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We were in a oneshot where we were told beforehand that there would be very tough battles. One guy literarly picked a wild magic sorcerer with no damaging spells or cantrips at all. Because he did this the DM just handed him 2 wands of magic missiles because he messed up...
I would like to mention that Cape of Billowing is clearly the best magic item in the game and it probably wasn't on this list only because it can be used by all party members not just spellcasters.
I somehow made the mistake of giving one to my players two campaigns in a row. Those billows are just too dramatic, and only a bonus action? Entirely broken.
I know what he said, but it sounds nearly the same. When he said it, that's what I heard, because he paused for a moment and I thought that was funny. Wasn't expecting as many likes as it's been getting tho. :3
I was surprised that a +1 rod of the pact keeper wasnt on here. Adds one to spell attack and spell DC AND a free spell slot (especially when you Okay have two until level 11), yes please.
That part was weird, at 7:55 he recommended wand of the war mage for warlocks, but the Rod of the Pact Keeper is the same price and is miles better for warlocks.
@@DmJim I mean, a Wand of the War Mage isn't really useful for most clerics (Death being a notable exception due to Chill Touch), Bards or Druids either, so I don't see why at the very least he didn't mention both in the same breath.
@@DmJim With the way Warlock pact magic works, it's such a massive power spike that it should have at least merited a mention with Wand of the War Mage as being the even better alternative for most Warlocks.
my Illusion Gnome Wizard came into a lot of gold, and I commissioned a bandolier, which i named a "Wandolier" and had like 7 Wands of Magic Missile on it. My gnome didnt run many damaging spells himself though
Reminds me of some pirates carrying like 5+ muzzle-loading black powder flintlock pistols in their bandoliers just to be able to fire more than once within a single boarding action, because there's no way the enemy is going to let you have the breathing room you need to reload one of those in a firefight.
I have a swashbuckler/eldritch knight who often uses the haste he has stored in an ioun stone. It’s quite deadly, especially when he uses action surge on top of it to get a lot of attacks.
@@dirkbaldorad3634 Greater Find Steed for everyone. Including for the familiars. (And the necromancer's undead army if your Paladin is a Broathbreaker.) Even better: Give the ring to the familiar summoned by the ranger's ape animal companion's found steed. Containing a conjure elementals spell. Max out those minions!
Ring of Spell Storing is only rare. As a cleric in my friends game, the enemies were continually summoning fiends. So I cast Hallow into the ring of spell storing, and with the help of the wizard and rogue, we snuck in and made it impossible for planar travel to function. Hallow has a casting time of 24hrs, and activating the ring activated the spell immediately, cause we already spent the 24hr casting time outside the dungeon.
@@Alphadog2064 true, it is a little vague, but thats how our dm ruled it, cause otherwise the casting time is then 48hrs. Another reason, it gives you up to 5 lvls of spells, you could give it to your fighter to maintain concentration on his own haste.
@@Alphadog2064 So, the thing is, it does. You cast the spell INTO the ring. The the fully casted version is stored inside the ring, waiting to be activated.
4 years later, and RAW for magic items is that casting times for spells cast from magic items is the same as the spell description except when noted. Spells cast from rings of spell storing use the Spell ability, Spell DC, spell attack and spell slot level of the caster that put the spell into the ring, but the spell is otherwise treated as being cast by the wearer of the ring. Casting times are not stated to be altered in any way.
I hate when people use that kind of logic. "Technically a centaur isn't a humanoid so that thing you want to do is impossible." Let good ideas be good ideas.
The Brooch of Shielding is a life saver. I have one on my wizard and the DM threw a caster at us that had a wand of magic missile. The enemy caster spent 6 of the charges to hit me with magic missile, but thanks to the brooch I took no damage at all.
Something to consider: check with your DM about whether or not magic items are even for sale, or certain types exist in their campaign world. Not every world has a magic shop, and not every world has every item. For example, don't expect an item from say, the Ravina sourcebook to appear anywhere else. Also, where you are in your world may matter. So take nothing for granted.
Yeah, I as a DM prefer low/rare magic campaigns without feats. Makes for completely different campaigning. Anything OP that breaks the game gets claimed by the relevant god before the next expedition. How to tell? If the party resorts to creative uses of the same one item many times.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast THAT spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can cast each spell once for free per long rest.
Good catch. Yeah, the cittern is even better for bards than was stated in the video. A handy thing to remember to get for it- a shoulder strap. Some GMs might say it just comes with one, but it isn't pictured with one so best to be sure. It lets you take both hands off of it without dropping it, which helps a ton.
