Tip for Ring of Spell Storing: Put 5 levels of Find Familiar in it. Now give your fighter a familiar, give your rogue a familiar, give your ranger a familiar and give yourself a familiar because General Barksnout cannot wait and is in dire need of scritches.
@@hogoototwilightian628 you don't see spellwrought tattoos in tasha's? I'm looking at it right now. It starts with the letter S and is between R and Z if you'd believe that
@@blitheringape5321 Yo, I'm so glad you replied to me, cuz I never knew you could create Common Magic items as Artificers until this morning! All-purpose Tool is fantastic! I'm playing a lvl2 Artificer in a campaign right now and I'm so excited to start replacing some of these throwaway Infusions I put down! Thank you so much @blithering ape !
Artificers can play so many neat rolls in a part. I just created a Arcane Paladin for a lvl 15 one shot. Battlesmith gets use of shield, banishing smite (bleh), and haste as spells. Artificers get magic storing item at lvl 11 so you can store up to 10 cure wounds for healing purposes. Invocations allow you to easily get up to AC 23-24 with static +2 for armor and shield, and you can craft a ring of protection and/or cloak of protection, arcane jolt is a 4d6 force damage smite that doesn't use spell slots, and even though you don't have an aura of protection, you do have class feature that allows you to use your reaction to give yourself or a party member a bonus matching your intelligence modifier to their saving throws. This is all on top of the fact you get a robot dog which can give disadvantage as a reaction and can use Arcane Jolts on its own attacks. I managed to build a Gnome artificer with 168 gp at lvl 15 with an AC of 23 that I could have had at 25 if I had used half plate and cloak of protection.
Dude, the level 15 is the funniest shit. Just attune two wand sheath, jam em into your arm then jam wands of fireball in there. Who needs full caster levels when you have a dozen fireballs chillin in your sleeves?
@@Mnidun sorry, you had literally just mentioned that. Its probably a good thing that you could only activate one wand at a time. You still effectively have a bazooka with a clip size of twelve shots.
I personally love the idea of a magical engineer with 6 attunement slots. It's an awesome idea and the UA we used in our gsme made for s fun multi Class from a level 13 assassin rogue Good stuff my dude! I'll have to look at the phb classes
Top 10 items for wizard subclasses? Like for the Illusionist, Enchanter, Diviner, Necromancer etc. Many of them have different play styles that warrant different builds.
As someone currently playing a Diviner in a Westmarch server - any item that lets you cast a save vs suck spell is wonderful. I recently got a Wand of Binding to cast Hold Monster, and it's been disgusting setting their saves so they fail guaranteed.
Fun fact, the guy who is like, really good at stealing gets that ability earlier than the guy who has spent their life understanding magic and its practical implementation. Rogues (Thief) get essentially the same feature without the Attune slot boost one level earlier
It's a thought I've had. I probably won't go right to it, but I'll save it future ideas. Once I've finished all classes I may take a break from class magic item lists just to break things up
Artificers already get Spell-Storing Item at level 11, but the ring can be a quite good as a extra way to cast more spells, like the rod, compensating for the half-caster situation.
ps. the most common way I see the Spell-Storing Item being used at higher level campaign is with a Tiny Servant using it for Shatter as a extra damage. I bet that if the artificer had a ring as well, he would equip it into another Tiny Servant or Familiar just for the luls
Rod of absorption is my fav "nuclear option" item... [walks up to the BBEG] "By Dumathoin's beard! Y'er an ugly b@st@rd, aren't ye?" "HOW DARE Y..." [Snaps rod of absorbing over his knee and is vaporized by the spell surge]
Eyes of Minute Seeing and Stone of Good Luck are uncommon magic items, which the artificer can craft permanently. Going by Xanathar's, it takes 2 weeks if you're doing it alone, raw materials, and about 200 gp before level 10; after level 10, about 3-4 days, the materials and 100 gp. Well, that and proficiency with the tools used to craft them, but you're an artificer; you got this.
