jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Ring of Earth Elemental Command magic item in D&D 5e.
Answer: Ring of Earth Elemental Command is a Legendary Ring. Ring, legendary (requires attunement) This ring is linked to the Elemental Plane of Earth. While wearing this ring, you have advantage on attack rolls against earth elementals, 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).
Question: Describe the Ring of Fire Elemental Command magic item in D&D 5e.
Answer: Ring of Fire Elemental Command is a Legendary Ring. Ring, legendary (requires attunement) This ring is linked to the Elemental Plane of Fire. While wearing this ring, you have advantage on attack rolls against fire elementals, 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).
Question: Describe the Ring of Water Elemental Command magic item in D&D 5e.
Answer: Ring of Water Elemental Command is a Legendary Ring. Ring, legendary (requires attunement) This ring is linked to the Elemental Plane of Water. While wearing this ring, you have advantage on attack rolls against water elementals, 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).
Question: Describe the Ring of Evasion magic item in D&D 5e.
Answer: Ring of Evasion is a Rare Ring. Ring, 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.
Question: Describe the Ring of Feather Falling magic item in D&D 5e.
Answer: Ring of Feather Falling is a Rare Ring. Ring, rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Question: Describe the Ring of Free Action magic item in D&D 5e.
Answer: Ring of Free Action is a Rare Ring. Ring, 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.
Question: Describe the Ring of Invisibility magic item in D&D 5e.
Answer: Ring of Invisibility is a Legendary Ring. Ring, 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.
Question: Describe the Ring of Jumping magic item in D&D 5e.
Answer: Ring of Jumping is a Uncommon Ring. Ring, 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.
Question: Describe the Ring of Mind Shielding magic item in D&D 5e.
Answer: Ring of Mind Shielding is a Uncommon Ring. Ring, 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.
Question: Describe the Ring of Protection magic item in D&D 5e.
Answer: Ring of Protection is a Rare Ring. Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.
Question: Describe the Ring of Regeneration magic item in D&D 5e.
Answer: Ring of Regeneration is a Very Rare Ring. Ring, 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.
Question: Describe the Ring of Resistance magic item in D&D 5e.
Answer: Ring of Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. | d10 | Damage Type | Gem | |---|---|---| | 1 | Acid | Pearl | | 2 | Cold | Tourmaline | | 3 | Fire | Garnet | | 4 | Force | Sapphire | | 5 | Lightning | Citrine | | 6 | Necrotic | Jet | | 7 | Poison | Amethyst | | 8 | Psychic | Jade | | 9 | Radiant | Topaz | | 10 | Thunder | Spinel |
Question: Describe the Ring of Acid Resistance magic item in D&D 5e.
Answer: Ring of Acid Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to acid damage while wearing this pearl ring.
Question: Describe the Ring of Cold Resistance magic item in D&D 5e.
Answer: Ring of Cold Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to cold damage while wearing this tourmaline ring.
Question: Describe the Ring of Fire Resistance magic item in D&D 5e.
Answer: Ring of Fire Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to fire damage while wearing this garnet ring.
Question: Describe the Ring of Force Resistance magic item in D&D 5e.
Answer: Ring of Force Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to force damage while wearing this sapphire ring.
Question: Describe the Ring of Lightning Resistance magic item in D&D 5e.
Answer: Ring of Lightning Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to lightning damage while wearing this citrine ring.
Question: Describe the Ring of Necrotic Resistance magic item in D&D 5e.
Answer: Ring of Necrotic Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to necrotic damage while wearing this jet ring.
Question: Describe the Ring of Poison Resistance magic item in D&D 5e.
Answer: Ring of Poison Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to poison damage while wearing this amethyst ring.
Question: Describe the Ring of Psychic Resistance magic item in D&D 5e.
Answer: Ring of Psychic Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to psychic damage while wearing this jade ring.
Question: Describe the Ring of Radiant Resistance magic item in D&D 5e.
Answer: Ring of Radiant Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to radiant damage while wearing this topaz ring.
Question: Describe the Ring of Thunder Resistance magic item in D&D 5e.
Answer: Ring of Thunder Resistance is a Rare Ring. Ring, rare (requires attunement) You have resistance to thunder damage while wearing this spinel ring.
Question: Describe the Ring of Shooting Stars magic item in D&D 5e.
Answer: Ring of Shooting Stars is a Very Rare Ring. Ring, 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. | Spheres | Lightning Damage | |---|---| | 4 | 2d4 | | 3 | 2d6 | | 2 | 5d4 | | 1 | 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.
Question: Describe the Ring of Spell Storing magic item in D&D 5e.
Answer: Ring of Spell Storing is a Rare Ring. Ring, 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 contains 1d6 - 1 levels of stored spells chosen by the GM. 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.
Question: Describe the Ring of Spell Turning magic item in D&D 5e.
Answer: Ring of Spell Turning is a Legendary Ring. Ring, 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.
Question: Describe the Ring of Swimming magic item in D&D 5e.
Answer: Ring of Swimming is a Uncommon Ring. Ring, uncommon You have a swimming speed of 40 feet while wearing this ring.
Question: Describe the Ring of Telekinesis magic item in D&D 5e.
Answer: Ring of Telekinesis is a Very Rare Ring. 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.
Question: Describe the Ring of the Ram magic item in D&D 5e.
Answer: Ring of the Ram is a Rare Ring. Ring, rare (requires attunement) 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.
Question: Describe the Ring of Three Wishes magic item in D&D 5e.
Answer: Ring of Three Wishes is a Legendary Ring. 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.
Question: Describe the Ring of Warmth magic item in D&D 5e.
Answer: Ring of Warmth is a Uncommon Ring. 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.
Question: Describe the Ring of Water Walking magic item in D&D 5e.
Answer: Ring of Water Walking is a Uncommon Ring. Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Question: Describe the Ring of X-ray Vision magic item in D&D 5e.
Answer: Ring of X-ray Vision is a Rare Ring. 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.
Question: Describe the Robe of Eyes magic item in D&D 5e.
Answer: Robe of Eyes is a Rare Wondrous Items. 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 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.
Question: Describe the Robe of Scintillating Colors magic item in D&D 5e.
Answer: Robe of Scintillating Colors is a Very Rare Wondrous Items. Wondrous item, very rare (requires 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. 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.
Question: Describe the Robe of Stars magic item in D&D 5e.
Answer: Robe of Stars is a Very Rare Wondrous Items. Wondrous item, very rare (requires attunement) 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.
Question: Describe the Robe of the Archmagi magic item in D&D 5e.
Answer: Robe of the Archmagi is a Legendary Wondrous Items. Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) 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 spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2.
Question: Describe the Robe of Useful Items magic item in D&D 5e.
Answer: Robe of Useful Items is a Uncommon Wondrous Items. Wondrous item, uncommon 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 GM 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 | | 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 | | 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | | 97-100 | Portable ram |
Question: Describe the Rod of Absorption magic item in D&D 5e.
Answer: Rod of Absorption is a Very Rare Rod. Rod, very rare (requires attunement) 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.
Question: Describe the Rod of Alertness magic item in D&D 5e.
Answer: Rod of Alertness is a Very Rare Rod. Rod, very rare (requires attunement) 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.
Question: Describe the Rod of Rulership magic item in D&D 5e.
Answer: Rod of Rulership is a Rare Rod. Rod, rare (requires attunement) 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.