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Returning 35 results for 'consulting replacing ground to have ring'.
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Equipment
As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"recharge", "rollAction":"Tendrils of Slumber"}. The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it
or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Tendrils of Slumber", "rollDamageType":"necrotic"} necrotic damage and have the restrained condition. The affected ground
Monsters
Van Richten’s Guide to Ravenloft
where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison.
Unusual Nature. The plant doesn’t require sleep.Multiattack. The plant makes three
consuming individuals and replacing them with duplicates called podling;podlings. Bodytaker plants view themselves as perfect organisms and seek to dominate the lands where they grow. To their minds, a
Equipment
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges
your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the
Monsters
Storm King's Thunder
ring of cold resistance.Multiattack. Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20
lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma erupts from a point on the ground the dragon can see within 120 feet of it
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach
Ring of Water Walking
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Water.
While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In
addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain
This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane.
While wearing this ring, you have advantage on attack rolls against elementals from
Arcane Gate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A
Hunting Trap
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Water Walking Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Water Walking Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z8. Ring of Stone A twenty-foot-diameter ring of stones dominates a rocky ledge on the mountainside. Within the ring, you see spattered blood and small, gnawed bones. Lying on the ground outside the
circle are several spears stained with dry blood. The werewolf pack convenes here to watch their young prisoners fight with spears in the stone ring. The last child standing is bitten and turned into
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) check to find the lost family amid the chaos. 4 A desperate local searching the ground for the 20 sp they lost in the wave is in danger of being trampled by those fleeing. A character can
cause the local to stop searching and move to safety by replacing the lost silver pieces or succeeding on a DC 14 Charisma (Intimidation or Persuasion) check. 5 Drifting debris smashes into characters
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Antigravity Belt Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring
Ring of Elemental Command Ring, legendary (requires attunement) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and consulting the Wild Magic Surge table in the “Sorcerer” section in chapter 3 of the Player’s Handbook. The scrap metal around the arch is difficult terrain for creatures other than scaladar. 2b
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring
Ring of Elemental Command Ring, legendary (requires attunement) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gravestones burst from a thin crust of snow in the yard. Beyond the low wall that surrounds the graveyard, the ground falls away. The village lies four hundred feet below, and the view is breathtaking
and the gloom shrink from its brilliance as the sunlight causes the gravestone to crack and crumble, revealing a ring within. The sunray lasts for 1 minute. If the characters smash the gravestone
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
form patches of solid ground upon which giant-sized structures are built. Rune Ring. A great ring of glowing Giant runes slowly rotates around the equator of the spherical demiplane. A creature who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the
portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
she would return to Chult when the city was no longer in peril. Artus won’t endanger the Mezroans by revealing the truth about their city. Although the Ring of Winter makes him immortal, he has grown
of Chult for Orolunga, another ruined city, in the hopes of consulting with a prescient guardian naga believed to dwell there. Exploring the Ruins The ruins that were left behind form a circle. Four
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
!” Ingot, a neutral warforged soldier (see chapter 6) with a carved chunk of wood replacing a severed foot, collects a cover fee from creatures that enter the room. Warforged can enter the building for
to make them fall down, and striking a homemade machine hard enough with a hammer to make it ring a bell.
A small bar in the corner serves cheap ale. Behind this bar, a warforged bartender shouts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rolling a d4 and consulting the Beneath the Yellow Mold table. Tampering with the mold-encrusted object causing the yellow mold to release its deadly spores. Beneath the Yellow Mold d4 Encounter 1 A
humanoid skeleton wearing a ring of water walking on one bony finger (no ring is found on subsequent occurrences of this encounter) 2 A closed zurkhwood chest containing 1d6 × 100 gp and 1d6 50 gp gems
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
them to Vogler without alerting the Dragon Army likely requires getting rid of the Dragon Army soldiers at the gate—a challenge while the soldiers hold the upper ground. If the characters wish to sneak
Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in appendix A). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without
your movement and action:
draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without
your movement and action:
draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y3. Druids’ Circle Atop the hill is a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring
from time to time, illuminating a ghastly, fifty-foot-tall statue made of tightly woven twigs and packed with black earth. The statue resembles a towering, cloaked man with fangs. The ring of boulders
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
before it touches the ground, doing so with a successful DC 10 Dexterity check. Any creature that catches a seed before it touches the ground receives a gift, determined by rolling a d8 and consulting
in golden ribbons marches down the thoroughfare. Emerald clouds swirl above the tree and rain down golden, spinning sycamore seeds. Fairgoers try to catch the seeds before they hit the ground. As the
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
that the horde approaches. Distant shapes of skeletal soldiers and shambling corpses appear around nearby hills in several directions. Just then, a sickly black fog seeps from the ground in a ring
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Kindly Lord’s daughters, the famed duelist Obyra. Meanwhile, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the
target. Hit: 6 (1d6 + 3) slashing damage plus 9 (2d8) psychic damage.
Tendrils of Slumber (Recharge 5–6). The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
pounds (1 gp each). A successful DC 18 Intelligence (Investigation) check reveals a thin platinum ring of swimming in the dust under a workbench, where it fell and was forgotten. V2. Stonemason’s Workshop
back of the house, a covered work area holds more blank headstones and slabs of granite and marble. Rusted carving tools hang from the wall. A hammer and chisel lie on the ground beside a half
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
mixed coinage and minor valuables.
Windows. Oversized windows on the ground level allow light and air to pass easily into the tower. They stand 3 feet from the ground and are 6 feet tall and 8 feet wide
between the cliff’s edge and the gatehouse drops several hundred feet to the bottom of the canyon. Near the ledge, a brass bell hangs from a wooden post.
At the bell’s ring, a female human Feathergale