Keep exploring at brilliant.org/DnDShorts Get started for free, and hurry-the first 200 people get 20% off an annual premium subscription! MB on the Amulet of the Drunkard, in the game I'm in, the DM removed the restriction from once per day to once per person! RAW, you can only heal with it once, but we all know you'll be too high on mayonnaise by that point to mind
So if I can use a magic the gathering deck for the deck of Illusions, can I drop two Illusion and create infinite felidar guardians with my Kiki-Jiki and scare everyone with my illusion- army?
Still surprised to never see the Coin of Decisionry mame the list. Most dms don't mind me picking it up. Then they ban it forever. At rank 3 this coin is a mini wish allowing you to influence if something goes well or wrong. This can force a paradox that the dm has to resolve (coin determines lucrative but roll is nat 1 dm is now forced to say how a blunder has created a golden opportunity). An artificer can bypass its once per day limit by making new coins at the end of a long rest. Infusion coin, use coin, repeat. Now you can actually plan and the dm is forced to tell you what is most likely to succeed/fail
My party has a artificer with an alchemy jug. He found the contents lacking so I am allowing him to attempt to craft potions into it in an attempt to augment what it can produce with the caveat that any auxiliary potions that the bottle can produce are not persistent, (I.E. potions not used disappear at dawn)
I had an artificer too in my party with one. We found out that if you burn mayo at a high enough temperature, it's as toxic if not more so to breathe than the exhaust from a diesel engine. That with some useful spells such as Wall of Stone and uhh. Yeah. War Crimes.
Maybe instead of disappearing at dawn, have the potions be unstable/chaotic/wild-magicky. It would heal, but at what cost? Speaking in rhyme for 2D4 days? Eyebrows unable to stop waggling for 3D8 hours? Fun stuff, not disadvantage to stealth because of a spectral saxophone following you and providing inappropriate background music. (I mean, that could be funny too, but yeah.)
Hate to pile on issues with the jug because I love the thing, but I actually ran the numbers and, rules as written, 1/2 an ounce of basic poison could not coat a single arrow, and would take three pours to do so. A weapon would take eight pours to coat as well. However if you are feeding them the poison than half an ounce will work just fine.
@veran8770 I agree with you, but if you look at the item description for vial (which is what is used to hold the basic poison item) it says that it holds 4oz. The item description for basic poison says that a single vial of basic poison can coat three arrows. Basic math says that each arrow takes 1 and 1/3 oz. of poison to coat. Is it nitpicking? Absolutely. Is it accurate? Unfortunately so.
Playing in the Grim Hollow setting with a werewolf in the party during a full moon--the Eversmoking Bottle saved the party's life by keeping them from losing control of their werewolf form. It's so useful!
@@alittleantidote5852 My character had to do some... heinous things to get it on sale for half price, but it is very good. Best of luck to y'all out there!
My favorite underated common item is the staff of flowers. It Counts as a magic weapon, and It holds 7 charges and refills 1d6+1 every dawn. As an action You can spend one charge to instantly grow any type of non-magical flower. Initially it just seems like simply a piece of pretty nature RP, until you stop to think about all the different interesting flowers one might grow. For example, some flowers like saffron make potent and valuable spices, many flowers have medicinal properties across a wide range of issues, from pain management to food storage, wound care just to name a few. Cannabis, poppies and hops are all flowers with interesting properties. Garlic is a flower, go fight some vampires. It's a cool early magic weapon for a way of healing Monk, not only is a staff a monk weapon, but at 3rd level when you get the proficiency in the herbalism kit you can use the staff to spawn herbal flowers for free potion reagents on the go. Maybe make it a side quest to find new types of flowers or recipes for potions.
Actually, the flower Eyebright in D&D cures a disease mentioned in the DMG and is pretty rare, so making 7 doses of that cure would be insanely valuable and would probably sell for a lot.
You could clear a room by growing a corpse flower, or lock somebody indoors by growing some giant hogweeds around them. Many flowers are vines, which naturally cling to surfaces. Use these to bind enemies, or block up doors and windows. There's a whole lot you can do with the ability to grow any flower at any time.
The Eversmoking Bottle also has prank potential, because it looks quite similar to an Efriti Bottle. Pull the stopper expecting a plume of smoke followed by a potentially wish-granting spooky dude, and you just get smoke. And it won't stop until you speak the command word, which is kind of hard to do while choking on smoke.
Plus, you can get REALLY creative with the characteristics of each liquid the alchemy jug can create. One time, one of my players used it to spray mayo on an invisible imp so it'd be covered in mayo, hence visible. It WORKED.
In one of the books by Hugh Cook (chronicles of an age of darkness - which I used as a backdrop to a campaign once), they have a jug where a character spits into it, then fills the room so they can escape out the trap door in the ceiling, gross, but effective :)
@@michaelsorensen7567 you aren’t wearing a sword when it’s in your hand, but that is invisible. The spirit of invisibly is really anything that isn’t the ground that you are touching becomes invisible. Though with it being thrown on after the spell took effect I would say the magic wouldn’t interact with a new thing being in contact. But if they got sprayed and then cast it again then I would say yes they and the mayo would become invisible.
I used an eversmoking bottle in a battle royal setting with my blindsight fighter. Everyone got ticked off and went for me first but it took 6 rounds for them to find me.
I wonder if one could modify an alchemy jug to produce a rather different kind of "acid" and, say, garnish the water supply of an enemy stronghold. Then have the party spellcaster cast a few "stimulating" illusions, after which one could retreat to a safe spot and break out the popcorn as the local denizens go completely "Lucy in the Sky with Diamonds" for a day or so.
Funny thing about the Bag of Tricks, it doesn't specify how long the creatures actually last for as far as rules as written goes. The "until dawn" part refers to when the bag can be used again for pulling out creatures. In my campaign, my rogue had a brown bear that he pulled from the bag that just wouldn't die, even in the most challenging fights. Eventually they entered the Feywild which gave me an opportunity to get rid of the bear by having a fey creature cast awaken on it when the part left it behind. Since then the bear has read a few special books and now teaches at a prestigious school.
@Rue Gemini if you're looking at the Roll20 version, that is 100% errata. Try and find the DMG version, says nothing about 0hp or dawn for it vanishing.
Amazing, I've been looking for fun, balanced items to give my party. The deck of illusions sounds like the exact thing they would enjoy. Thanks so much!
I remember in a game when the GM was allowing our players to take their pick of wondrous items as a quest reward. One player requested Boots of Flying while I requested the Decanter of Endless Water. And while this GM was normally an "anything goes" kind of GM, I was surprised to hear him assertively veto the Decanter and not the Boots. Probably because knew just as well as we did that the Decanter had much more destructive potential than the boots did.
The jug was the item I chose for free when I made a drunken master, and in that same campaign the party got a bag of tricks. These were really fun! And since they don't require attunement, we could also loot the ton of homebrew items the DM made (all attunement to avoid decking us out too much too early) The eversmoking bottle was just bought by a player I DM for and they are going to get such a blast from it (I am going to suffer but that's my fault)
We have a pub on our spelljammer ship. There is a “stool of the drunkard” for each player at the bar that is functionally the amulet. There’s even an option to use the tankard of sobriety if they want to heal quick without the consequences.
I once pulled the red dragon card from the deck of illusion. and the entire party used the distraction of the red dragon card to defeat a green dragon, as it thought the dragon was real... we even used all out attacks to look like they came from the dragon. It was epic, as my wizard used 6th lvl fireball. And the other attacks came from the same 'action' 150 points of damage from an illusionary dragon.
My Sorceress was given an eversmoking bottle and a ring that gives her blindsight. I haven't had to use this combo yet but I'm excited for when I'll need it.
@@OneNameMarty I am a fair player and I will not abuse this ability. I've had the combo for 5 sessions and have yet to use it. It'll basically be my time to save the party option.
