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.)
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!
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.
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 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.
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 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.
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.
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.
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)
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.
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 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.
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"
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.
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!)
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.
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.
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.
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.
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.
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.
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 😋👌
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
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.
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 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!!
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!
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...
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
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.
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 !"
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.
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 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!
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
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.
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
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'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.
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.
"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:
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'.
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.
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 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.
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😂🤣
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
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
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.
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
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.
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?
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.
Why is my brain like this? When animal summoning came up and a goat was show all I could think about was the goat fro Shadow and Bone. I Havent Even Seen The Show! Just heard about it. But yeah, I would be summoning cuddly animals to comfort and calm party members, distract people, or use them to appear more approachable and friendly when needed.
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.
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. . .
As someone who took down a boss (CR 10) using nothing but a giant rat, dire elk, and a giant badger, (plus the barbarian/driud) I can confirm my dm has told me suddenly all other bag of tricks are 'unavailable in any magic item shop I go to.'
I have a mischievous Tiefling that thinks he is evil but is terrible at it. The ever smoking bottle would be great for mischief as well as fighting as he is a fighter with blind fighting
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
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.
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.
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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
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
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.)
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!
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.
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.
Whoa! The eversmoking bottle connected with blindsight fighting style is the ultimate strategy against any beholder...
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"
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....
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 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.
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 ?
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.
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
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.
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 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.
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"
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.
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!)
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.
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.
The amulet of the drunkard can't be used that way. Only once can it heal someone, then it ceases to function.
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 swear yours are the only ads that I don't mind. You have an actual talent for sponsors :P
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.
Excellent as always. I'm going to have to let my players get that bottle... After fighting the criminals that have it, of course.
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.
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.
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 😋👌
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
I love the idea of creating a mayonnaise oil slick to make the enemies cry.
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..."
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.
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 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!!
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!
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...
Thank you for these. It helps keep my DMing interesting, and leaves my DMs impressed while I character play.
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
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.
The first half of the advert was absolutely worth watching
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.
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 !"
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.
Felix the Tabaxi
The wonderful wonderful Tabaxi
Whenever he gets in a fix
He reaches into his bag of tricks
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 a bag of tricks in one campaign and that item was sooo good. Pets galore and helped so much in combat
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!
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
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.
The bag of tricks with the the giant elk was the first magic item I was ever given. I love it.
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
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'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.
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.
"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.
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'.
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.
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.
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 cracked up at 'mayonnaise-fueled pirates.' Well-played.
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.
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!
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.
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
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 a campaign last year, I had a grey bag of tricks...had so much fun.
You hurt Poptart the weasel? Your suffering will never end!
4:46 Pour mes potos francophone - Ca m'a tout de suite fait pensé au Diner de Cons. "Il s'appelle Juste Leblanc"
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.
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
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.
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?
I really want to run my party into the smoke bandits next time as a side quest
So nice to see you trimmed your beard for the 'fuzzy object' 🤣
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.
I have a trickery domain cleric with a bag of tricks, safe to say it works together with the whole memeage
Why is my brain like this? When animal summoning came up and a goat was show all I could think about was the goat fro Shadow and Bone. I Havent Even Seen The Show! Just heard about it. But yeah, I would be summoning cuddly animals to comfort and calm party members, distract people, or use them to appear more approachable and friendly when needed.
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.
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. . .
So the bag of tricks is basically the Beast master ranger but better and you can run it on any subclass?
As someone who took down a boss (CR 10) using nothing but a giant rat, dire elk, and a giant badger, (plus the barbarian/driud) I can confirm my dm has told me suddenly all other bag of tricks are 'unavailable in any magic item shop I go to.'
We figured out that we could use the mayo to grease doors and the DM gave us an advantage on stealth creeping through a house with lots of doors.
I like the idea with the eversmoking bottle
I have a mischievous Tiefling that thinks he is evil but is terrible at it. The ever smoking bottle would be great for mischief as well as fighting as he is a fighter with blind fighting
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
The bag of tricks kickstarter made it even better
10:08 "The King is dead. He got stabbed right in the fog."
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.
I am SO GLAD to see a DM that uses
Magic: The Gathering Cards in his game!!! 👍🏾👍🏾👍🏾👍🏾👍🏾
Such a good video. Thanks for doing these videos.
I always love the bag of tricks so so much.
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.
Might wanna reread Amulet of the Drunkard.