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Returning 35 results for 'creature ring give to her reborn'.
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Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Magic Items
Dungeon Master’s Guide
stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of
Magic Items
Dungeon Master’s Guide
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 to make a ranged spell attack against one creature
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
Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
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
Monster Manual
":"Smother", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until
":"Bludgeoning"} Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.
While grappling the target, the rug can’t take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage.Poison, Psychic
Spells
Player’s Handbook
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell
.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or
Magic Items
Dungeon Master’s Guide
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or
Spells
Player’s Handbook
, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. He can move through the space of a Medium or larger creature.
Brave. He has advantage on saving throws against being frightened.
Spellcasting. Manafret Cherryport is a 9th
, 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
Monsters
Tomb of Annihilation
spikes are made of ice), or wall of ice (2 charges).
Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
Monsters
Candlekeep Mysteries
":"piercing"} piercing damage. If the target is a creature, it is grappled by the kiddywidget (escape DC 8).
Tail. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tail
":"roll","rollAction":"Hours"} hours for an impregnated skitterwidget to give birth to one kiddywidget. A newborn kiddywidget magically grows into a full-sized skitterwidget in 10 days.
Autonomous. Unlike
Monsters
Candlekeep Mysteries
"} piercing damage. If the target is a creature, it is grappled by the skitterwidget (escape DC 13).
Tail. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Tail"} to hit
":"damage","rollAction":"Tail","rollDamageType":"lightning"} lightning damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its
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
Magic Items
Wayfinder's Guide to Eberron
These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature
suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Mookie can move through the space of a Medium or larger creature.
Brave. Mookie has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Mookie wears a teleporter ring (see “Teleporter Rings”).Multiattack. Mookie makes three unarmed
Magic Items
Tomb of Annihilation
the ring.
The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s
the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others
Monsters
The Wild Beyond the Witchlight
-shaped amulet that has the properties of a ring of feather falling.Warhammer. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Warhammer"} to hit, reach 5 ft., one
":"Deathly Ray"} to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3","rollType":"damage","rollAction":"Deathly Ray","rollDamageType":"necrotic"} necrotic damage
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Havia can move through the space of a Medium or larger creature.
Brave. Havia has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Havia wears a teleporter ring (see “Teleporter Rings”).Multiattack. Havia makes three unarmed strikes
Magic Items
Bigby Presents: Glory of the Giants
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you
different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.
A creature can benefit from only one ring of amity’s bond at a time. The
Spells
Xanathar's Guide to Everything
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its
Backgrounds
Spelljammer: Adventures in Space
recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are
described in the Monster Manual.
Close Encounter
d10
Creature
1
Beholder
2
Cosmic horror*
3
Feyr*
4
Lunar dragon*
5
Mind flayer
6
Neh-thalggu
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Whirlwind of Tentacles"}. The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon must succeed on a DC 16
Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself.
Spellcasting. The
Magic Items
Candlekeep Mysteries
can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage
Monsters
Van Richten’s Guide to Ravenloft
restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit
);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
which the creature is covered by ectoplasm.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives
Monsters
Van Richten’s Guide to Ravenloft
":"force"} force damage if it ends its turn inside a creature or an object.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives
. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To
Monsters
Van Richten’s Guide to Ravenloft
Vampiric Boon. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by
receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s
Monsters
Van Richten’s Guide to Ravenloft
receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the
death and become an undead creature, potentially cheating the grave over and over.
This unholy order of priests was founded centuries ago by Osybus, a mysterious figure of unfathomable ambition and evil
Monsters
Tales from the Yawning Portal
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword"} to hit
Monsters
Van Richten’s Guide to Ravenloft
Boon of Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be
frightened of the priest until the start of the creature’s next turn.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The