Ring of spell storage is great for artificers... if you have spells of 3rd level or higher, or spells that use bonus actions/reactions that you want to cast regularly. Artificers have a class feature that will allow them to turn one of their arcane focus' into spell storage item. The item has slots of 2 times your intelligence modifier. The draw back is that you can on store spells of lvl 2 or lower and the spells need to use an action to cast, so no shield or haste. However, you can potentially store 10 cure wounds spells.
Though one thing about Ring of Spell Storing and Shield/Absorb Elements, the casting time is the same to put it in, the casting time for those are one Reaction you can take when you're hit by an attack or targeted by Magic Missile for Shield or when you take acid, cold, fire, lightning, or thunder damage for Absorb Elements, so RAW you'd need to trigger the thing that allows you to take the Reaction to cast it in, and since the spell doesn't take effect right then you'll still take the damage. Pretty minor though, could have someone wail on you or you could step into the fire or whatever right before you go down for a Long Rest, just a funny image to picture
There are only ten infusions outside of all the items you can create with replicate magic item, so a top ten would only serve to order them from least effective to most effective.
In both Eberron: Rising From The Last War and Tasha's Cauldron Of Everything there's a note for the Replicate Magic Item Infusion. Any Common and Uncommon magic items found in the Dungeon Master's Guide or Xanathar's Guide To Everything can be copied using Replicate Magic Item. The Eyes Of Minute Seeing are Uncommon, so they CAN be replicated. The other items on your list are Rare or higher.
Combine three levels of wizard to abuse those extra slots, arcane recovery, and ritual cast + wisdom saving throws then take ring of spell storing for the most spell slinging possible
Level 20 is op if you attune to 6 rings of protection you became near impossible to hit with the right spells, plus you'll get +12 bonus to all saving throws if you want powerful weapons you could drop 2 rings for something strong and still have +10
How in one sentence you're going to say you're ignored the level 15 ability because people rarely get to that level and then put the blasts scepter on which is on the 20th floor of the Mad Mage would you be like 16 or 17 level before you can touch it it doesn't make any sense
Again, the blast scepter is an item. It's not specific to Dungeon of the Mad Mage, that's just where the item originated. I'm suggesting it's a good item for them, bot that they quest through the Dungeon to find it
Huh... could the alchemist--who gets the Heal and Restoration spells as 1/day effects.. Cast that into ring of spell storing? So you could "charge" up heals? Do weird spell casting like that (or Magic Initiate) count as targetable?
play a dragon born get the belt of dwarven kind, get the blast septer (spelled that wrong), and resistance armor and you can become resistant to 5 types of damage
@@YourBoyNobody530 Then take it slightly further and go Kalashtar. Spirit of the Bear makes you Resist all except Psychic while Raging, then Kalashtar resists Psychic. Resist literally all damage, including any types they decide to add later on if they did.
Imo not the best idea to turn your d6 hp caster with no armour prof into melee fighter. You may gain temporary mod to ac equal to your int modifier but it's still too little to keep him fighting with the big boys.I love the flavour tho,I picked it up once as a multiclass for my rogue assassin to make him feel more like arcane trickster without spell's school restriction
It's pretty darn good. Super flavorful too. However you don't really go melee until level 11, when you grab Tenser's Transformation. At that point, you can go ham. At level 17, grab Sixth Sense and suddenly... I do admit it's not that unique until higher levels, but you do become a monster later on.
I see the Blade singer as a good 3 level dip for monks. Since the Blade singer's AC boost is a bonus it can stack with unarmored defense. You can reach some high numbers once everything is stacked.
Repeating crossbow is actually really good with Crossbow expert, because it lets you use your off-hand for something like a Shield, which would normally be required to load the crossbow. (XBow expert removes the loading property, but not the ammunition property.)
Wylliam Judd you don’t need crossbow expert to use shield with repeating hand crossbow, repeating weapons. Infusion removes both the loading and ammunition properties so you can use the Xbox one handed and use the other for shield with zero need for Xbow expert
Why is it good with xpert? If you have repeating infusion on the (H)xbow, then it doesn't have loading, or ammo property. So all xbow expert gives you is close range no disadvantage I believe?
@@Alphadog2064 alright then mr. Fuckin attitude why don't you go ahead and give me a timestamp for when he stated that in the video rather than just being a prick about it?!
Rod of Absorption being technically a consumable doesn't seem to come much in discussion. Once a total 50 levels of spells have gone into it and then out of it, it's dead.
I don’t understand: artificers can only make common or uncommon magic items at 10th level and most of these items aren’t common or uncommon... how can I use them?
if you guys want to break a campaign you are in, try multiclassing a few levels artificer into a gunslinger fighter, pick up a musket (or bad-news), use the repeating shot on it, pick up sharpshooter like you know you would, and boom, you have a barret .50 cal. enjoy dealing hundreds of damage at ranges that you have no right to be aiming at in a tabletop game.
players are in town after getting sharpshooter "We vaguely know where the big bad is right?" " Yes" "I take my musket out and fire several shots at the direction" "you did it, you killed them" "well guys, goblin orphanage?" " sure why not" dm crying
so to "Replicate" cus it clearly states it both in name and text.... does it just let you create one without the original item? because Replicate means to create a copy of an original my question is do you need to have or at least have seen the item to do so?
See Infuse Item class feature - basically no. Its an infusion you pick, you have a limited number of those. It would be cruel and unfair to further limit that
@@codymarshall587 it would be unfair to limit the extremely overpowered economy breaking power? making unlimited amounts of expensive items that you can sell over and over to always be rich from a very early part in the game?
JkMusic it would work for less than a week before customers return, baffled as to why their item is mundane, usually a max of a day or two if they are personally using any infusions. If they leave town, bounty hunters and PIs get hired by every victim they leave in their wake until the world is basically a manhunt for this criminal. Scam the wrong person? They teleport to you and slay you on the spot, or worse, they turn you in. Or, at the very least, if artificers are well known in the world - people would know the difference between an infusion and a magic item. An infusion was imbued over the course of less than 8 hours and likely looks it. Magic items are often exemplary creations and likely look it.
@@codymarshall587 what customers? im talking just going to every store selling a bag of holding then be super rich and peace out. This has been pointed out as one of the most OP powers in earlier game. How many places in a big city can you sell to before leaving the city on your next adventure? you would litterally just a money machine
The only person that the Cloak of Displacement wouldn't be helpful for is the super Eldrich Sniper when they're over 2000 feet away. Everyone else is at risk of being hit by an ambitious enemy. Even then the dm might try to assasinate you.
@@Alphadog2064 Because, as our good host said, they are very generic and thus are very likely to show up way too much in every top ten list. Who *wouldn't* use a cloak of displacement? Who doesn't get attacked ever during battle? This will bring some other, more list related items to light.
@@13thTemplar718 Uh... This is a random comment under a random video about good magic items, you are the one person who couldn't understand what I meant by linking what Ted said in this very video to what I wrrote. It isn't even that hard. Why would I need to change something everyone, except you, understood just fine? No. Edit: You can also understand it by just reading my follow up comment.
"What are the best magic items for an artificer?"
"Yes."
Tip for Ring of Spell Storing: Put 5 levels of Find Familiar in it. Now give your fighter a familiar, give your rogue a familiar, give your ranger a familiar and give yourself a familiar because General Barksnout cannot wait and is in dire need of scritches.
you could do that at level 2 as an artificer with replicate spellwrought tattoo
@@blitheringape5321
Wait, where do you see that? I don't see that in Tasha's. Is that a setting / campaign exclusive or a homebrew?
@@hogoototwilightian628 you don't see spellwrought tattoos in tasha's? I'm looking at it right now. It starts with the letter S and is between R and Z if you'd believe that
@@blitheringape5321
Yo, I'm so glad you replied to me, cuz I never knew you could create Common Magic items as Artificers until this morning! All-purpose Tool is fantastic! I'm playing a lvl2 Artificer in a campaign right now and I'm so excited to start replacing some of these throwaway Infusions I put down! Thank you so much @blithering ape !
@@hogoototwilightian628 you can't infuse all-purpose tools, it's uncommon
Artificers can play so many neat rolls in a part. I just created a Arcane Paladin for a lvl 15 one shot. Battlesmith gets use of shield, banishing smite (bleh), and haste as spells. Artificers get magic storing item at lvl 11 so you can store up to 10 cure wounds for healing purposes. Invocations allow you to easily get up to AC 23-24 with static +2 for armor and shield, and you can craft a ring of protection and/or cloak of protection, arcane jolt is a 4d6 force damage smite that doesn't use spell slots, and even though you don't have an aura of protection, you do have class feature that allows you to use your reaction to give yourself or a party member a bonus matching your intelligence modifier to their saving throws. This is all on top of the fact you get a robot dog which can give disadvantage as a reaction and can use Arcane Jolts on its own attacks. I managed to build a Gnome artificer with 168 gp at lvl 15 with an AC of 23 that I could have had at 25 if I had used half plate and cloak of protection.
i think you need to make a list with specifically common/uncommon items, as the rare ones the dm obviously might not feel like handing out easily
I did common here: ruclips.net/video/3h5PVEBR4ow/видео.html
I'll do uncommon in a future video
Dude, the level 15 is the funniest shit.
Just attune two wand sheath, jam em into your arm then jam wands of fireball in there.
Who needs full caster levels when you have a dozen fireballs chillin in your sleeves?
Wand sheaths are only meant for warforged
@@13thTemplar718 Artificers get an ability to ignore that.
@@Mnidun sorry, you had literally just mentioned that. Its probably a good thing that you could only activate one wand at a time. You still effectively have a bazooka with a clip size of twelve shots.
nah, just get a staff of power or a staff of the magi to start throwing upcasted fireballs
Repeating Shot + Antimatter Rifle = Fun on the range.
I personally love the idea of a magical engineer with 6 attunement slots. It's an awesome idea and the UA we used in our gsme made for s fun multi Class from a level 13 assassin rogue
Good stuff my dude! I'll have to look at the phb classes
Top 10 items for wizard subclasses? Like for the Illusionist, Enchanter, Diviner, Necromancer etc. Many of them have different play styles that warrant different builds.
As someone currently playing a Diviner in a Westmarch server - any item that lets you cast a save vs suck spell is wonderful. I recently got a Wand of Binding to cast Hold Monster, and it's been disgusting setting their saves so they fail guaranteed.
The belt of dwarven kind is pretty awesome
level 14*
they get the feature to ignore requirements for items at 14
Fun fact, the guy who is like, really good at stealing gets that ability earlier than the guy who has spent their life understanding magic and its practical implementation. Rogues (Thief) get essentially the same feature without the Attune slot boost one level earlier
Do you think you'd do unique subclasses like Theif, or maybe even priority attunement?
It's a thought I've had. I probably won't go right to it, but I'll save it future ideas. Once I've finished all classes I may take a break from class magic item lists just to break things up
Items for companions? I can think of anything other then horseshoes and insignia of claws though.
I can think of hand me down gear for "apprentice" type companions, or gear that you can't use but your companion can both come to mind.
Absorb Elements plus Rod of Absorbtion makes a healthy Rock Gnome.
Artificers already get Spell-Storing Item at level 11, but the ring can be a quite good as a extra way to cast more spells, like the rod, compensating for the half-caster situation.
ps. the most common way I see the Spell-Storing Item being used at higher level campaign is with a Tiny Servant using it for Shatter as a extra damage.
I bet that if the artificer had a ring as well, he would equip it into another Tiny Servant or Familiar just for the luls
One of the subclasses is the alchemist, so the robe of stars would totally fit.
Rod of absorption is my fav "nuclear option" item... [walks up to the BBEG] "By Dumathoin's beard! Y'er an ugly b@st@rd, aren't ye?" "HOW DARE Y..." [Snaps rod of absorbing over his knee and is vaporized by the spell surge]
Eyes of Minute Seeing and Stone of Good Luck are uncommon magic items, which the artificer can craft permanently. Going by Xanathar's, it takes 2 weeks if you're doing it alone, raw materials, and about 200 gp before level 10; after level 10, about 3-4 days, the materials and 100 gp. Well, that and proficiency with the tools used to craft them, but you're an artificer; you got this.
Ring of spell storage is great for artificers... if you have spells of 3rd level or higher, or spells that use bonus actions/reactions that you want to cast regularly. Artificers have a class feature that will allow them to turn one of their arcane focus' into spell storage item. The item has slots of 2 times your intelligence modifier. The draw back is that you can on store spells of lvl 2 or lower and the spells need to use an action to cast, so no shield or haste. However, you can potentially store 10 cure wounds spells.
Or just store a lot of scorching rays and roleplay a guy with a machine gun
Though one thing about Ring of Spell Storing and Shield/Absorb Elements, the casting time is the same to put it in, the casting time for those are one Reaction you can take when you're hit by an attack or targeted by Magic Missile for Shield or when you take acid, cold, fire, lightning, or thunder damage for Absorb Elements, so RAW you'd need to trigger the thing that allows you to take the Reaction to cast it in, and since the spell doesn't take effect right then you'll still take the damage. Pretty minor though, could have someone wail on you or you could step into the fire or whatever right before you go down for a Long Rest, just a funny image to picture
What about top 10 artificer infusions?
There are only ten infusions outside of all the items you can create with replicate magic item, so a top ten would only serve to order them from least effective to most effective.
@@karpmageddon4155 true but i would still be interested.
In both Eberron: Rising From The Last War and Tasha's Cauldron Of Everything there's a note for the Replicate Magic Item Infusion. Any Common and Uncommon magic items found in the Dungeon Master's Guide or Xanathar's Guide To Everything can be copied using Replicate Magic Item. The Eyes Of Minute Seeing are Uncommon, so they CAN be replicated. The other items on your list are Rare or higher.
If following AL rules, all the non replicating Magic Items are common. Like the Enhanced Armor and Arcane Focus.
5:15 wait? thats not on the infusion list?
Combine three levels of wizard to abuse those extra slots, arcane recovery, and ritual cast + wisdom saving throws then take ring of spell storing for the most spell slinging possible
Level 20 is op if you attune to 6 rings of protection you became near impossible to hit with the right spells, plus you'll get +12 bonus to all saving throws if you want powerful weapons you could drop 2 rings for something strong and still have +10
This is more of meme thing to do
once you attune to an item, you cant attune to another item with the same name. Of course this does depend on the DM, but RAW you cant do this.
wait? how does the level 15 buff work with belt of dwarven kind? Can you use it to pick which of the 2 options you get?
How in one sentence you're going to say you're ignored the level 15 ability because people rarely get to that level and then put the blasts scepter on which is on the 20th floor of the Mad Mage would you be like 16 or 17 level before you can touch it it doesn't make any sense
Again, the blast scepter is an item. It's not specific to Dungeon of the Mad Mage, that's just where the item originated. I'm suggesting it's a good item for them, bot that they quest through the Dungeon to find it
Huh... could the alchemist--who gets the Heal and Restoration spells as 1/day effects.. Cast that into ring of spell storing? So you could "charge" up heals? Do weird spell casting like that (or Magic Initiate) count as targetable?
heal is 6th level
@@ventrue7 yeah but you as an alchemist you get one cast of heal per day. It's one of the subclass features isn't it?