@@nicholaslanze6963 oh, by no means did I say it was a cheap combo, and the rest of my party had their own tricks and the rouge managed to sync up the smoking bottle with other martial PCs for great effect! (Spellcasters we’re a little annoyed losing sight though :P), and they all managed to keep it fresh each session, which I quite enjoyed. Use this tactic to your DM’s content!
The other hidden value of the eversmoking bottle is that nearly every spell requires line of sight. This can shut down a lich or a beholder nearly entirely, so if you have a mostly martial group this can be the most powerful item in the game.
I had a character who used the deck of illusions to tell live stories to crowds for fun. My dm allowed me to pull any cards of my choice in non-combat scenarios, so that i could have a bit more interaction with the crowds. he was fun and i hope to play him again someday.
Bag of tricks saved my party as we sailed on sunless seas in the Underdark. Before they retconned it that the creature disappeared, we brought out several animals and ate them, for that was the only food in that desolate place. We then had an immensity of bone jewelry to sell. Also, there's only so much acid the market will bear, at some point you'll be depreciating the value of acid. Then you'll have the alchemists guild on your arse! (They got a sweet deal going!)
I once made a rather fun homebrew item based on the Bag of Tricks, "The Wrong Hat". A battered black tophat with a white ribbon band, of the sort used by stage magicians. The hat functions as *all three colors* of the Bag of Tricks magic item. When reaching into the hat, roll 1d4. Results of 2-4 determine which bag's roll table you use to determine the animal summoned, and otherwise function as normal Bag of Tricks animal summons. 1s produce a "dud" result; reaching into the hat produces, rather than a normal fuzzy ball, the fully formed head and neck of a creature from the Tan Bag list (DM's choice) which will snarl, then retreat back into the hat, expending one daily charge.
as a DM i see the alchemy jug’s options as guidelines rather than rules: mayonnaise is there as a reference for how much liquid it should be able to make if the players have an “unorthodox” alchemy jug (or if you just let them make any liquids!), you could allow them to make other condiments at the same rate.
9:12 my party of 6 which had 4 spellcasters in it sorcerer, bard, cleric, thought that Lorehold Primer was really broken. This is because I as the warlock told them how we can all have familiars by passing around a Lorehold Primer. It would work like this the bard attunes to the Lorehold Primer and after a long rest with the Primer gets the Find Familiar spell and casts it after they wake up. After they're done casting the spell have to unattune from the primer and pass it on to a different party member for them to repeat what they did. I was the only 1 who was okay with doing it.
"- If I'm lucky enough, I'd like to create a racoon and just leave it on it's own to make some troubles in the city. - I believe you need three of them. Mark them '1', '2' and '4' and watch as guards will search for racoon number 3"
Amulet of the drunkard can be used once per day, not once per day per person. "Once the amulet has restored hit points, it can't do so again until the next dawn."
I think he's talking about a perfect setup where all the Beer is consumed by targets with Drunkyard Amulets. It's kinda irrealistic, but the whole point of the channel is talking about this theorical limits. Just like the elf sword that lives 50billion years is the feywild and pulls the "years become seconds" effect in the chart.
Deck of illusions and smoke bottle are a pretty great combo too. I used them to help take out most of a orc camp when I was just trying to be a distraction 🤣 There was a large clearing before we could reach the camp so I told the party to take a wide birth around to the camp as I'd make a distraction. I had my tiny servant, a box, hold the opened bottle in his head with the deck of illusion and some rocks with a sling shot. He rode on top of my owl familiar with a sattle I made with my lvl 3 conjuration magic. Once the two were close enough to the gates the deck was used and summoned the illusion of a knight and 4 guards that were just yelling and smashing their swords and Shields together as a battle cry as they emerged from the fog before being overtaken once again by it.The orcs attacked nothing 🤣 I cast through my owl, Dragons breathe on itself (posion) as my owl and tiny servant (who has blind sight) took out several orcs feet above their heads where they reasonably wouldnt be looking or even see🤣 The rest of the party was able to sneak up to the camp until someone stepped on a twig or something then the rest of the orcs seemed to not care about the knight and guards anymore 😅 or well, went way better than I hoped 😋👌
1:45 Do note that RAW animals that don't have hands can't grapple unless they have a feature which allows them to do so (which none of the Bag of Tricks beasts have). So apes and baboons are the only ones that can for sure grapple, while the argument could also be made for the bears and possibly the giant badger.
I played a charlatan before who had an alchemy jug. His favourite scam was to create mayonnaise, re-flavour it with prestidigitation, place a perfumed item nearby to cover the smell, and sell the mayo as luxury desserts, either flan or pudding.
Unfortunately, your math on Amulet of the Drunkard is incorrect. The item specifically states, "Once the amulet has restored hit points, it can't do so again until the next dawn." So, at most, it does 4d4+4 healing to 1 person per day.
MYzium Apparatus from Ravenekah is GAMEBREAKING! It's an uncommon item that let's you cast any spell in the game! Be sure to dip one level into every class and pick up expertise in arcana!
My husband played an Artificer. He picked up the Alchemy Jug. He had the Catapult spell. I immediately spent some time looking up suggested rules for poison and acid by weight. Well. He made two pounds of mayonnaise every single day and stored it in containers in his Bag of Holding. When he fought a Living Lightning Bolt in the Mournlands, he launched gallons of mayonnaise at it. I ended up making one of my first Reddit posts titled "Mayonnaise and Lightning". Eventually someone linked a video of a real life human being testing Mayo's efficacy as thermal paste. I love my husband, the Alchemy Jug, and Reddit.
I will say - the Mystery Key is straight up busted. As a common magic item that’s single use, it’s super cheap It has a 5% chance of unlocking a lock when used. The thing is, it can be used repeatedly on the same lock, effectively making it a game of ‘how many times do I have to roll before I get a nat 20, and it takes that many turns to open the door’. That makes it similar to a free knock spell, except completely silent. Even better, artificers can take it as an infusion, and so they can make one, for free, every long rest. Not as good when in a rush, but it’s invaluable in a stealth scenario.
as someone who recently got back into it i found the robe of many usefull items very handy as it gives you items that can be handy but you often dont think of getting
Bag of Tricks is my go-to item for characters that get to start with items if I don't have any great ideas. It's just so useful, and gives a whole lot of character to what might otherwise end up as a bland one-shot PC
Last Thursday the players in my game used an alchemy jug to spread mayonnaise on trapped floor tiles. Later on a gnoll beastmaster used a bag of tricks to summon a giant boar and the rogue used a robe of useful objects to trap the boar beneath an iron door...
A few stories using the items from the list: •Bag of tricks: im dming, the party is on stealth mode, a pc want to get a small critter from the gray bag of tricks... randomly release a giant elk (huge size, reskined as a rhynoceros on the campaing) on a 5ft wide wood hallway and destroy the walls and now everyone knows they're there... 😂🤣 every time the party drag the rhyno called Pedro, he is just send on a rampage line to distract and die, is now a common joke, even if they want other critter for other reason, if they drag out Pedro, they HAVE to send him to die to be a distraction... and it always works! AlchemyJug: as a DM i translated all the contents to metric system (litres)... because is EASIER!!! (Ask any baker/chef and actually anyone out of the USA) Deck of illusions: the party literally play yugioh and easte all cards on a single session between them 🤣😂🤣😂 worth it thou •not yet used the primers or anything from strixheaven, now that i tjink about it • eversmoking bottle: the artificer/rogue have it and use it so many times with the same result: the smoke appears... and nobody can see anything... party included 😂🤣 and usually the party is more affected than enemies extra story: it also happens when the rogue throws essence of ether, usually do it in between two creatures, herself and an npc, she thinks is like a smokebomb to run away, so both roll consaves and usually is her who fall unconscious and the npc is in awkward situation when the other pcs just grab her and drag her away😂🤣
for a common magic item combo artificer level 2 with two fabricate magic item pots of awakening. Wait a month for the pots to break and make whatever you want afterwards, the pots are to modify the shrub and are consumed afterwards so they don't disappear after losing the infusion. They're also not too OP to be banned but now you have two small shrubs following you around and getting information for you as they stealth around. Or if your DM let's you wait 10 years you get 240 of them
I got the ever smoking bottle. As a bugbear monk rogue that I'm in and it cover so i can sneak up in and attacks enemies. Just the thought of a bugbear quickly and silently is somewhat frightening.
