Type
Heavy Armor
Magic
Yes
Details
legendary
Weight
40
Description
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
Modifier
ac +3
Category
bonus
Armor Class
14
Stealth
1
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2565 of 2565 entries · Showing 1801–1850
Heavy Armor
Yes
legendary
40
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
ac +3
bonus
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to acid damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to cold damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to fire damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
common
40
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
15
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to lightning damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to necrotic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to poison damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to psychic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to radiant damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
very rare (requires attunement)
40
Set in the center of this armor's chest is a citrine engraved with the shield rune.
While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.
Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.
Source: Bigby Presents: Glory of the Giants p. 111
14
1
Heavy Armor
Yes
40
uncommon (requires attunement)
While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.
Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Source: The Book of Many Things p. 65
14
1
Heavy Armor
Yes
rare (requires attunement)
40
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Heavy Armor
Yes
40
uncommon (requires attunement)
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Source: The Book of Many Things p. 65
14
1
Ring
Yes
rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
• You have resistance to lightning damage.
• You have a flying speed equal to your walking speed and can hover.
• You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Source: Dungeon Master's Guide p. 190
1d4+1
Ring
Yes
very rare (requires attunement)
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. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a 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 bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.
Once the rune has been invoked, it can't be invoked again until the next dawn.
Source: Bigby Presents: Glory of the Giants p. 115
Ring
Yes
rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
Source: Dungeon Master's Guide p. 189
1d3
Ring
Yes
rare (requires attunement)
You have resistance to cold damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
very rare (requires attunement)
While wearing this ring you can use it to cast the Leomund's Tiny Hut spell as an action. Once this property is used, it can't be used again until the next dawn. Additionally, as a bonus action, you can use the ring to disintegrate any nonmagical piece of art (drawing, painting, or sculpture) within 60 feet that is no larger than Medium-sized. That art now appears inside the tiny hut, for you to appreciate whenever you desire. If you try to remove this art from the tiny hut, it vanishes forever. You can steadily improve this space, but only be denying such beauty to the rest of the world. For every 1,000 gp of art acquired, the tiny hut increases in size by adding another foot to its radius and lasts one additional hour.
Source: Chains of Asmodeus p. 267
Ring
Yes
legendary (requires attunement)
While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Source: Dungeon Master's Guide p. 190
Ring
Yes
legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
• You have resistance to acid damage.
• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
Source: Dungeon Master's Guide p. 190
1d4+1
Ring
Yes
rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Source: Dungeon Master's Guide p. 191
1d3
Ring
Yes
rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Source: Dungeon Master's Guide p. 191
Ring
Yes
legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
• You are immune to fire damage.
• You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Source: Dungeon Master's Guide p. 190
1d4+1
Ring
Yes
rare (requires attunement)
You have resistance to fire damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
rare (requires attunement)
You have resistance to force damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Source: Dungeon Master's Guide p. 191
Ring
Yes
legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Source: Dungeon Master's Guide p. 191
Ring
Yes
uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Source: Dungeon Master's Guide p. 191
Ring
Yes
rare (requires attunement)
You have resistance to lightning damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
uncommon (requires attunement)
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 use an action to cause the ring to become invisible until you use another action to make it visible, 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.
Source: Dungeon Master's Guide p. 191
Ring
Yes
rare (requires attunement)
You have resistance to necrotic damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
uncommon (requires attunement)
This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Source: Explorer's Guide to Wildemount p. 269
1d3
Ring
Yes
rare (requires attunement)
You have resistance to poison damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Source: Dungeon Master's Guide p. 191
ac +1
bonus
saving throws +1
bonus
Ring
Yes
rare (requires attunement)
You have resistance to psychic damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
uncommon
This gold ring bears a fluorite stone and is enchanted to sharpen the wearer's mind.
The ring has 3 charges and regains 1d4 - 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.
Source: The Book of Many Things p. 37
Ring
Yes
rare (requires attunement)
You have resistance to radiant damage while wearing this ring.
Source: Dungeon Master's Guide p. 192
Ring
Yes
Very Rare (Requires Attunement)
This ring has a stripe of ruidium running through it. While wearing the ring, you gain the following benefits:
• You can breathe water.
• You gain a swimming speed equal to your walking speed. Ruidium Rage. As a bonus action, you can use the ring to gain the following benefits, which last for 1 minute or until you are incapacitated:
• You have advantage on Strength checks and Strength saving throws.
• When you hit with an attack, you can add your proficiency bonus to the damage roll.
• Difficult terrain doesn't cost you extra movement, and you are immune to the paralyzed and restrained conditions.
You can't use this property of the ring again until you finish a long rest.
Ruidium Corruption. When you use the Ruidium Rage property of the ring, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.
If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and the ring of red fury becomes a ring of free action.
Source: Critical Role: Call of the Netherdeep p. 214
Ring
Yes
very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that 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.
Source: Dungeon Master's Guide p. 191
1d6
Ring
Yes
very rare (requires attunement Outdoors at Night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning: You can expend 2 charges as an, action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), 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 you. When a creature other than you comes 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 based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12)
Shooting Stars.
You can expend 1 to 3 charges as an 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 you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw. taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 192
1d6
2d4
2d6
5d4
4d12
Ring
Yes
rare (requires attunement)
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 contain 1d6-1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level 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.
Source: Dungeon Master's Guide p. 192
Ring
Yes
legendary (requires attunement)
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Source: Dungeon Master's Guide p. 193
Ring
Yes
uncommon
You have a swimming speed of 40 feet while wearing this ring.
Source: Dungeon Master's Guide p. 193
Ring
Yes
very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Source: Dungeon Master's Guide p. 193
Ring
Yes
rare (requires attunement)
If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.
Source: Explorer's Guide to Wildemount p. 269
3d6
Ring
Yes
legendary (requires attunement)
You gain the ability to channel energy from allies to cast spells, even if you normally can't. When an ally within 60 feet of you casts a spell that you normally can't cast and that requires 10 gp or fewer in material components, you may use a reaction to cast that spell. When cast in this way, the spell is cast using your ally's spellcasting ability, spell save JULIAN CALLEthis cloned spell's target, as specified in the spell's description, and the spell originates from you. After you use this ability, your ally can't cast this spell again until they finish a long rest.
Source: Chains of Asmodeus p. 267
Ring
Yes
uncommon (requires attunement)
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don't understand, you can make the creatures understand what you're saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn.
Source: Phandelver and Below: The Shattered Obelisk p. 219