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7 categories

Items

2565 of 2565 entries · Showing 1851–1900

Ring of the Ram

Type

Ring

Magic

Yes

Details

rare (requires attunement)

Description

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 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. 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 an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Source: Dungeon Master's Guide p. 193

Dice Rolls

1d3

1d20+7

2d10

1d20+5

1d20+10

1d20+15

Ring of Three Wishes

Type

Ring

Magic

Yes

Details

legendary

Description

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

Source: Dungeon Master's Guide p. 193

Ring of Thunder Resistance

Type

Ring

Magic

Yes

Details

rare (requires attunement)

Description

You have resistance to thunder damage while wearing this ring.

Source: Dungeon Master's Guide p. 192

Ring Of Treachery

Type

Ring

Magic

Yes

Details

very rare (requires attunement)

Description

This ring has 3 charges. While wearing this ring, when you're damaged, you may use a reaction to expend a charge and transfer that damage to a random creature (which could include an ally) within 60 feet. All charges are restored when you finish a long rest.

Source: Chains of Asmodeus p. 269

Ring of Truth Telling

Type

Ring

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

Source: Waterdeep: Dragon Heist p. 192

Ring of Warmth

Type

Ring

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

Source: Dungeon Master's Guide p. 193

Ring of Water Elemental Command

Type

Ring

Magic

Yes

Details

legendary (requires attunement)

Description

While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.

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 water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:

• You can breathe underwater and have a swimming speed equal to your walking speed.

• You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).

Source: Dungeon Master's Guide p. 190

Dice Rolls

1d4+1

Ring of Water Walking

Type

Ring

Magic

Yes

Details

uncommon

Description

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Source: Dungeon Master's Guide p. 193

Ring of Winter

Type

Ring

Magic

Yes

Details

artifact (requires attunement)

Description

Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can't melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring.

The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master's Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer's doom.

Sentience. The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others.

Nondetection. The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.

Frozen Time. As long as you wear the ring, you don't age naturally. This effect is similar to suspended animation, in that your age doesn't catch up to you once the ring is removed. The ring doesn't protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.

Cold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don't suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master's Guide).

Magic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:

• You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.

• You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges).

• You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.

Other Properties. The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can't break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax.

Destroying the Ring. The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.

Source: Tomb of Annihilation p. 207

Ring of X-ray Vision

Type

Ring

Magic

Yes

Details

rare (requires attunement)

Description

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. 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 block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Source: Dungeon Master's Guide p. 193

Rings of Shared Suffering

Type

Ring

Magic

Yes

Details

uncommon (requires attunement)

Description

These rings come in linked pairs. It you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.

Source: Wayfinder's Guide to Eberron Chapter 5

Risian Pine Rod

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

2

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Risian pine rod provides a +1 bonus when you roll damage for a spell that inflicts cold damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Risian Pine Staff

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

4

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Risian pine staff provides a +1 bonus when you roll damage for a spell that inflicts cold damage.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: simple, quarterstaff

Source: Wayfinder's Guide to Eberron Chapter 5

Risian Pine Wand

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

1

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Risian pine wand provides a +1 bonus when you roll damage for a spell that inflicts cold damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Risian Shale Orb of Shielding

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

3

Description

An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take cold damage, reduce it by 1d4.

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Robe of Eyes

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.

• You have darkvision out to a range of 120 feet.

• You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

Source: Dungeon Master's Guide p. 193

Robe of Scintillating Colors

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Source: Dungeon Master's Guide p. 194

Dice Rolls

1d3

Robe of Serpents

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4+3 stylized serpents, all brightly colored.

As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.

Source: Storm King's Thunder p. 238

Robe of Stars

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Source: Dungeon Master's Guide p. 194

Modifier

saving throws +1

Category

bonus

Dice Rolls

1d6

Robe of Summer

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.

Source: Tales from the Yawning Portal p. 229

Robe of the Archmagi

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a Sorcerer, Warlock, or Wizard)

Description

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.

You gain these benefits while wearing the robe:

• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

• You have advantage on saving throws against spell and other magical effects.

• Your spell save DC and spell attack bonus each increase by 2.

