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Returning 35 results for 'connecting ring granting to have required'.
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Equipment
Siberys dragonshards fall from the Ring of Siberys, the ring of crystals that encircles the world. While rare in Khorvaire, there are significant shard fields in the continent of Xen’drik
dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
through brute strength, insults, and superstition.
Iron Token
An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring
tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.Cold
Magic Items
Acquisitions Incorporated
.
Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on
required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with
Monsters
Icewind Dale: Rime of the Frostmaiden
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Orcus
Legacy
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Monsters
Out of the Abyss
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Monsters
Waterdeep: Dungeon of the Mad Mage
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
Monsters
Quests from the Infinite Staircase
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sanctum Features These features apply to all areas in the extradimensional sanctum: Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them. The walls
, one needs a teleporter ring: a brass signet ring bearing a stylized M, and which emanates an aura of conjuration magic when targeted by a detect magic spell or similar magic. Manshoon gives these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sanctum Features These features apply to all areas in the extradimensional sanctum: Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them. The walls
, one needs a teleporter ring: a brass signet ring bearing a stylized M, and which emanates an aura of conjuration magic when targeted by a detect magic spell or similar magic. Manshoon gives these
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
must also have proficiency with it. For more information on the tools, see “Equipment”. Magic Item Tools Item Category Required Tool Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
must also have proficiency with it. For more information on the tools, see “Equipment”. Magic Item Tools Item Category Required Tool Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
The Moonstalkers A giant rat scurries into the sewers, clutching a magic ring between its yellowed teeth. A woman with a hidden moon tattoo picks the pocket of a benevolent official at a gala. A
city, but enchanted doors in the guildhall access other settlements during different phases of the moon. For instance, in a Forgotten Realms campaign, you might set the guildhall in the city of Neverwinter, with the phase-based doors connecting to Waterdeep, Port Nyanzaru, Baldur’s Gate, and elsewhere.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
The Moonstalkers A giant rat scurries into the sewers, clutching a magic ring between its yellowed teeth. A woman with a hidden moon tattoo picks the pocket of a benevolent official at a gala. A
city, but enchanted doors in the guildhall access other settlements during different phases of the moon. For instance, in a Forgotten Realms campaign, you might set the guildhall in the city of Neverwinter, with the phase-based doors connecting to Waterdeep, Port Nyanzaru, Baldur’s Gate, and elsewhere.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on
. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on
. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
for more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water
No Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing
Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level Artificer
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. If you have Xanathar’s Guide to Everything
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. If you have Xanathar’s Guide to Everything
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
for more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water
No Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing
Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level Artificer
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
windows. Skycoaches work their way through the maze of bridges connecting the towers, and up above I can see the burning ring of an elemental airship.
Distracted by the sights in the sky, I nearly
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
windows. Skycoaches work their way through the maze of bridges connecting the massive towers, and up above I can see the burning ring of an elemental airship.
Staring into the sky, I nearly walk into a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
windows. Skycoaches work their way through the maze of bridges connecting the towers, and up above I can see the burning ring of an elemental airship.
Distracted by the sights in the sky, I nearly
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
windows. Skycoaches work their way through the maze of bridges connecting the massive towers, and up above I can see the burning ring of an elemental airship.
Staring into the sky, I nearly walk into a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
benefit until the start of your next turn. Level 20: Holy Nimbus As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
benefit until the start of your next turn. Level 20: Holy Nimbus As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Background The characters are not required to have finished The Sinister Secret of Saltmarsh before playing Danger at Dunwater. If they arrive in Saltmarsh after the events of the prior adventure
, they learn the following information from the townsfolk: A smuggling ring operating out of an abandoned house has been disbanded. The smugglers were slain or jailed. The smugglers were supplying weapons
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Background The characters are not required to have finished The Sinister Secret of Saltmarsh before playing Danger at Dunwater. If they arrive in Saltmarsh after the events of the prior adventure
, they learn the following information from the townsfolk: A smuggling ring operating out of an abandoned house has been disbanded. The smugglers were slain or jailed. The smugglers were supplying weapons
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more
information on the tools, see the Player’s Handbook. Magic Item Tools Item Category Required Tool Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted