This ring is linked to one of the four Elemental Planes. The DM 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 round 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, 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).
Ring of Fire Elemental Command. 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).
Ring of Water Elemental Command. 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).
Notes: Control, Movement, Warding, Jewelry
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
I feel this needs clarification from the powers that be. What is the time line on this ? Is it just after the wearer helps slay a WE or at any time (i.e up to years later) after the WE is slain ? This is quite important I think. Does anyone feel that the DM's discretion is the rule here ?
You get the ring, you attune to it, you slay the water elemental, you get the extra abilities and spells.
You would get the extra abilities and spells straight after slaying the elemental, like as if their soul gets entrapped into it.
The ring of water elemental command really should give you resistance to cold damage, seeing how all of the others give a resistance and even immunity in the case of the fire ring.
I like to rebalance the water, fire and earth rings, just cause the air one feels so much stronger cause flying and hovering.
Water: Added cold resistance and water walking
Fire: Swapped fire immunity for fire resistance, but also grants +5ft. Speed and the wearer can choose to emit bright light 30ft. and dim light another 30ft. at will
Earth: Added resistance to nonmagical bludgeoning, piercing and slashing, but I still think Earth is the weakest one
i like the ring of air elemental command
Obviously flight is very strong but in tight dungeon crawls I’m really thinking it’s all about the earth ring… you can straight up Martian Man Hunter your way through walls, floors, even ceilings with the right movement abilities… essentially your enemies are constantly trapped by walls of stone that are the dungeon itself that you can just walk through and strike or cast from any direction… And if there are no dungeon walls or anything, the ring comes with wall of stone… to create a mini labyrinth that you don’t have to abide by as you walk through it’s walls, strike the enemy… then simply walk back through… incredible. .
If you have slayed each elemental type do you get to have the benefits concurrently?
Each ring is isolated to its own element rules as written.
However I play in a home brew campaign where I have a version of this ring that has access to each element one at a time and can switch the elements after a long rest.
Currently I have water and earth elementals slain successfully while having been attuned to the ring on the proper setting for that element as my character has slain each one… that’s the way our DM ruled it for this one… couldn’t make it too easy.