Source: Dungeon Master's Guide p. 194

Modifier

unarmored armor class +5

Category

bonus

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Robe of Useful Items

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

• Dagger

• Bullseye lantern (filled and lit)

• Steel mirror

• 10-foot pole

• Hempen rope (50 feet, coiled)

• Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.

d100 | Patch

01-08 | Bag of 100 gp

09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp

16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself

23-30 | 10 gems worth 100 gp each

31-44 | Wooden ladder (24 feet long)

45-51 | A riding horse with saddle bags (see the Monster Manual for statistics)

52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you

60-68 | 4 potions of healing

69-75 | Rowboat (12 feet long)

76-83 | Spell scroll containing one spell of 1st to 3rd level

84-90 | 2 mastiffs (see the Monster Manual for statistics)

91-96 | Window (2 feet by 4 feet , up to 2 feet deep), which you can place on a vertical surface you can reach

97-00 | Portable ram

Source: Dungeon Master's Guide p. 195

Robes

Type

Adventuring Gear

Weight

4

Description

Source: Player's Handbook p. 150

Value

1

Robot Controller

Type

Adventuring Gear

Description

This small handheld device features a glass pane with a glowing display that responds to your touch.

The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges.

As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:

Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Replacing the Energy Cell. While the device has charges remaining, its energy cell can't be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

Source: Quests from the Infinite Staircase p. 192

Rod

Type

Adventuring Gear

Weight

2

Description

An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151

Value

10

Rod of Absorption

Type

Rod

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Source: Dungeon Master's Guide p. 195

Rod of Alertness

Type

Rod

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

This rod has a flanged head and the following properties.

Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.

Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 196

Rod of Hellish Flames

Type

Rod

Magic

Yes

Details

very rare (requires attunement by a spellcaster)

Description

Glowing cinders orbit the flanged head of this black iron rod.

This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:

Hellish Resistance. You have resistance to fire and necrotic damage.

Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can't cast the spell again until the next dawn.

Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can't be used again until the next dawn.

Source: The Book of Many Things p. 37

Rod of Lordly Might

Type

Rod

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).

If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it.

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.

Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.

Terrify: While holding the rod, you can use an action to force each creature you can see with in 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 196

Dice Rolls

4d6

Rod of Mercurial Form

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This humble steel rod is engraved with tiny symbols representing different weapons, as well as the monogram "T.D." A creature holding this rod can speak the name of any simple or martial weapon aloud as a bonus action, causing the rod to transform into an ordinary weapon of that type. When in the form of a ranged weapon, this rod magically creates its own ammunition, which disappears after a ranged attack hits or misses.

Source: Tal'Dorei Campaign Setting: Reborn p. 197

Rod of Resurrection

Type

Rod

Magic

Yes

Details

legendary (requires attunement by a Cleric, Druid, or Paladin)

Weight

2

Description

The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).

The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.

Source: Dungeon Master's Guide p. 197

Rod of Retribution

Type

Rod

Magic

Yes

Details

uncommon (requires attunement)

Description

This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.

When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.

Source: Explorer's Guide to Wildemount p. 269

Dice Rolls

2d10

Rod of Rulership

Type

Rod

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 197

Rod of Security

Type

Rod

Magic

Yes

Details

very rare

Weight

2

Description

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

Source: Dungeon Master's Guide p. 197

Rod of Seven Parts

Type

Rod

Magic

Yes

Weight

4

Details

artifact (requires attunement)

Description

Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials' enemies to the brink of annihilation.

Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Seven Parts.

Possessing the Broken Rod. The rod can't be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn't gain any other abilities.

Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can't be used that way again until the next dawn.

Piece | Spell

First | Commune

Second | Arcane Gate

Third | Reverse Gravity (spell save DC 18)

Fourth | Regenerate

Fifth | Find the Path

Sixth | Mirage Arcane

Seventh | Simulacrum

Possessing the Whole Rod. Once all seven pieces are reassembled, a creature can attune to the Rod of Seven Parts. While attuned to the rod, you gain the following benefits:

Magic Weapon. The Rod of Seven Parts functions for you as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast any of the spells in the Rod Pieces table. You can also use an action to cast Detect Evil and Good from the rod without using any charges.

Ultimate Law. If you are not of a lawful alignment, you find your worldview shifting toward keeping a personal code. You are more apt to keep your promises, follow through on your declarations, and adhere to your beliefs.

Destroying the Rod. The only way to destroy the Rod of Seven Parts is to immerse the assembled rod in lava in the Abyss. It must remain in the lava for fifty years before it finally is consumed.

A piece of the rod may be temporarily destroyed in this way, but each piece re-forms one year after it has succumbed. A re-formed piece teleports to a random place in the multiverse.

Source: Vecna: Eve of Ruin p. 8

Rod of the Pact Keeper, +1

Type

Rod

Magic

Yes

Details

uncommon (requires attunement by a Warlock)

Weight

2

Description

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Source: Dungeon Master's Guide p. 197

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

Rod of the Pact Keeper, +2

Type

Rod

Magic

Yes

Details

rare (requires attunement by a Warlock)

Weight

2

Description

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Source: Dungeon Master's Guide p. 197

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Rod of the Pact Keeper, +3

Type

Rod

Magic

Yes

Details

very rare (requires attunement by a Warlock)

Weight

2

Description

While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Source: Dungeon Master's Guide p. 197

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Rod of the Vonindod

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end.

