Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'feet the ruby'.
Other Suggestions:
feet the rune
feet the robe
Magic Items
Dungeon Master’s Guide
to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Monsters
Waterdeep: Dragon Heist
Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry
. He becomes visible early immediately after he attacks or casts a spell.
Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Dragonlance: Shadow of the Dragon Queen
Special Equipment. Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can’t be removed while Kansaldi
magical flames at a creature she can see within 60 feet of herself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 11 (2d10);{"diceNotation":"2d10", "rollType
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Magic Items
Keys from the Golden Vault
anything you’re wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.
When you use this property, you can tap into the unstable power of the stone’s
extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage
Magic Items
Quests from the Infinite Staircase
bright light in a 60-foot radius and dim light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern’s bright light.
While attuned to the lantern, you can
faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
Monsters
Fizban's Treasury of Dragons
that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20
discuss how they might reunite and restore Sardior, the Ruby Dragon.
2
A horde of revenant;revenants led by a death knight has one goal—destroying the ancient sapphire dragon who defeated
Magic Items
Tasha’s Cauldron of Everything
, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving
lasts for 24 hours or until you break it.
3
The Golden Age of Dhakaan (golden goblin bicuspid)
10 goblin;goblins, 1 goblin boss
When you are hit by an attack and an ally is within 5 feet of you
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least
at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus
Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus
Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Color Pools Gateways leading from the Astral Plane to other planes appear as two-dimensional pools of rippling colors, 1d6 × 10 feet in diameter. Traveling to another plane requires locating a color
Gehenna Russet 8 The Nine Hells Ruby 9 Acheron Flame red 10 Mechanus Diamond blue 11 Arcadia Saffron 12 Mount Celestia Gold 13 Bytopia Amber 14 Elysium Orange 15 The Beastlands Emerald green 16
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Creatures on opposite sides of a crystal wall can see each other vaguely, provided they are both within 5 feet of the wall. Sound, including the sound made by the Chime of Exile, can’t pass through
within 5 feet of the door. Brian Valeza The Cave of Shattered Reflection
is dotted with diamond doors With the exception of the door in area R2, each side of each diamond door is set with a large
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast
area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gems. If the ruby is plucked from the gargoyle’s hand, the statue magically opens its mouth and exhales a cloud of soporific gas that fills the eastern 15 feet of the hall. At the same time, the secret
wall (see that area for more information). Candles. Six magic candles are spaced 10 feet apart on alternate sides of the hallway. The candles don’t burn down as long as they remain in this area. Secret
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when
starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Shadowdusk Vault The Shadowdusks store their family’s wealth here. The walls climb 15 feet vertically before angling inward, coming to a point 30 feet above the floor. The room’s contents are as
follows: Hoard. Treasure is piled in the middle of the room.
Statues. Three statues stand in shallow alcoves. Each depicts a monstrously warped humanoid.
Each statue is roughly 6 feet tall and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forbiddance 6th-level abjuration (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) Duration: 1
day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forbiddance Level 6 Abjuration (Cleric) Casting Time: 10 minutes or Ritual
Range: Touch
Components: V, S, M (ruby dust worth 1,000+ GP)
Duration: 1 day
You create a ward against magical
travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Simulacrum Level 7 Illusion (Wizard) Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forbiddance 6th-level abjuration (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) Duration: 1
day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forbiddance Level 6 Abjuration (Cleric) Casting Time: 10 minutes or Ritual
Range: Touch
Components: V, S, M (ruby dust worth 1,000+ GP)
Duration: 1 day
You create a ward against magical
travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Simulacrum Level 7 Illusion (Wizard) Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Lantern” section). Revealing Light. The lantern sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern’s bright
. Lenses. When found, the lantern’s faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a