@@ANP9623 yes great resto or that but it still counts as 6th level.
@@ANP9623 Ring of Spell Storing can only hold a total of 5 spell levels. So you can't store heal in it as it's a 6th level spell.
@@ventrue7 ahh your right, I forgot the ring couldn't stop 6th level spells haha I'm new to D&D :) sorry bout that!
Maybe best magic items for PHB races
I contest the best one is All Purpose Tool. It gives you Shillelagh. Nuff said
Where is the best place to find all the crafting components to make items?
Can animated dead use a ring of spell storing?
play a dragon born get the belt of dwarven kind, get the blast septer (spelled that wrong), and resistance armor and you can become resistant to 5 types of damage
or just be a bear totem barbarian
@@YourBoyNobody530 Then take it slightly further and go Kalashtar. Spirit of the Bear makes you Resist all except Psychic while Raging, then Kalashtar resists Psychic. Resist literally all damage, including any types they decide to add later on if they did.
What are your thoughts on the bladesinger subclass for elf wizards? One of my players saw it online and was wondering about the class.
Imo not the best idea to turn your d6 hp caster with no armour prof into melee fighter. You may gain temporary mod to ac equal to your int modifier but it's still too little to keep him fighting with the big boys.I love the flavour tho,I picked it up once as a multiclass for my rogue assassin to make him feel more like arcane trickster without spell's school restriction
Its can be really good and almost OP at times, I can make a video on it if you want
@@NerdImmersion That would be really helpful. Thank you in advance.
It's pretty darn good. Super flavorful too.
However you don't really go melee until level 11, when you grab Tenser's Transformation. At that point, you can go ham. At level 17, grab Sixth Sense and suddenly...
I do admit it's not that unique until higher levels, but you do become a monster later on.
I see the Blade singer as a good 3 level dip for monks. Since the Blade singer's AC boost is a bonus it can stack with unarmored defense. You can reach some high numbers once everything is stacked.
Top Ten Magic Swords?
Repeating crossbow is actually really good with Crossbow expert, because it lets you use your off-hand for something like a Shield, which would normally be required to load the crossbow. (XBow expert removes the loading property, but not the ammunition property.)
Wylliam Judd you don’t need crossbow expert to use shield with repeating hand crossbow, repeating weapons. Infusion removes both the loading and ammunition properties so you can use the Xbox one handed and use the other for shield with zero need for Xbow expert
Why is it good with xpert? If you have repeating infusion on the (H)xbow, then it doesn't have loading, or ammo property.
So all xbow expert gives you is close range no disadvantage I believe?
Wow, you two repliers are wrong, XBE gives you an extra attack as well as meleeing with teh crossbow.
@@ReverseUnicorn Does that mean that one can theoretically let off five crossbow attacks per turn.
@@llewelynshingler2173 A fighter with action surge can get 9 shots. Truly a machinegun
Do you plan to do blood hunter?
Yup next week
You obviously didn’t pay attention to the video
@@Alphadog2064 alright then mr. Fuckin attitude why don't you go ahead and give me a timestamp for when he stated that in the video rather than just being a prick about it?!
@@shadowchu419 lmao
Rod of Absorption being technically a consumable doesn't seem to come much in discussion. Once a total 50 levels of spells have gone into it and then out of it, it's dead.
Eyes of Minute Seeing, because what self-respecting artificer would be caught dead without a nice set of goggles!
I don’t understand: artificers can only make common or uncommon magic items at 10th level and most of these items aren’t common or uncommon... how can I use them?
if you guys want to break a campaign you are in, try multiclassing a few levels artificer into a gunslinger fighter, pick up a musket (or bad-news), use the repeating shot on it, pick up sharpshooter like you know you would, and boom, you have a barret .50 cal. enjoy dealing hundreds of damage at ranges that you have no right to be aiming at in a tabletop game.
players are in town after getting sharpshooter
"We vaguely know where the big bad is right?"