I love the robe of useful items. so many opportunities to get you out of trouble or solve problems. like you never know when you will need a rowboat or a 20 foot ladder right? placing a patch on the wall that turns into an actual door. Literally get yourself out of jail with this thing!
I had an Eversmoking bottle that my character had a hose and nozzle connected to it, so he could easily use it! in 1 high level game, i used it to calm down the combat when our 9 elves were charmed to kill the rest of us, while we had one player running around opening doors for the dispel magic effect!!
I have heard an idea that on top of that as creatures pulled from Deck of illinois behave totally realistic and many of them being sentient, you can talk to whatever you pulled. I don't think you can get some new information, but at least it may be interesting roleplay opportunity.
Alchemy jug has becoming a running gag in my party. We find one in EVERY official campaign we played. Each time, DM say we found a jug, and each time it goes like "Oh ! It's the Alchemy Jug return ! Time to stop adventuring and start a business of beers, french fries and mayonaise !"
Fill the Acid for the Spellcaster with Catapult. And I am a big Fan of the MegaMan-System: Have the actual BEG they fight - or the actual Bossbattle they did/do - have such an Item as a "Ninja" would produce a Eversmoking Bottle. Have them have the Chance of getting some stuff that gives them a breath Waepon when extracted and processed that "Fluids" from a Dragon - that even makes Alchemists great again as a Job. What made that "Monster" so iconic - let them have it and furthermore use it to their advantage, implemented in their Options of overcoming Obstacles. Rakshasa Hide (or Fur, if you have a CN Party into shaving Kittens) can be made into a "Cloak of Counterspell", a "Cloak of Mage Armor" and/or a "Cloak of Illusion" granting either invisibility or Disguise Self once a Day. A Merilith can drop a "Sword of Multiattack", granting the Warlock Invocation "Thirsting Blade" with it - making the Hexblade very happy for now getting 4 melee Attacks when Dualwielding or at least a Spellcaster feeling strong while aren't (no to-hit-bonus, additional Attack does not stack with other sources). And "Boots of Stealth" made from Goblin Hide are a wonderful Item to depict the "Evilness" of the Goblins they were found on - or the Group that made them.
I actually have a tan bag of tricks in a campaign I'm playing in as a hexblade warlock. The party was trying to sneak across a military compound courtyard and avoid the guards eyesight from the watchtower in the center of the yard. We made it halfway across the courtyard to an alleyway and as we turned the corner I threw out a puffball that turned into a Baboon. I told the baboon to "distract that guard in the tower" and he ran across the courtyard, began to climb the watchtower, the guard saw him and took a shot with his arcane rifle, rolled a nat 1 and missed the baboon, the baboon got to the top of the tower, rolled a 17 to disarm that guard and proceeded to make an attack roll with the guards own rifle. Nat 20. The DM was doing all the rolls. The baboon dodged a rifle shot while climbing straight up, stole the guards gun and shot him in the face with it. We have memorialized Chester the baboon as a permanent member of the squad.
10:55 I strongly agree with everything you say regarding the ESB, but they can't see you AND you can't see them, which means no one gets advantage/disadvantage but you/they don't need physical objects to hide (could even stand where they are, lol). This item is GREAT for Rogues if allies are near the enemy to still get Sneak Attack.
First campaign I DMed (at age 16 in 2016) one of my players found a bag of tricks. Best use was when he was chased up a tree by an undead, he threw one that turned into a baboon at it, killing both the undead and the baboon with the resulting 100 foot fall
I'm totally getting a bag of tricks. You can easily get around the randomness but summoning them before you need them and coming up with a basic strategy before you get into combat. Granted, the element of surprising an emeny with a bear is then lost.
Ahh...as my brother called it back in the 80's (we were teenagers)...the "Bubba Bag." Because he named every animal that came out "Bubba." We heard movement behind a door in a dungeon...he grabbed a furball, we opened the door, he threw the ball into the room yelling "Get 'm Bubba!" And we slammed the door shut. There was a squeak...a squelch...then sounds of disgust and several doors slamming shut. We had thrown a skunk into a room full of orcs.
"Selling content from the alchemy jugs is not a good thing for the game's balance." Meanwhile me, a Forge Cleric that recently started creating adamantine slabs for a befriended blacksmith:
If someone uses the Deck of Illusions, a good counterpart to use in the campaign (other than magic the gathering cards) is a Deck of Tarot cards or a Poker Deck. You could draw cards for the Tarot deck and use monsters that are in close approximation to a D&D monster. Examples: Death = Lich Strength = Iron Golem Star = Beholder Chariot = Raptors Lover = Vampire/Succubus Just to name a few off the top of my head As for a regular Poker Deck: King, Queen & Jack are all high level monsters, all numbered cards from 10-2 are levelled in intensity. Like a 10 being a T-Rex while a 2 could be a single Ghoul. But an Ace is a 50/50 chance of being a dragon or something weak like a kitten, probably decided by a coin toss. Jokers however would either be freely picked by the caster or completely random. Could also have it be freely picked the first time and Randomly on the second draw. Rolling a D20 to determine the intensity of illusion
my party had one of our most badass moments in our history because of a deck of illusions. we were effectively trying to escape the mob and did so by using various means to fly over the city's wall they had on their border. we were being chased by both the mob and also law enforcement, and one of the party thought a distraction would help, so he drew a card and it turned out to be a red dragon. everyone assumed he'd summoned it somehow since he was a powerful spellcaster, so they all freaked out, especially their mounts, while we just flew off laughing
My DM made the call to allow us to purchase magic items, one of the items was a bag of tricks. I’m playing as a swashbuckler battle master bugbear, one of my friends is playing as a dwarf echo knight, one of my friends is playing an oath of vengeance paladin half elf and one of my friends was playing as a shadow sorcerer human. Essentially our plans revolve around dumping out the bags’ contents and our sorcerer gives two of the smaller animals dragon breath to overlap a funnel of breath damage while the rest of the party circles around the outside for opportunity attacks at our victims who desperately try to get at the animals. Pretty useful item.
Are there 5 more 3rd level spells that are underrated? I have not hear people talk about Fast Friend, which is basically Suggestion but now you have to say "Would You Kindly" for a more effective Charm
I love how our explanation for illusion spells not doing damage is “because it’s an illusion”. But illusory dragon can do damage and simulacrum is literally just a clone that can’t regain health or spell slots. Don’t forget mirage arcane flipping creating real but temporary mountains and canyons that people can fall down and die or whole lakes people can drown in.
Our Dm got pissy because of our use of the bag of tricks, especially when the giant elk yeeted his abominable yeti of the cliff it was standing infront off, even with 26 perception i didnt see it get stolen, then a few days later the town was destroyed by a dragon with the thieves and their gear getting toasted
once i played in an apocolypse setting where basically 99% of all plants and animals were petrified, and i was an artificer, so i used one of my infusions to make an alchemy jug to supplement a decent chunk of the party's food with mayo.
The liquid from the alchemy jar is persistent. Mayonnaise is slightly flammable. Adjust with some common liquor and you have a more flammable slick/sticky substance you can bottle and burn. Basically several Molotov cocktails per day for a little RP.
