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Ring of Swimming see into and through solid matter for 1 minute. This
Ring, uncommon vision has a radius of 30 feet. To you, solid objects
within that radius appear transparent and don’t
You have a swimming speed of 40 feet while wearing prevent light from passing through them. The vision
this ring. can penetrate 1 foot of stone, 1 inch of common
metal, or up to 3 feet of wood or dirt. Thicker
Ring of Telekinesis substances block the vision, as does a thin sheet of
Ring, very rare (requires attunement) lead.
While wearing this ring, you can cast the telekinesis Whenever you use the ring again before taking a
spell at will, but you can target only objects that long rest, you must succeed on a DC 15 Constitution
aren’t being worn or carried. saving throw or gain one level of exhaustion.
Ring of the Ram Robe of Eyes
Ring, rare (requires attunement) Wondrous item, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended This robe is adorned with eyelike patterns. While
charges daily at dawn. While wearing the ring, you you wear the robe, you gain the following benefits:
can use an action to expend 1 to 3 of its charges to • The robe lets you see in all directions, and you
attack one creature you can see within 60 feet of you. have advantage on Wisdom (Perception) checks
The ring produces a spectral ram’s head and makes that rely on sight.
its attack roll with a +7 bonus. On a hit, for each • You have darkvision out to a range of 120 feet.
charge you spend, the target takes 2d10 force • You can see invisible creatures and objects, as well
damage and is pushed 5 feet away from you. as see into the Ethereal Plane, out to a range of
Alternatively, you can expend 1 to 3 of the ring’s 120 feet.
charges as an action to try to break an object you can
see within 60 feet of you that isn’t being worn or The eyes on the robe can’t be closed or averted.
carried. The ring makes a Strength check with a +5 Although you can close or avert your own eyes, you
bonus for each charge you spend. are never considered to be doing so while wearing
this robe.
Ring of Three Wishes A light spell cast on the robe or a daylight spell
Ring, legendary cast within 5 feet of the robe causes you to be
blinded for 1 minute. At the end of each of your
While wearing this ring, you can use an action to turns, you can make a Constitution saving throw (DC
expend 1 of its 3 charges to cast the wish spell from 11 for light or DC 15 for daylight), ending the
it. The ring becomes nonmagical when you use the blindness on a success.
last charge.
Robe of Scintillating Colors
Ring of Warmth Wondrous item, very rare (requires attunement)
Ring, uncommon (requires attunement)
This robe has 3 charges, and it regains 1d3 expended
While wearing this ring, you have resistance to cold charges daily at dawn. While you wear it, you can
damage. In addition, you and everything you wear use an action and expend 1 charge to cause the
and carry are unharmed by temperatures as low as garment to display a shifting pattern of dazzling
−50 degrees Fahrenheit. hues until the end of your next turn. During this time,
the robe sheds bright light in a 30- foot radius and
Ring of Water Walking dim light for an additional 30 feet. Creatures that can
Ring, uncommon see you have disadvantage on attack rolls against
While wearing this ring, you can stand on and move you. In addition, any creature in the bright light that
across any liquid surface as if it were solid ground. can see you when the robe’s power is activated must
succeed on a DC 15 Wisdom saving throw or become
Ring of X-ray Vision stunned until the effect ends.
Ring, rare (requires attunement)
While wearing this ring, you can use an action to
speak its command word. When you do so, you can
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 238

