Equipment

464 results

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

CategoryRingCost4000 gp
2024 SRD

While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

CategoryRingCost4000 gp
2024 SRD

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.

CategoryRingCost200000 gp
2024 SRD

While wearing this ring, you can cast *Jump* from it, but can target only yourself when you do so.

CategoryRingCost400 gp
2024 SRD

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 telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

CategoryRingCost400 gp
2024 SRD

You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

CategoryRingCost4000 gp
2024 SRD

While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.

CategoryRingCost40000 gp
2024 SRD

You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table. **1d10** **Damage Type** **Gemstone** 1 Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citrine 6 Necrotic Jet 7 Poison Amethyst 8 Psychic Jade 9 Radiant Topaz 10 Thunder Spinel

CategoryRingCost4000 gp
2024 SRD

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 *Fa**erie 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 an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. **Number of ** **Spheres** **Lightning ** **Damage** **Number of ** **Spheres** **Lightning ** **Damage** 1 4d12 3 2d6 2 5d4 4 2d4 **Shooting Stars.** You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

CategoryRingCost40000 gp
2024 SRD

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 stored spells chosen by the GM. 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. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

CategoryRingCost4000 gp
2024 SRD

While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.

CategoryRingCost200000 gp
2024 SRD

You have a Swim Speed of 40 feet while wearing this ring.

CategoryRingCost400 gp
2024 SRD

While wearing this ring, you can cast *Telekinesis* from it.

CategoryRingCost40000 gp
2024 SRD

While wearing this ring, you can expend 1 of its 3 charges to cast *Wish* from it. The ring becomes nonmagical when you use the last charge.

CategoryRingCost200000 gp
2024 SRD

If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.

CategoryRingCost400 gp
2024 SRD

While wearing this ring, you cast *Water Walk* from it, targeting only yourself.

CategoryRingCost400 gp
2024 SRD

While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.

CategoryRingCost4000 gp
2024 SRD

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 damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

CategoryRingCost4000 gp
2024 SRD

A long, loose robe.

CategoryAdventuring GearCost1 gpWeight4 lb.
2024 SRD

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: **All-Around Vision.** The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. **Special Senses.** You have Darkvision and Truesight, both with a range of 120 feet. **Drawbacks.** A* Light* spell cast on the robe or a *Daylight* spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for *Light* or DC 15 for *Daylight*), ending the condition on yourself on a success.

CategoryWondrous ItemCost4000 gp
2024 SRD