I really like the tanglefoot bag. It's one-use and not OP, but it's very useful and can make a big difference in the right circumstances. If your party isn't carrying a few of these around, you're missing out on a potential game-changer. If you've got an alchemist in the party, and some downtime, it might be worth the time to make them.
You should do a short on how feather fall can't be used unless you fall over 500' now that Xanathar's guide is no longer an optional rule. The verbal component of feather fall can't start until a targeted creature has started to fall, but verbal components take more time than exactly zero seconds. Xanathar's guide says that all falling is instantaneous, which means that the target has hit the ground and taken fall damage by the time you've finished casting the spell. . . unless they stop 500' down and you cast the spell on them while you are both falling 500' below where you started the fall. . .
I love spell tattoos. The lower level ones don’t need attunement, and each spell tattoo is single use so as a DM I give them out but the artist can only tattoo what is on his spell list.
My DM was very aware of my shennanigans by the time i found the tattooed monk class so he was very restrictive with it. Honestly most of the tats that were listed were buffs that i really didnt even need cuz of feats etc... i want to say the class description we had was in the complete fighter or maybe the edition before... swords and sorcery maybe?
I have been looking for an opportunity to get/use an eversmoking bottle for a long time. I knew it was powerful, but it sabotages the party as much as it sabotages the enemy if not prepared properly. The main good thing is that it blocks truesight because the smoke is real not illusion. Meaning it is great for shutting down high level enemies that rely on these senses. If it's radius was a bit smaller I think it would be more useful, because the person who has the methods of fighting blind could section off a piece of the battlefield and solo the enemies inside it, while the other party members not suited for it could fight in the rest. A 120ft sphere however is difficult to position in a way that works well. Awesome item nonetheless.
11:33 I am actually hosting a game like this inspired by your earlier short next week. Didn't know there'd be a guide for it but I am just gonna stick to my original plans.
Honestly, the smoking bottle could be used at the set up to a great mystery one-shot with the king assassination thing. The smoke clears, and now you have to find the killer... before someone accuses you first
Dispel Magic on the cloud from the Eversmoking Bottle. The cloud immediately disappears, and you do not have to see the bottle or know where it is as you are casting on the cloud. As per the item writeup, if the bottle remains open, smoke continues to pour out at 10' radius, but VERY slowly (takes a full minute to do just 10' radius, or about 1.67 feet per combat round). Furthermore, and this is the key point, they have to burn another TWO ACTIONS to re-activate it: one to speak the command word to stopper it, an another to remove the stopper. That is a *crucial* item balance issue that was not mentioned. It reduces this to a one-trick pony, lest one character burn 3 actions just to use the item twice in the same combat. Dispel Magic: don't leave home without it. 🙂 It's still a great tactic, and a lot of fun, but I wouldn't recommend building a party around any one item or tactic, especially one so easily it is countered. But with that said, there are a LOT of good reasons to take Blindfighting...
I have the bag of tricks. I ended up throwing a badger at an evil cultist the first time I used it. The DM ruled that the badger latched onto the guy's face and killed him just because it was funny.
During one interaction with a kid NPC, I had him pull out a fuzzy creature out of my bag of tricks. Luckily it was only a weasel, but I was kind of hoping he would pull out a wolf and we would get the chance to watch his parents have a panic attack. Either way it was a great little RP bonus.
I have an insane combo for a LvL 4 Druid Circle of Spores. If you are a Bugbear, long limbed make your weapon reach 10 ft, so at lvl 4 you pick sentinel, and then you can use your Circle abilities Symbiotic Entity and Halo of spores to make : 1 weapon attack (1d6 + STR ) + 1d6 necrotic damage (Symbiotic entity) + 6d4 necrotic damage (if every ts is failed) going back and forth with your movement continuing to make an enemy in and out of range of Halo of Spores ) and thanks to sentinel his speed will be 0. every turn you deal an average of 26 + STR damage !!! ENJOY !
You are wrong about the amulet of the drunkard. "while wearing it, YOU regain 4d4+4hp when you drink a pint of beer/ale/mead/wine" "once the amulet has restored hit points, it can not do so again until the next dawn" This means that ONE person can regain hit points ONCE per day, not "everyone in the party". This is a gross overestimation of the item with regards to... every aspect of it. I actually gave my party a deck of illusions once. They didn't know how to utilize the illusions. They didn't know what the deck did, immediately pulled the lich and thought that they had just pulled some kind of broken deck of many things like item. When they figured they were illusions they completely disregarded it as being 'not real'.
My DM gave my character a bag of tricks and it is my favorite object in my inventory. I have had a giant boar destroy enemies in battle multiple times because of the charge ability lol.
The Ever Smoking Bottle would also be great against a Beholder because it wouldn't be able to see the party to target them with its eye rays or its antimagic cone.
I was an artificer in the middle of a desert once A group of raiders rode up to us I convinced them to give us a ride because my Alchemy Jug could make water but it would stop working shortly after I died
curious about your math on the acid, it says it produces 8 ounces of acid, a vial holds 4 ounces, acid in the PHB is sold by the vial (yes it weighs a pound but i'm guessing it's sold in a ceramic vial or some similarly heavy vial) so one use of the alchemy jug should produce two vials of acid.
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MB on the Amulet of the Drunkard, in the game I'm in, the DM removed the restriction from once per day to once per person! RAW, you can only heal with it once, but we all know you'll be too high on mayonnaise by that point to mind
Question: are you gonna finish the Bard and Warlock subclass tournaments? It's been months and the finals are still non-existant
So if I can use a magic the gathering deck for the deck of Illusions, can I drop two Illusion and create infinite felidar guardians with my Kiki-Jiki and scare everyone with my illusion- army?
Still surprised to never see the Coin of Decisionry mame the list. Most dms don't mind me picking it up. Then they ban it forever. At rank 3 this coin is a mini wish allowing you to influence if something goes well or wrong. This can force a paradox that the dm has to resolve (coin determines lucrative but roll is nat 1 dm is now forced to say how a blunder has created a golden opportunity). An artificer can bypass its once per day limit by making new coins at the end of a long rest. Infusion coin, use coin, repeat. Now you can actually plan and the dm is forced to tell you what is most likely to succeed/fail
My party has a artificer with an alchemy jug. He found the contents lacking so I am allowing him to attempt to craft potions into it in an attempt to augment what it can produce with the caveat that any auxiliary potions that the bottle can produce are not persistent, (I.E. potions not used disappear at dawn)
I had an artificer too in my party with one. We found out that if you burn mayo at a high enough temperature, it's as toxic if not more so to breathe than the exhaust from a diesel engine. That with some useful spells such as Wall of Stone and uhh. Yeah. War Crimes.
see, to me, this would make sense if the artificer was an alchemist subclass but other subclasses not so much probably
@@MilethCitizen Instead of mustard gas, its mayo gas
@@weedweeb9211 knowing artificers, someone probably has done mustard gas
Maybe instead of disappearing at dawn, have the potions be unstable/chaotic/wild-magicky. It would heal, but at what cost? Speaking in rhyme for 2D4 days? Eyebrows unable to stop waggling for 3D8 hours? Fun stuff, not disadvantage to stealth because of a spectral saxophone following you and providing inappropriate background music. (I mean, that could be funny too, but yeah.)
What's the matter babe? You've barely touched your two gallons of mayonnaise...
I even used a cantrip to make it taste like something else this time... Just ignore the smell and it's great.
Last session in CoS, I used my alchemy jug to creat mayonnaise to set something on fire (yes, it’s flammable!) 😂
Pardon me, sir; do you have any Grey Poupon?
Bwahahaha
Sadly, the amulet of the drunkard can only restore 4d4+4 once, regaining this ability at the next dawn.
