System	
  Reference	
   Document	
  5.1 	
   235	
  
Potion of Resistance 
Potion,	
  uncommon 	
  
When	
  you	
  drink	
  this	
  potion,	
  you	
  gain	
  resistance	
  to	
  
one	
  type	
  of	
  damage	
  for	
  1	
  hour.	
  The	
  GM	
  chooses	
  the	
  
type	
  or	
  determines	
  it	
  ra ndomly	
  from	
  the	
  options	
  
below.	
  
d10	
   Damage	
  Type	
   d10	
   Damage	
  Type	
  
1	
   Acid	
   6	
   Necrotic	
  
2	
   Cold	
   7	
   Poison	
  
3	
   Fire	
   8	
   Psychic	
  
4	
   Force	
   9	
   Radiant	
  
5	
   Lightning	
   10	
   Thunder	
  
Potion of Speed 
Potion,	
  very	
  rare 	
  
When	
  you	
  drink	
  this	
  potion,	
  you	
  gain	
  the	
  effect	
  of	
  the	
  
haste	
  spell	
  for	
  1	
  minute	
  (no	
  concentration	
  required).	
  
The	
  potion’s	
  yellow	
  fluid	
  is	
  streaked	
  with	
  black	
  and	
  
swirls	
  on	
  its	
  own. 	
  
Potion of Water Breathing 
Potion,	
  uncommon 	
  
You	
  can	
  breathe	
  underwater	
  for	
  1	
  hour	
  after	
  
drinking	
  this	
  potion.	
  Its	
  cloudy	
  green	
  flui d	
  smells	
  of	
  
the	
  sea	
  and	
  has	
  a	
  jellyfish -­‐‑like	
  bubble	
  floating	
  in	
  it. 	
  
Restorative Ointment 
Wondrous	
  item,	
  uncommon 	
  
This	
  glass	
  jar,	
  3	
  inches	
  in	
  diameter,	
  contains	
  1d4	
  +	
  1	
  
doses	
  of	
  a	
  thick	
  mixture	
  that	
  smells	
  faintly	
  of	
  aloe.	
  
The	
  jar	
  and	
  its	
  contents	
  weigh	
  1/2 	
  pound.	
  
	
   As	
  an	
  action,	
  one	
  dose	
  of	
  the	
  ointment	
  can	
  be	
  
swallowed	
  or	
  applied	
  to	
  the	
  skin.	
  The	
  creature	
  that	
  
receives	
  it	
  regains	
  2d8	
  +	
  2	
  hit	
  points,	
  ceases	
  to	
  be	
  
poisoned,	
  and	
  is	
  cured	
  of	
  any	
  disease. 	
  
Ring of Animal Influence 
Ring,	
  rare	
  
This	
  ring	
  has	
  3	
  charg es,	
  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
Ring of Djinni Summoning 
Ring,	
  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	
  fri endly	
  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. 	
  
Ring of Elemental Command 
Ring,	
  legendary	
  (requires	
  attunement) 	
  
This	
  ring	
  is	
  linked	
  to	
  one	
  of	
  the	
  four	
  Elemental	
  
Planes.	
  The	
  GM	
  chooses	
  or	
  randomly	
  determines	
  the	
  
linked	
  plane.	
  
	
   While	
  wearing 	
  this	
  ring,	
  you	
  have	
  advantage	
  on	
  
attack	
  rolls	
  against	
  elementals	
  from	
  the	
  linked	
  plane,	
  
and	
  they	
  have	
  disadvantage	
  on	
  attack	
  rolls	
  against	
  
you.	
  In	
  addition,	
  you	
  have	
  access	
  to	
  properties	
  based	
  
on	
  the	
  linked	
  plane. 	
  
	
   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. 	
  
	
   Ring	
  of	
  Air	
  Elemental	
  Command. 	
  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	
  roun d	
  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).
Ring	
  of	
  Earth	
  Elemental	
  Command.	
   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,	
  