The rod has 10 charges and regains 1d6+4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.

Source: Storm King's Thunder p. 238

Dice Rolls

1d6+4

Rogue's Mantle

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision's range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn.

Source: The Book of Many Things p. 37

Rope of Climbing

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

3

Description

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Source: Dungeon Master's Guide p. 197

Rope of Entanglement

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

3

Description

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Source: Dungeon Master's Guide p. 197

Rope of Mending

Type

Wondrous Item

Magic

Yes

Details

common

Description

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Source: Xanathar's Guide to Everything p. 138

Rotor of Return

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days.

Borrow Object. You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, "Equipment," of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn.

Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn.

Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Source: Acquisitions Incorporated p. 221

Modifier

constitution saving throw +1

Category

saving throw

Rowboat

Type

Adventuring Gear

Weight

100

Description

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Source: Player's Handbook p. 157

Value

50

Ruby

Type

Treasure

Value

5000

Description

transparent clear red to deep crimson

Source: Dungeon Master's Guide p. 134

Ruby of the War Mage

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement by a spellcaster)

Description

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Source: Xanathar's Guide to Everything p. 138

Ruby Rod Of Asmodeus

Type

Rod

Magic

Yes

Details

artifact (requires attunement)

Description

Asmodeus's Ruby Rod is said to have been constructed from a shard of pure evil, a ruby soaked in the blood of the innocents, the drool from a draconic deity, and the tears of 777 angels. It is a magic rod that functions as a morningstar and you have a +2 bonus to attack and damage rolls made with it. All damage dealt with it is converted to necrotic, and when you hit a good aligned creature, that creature takes an extra 2d12 necrotic damage.

The Ruby Rod of Asmodeus has 66 charges and regains 6d6 charges each nightfall. Asmodeus is always capable of perceiving through the rod and knows the exact location of any creature attuned to it. If a creature uses the special abilities of the rod without Asmodeus's permission, they take 2d12 necrotic damage each use, doubled if they're good aligned. This damage ignores resistances and immunities, and if it kills the user, Asmodeus permanently claims their soul.

Random Properties. The Ruby Rod of Asmodeus has the following random properties:

• 1 minor beneficial property

• 1 major beneficial property

• 2 major detrimental properties

Asmodeus is immune to the detrimental properties of the weapon.

Bow to the King. You may use an action to expend 33 charges to use the rod to force all creatures within a 150-foot-radius to bow to you. A creature must succeed on a DC 21 Charisma saving throw or be forced to kneel for up to 1 hour. Creatures immune to the charmed condition have advantage on their save. Each time a kneeling creature takes damage, they may repeat the save, ending the effect on a success. The effect also ends early for kneeling creatures if they're touched by the Ruby Rod.

Acid, Cold, and Lightning. At a cost of 9 charges each use, you may use an action to trigger one of the following effects:

• You project acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 12d8 acid damage on a failed save, or half as much damage on a successful one.

• You project an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 12d8 cold damage on a failed save, or half as much damage on a successful one.

• You shoot lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one.

Reactions. As a reaction to suffering a detrimental effect, you may cast Lesser Restoration (expending 3 charges) or Greater Restoration (expending 12 charges.)

Additionally, if you're the sole target of a spell, you may use a reaction to attempt to use the rod to absorb the spell and cancel its effect. You roll Scourge of ShadowRuby Rod of Asmodeus1d20 + 2, and if the result is higher than the spell level + 10, the spell is absorbed into the rod. The rod regains charges equal to the spell level it absorbed. If the absorbed charges go over the maximum of 66 charges, it overloads, dealing 1d6 necrotic damage per charge to you and expending all charges.

Destroying the Rod. While Asmodeus lives, the Ruby Rod of Asmodeus can't be destroyed, and if attempted it simply returns to Asmodeus. If he were defeated, the rod could be destroyed by bringing it to the Abyss from whence it was created, then performing a ritual known only to Asmodeus.

Source: Chains of Asmodeus p. 274

Ruby Weave Gem

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a Spellcaster)

Description

While you are holding this gem, you can use it as a spellcasting focus for your spells.

The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.

When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.

Source: Fizban's Treasury of Dragons p. 24

Ruidium Battleaxe

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

4

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, 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 a ruidium weapon becomes a +2 weapon.

Proficiency: martial, battleaxe

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V