Mb, my dm uses a homebrew and I didn’t realise! The jug is still great though
Hate to pile on issues with the jug because I love the thing, but I actually ran the numbers and, rules as written, 1/2 an ounce of basic poison could not coat a single arrow, and would take three pours to do so. A weapon would take eight pours to coat as well. However if you are feeding them the poison than half an ounce will work just fine.
Get more amulets if you can
@@notacult420as an archer, Half an ounce could coat more than enough of the arrowhead to seriously injure somebody
@veran8770 I agree with you, but if you look at the item description for vial (which is what is used to hold the basic poison item) it says that it holds 4oz. The item description for basic poison says that a single vial of basic poison can coat three arrows. Basic math says that each arrow takes 1 and 1/3 oz. of poison to coat. Is it nitpicking? Absolutely. Is it accurate? Unfortunately so.
Playing in the Grim Hollow setting with a werewolf in the party during a full moon--the Eversmoking Bottle saved the party's life by keeping them from losing control of their werewolf form. It's so useful!
Oooo I've just started a grim hollow campaign and am suspicious of another player being a werewolf... I wonder if I can get my hands on one
@@alittleantidote5852 My character had to do some... heinous things to get it on sale for half price, but it is very good. Best of luck to y'all out there!
My favorite underated common item is the staff of flowers. It Counts as a magic weapon, and It holds 7 charges and refills 1d6+1 every dawn. As an action You can spend one charge to instantly grow any type of non-magical flower.
Initially it just seems like simply a piece of pretty nature RP, until you stop to think about all the different interesting flowers one might grow. For example, some flowers like saffron make potent and valuable spices, many flowers have medicinal properties across a wide range of issues, from pain management to food storage, wound care just to name a few. Cannabis, poppies and hops are all flowers with interesting properties. Garlic is a flower, go fight some vampires.
It's a cool early magic weapon for a way of healing Monk, not only is a staff a monk weapon, but at 3rd level when you get the proficiency in the herbalism kit you can use the staff to spawn herbal flowers for free potion reagents on the go. Maybe make it a side quest to find new types of flowers or recipes for potions.
Actually, the flower Eyebright in D&D cures a disease mentioned in the DMG and is pretty rare, so making 7 doses of that cure would be insanely valuable and would probably sell for a lot.
That sounds like a cool character
You could clear a room by growing a corpse flower, or lock somebody indoors by growing some giant hogweeds around them. Many flowers are vines, which naturally cling to surfaces. Use these to bind enemies, or block up doors and windows. There's a whole lot you can do with the ability to grow any flower at any time.
The Eversmoking Bottle also has prank potential, because it looks quite similar to an Efriti Bottle. Pull the stopper expecting a plume of smoke followed by a potentially wish-granting spooky dude, and you just get smoke. And it won't stop until you speak the command word, which is kind of hard to do while choking on smoke.
Plus, you can get REALLY creative with the characteristics of each liquid the alchemy jug can create. One time, one of my players used it to spray mayo on an invisible imp so it'd be covered in mayo, hence visible. It WORKED.
In one of the books by Hugh Cook (chronicles of an age of darkness - which I used as a backdrop to a campaign once), they have a jug where a character spits into it, then fills the room so they can escape out the trap door in the ceiling, gross, but effective :)
For maybe a second before the mayo goes invisible as well.
@@bdp4 don't think mayo counts as wearing an item, under what rules would they mayo be invisible too?
@@michaelsorensen7567 you aren’t wearing a sword when it’s in your hand, but that is invisible. The spirit of invisibly is really anything that isn’t the ground that you are touching becomes invisible. Though with it being thrown on after the spell took effect I would say the magic wouldn’t interact with a new thing being in contact. But if they got sprayed and then cast it again then I would say yes they and the mayo would become invisible.
@@LundunDansqua you aren't wearing a sword, true.
But you're carrying it, and usually terminology is "worn or carried"
Whoa! The eversmoking bottle connected with blindsight fighting style is the ultimate strategy against any beholder...
I used an eversmoking bottle in a battle royal setting with my blindsight fighter. Everyone got ticked off and went for me first but it took 6 rounds for them to find me.
I wonder if one could modify an alchemy jug to produce a rather different kind of "acid" and, say, garnish the water supply of an enemy stronghold. Then have the party spellcaster cast a few "stimulating" illusions, after which one could retreat to a safe spot and break out the popcorn as the local denizens go completely "Lucy in the Sky with Diamonds" for a day or so.
Not to mention the ramifications of selling the same contents to an entire kingdom....
Funny thing about the Bag of Tricks, it doesn't specify how long the creatures actually last for as far as rules as written goes. The "until dawn" part refers to when the bag can be used again for pulling out creatures. In my campaign, my rogue had a brown bear that he pulled from the bag that just wouldn't die, even in the most challenging fights. Eventually they entered the Feywild which gave me an opportunity to get rid of the bear by having a fey creature cast awaken on it when the part left it behind. Since then the bear has read a few special books and now teaches at a prestigious school.
>The creature vanishes at the next dawn or when it is reduced to 0 hit points.
thanks for the laugh
@Rue Gemini if you're looking at the Roll20 version, that is 100% errata. Try and find the DMG version, says nothing about 0hp or dawn for it vanishing.
Oook?
@@randa4382 ?
Amazing, I've been looking for fun, balanced items to give my party. The deck of illusions sounds like the exact thing they would enjoy. Thanks so much!
I remember in a game when the GM was allowing our players to take their pick of wondrous items as a quest reward. One player requested Boots of Flying while I requested the Decanter of Endless Water. And while this GM was normally an "anything goes" kind of GM, I was surprised to hear him assertively veto the Decanter and not the Boots. Probably because knew just as well as we did that the Decanter had much more destructive potential than the boots did.
The jug was the item I chose for free when I made a drunken master, and in that same campaign the party got a bag of tricks. These were really fun! And since they don't require attunement, we could also loot the ton of homebrew items the DM made (all attunement to avoid decking us out too much too early)
The eversmoking bottle was just bought by a player I DM for and they are going to get such a blast from it (I am going to suffer but that's my fault)
Same, my wizard was a brewer in hell so there was nothing she could drink. Multi class to artificer and problem solved
We have a pub on our spelljammer ship. There is a “stool of the drunkard” for each player at the bar that is functionally the amulet. There’s even an option to use the tankard of sobriety if they want to heal quick without the consequences.
I once pulled the red dragon card from the deck of illusion. and the entire party used the distraction of the red dragon card to defeat a green dragon, as it thought the dragon was real... we even used all out attacks to look like they came from the dragon. It was epic, as my wizard used 6th lvl fireball. And the other attacks came from the same 'action' 150 points of damage from an illusionary dragon.
My Sorceress was given an eversmoking bottle and a ring that gives her blindsight. I haven't had to use this combo yet but I'm excited for when I'll need it.
My rouge got this exact combo. They were a real chore to balance encounters around.
@@OneNameMarty I am a fair player and I will not abuse this ability. I've had the combo for 5 sessions and have yet to use it. It'll basically be my time to save the party option.
@@nicholaslanze6963 oh, by no means did I say it was a cheap combo, and the rest of my party had their own tricks and the rouge managed to sync up the smoking bottle with other martial PCs for great effect! (Spellcasters we’re a little annoyed losing sight though :P), and they all managed to keep it fresh each session, which I quite enjoyed. Use this tactic to your DM’s content!
The other hidden value of the eversmoking bottle is that nearly every spell requires line of sight. This can shut down a lich or a beholder nearly entirely, so if you have a mostly martial group this can be the most powerful item in the game.
I had a character who used the deck of illusions to tell live stories to crowds for fun.
My dm allowed me to pull any cards of my choice in non-combat scenarios, so that i could have a bit more interaction with the crowds. he was fun and i hope to play him again someday.
Bag of tricks saved my party as we sailed on sunless seas in the Underdark. Before they retconned it that the creature disappeared, we brought out several animals and ate them, for that was the only food in that desolate place. We then had an immensity of bone jewelry to sell.
