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                        Returning 35 results for 'rings saving'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on
                                                
                                            
                                                
                                                     a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     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 âTeleporter Ringsâ).Multiattack. Havia makes three unarmed strikes
                                                
                                            
                                        
                                                     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 âTeleporter Ringsâ).Multiattack. Mookie makes three unarmed
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     âTeleporter Ringsâ).Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Thunderous Smite
                                                    
    
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                                                     Spells
                                                    Playerâs Handbook (2014)
                                                    
                                                
                                            
                                                    The first time you hit with a melee weapon attack during this spellâs duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder
                                                
                                            
                                                
                                                     damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.  Rings Left to Right: Protection, Regeneration, Fire Resistance, Spell Storing, and Telekinesis
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     spellâs duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    
 Duration: Instantaneous
 Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature
                                                
                                            
                                                
                                                    , it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs 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->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
 Range: Touch
 Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
                                                
                                            
                                                
                                                     gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
                                                
                                            
                                                
                                                     bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
                                                
                                            
                                                
                                                     bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Storm of Destruction As Nisha raises the Riverineâs Shankha above her head and the Shankha Trials conclude, read the following description: Thunder rings out as the sky fills with clouds. From the
                                                
                                            
                                                
                                                     crashes on the plaza, each character must make a DC 15 Strength saving throw. Those who fail take 9 (2d8) bludgeoning damage and are knocked prone. Those who succeed take half as much damage and arenât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     malnourished and must feed on carrion to survive. The chains around it are looped through iron rings bolted to the floor and secured with three heavy padlocks, which can be unlocked with the keys
                                                
                                            
                                                
                                                     + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and
                                                
                                            
                                                
                                                     Armor Class. Hide. This crude armor consists of thick furs and pelts. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
 Range: Touch
 Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
                                                
                                            
                                                
                                                     gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs 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 armorâs 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->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Treefolk âRight now, you are a feeble stick, but I will help you grow some rings.â
 âBorogrove, Tuinvale treefolk
 Raoul Vitale  The wise and ancient treefolk thrive in the depths of Eldraineâs
                                                
                                            
                                                
                                                     30 ft.
  STR
 23 (+6)
 DEX
 12 (+1)
 CON
 18 (+4)
 INT
 10 (+0)
 WIS
 20 (+5)
 CHA
 11 (+0)
 
 Saving Throws Con +8, Int +4, Wis +9
 Skills Insight +9, Nature +8, Perception +9
 Damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     vines, lurking among which are 1d3 assassin vines (see appendix D). Collapsing Floor As the characters explore this building, choose one character at random to make a DC 12 Dexterity saving throw. On
                                                
                                            
                                                
                                                     damaged by a giant wasp must succeed on a DC 11 Constitution saving throw at the end of the encounter or become infected with shivering sickness (see âDiseasesâ).  Nest Occupants   d6 Creatures   1â2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     bludgeoning damage. 2: Acidic Lake A lake of bubbling water rings the island at the center of this crater. The water is violently turquoise and radiates acrid vapors.
 The lake is 10 feet deep along
                                                
                                            
                                                
                                                     the water must make a DC 15 Constitution saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. A creature that starts its turn submerged in the water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     falls to the floor as a bell rings. Any creature fully within this area must succeed on a DC 15 Dexterity saving throw or be restrained. A creature can use its action to make a DC 10 Strength check
                                                
                                            
                                                
                                                     trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     Astalaganâs Blessing. Aidron and the characters each regain 1d4 + 4 hit points as the bronze light surrounds them with warmth. 3â4 Clyssavarâs Flames. Sparkrender must succeed on a DC 12 Dexterity saving
                                                
                                            
                                                
                                                     characters must suceed on a DC 12 Dexterity saving throw or take 3 (1d6) fire damage as the red light erupts with fire. 9â10 Turadaerâs Tricks. Aidron and the characters gain advantage on attack rolls and
                                                
                                            
                                        
                                                     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 MaddÂgothâs homunculus that
                                                
                                            
                                                
                                                     when it forms must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. Creatures poisoned in this way fall unconscious, but they wake up if they take damage or if another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the wine must make a DC 15 Constitution saving throw, taking 44 (8d10) poison damage on a failed save, or half as much damage on a successful one. On future occurrences of this encounter, the wine acts
                                                
                                            
                                                
                                                     occurrences of this encounter, the handkerchief is smeared with fresh blood. 5 A crystal dinner bell (worth 25 gp). The unseen servant rings the bell if the characters come within 10 feet of it. The sound
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     archery contest, you might decide that the more an attack roll exceeds the targetâs AC, the higher the characterâs score. The archery target might have AC 11, but it has five concentric rings indicating
                                                
                                            
                                                
                                                     hits the fourth, and a 19 or higher strikes the bullâs-eye. Critical Success or Failure Rolling a 20 or a 1 on an ability check or a saving throw doesnât normally have any special effect. However, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ) collapses if more than 150 pounds of weight are placed on any 5-foot section of it. Any creature on the section of walkway when it collapses must make a DC 10 Dexterity saving throw. On a successful save
                                                
                                            
                                                
                                                     gold, and the pendant bears the symbol of two hands cupping the sun. Summer Star Summer Star. This magic item looks like a 6-inch-diameter gyroscope featuring two scorched rings inlaid with runes and a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Battle of High Hill The unexpected sound of metal clashing on armor rings across the field, silencing laughter and melodramatic boasts. A ribbon of red splashes over the grassy hill, followed by
                                                
                                            
                                                
                                                     the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray canât be damaged and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers
                                                
                                            
                                                
                                                     (+2)
 
  CHA
  16 (+3)
Saving Throws Int +7, Wis +6, Cha +7
 Damage Immunities fire
 Senses darkvision 120 ft., passive Perception 12
 Languages Ignan
 Challenge 11 (7,200 XP)
 Elemental
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. 3â4 The dodecahedron casts light on itself. The
                                                
                                            
                                                
                                                     composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Dexterity saving throw, taking 70 (20d6) bludgeoning damage from flying debris on a failed save, or half as much damage on a successful one. A creature melded with the Steinfang when it explodes takes no
                                                
                                            
                                                
                                                     advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. He has the create food and water spell prepared instead of spirit guardians. He speaks Common and Gnomish. A devout
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Cherryport in area K3, who investigates. Sidra wears a teleporter ring (see âTeleporter Ringsâ). Treasure. Silverware on the table is worth 100 gp. K3. Kitchen Mouthwatering scents fill this room
                                                
                                            
                                                
                                                     walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. Manafret wears a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from
                                                
                                            
                                                
                                                     to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     desperation, demands a chance to prove her innocence in a trial by combatâa request that Xeleth mocks: âOnly someone who bears one of the starlight rings can challenge for the right to rule,â says the prince
                                                
                                            
                                                
                                                     make a DC 16 Wisdom saving throw. On a failed save, the creature takes 24 (7d6) psychic damage. On a successful save, the creature gains the ability to cast one spell of their choice from the cleric
                                                
                                            
                                        





