5e24:Ring of Djinni Summoning: Difference between revisions

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Revision as of 05:07, 10 January 2026

Ring of Djinni Summoning exists in other D&D editions see:

Ring of Djinni Summoning (disambiguation).

Ring of Djinni Summoning [1][2] 
Magic Ring, Legendary (requires attunement)
Charges: 3
Treasure Type: Relics

While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.

While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.

End of the SRD 5.2 material

Djinni

Djinni [3]
Large Elemental (Genies, Air Elementals), Typically Neutral
AC: 17Initiative: +2 (12)
HP: 218 (19d10+114)
Speed: 30 ft., Fly 90 ft. (hover)
Mod Save Mod Save
Str 21 +5 +5 Int 15 +2 +2
Dex 15 +2 +6 Wis 16 +3 +7
Con 22 +6 +6 Cha 20 +5 +5
Immunities: Lightning, Thunder
Senses: Darkvision 120 ft., Passive Perception 13
Languages: Primordial (Auran)
CR: 11 (XP 7,200; PB +4)

Traits

Elemental Restoration. If the djinni dies outside Elemental Plane of Air, its body disolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere in Plane of Air.

Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects.

Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell’s stress. Once the djinni has cast it three times, the djinni can’t do so again for 365 days. 

Actions

Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.

Storm Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6+5) Slashing damage plus 7 (2d6) Lightning damage.

Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.

Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its Turns.

Whenever the whirlwind enters a creature’s space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.

Spellcasting. The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

At Will: Detect Evil and Good, Detect Magic
2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk
1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift
 + 



Sources and Notes

  1. Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. p. 235. Licensed: CC-BY.
  2. Wizards RPG Team. Dungeon Master's Guide (5e24) (5e 2024) (2024-11-12). Wizards of the Coast. ISBN 9780786969524. p. 292. Licensed: © Wizards of the Coast.
  3. SRD 5.2 p.377

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This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].