Also, there's only so much acid the market will bear, at some point you'll be depreciating the value of acid. Then you'll have the alchemists guild on your arse! (They got a sweet deal going!)
I once made a rather fun homebrew item based on the Bag of Tricks,
"The Wrong Hat".
A battered black tophat with a white ribbon band, of the sort used by stage magicians.
The hat functions as *all three colors* of the Bag of Tricks magic item. When reaching into the hat, roll 1d4. Results of 2-4 determine which bag's roll table you use to determine the animal summoned, and otherwise function as normal Bag of Tricks animal summons.
1s produce a "dud" result; reaching into the hat produces, rather than a normal fuzzy ball, the fully formed head and neck of a creature from the Tan Bag list (DM's choice) which will snarl, then retreat back into the hat, expending one daily charge.
Excellent as always. I'm going to have to let my players get that bottle... After fighting the criminals that have it, of course.
as a DM i see the alchemy jug’s options as guidelines rather than rules: mayonnaise is there as a reference for how much liquid it should be able to make if the players have an “unorthodox” alchemy jug (or if you just let them make any liquids!), you could allow them to make other condiments at the same rate.
9:12 my party of 6 which had 4 spellcasters in it sorcerer, bard, cleric, thought that Lorehold Primer was really broken. This is because I as the warlock told them how we can all have familiars by passing around a Lorehold Primer. It would work like this the bard attunes to the Lorehold Primer and after a long rest with the Primer gets the Find Familiar spell and casts it after they wake up. After they're done casting the spell have to unattune from the primer and pass it on to a different party member for them to repeat what they did. I was the only 1 who was okay with doing it.
The amulet of the drunkard can't be used that way. Only once can it heal someone, then it ceases to function.
"- If I'm lucky enough, I'd like to create a racoon and just leave it on it's own to make some troubles in the city.
- I believe you need three of them. Mark them '1', '2' and '4' and watch as guards will search for racoon number 3"
Amulet of the drunkard can be used once per day, not once per day per person. "Once the amulet has restored hit points, it can't do so again until the next dawn."
I think he's talking about a perfect setup where all the Beer is consumed by targets with Drunkyard Amulets.
It's kinda irrealistic, but the whole point of the channel is talking about this theorical limits. Just like the elf sword that lives 50billion years is the feywild and pulls the "years become seconds" effect in the chart.
I swear yours are the only ads that I don't mind. You have an actual talent for sponsors :P
Deck of illusions and smoke bottle are a pretty great combo too.
I used them to help take out most of a orc camp when I was just trying to be a distraction 🤣
There was a large clearing before we could reach the camp so I told the party to take a wide birth around to the camp as I'd make a distraction. I had my tiny servant, a box, hold the opened bottle in his head with the deck of illusion and some rocks with a sling shot. He rode on top of my owl familiar with a sattle I made with my lvl 3 conjuration magic.
Once the two were close enough to the gates the deck was used and summoned the illusion of a knight and 4 guards that were just yelling and smashing their swords and Shields together as a battle cry as they emerged from the fog before being overtaken once again by it.The orcs attacked nothing 🤣 I cast through my owl, Dragons breathe on itself (posion) as my owl and tiny servant (who has blind sight) took out several orcs feet above their heads where they reasonably wouldnt be looking or even see🤣
The rest of the party was able to sneak up to the camp until someone stepped on a twig or something then the rest of the orcs seemed to not care about the knight and guards anymore 😅 or well, went way better than I hoped 😋👌
1:45 Do note that RAW animals that don't have hands can't grapple unless they have a feature which allows them to do so (which none of the Bag of Tricks beasts have). So apes and baboons are the only ones that can for sure grapple, while the argument could also be made for the bears and possibly the giant badger.
Unless you decide otherwise
I played a charlatan before who had an alchemy jug. His favourite scam was to create mayonnaise, re-flavour it with prestidigitation, place a perfumed item nearby to cover the smell, and sell the mayo as luxury desserts, either flan or pudding.
Thank you for these. It helps keep my DMing interesting, and leaves my DMs impressed while I character play.
Felix the Tabaxi
The wonderful wonderful Tabaxi
Whenever he gets in a fix
He reaches into his bag of tricks
Unfortunately, your math on Amulet of the Drunkard is incorrect. The item specifically states, "Once the amulet has restored hit points, it can't do so again until the next dawn." So, at most, it does 4d4+4 healing to 1 person per day.
MYzium Apparatus from Ravenekah is GAMEBREAKING! It's an uncommon item that let's you cast any spell in the game! Be sure to dip one level into every class and pick up expertise in arcana!
I love the idea of creating a mayonnaise oil slick to make the enemies cry.
My husband played an Artificer. He picked up the Alchemy Jug. He had the Catapult spell. I immediately spent some time looking up suggested rules for poison and acid by weight.
Well. He made two pounds of mayonnaise every single day and stored it in containers in his Bag of Holding. When he fought a Living Lightning Bolt in the Mournlands, he launched gallons of mayonnaise at it. I ended up making one of my first Reddit posts titled "Mayonnaise and Lightning". Eventually someone linked a video of a real life human being testing Mayo's efficacy as thermal paste.
I love my husband, the Alchemy Jug, and Reddit.
I will say - the Mystery Key is straight up busted.
As a common magic item that’s single use, it’s super cheap
It has a 5% chance of unlocking a lock when used.
The thing is, it can be used repeatedly on the same lock, effectively making it a game of ‘how many times do I have to roll before I get a nat 20, and it takes that many turns to open the door’.
That makes it similar to a free knock spell, except completely silent.
Even better, artificers can take it as an infusion, and so they can make one, for free, every long rest.
Not as good when in a rush, but it’s invaluable in a stealth scenario.
I got an Eversmoking Bottle on one of my “Teenage Magic Ninja Tortles”. Perfect item for a Gloomstalker Ranger with the Blindsight Fighting Style.
as someone who recently got back into it i found the robe of many usefull items very handy as it gives you items that can be handy but you often dont think of getting
Bag of Tricks is my go-to item for characters that get to start with items if I don't have any great ideas. It's just so useful, and gives a whole lot of character to what might otherwise end up as a bland one-shot PC
Grog: "And the jar was suddenly full of mayonnaise!"
Vex: "So you have a giant jug of mayonnaise now?"
Grog: ".... no I ate that too..."
Last Thursday the players in my game used an alchemy jug to spread mayonnaise on trapped floor tiles. Later on a gnoll beastmaster used a bag of tricks to summon a giant boar and the rogue used a robe of useful objects to trap the boar beneath an iron door...
A few stories using the items from the list:
•Bag of tricks: im dming, the party is on stealth mode, a pc want to get a small critter from the gray bag of tricks... randomly release a giant elk (huge size, reskined as a rhynoceros on the campaing) on a 5ft wide wood hallway and destroy the walls and now everyone knows they're there... 😂🤣 every time the party drag the rhyno called Pedro, he is just send on a rampage line to distract and die, is now a common joke, even if they want other critter for other reason, if they drag out Pedro, they HAVE to send him to die to be a distraction... and it always works!
