Ring of Elemental Command¶
Price for DM reference¶
DMG rarity value: 200,000 GP.
| Item / variant | Rarity | Purchase value | Basis |
|---|---|---|---|
| Ring of Air Elemental Command | Legendary | 200,000 GP | DMG rarity value. |
| Ring of Earth Elemental Command | Legendary | 200,000 GP | DMG rarity value. |
| Ring of Fire Elemental Command | Legendary | 200,000 GP | DMG rarity value. |
| Ring of Water Elemental Command | Legendary | 200,000 GP | DMG rarity value. |
These are book-based values for setting a purchase price when the item is available, not a promise that a merchant stocks it. Availability and negotiated payment remain the DM’s decision.
Pricing sources: DMG 2024, PDF page 220 — source PDF is not included in this player reference.
All item prices · Pricing rules
- Item type: Ring
- Rarity: Legendary
Ring of Air Elemental Command¶
Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes.
The DM chooses or randomly determines the linked plane.
For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air.
Every Ring of Elemental Command has the following two properties: Elemental Bane.
While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.
Elemental Compulsion.
While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself.
The Elemental makes a DC 18 Wisdom saving throw.
On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.
Elemental Focus.
While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Air.
You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover.
Spellcasting.
The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
While wearing the ring, you can cast a spell from it.
Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table.
The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.
Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
| Plane | Spells (Charges) |
|---|---|
| Air | Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) |
Ring of Earth Elemental Command¶
Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes.
The DM chooses or randomly determines the linked plane.
For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air.
Every Ring of Elemental Command has the following two properties: Elemental Bane.
While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.
Elemental Compulsion.
While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself.
The Elemental makes a DC 18 Wisdom saving throw.
On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.
Elemental Focus.
While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Earth.
You know Terran, and you have Resistance to Acid damage.
Terrain composed of rubble, rocks, or dirt isn’t Difficult Terrain for you.
In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass.
If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Spellcasting.
The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
While wearing the ring, you can cast a spell from it.
Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table.
The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.
Plane Spells (Charges) Earth Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges)
| Plane | Spells (Charges) |
|---|---|
| Earth | Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges) |
Ring of Fire Elemental Command¶
Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes.
The DM chooses or randomly determines the linked plane.
For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air.
Every Ring of Elemental Command has the following two properties: Elemental Bane.
While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.
Elemental Compulsion.
While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself.
The Elemental makes a DC 18 Wisdom saving throw.
On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.
Elemental Focus.
While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Fire.
You know Ignan, and you have Immunity to Fire damage.
Spellcasting.
The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
While wearing the ring, you can cast a spell from it.
Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table.
The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.
Plane Spells (Charges) Fire Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)
| Plane | Spells (Charges) |
|---|---|
| Fire | Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges) |
Ring of Water Elemental Command¶
Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes.
The DM chooses or randomly determines the linked plane.
For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air.
Every Ring of Elemental Command has the following two properties: Elemental Bane.
While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.
Elemental Compulsion.
While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself.
The Elemental makes a DC 18 Wisdom saving throw.
On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.
Elemental Focus.
While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Water.
You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting.
The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
While wearing the ring, you can cast a spell from it.
Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table.
The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.
Plane Spells (Charges) Water Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
| Plane | Spells (Charges) |
|---|---|
| Water | Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges) |
Printed core rules¶
Source page references in your supplied Dungeon Master's Guide (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 295¶
Open the original rulebook — PDF page 295 — source PDF is not included in this player reference.
PDF page 296¶
Open the original rulebook — PDF page 296 — source PDF is not included in this player reference.
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Weight¶
Weight per inventory unit: Not fixed / not specified
No fixed weight specified in the supplied item reference; set the actual item weight.
Counts multiply by inventory quantity. Ammunition quantities count individual pieces; other bundle entries and complete packs use the printed bundle weight. Do not add the same contents separately when using a complete equipment pack. See Carrying capacity for character limits.