Faerie Fire. Shooting Stars. 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. Items: Ring of Shooting Stars While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Ring, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. 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. Shooting Stars. Faerie Fire. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. Ring, major tier, 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. Components: V, M (a firefly or phosphorescent moss) Ring, very rare (requires attunement outdoors by night) Weight: — Estimated Value: 14,000 gp. Ring of Shooting Stars. Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Duration: Concentration, up to 1 minute. Duration: Concentration, up to 1 minute. You can expend 1 to 3 charges as an action. As a bonus action,you can move each sphere up to 30 feet, but no farther than 120 feet away from you. While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. Casting either spell from the ring requires an action. Ring of Shooting Stars. The ring has 6 charges for the following other properties. 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. 5e SRD:Ring of Shooting Stars. The ring regains 1d6 expended charges daily at dawn. Ring, very rare (requires attunement outdoors at night). During the night under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command. Components: V When you do so, you can see into and through solid matter for 1 minute. On a failed save, the creature takes lightning damage based on the number of spheres you created. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Casting either spell from the ring requires an action. This vision has a radius of 30 feet. Requires Attunement While wearing this ring, you can use an action to speak its command word. DMG p192. Evocation Cantrip Jump to: navigation, search. Each sphere sheds dim light in a 30-foot radius. Casting either spell from the ring requires an action. The ring regains 1d6 expended charges daily at dawn. (8+3+4+1) I just received a Ring of Shooting Stars. ADVERTISING - PLEASE SUPPORT THIS SITE . If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. As a bonus action, you can expend a mote to imbue a piece of ammunition with starlight. Completely covering the object with something opaque blocks the light. The ball lightning feature, and the shooting stars feature, require a DC 15 Dexterity save to avoid lightning or fire damage respectively. While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. The description of the Ring of Shooting Stars (DMG, p. 192) does indeed not give a spell save DC for faerie fire. You can expend 2 charges as an action to create one to four 3 foot diameter spheres of lightning. Ring, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. That creature must make a DC 15 Dexterity saving throw. At 3rd level, you learn the three Shooting Star techniques. Casting Time: 1 action The ring has 6 charges for the following other properties. Ring of Shooting Stars. 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. Each sphere appears in an unoccupied space you can see within 120 feet of you. Ball Lightning. For the duration, objects and affected creatures shed dim light in a 10-foot radius. The ring regains 1d6 expended charges daily at dawn. Dancing lights (once per hour) Range: Touch Each sphere sheds dim light in a 30 foot radius. The more spheres you create, the less powerful each sphere is individually. Shooting Stars. You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Ring of Shooting Stars. Ring of Shooting Stars. You can expend 1 to 3 charges as an action. Ring of Shooting Stars 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. You can expend 1 charge as an action to cast faerie fire from the ring. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. This material is published under the OGL: 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. The Rod of the Pact Keeper(+1) increases my Warlock's spell save DC by 1.With an 18 Charisma at level 8 my spell save DC is 16. Faerie Fire. A Dungeons & Dragons 5e Magic Item. The ring has 6 charges for the following other properties. Range: 120 feet 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. You can expend 1 charge as an action to cast faerie fire from the ring. It also gives access to dancing lights and light, the latter of which may also require a spell save DC ("if you target an object held or worn by a hostile creature"), which … Faerie Fire. Ball Lightning. To you, solid objects within that radius appear transparent and don't prevent light from passing through them When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. The ring regains 1d6 expended charges daily at dawn. Casting either spell from the ring requires an action. On a failed save, the creature takes lightning damage based on the number of spheres you created. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Casting either spell from the ring requires an action. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. 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. Casting either spell from the ring requires an action. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Casting either spell from the ring requires an action. The spell ends if you cast it again or dismiss it as an action. Shooting Star Technique. Each sphere appears in an unoccupied space you can see within 120 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. That creature must make a DC 15 Dexterity saving throw. Casting Time: 1 action Duration: 1 hour. For both features, the same text is used. Faerie Fire. Evocation Cantrip Casting either spell from the ring requires an action. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. The more spheres you create, the less powerful each sphere is individually. Range: 60 feet Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. Casting Time: 1 action The ring has 6 charges for the following other properties. Casting either spell from the ring requires an action. The light can be colored as you like. While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Illuminating Shot. The ring has 6 charges for the following other properties. Back to Main Page → 5e System Reference Document → Magic Items, https://www.dandwiki.com/w/index.php?title=5e_SRD:Ring_of_Shooting_Stars&oldid=926604. Casting either spell from the ring requires an action. Whichever form you choose, each light sheds dim light in a 10-foot radius. You can expend 1 to 3 charges as an action. From D&D Wiki. The ring regains 1d6 expended charges daily at dawn. 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.