AlchemyJug: as a DM i translated all the contents to metric system (litres)... because is EASIER!!! (Ask any baker/chef and actually anyone out of the USA)
Deck of illusions: the party literally play yugioh and easte all cards on a single session between them 🤣😂🤣😂 worth it thou
•not yet used the primers or anything from strixheaven, now that i tjink about it
• eversmoking bottle: the artificer/rogue have it and use it so many times with the same result: the smoke appears... and nobody can see anything... party included 😂🤣 and usually the party is more affected than enemies
extra story: it also happens when the rogue throws essence of ether, usually do it in between two creatures, herself and an npc, she thinks is like a smokebomb to run away, so both roll consaves and usually is her who fall unconscious and the npc is in awkward situation when the other pcs just grab her and drag her away😂🤣
ALCHEMY JUG
Liquid | Max Amount | Metric
•Acid | 8 ounces (one dose)| 0.227305 L
•Basic poison | 1/2 ounce (one dose) | 0.0142065 L
•Beer | 4 gallons | 18.1844 L
•Honey | 1 gallon | 4.54609 L
•Mayonnaise | 2 gallons | 9.09218 L
•Oil | 1 quart | 1.13652 L
•Vinegar | 2 gallons | 9.09218 L
•Water, fresh | 8 gallons | 36.3687 L
•Water, salt | 12 gallons | 54.5531 L
•Wine | 1 gallon | 4.54609 L
you're welcome!
for a common magic item combo
artificer level 2 with two fabricate magic item pots of awakening. Wait a month for the pots to break and make whatever you want afterwards, the pots are to modify the shrub and are consumed afterwards so they don't disappear after losing the infusion. They're also not too OP to be banned but now you have two small shrubs following you around and getting information for you as they stealth around. Or if your DM let's you wait 10 years you get 240 of them
I got the ever smoking bottle. As a bugbear monk rogue that I'm in and it cover so i can sneak up in and attacks enemies. Just the thought of a bugbear quickly and silently is somewhat frightening.
except that you are blinded too while in the smoke.
I love the robe of useful items. so many opportunities to get you out of trouble or solve problems. like you never know when you will need a rowboat or a 20 foot ladder right? placing a patch on the wall that turns into an actual door. Literally get yourself out of jail with this thing!
I had an Eversmoking bottle that my character had a hose and nozzle connected to it, so he could easily use it! in 1 high level game, i used it to calm down the combat when our 9 elves were charmed to kill the rest of us, while we had one player running around opening doors for the dispel magic effect!!
The first half of the advert was absolutely worth watching
How is quaal’s feather token (tree) not in this video! Forever considered the sleeper OP item since 3rd edition.
because is rare ?
They're rare and one-use only.
feather token (tree) is not at all powerful lmao
How is that OP?
Too well known at this point.
I have heard an idea that on top of that as creatures pulled from Deck of illinois behave totally realistic and many of them being sentient, you can talk to whatever you pulled. I don't think you can get some new information, but at least it may be interesting roleplay opportunity.
The bag of tricks with the the giant elk was the first magic item I was ever given. I love it.
I got a bag of tricks in one campaign and that item was sooo good. Pets galore and helped so much in combat
Alchemy jug has becoming a running gag in my party.
We find one in EVERY official campaign we played.
Each time, DM say we found a jug, and each time it goes like "Oh ! It's the Alchemy Jug return ! Time to stop adventuring and start a business of beers, french fries and mayonaise !"
I cracked up at 'mayonnaise-fueled pirates.' Well-played.
Fill the Acid for the Spellcaster with Catapult.
And I am a big Fan of the MegaMan-System: Have the actual BEG they fight - or the actual Bossbattle they did/do - have such an Item as a "Ninja" would produce a Eversmoking Bottle.
Have them have the Chance of getting some stuff that gives them a breath Waepon when extracted and processed that "Fluids" from a Dragon - that even makes Alchemists great again as a Job.
What made that "Monster" so iconic - let them have it and furthermore use it to their advantage, implemented in their Options of overcoming Obstacles.
Rakshasa Hide (or Fur, if you have a CN Party into shaving Kittens) can be made into a "Cloak of Counterspell", a "Cloak of Mage Armor" and/or a "Cloak of Illusion" granting either invisibility or Disguise Self once a Day.
A Merilith can drop a "Sword of Multiattack", granting the Warlock Invocation "Thirsting Blade" with it - making the Hexblade very happy for now getting 4 melee Attacks when Dualwielding or at least a Spellcaster feeling strong while aren't (no to-hit-bonus, additional Attack does not stack with other sources).
And "Boots of Stealth" made from Goblin Hide are a wonderful Item to depict the "Evilness" of the Goblins they were found on - or the Group that made them.
I actually have a tan bag of tricks in a campaign I'm playing in as a hexblade warlock. The party was trying to sneak across a military compound courtyard and avoid the guards eyesight from the watchtower in the center of the yard. We made it halfway across the courtyard to an alleyway and as we turned the corner I threw out a puffball that turned into a Baboon. I told the baboon to "distract that guard in the tower" and he ran across the courtyard, began to climb the watchtower, the guard saw him and took a shot with his arcane rifle, rolled a nat 1 and missed the baboon, the baboon got to the top of the tower, rolled a 17 to disarm that guard and proceeded to make an attack roll with the guards own rifle. Nat 20. The DM was doing all the rolls. The baboon dodged a rifle shot while climbing straight up, stole the guards gun and shot him in the face with it.
We have memorialized Chester the baboon as a permanent member of the squad.
10:55 I strongly agree with everything you say regarding the ESB, but they can't see you AND you can't see them, which means no one gets advantage/disadvantage but you/they don't need physical objects to hide (could even stand where they are, lol).
This item is GREAT for Rogues if allies are near the enemy to still get Sneak Attack.
First campaign I DMed (at age 16 in 2016) one of my players found a bag of tricks. Best use was when he was chased up a tree by an undead, he threw one that turned into a baboon at it, killing both the undead and the baboon with the resulting 100 foot fall
I'm totally getting a bag of tricks. You can easily get around the randomness but summoning them before you need them and coming up with a basic strategy before you get into combat. Granted, the element of surprising an emeny with a bear is then lost.
Ahh...as my brother called it back in the 80's (we were teenagers)...the "Bubba Bag." Because he named every animal that came out "Bubba."
We heard movement behind a door in a dungeon...he grabbed a furball, we opened the door, he threw the ball into the room yelling "Get 'm Bubba!" And we slammed the door shut.
There was a squeak...a squelch...then sounds of disgust and several doors slamming shut.
We had thrown a skunk into a room full of orcs.
The amulet of the drunkard only procs once per dawn so while still a good combination it's not as big number levels of broken as you made it sound.
"Selling content from the alchemy jugs is not a good thing for the game's balance."
Meanwhile me, a Forge Cleric that recently started creating adamantine slabs for a befriended blacksmith:
I can't believe he mentioned selling acid, but not poison at 75 gold per vial.
I'm definitely making good use of this with my artificer.
If someone uses the Deck of Illusions, a good counterpart to use in the campaign (other than magic the gathering cards) is a Deck of Tarot cards or a Poker Deck.
You could draw cards for the Tarot deck and use monsters that are in close approximation to a D&D monster.
Examples:
Death = Lich
Strength = Iron Golem
Star = Beholder
Chariot = Raptors
Lover = Vampire/Succubus
Just to name a few off the top of my head
As for a regular Poker Deck: King, Queen & Jack are all high level monsters, all numbered cards from 10-2 are levelled in intensity.
Like a 10 being a T-Rex while a 2 could be a single Ghoul.
But an Ace is a 50/50 chance of being a dragon or something weak like a kitten, probably decided by a coin toss.
Jokers however would either be freely picked by the caster or completely random.
Could also have it be freely picked the first time and Randomly on the second draw. Rolling a D20 to determine the intensity of illusion
my party had one of our most badass moments in our history because of a deck of illusions. we were effectively trying to escape the mob and did so by using various means to fly over the city's wall they had on their border. we were being chased by both the mob and also law enforcement, and one of the party thought a distraction would help, so he drew a card and it turned out to be a red dragon. everyone assumed he'd summoned it somehow since he was a powerful spellcaster, so they all freaked out, especially their mounts, while we just flew off laughing
My DM made the call to allow us to purchase magic items, one of the items was a bag of tricks. I’m playing as a swashbuckler battle master bugbear, one of my friends is playing as a dwarf echo knight, one of my friends is playing an oath of vengeance paladin half elf and one of my friends was playing as a shadow sorcerer human. Essentially our plans revolve around dumping out the bags’ contents and our sorcerer gives two of the smaller animals dragon breath to overlap a funnel of breath damage while the rest of the party circles around the outside for opportunity attacks at our victims who desperately try to get at the animals. Pretty useful item.
