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No, the ring of free action doesn't prevent being incapacitated. The incapacitated condition is separate from the restrained and paralyzed conditions (it being inflicted by the latter is irrelevant here) and is not a reduction to speed. † Thus, neither of these effects give immunity to being incapacitated.
A Ring of Spell Turning (DMG p. 193, legendary, attunement) can reflect a spell if you roll a 20 on your save. A Scarab of Protection (DMG p. 199, legendary, attunement) gives you advantage on saving throws vs some spells/effects, but also lets you spend a charge to turn a fail vs undead spell/effect into a success.
No aging occurs if the ring is worn when haste is cast. Per the 2E DMG entry for the Ring of Free Action: Ring of Free Action: This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect.
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 DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast.
I also looked at my 1st edition Dungeon Master's Guide at the ring of free action (which--shock!--references hold, slow, and web spells and underwater movement--grappling wasn't really a thing) and the virtually identical item from volume 3 of the Encyclopedia Magica. Those were little help. Conclusion
So you have all the mobility of someone Dashing around in Boots of Striding and Springing, but still have your Action free to use. So, taken in isolation, it does appear that the Boots of Striding and Springing are generally superior to a Ring of Jumping. However, you have 10 fingers for ring-wearing, but can only wear one pair of boots.
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 DC15 Dexterity saving throw taking 5d4 fire damage on a failed save, or half ...
Firstly, you cannot just use an action to tie someone up that will resist being tied up, fine control or not. You can exert fine control over a rope with your own two hands too, but that does not mean you can just tie an opponent in combat, or even tie the rope to them, if they do not want to.
Some have argued that dropping an object is truly free, in that you can both use the free object interaction action and drop an object in the same turn. \$\endgroup\$ – Guillaume F. Commented Jun 11, 2021 at 20:06
The Scimitar of Speed lets you make an extra attack with it as a bonus action. The potion of speed grants you the effects of a haste spell, including the ability to take an extra Attack action each turn. (Likewise, any other item that could haste you, like a ring of spell storing, would do the trick.)