System	
  Reference	
   Document	
  5.1 	
   238	
  
Ring of Swimming 
Ring,	
  uncommon 	
  
You	
  have	
  a	
  swimming	
  speed	
  of	
  40	
  feet	
  while 	
  wearing	
  
this	
  ring.	
  
Ring of Telekinesis 
Ring,	
  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. 	
  
Ring of the Ram 
Ring,	
  rare	
  (requires	
  attun ement)	
  
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	
  
attack	
  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. 	
  
Ring of Three Wishes 
Ring,	
  legendary 	
  
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.	
  
Ring of Warmth 
Ring,	
  uncommon	
  (requires	
  attunement) 	
  
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.
Ring of Water Walking 
Ring,	
  uncommon 	
  
While	
  wearing	
  this	
  ring,	
  you	
  can	
  stand	
  on	
  and	
  move	
  
across	
  any	
  liquid	
  surface	
  as	
  if	
  it	
  were	
  solid	
  ground. 	
  
Ring of X-ray Vision 
Ring,	
  rare	
  (requires	
  attunement) 	
  
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. 	
  
Robe of Eyes 
Wondrous	
  item,	
  rare	
  (requires	
  attunement) 	
  
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	
  rang e	
  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	
  r obe	
  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. 	
  
Robe of Scintillating Colors 
Wondrous	
  item,	
  very	
  rare	
  (require s	
  attunement)	
  
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.	
  Duri ng	
  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. 	
  