Are there 5 more 3rd level spells that are underrated?
I have not hear people talk about Fast Friend, which is basically Suggestion but now you have to say "Would You Kindly" for a more effective Charm
So nice to see you trimmed your beard for the 'fuzzy object' 🤣
I have a trickery domain cleric with a bag of tricks, safe to say it works together with the whole memeage
I a campaign last year, I had a grey bag of tricks...had so much fun.
I love how our explanation for illusion spells not doing damage is “because it’s an illusion”. But illusory dragon can do damage and simulacrum is literally just a clone that can’t regain health or spell slots. Don’t forget mirage arcane flipping creating real but temporary mountains and canyons that people can fall down and die or whole lakes people can drown in.
I am SO GLAD to see a DM that uses
Magic: The Gathering Cards in his game!!! 👍🏾👍🏾👍🏾👍🏾👍🏾
Our Dm got pissy because of our use of the bag of tricks, especially when the giant elk yeeted his abominable yeti of the cliff it was standing infront off, even with 26 perception i didnt see it get stolen, then a few days later the town was destroyed by a dragon with the thieves and their gear getting toasted
I always love the bag of tricks so so much.
once i played in an apocolypse setting where basically 99% of all plants and animals were petrified, and i was an artificer, so i used one of my infusions to make an alchemy jug to supplement a decent chunk of the party's food with mayo.
I recently bought a Robe of Useful Items for 500 gold, and among the items contained on it was 2500 more gold. Pretty solid purchase.
The liquid from the alchemy jar is persistent. Mayonnaise is slightly flammable. Adjust with some common liquor and you have a more flammable slick/sticky substance you can bottle and burn. Basically several Molotov cocktails per day for a little RP.
Such a good video. Thanks for doing these videos.
I really like the tanglefoot bag. It's one-use and not OP, but it's very useful and can make a big difference in the right circumstances. If your party isn't carrying a few of these around, you're missing out on a potential game-changer. If you've got an alchemist in the party, and some downtime, it might be worth the time to make them.
You should do a short on how feather fall can't be used unless you fall over 500' now that Xanathar's guide is no longer an optional rule.
The verbal component of feather fall can't start until a targeted creature has started to fall, but verbal components take more time than exactly zero seconds.
Xanathar's guide says that all falling is instantaneous, which means that the target has hit the ground and taken fall damage by the time you've finished casting the spell. . . unless they stop 500' down and you cast the spell on them while you are both falling 500' below where you started the fall. . .
How do you feel about Spell Tattoos? Personally I rather enjoy them, especially Eldritch Claw for anyone doing Unarmed builds
They seem rather weak, but with cooler abilities, they could be pretty good
I love spell tattoos. The lower level ones don’t need attunement, and each spell tattoo is single use so as a DM I give them out but the artist can only tattoo what is on his spell list.
My DM was very aware of my shennanigans by the time i found the tattooed monk class so he was very restrictive with it. Honestly most of the tats that were listed were buffs that i really didnt even need cuz of feats etc... i want to say the class description we had was in the complete fighter or maybe the edition before... swords and sorcery maybe?
You hurt Poptart the weasel? Your suffering will never end!
I have been looking for an opportunity to get/use an eversmoking bottle for a long time. I knew it was powerful, but it sabotages the party as much as it sabotages the enemy if not prepared properly. The main good thing is that it blocks truesight because the smoke is real not illusion. Meaning it is great for shutting down high level enemies that rely on these senses. If it's radius was a bit smaller I think it would be more useful, because the person who has the methods of fighting blind could section off a piece of the battlefield and solo the enemies inside it, while the other party members not suited for it could fight in the rest. A 120ft sphere however is difficult to position in a way that works well.
Awesome item nonetheless.
11:33 I am actually hosting a game like this inspired by your earlier short next week. Didn't know there'd be a guide for it but I am just gonna stick to my original plans.
Honestly, the smoking bottle could be used at the set up to a great mystery one-shot with the king assassination thing. The smoke clears, and now you have to find the killer... before someone accuses you first
I really want to run my party into the smoke bandits next time as a side quest
Dispel Magic on the cloud from the Eversmoking Bottle. The cloud immediately disappears, and you do not have to see the bottle or know where it is as you are casting on the cloud. As per the item writeup, if the bottle remains open, smoke continues to pour out at 10' radius, but VERY slowly (takes a full minute to do just 10' radius, or about 1.67 feet per combat round).
Furthermore, and this is the key point, they have to burn another TWO ACTIONS to re-activate it: one to speak the command word to stopper it, an another to remove the stopper. That is a *crucial* item balance issue that was not mentioned. It reduces this to a one-trick pony, lest one character burn 3 actions just to use the item twice in the same combat.
Dispel Magic: don't leave home without it. 🙂
It's still a great tactic, and a lot of fun, but I wouldn't recommend building a party around any one item or tactic, especially one so easily it is countered.
But with that said, there are a LOT of good reasons to take Blindfighting...
I have the bag of tricks. I ended up throwing a badger at an evil cultist the first time I used it. The DM ruled that the badger latched onto the guy's face and killed him just because it was funny.
we had our badger score 3 killing blows over time, DM got annoyed when it killed the awakened mammoth boss, so he made it fall on the badger
I was literally *just* looking this up!
I like the idea with the eversmoking bottle
During one interaction with a kid NPC, I had him pull out a fuzzy creature out of my bag of tricks. Luckily it was only a weasel, but I was kind of hoping he would pull out a wolf and we would get the chance to watch his parents have a panic attack. Either way it was a great little RP bonus.
I have an insane combo for a LvL 4 Druid Circle of Spores.
If you are a Bugbear, long limbed make your weapon reach 10 ft, so at lvl 4 you pick sentinel, and then you can use your Circle abilities Symbiotic Entity and Halo of spores to make :
1 weapon attack (1d6 + STR ) + 1d6 necrotic damage (Symbiotic entity) + 6d4 necrotic damage (if every ts is failed) going back and forth with your movement continuing to make an enemy in and out of range of Halo of Spores ) and thanks to sentinel his speed will be 0. every turn you deal an average of 26 + STR damage !!!
ENJOY !
You are wrong about the amulet of the drunkard. "while wearing it, YOU regain 4d4+4hp when you drink a pint of beer/ale/mead/wine"
"once the amulet has restored hit points, it can not do so again until the next dawn"
This means that ONE person can regain hit points ONCE per day, not "everyone in the party". This is a gross overestimation of the item with regards to... every aspect of it.
I actually gave my party a deck of illusions once. They didn't know how to utilize the illusions. They didn't know what the deck did, immediately pulled the lich and thought that they had just pulled some kind of broken deck of many things like item. When they figured they were illusions they completely disregarded it as being 'not real'.
My DM gave my character a bag of tricks and it is my favorite object in my inventory. I have had a giant boar destroy enemies in battle multiple times because of the charge ability lol.
The Ever Smoking Bottle would also be great against a Beholder because it wouldn't be able to see the party to target them with its eye rays or its antimagic cone.
I was an artificer in the middle of a desert once
A group of raiders rode up to us
I convinced them to give us a ride because my Alchemy Jug could make water but it would stop working shortly after I died
curious about your math on the acid, it says it produces 8 ounces of acid, a vial holds 4 ounces, acid in the PHB is sold by the vial (yes it weighs a pound but i'm guessing it's sold in a ceramic vial or some similarly heavy vial) so one use of the alchemy jug should produce two vials of acid.
Playing snap with a deck of many things was always fun. Lethal, world killing fun.