" Yes"
"I take my musket out and fire several shots at the direction"
"you did it, you killed them"
"well guys, goblin orphanage?"
" sure why not"
dm crying
so to "Replicate" cus it clearly states it both in name and text.... does it just let you create one without the original item? because Replicate means to create a copy of an original
my question is do you need to have or at least have seen the item to do so?
See Infuse Item class feature - basically no. Its an infusion you pick, you have a limited number of those. It would be cruel and unfair to further limit that
@@codymarshall587 it would be unfair to limit the extremely overpowered economy breaking power? making unlimited amounts of expensive items that you can sell over and over to always be rich from a very early part in the game?
JkMusic thats not how that feature works at all.
JkMusic it would work for less than a week before customers return, baffled as to why their item is mundane, usually a max of a day or two if they are personally using any infusions.
If they leave town, bounty hunters and PIs get hired by every victim they leave in their wake until the world is basically a manhunt for this criminal.
Scam the wrong person? They teleport to you and slay you on the spot, or worse, they turn you in.
Or, at the very least, if artificers are well known in the world - people would know the difference between an infusion and a magic item. An infusion was imbued over the course of less than 8 hours and likely looks it. Magic items are often exemplary creations and likely look it.
@@codymarshall587 what customers? im talking just going to every store selling a bag of holding then be super rich and peace out. This has been pointed out as one of the most OP powers in earlier game.
How many places in a big city can you sell to before leaving the city on your next adventure? you would litterally just a money machine
Can you do some content on blood hunter? I don't see anyone talk about it
Boo, give us the true artificer list! Level 15 artificer!
I asked and he delivered!
*rod of absorbton is consumable*
I'm confused why is there a bunch of uncommon and rare items on this list? Doesnt it restrict you to common if it's not on the list?
Guess this would be pretty broken if these items were in the Artificer infusion list.
The only person that the Cloak of Displacement wouldn't be helpful for is the super Eldrich Sniper when they're over 2000 feet away. Everyone else is at risk of being hit by an ambitious enemy. Even then the dm might try to assasinate you.
Olt name for the vid: what ar the best rowbs for artefiser
👍🏻
I made an 11:00 artificer armorer warforged intending to be a utility caster.... I ended up as the main tank
Top ten non monetary wealth.
No mention of the best magic item for artificer
Like seriously the all purpose tool becomes broken once you hit 6th LV
Well given that Tasha's Cauldron of Everything wasn't out at the time I made this video, it would have been hard to put it in
@@NerdImmersion I realized that after I posted this comment I'm sorry
top 10 for artificer, lvl 60 artificer be like all take your entire stock
Official top ten banlist:
Cloak of Displacement
Ring of Spell Storing
.
.
.
Antonio Valença why van those, they are good but if you are a good DM they won’t be game breaking
@@Alphadog2064 Because, as our good host said, they are very generic and thus are very likely to show up way too much in every top ten list. Who *wouldn't* use a cloak of displacement? Who doesn't get attacked ever during battle? This will bring some other, more list related items to light.
Add Wing Boots
@@13thTemplar718 Are you joking? I hope so.
These are the items Ted banned from his top 10 lists, nobody mentioned AL.
@@13thTemplar718 Uh... This is a random comment under a random video about good magic items, you are the one person who couldn't understand what I meant by linking what Ted said in this very video to what I wrrote. It isn't even that hard. Why would I need to change something everyone, except you, understood just fine?
No.
Edit: You can also understand it by just reading my follow up comment.
Artificers must use tools, in which they are proficient, as their spell-casting focus
Or an infused item like your armor/shield/weapon
@@Gnomeo5 honestly I forgot why I made that comment, I looked through the video a bit but I didn't find anything that seemed like it would be related
Lame, I clicked because I was curious about what class/race restricted items could be especially beneficial to an Artificer