns the faerie dragon and Maddgoth’s homunculus that
creature uses an action to shake them awake. Living Unseen Servants Attacking a servant, snatching its feather duster, or otherwise disturbing the contents of this room triggers combat. On their first turn
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
sinda berries growing on a bush 5 1d6 wildroots 6 2d6 zabou growing on the floor Treasure The ruin contains 1d6 Omuan art objects (jade rings, painted pottery, silver-inlaid wooden statuettes of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Item Categories Each magic item belongs to a category: armor, potions, rings, rods, scrolls, staffs, wands, weapons, or wondrous items. Armor Unless an armor’s description says otherwise, armor
Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect. Rings Magic rings offer an amazing array of powers to those lucky enough to find them
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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). Rings Left to Right: Invisibility, Feather Falling, Mind Shielding, and Evasion
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
daily at dawn. Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less
own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
peruse the contents within, with an Avowed adjutant (a commoner) serving as their guide. Visitors are required to stay with their guide, since those unfamiliar with the library might become lost in
, shrines, workshops, offices, study halls, scriptoriums, and dormitories. Bells rung at dawn mark the beginning of everyone’s daily routine, and bells rung at highsun and sundown signal the serving of lunch
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
push their way to the gate chamber: a pressurized obsidian hall adorned with rattling iron hand rings. Entrants must grasp the rings or be sent tumbling backward by the squalls that spew from the gate
gate-town. Bedlam Adventures d4 Adventure Hook 1 The winds puppeteer the contents of an armory in the Bleakheights. A goblin shopkeep pays the characters to defend their shop’s wind chimes from
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don’t exist. After all
stressed enough that while the Harpells have little interest in the daily running of Longsaddle, it is undeniably their town. They rarely suffer insults, and never tolerate violence against themselves
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
died of illness, are buried here. Several of the family caskets are empty, their contents stolen in the night by the Abbot’s mongrelfolk gravediggers (see area S6). Ilya’s plot is fresh and undisturbed
came from, and many believe he’s Strahd’s servant or the vampire himself in disguise. No one from the village visits the abbey anymore. The abbey’s bell rings at odd times, day and night, and the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, on the south side, is a 12-foot-high arched double door made of carved stone. A rope hanging next to the door rings a bell when tugged. If the characters knock or ring before entering, Wyllow’s
charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. 6g. Secret Room This room is hidden behind a locked secret door
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, leaving Moog with no one to abuse on a daily basis. Moog is singing a mournful tune, which is amplified by the acoustics of the tower. Moog sits on the upper level of the tower (area 2), her calves and
floor. Determine its contents by rolling three times on the Items in a Giant’s Bag table in the introduction. Moog is here unless she has been lured elsewhere. If the characters wait her out, Moog gets
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
vampire spawn with special qualities (see below). If the characters examine the contents of the tomb, see “Treasure” for details. Any of the items can be lifted off or out if the characters so desire. If
+ 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(25 gp each), a black coral necklace (250 gp), and a mummified elven hand wearing two gem-studded gold rings (250 gp each). Crates 1 through 3 contain poisoned rations. A character who inspects these
room contains a dining table, six stools, and a small iron stove. Cupboards built into the walls have been thrown open, their contents (utensils and dishware) scattered across the floor. Casting a