The decanter of endless water, it requires a little bit of a creative thought prosses to use to an impressive level, but the decanter can be used to suppress fire, knock medium or smaller creature off their feet, hydrate the party indefinitely, spin water wheels, and that is without a spell to control the water, but say someone can, water controlling spells no longer become situational but can be used at all times for the decanter will never be emptied by normal means, the decanter also requires no attunment, has infinite uses by normal standards, and has 3 settings at which it can produce water, along with the ability to have it produce either salt or fresh water, dependent on which the user decides
I'm the kind of meticulous asshole who would want to experiment with this kind of item to see how it interacts with stuff. For some reason, I like the idea of using non-weapons as weapons. No need to pass a concealment/deception check if it's not actually a weapon. *What happens if I speak a command while it's properly stoppered? I assume nothing. *What would happen if I used an alternative stopper and spoke a command? *What would happen if I did the above, but pointed it an a target? Zip gun or surprise? *What happens if I drop a small object in and activate it? *How does that affect above? *Can I make that alternative stopper look like the normal cap by illusion or design? *How loudly do I have to speak the command? *Will the command work if spoken by someone other than the one holding it? *Can the command be weaved into a casual conversation? *Can it be activated remotely as a distraction? *If I point it down, can it lift me off the ground? *Can they be dual wielded and activated by the same command? *If so, can they lift me off the ground? How high? *Could I use it to drown a restrained or prone enemy? For execution or torture. *Does it do any damage at close/point-blank range? You know, in case I ever felt the need to provoke a large sleeping enemy in a dickish way. If damaging, aim for an eye. If not, use my zip-gun cap or go for the nose. *Can the water be blessed as it comes out? Because the idea of a holy water fire hose makes me giggle. *What happens to the water if I pour poison into the decanter? *How many of each command might it take to clear the poison of choice out? *Can I build a tolerance to any of the world's poisons? *Can I combine it with Cold spells to create difficult terrain or ice spear projectiles? *Can i combine it with Cold spells to freeze an enemy's feet in place? *Can I combine it with Fire spells to create a cloud of steam? *Can I combine it with Lightning spells for increased range/AoE? *Can I combine it with Lightning spells to produce large quantities of Hydrogen/Oxygen gas in an enclosed space? *Can those gasses be captured?
Crystal Vinz now that ceremony is a spell, I think it you’d need to provide the 25gp worth of powdered silver each time you cast ceremony: holy water. So unless you were heading into a vampire infested silver mine, you’d probably not be able to make infinite holy water
James Campbell, the fun thing with the decanter is that you wouldn’t even need holy water for it to be affective against vampires, because they take 20 acid damage by ending their turn in running water, so I don’t see why shooting water at twice that speed through the decanters ‘geyser’ command, that they wouldnt take 20 - 40+ acid damage, and the 1d4 bludgeon damage from being hit with well, a geyser
While yes, consider every partial casting subclass, and every single option for multiclassing. War casting is a very niche option, especially if one isn't going for that type of flavor specifically.
@@s.colins2050 But if you're the type of caster that would need a ruby of the war mage, then 80% of the time you're the kind of caster that would need War Caster
@@astradusk8313 Need? Maybe if you want to optimize or go for a specific strategist build, sure. If not, then War Magic isn't all that appealing for a multi-class. Like I said, it's flavor is pretty niche. If someone is taking a multiclass for utility instead, because their main class already offers combat capability, War Magic is one of the last options to take. An eldritch knight or arcane trickster might want the ruby solely for the purpose of them not needing to provide components for the few spells they do get. Admittedly, War Caster is a good option if, again, looking to optimize combat for an Eldritch Knight, but half the people I've seen play an EK play it because they want to cast the few fun utility spells and have it just add to combat instead. Other types of multiclasses add even further to that attitude, and the ruby enables them to do so.
You forget that feats are *optional* and at the GMs discretion whether or not they're allowed in the game. You could easily have ended up with one of those GMs, in which case War Caster isn't possible.
This was more in jest than anything, guys. But to address the concerns, you are right that not every DM allows feats (luckily all mine are so used to Pathfinder that they consider feats just part of the game) and that some niche builds would prefer a Ruby. I had a player that wanted to channel their magic through their gun as an artificer. I told him if he could find a ruby of the war mage then by all means. But I also agree that if you are allowed feats and find yourself needing the Ruby, you should probably have War Casting.
Okay so I finally played d&d in person. Miniatures and drawn/ printed maps. So beats online d&d. Sure it lets me play with friends that are hundreds and hundreds of miles away, but Tiamat be praised its so much more immersive and entertaining to be in person.
Even with "friends" at the virtual table who are cinema buffs, there's just no good way to truly convey the same theatrics of storytelling over the net. I've never liked it. There's more ease to the Storytelling and Roleplay when everyone can "read" each other's body language and facial expressions... The atmosphere is more cohesive, so everyone's experiencing all the same lighting and props in the same proximity by design, and when I stand up and slam both hands on the table to tower over my Players with a "Great BIG F*** YOU DRAGON!!" They know without question, the whole Party's in deep... That just doesn't work so well by cameras and text and group chat systems... no matter how many camera tricks or digital squiggly doodle-boards are employed. AND it's worth pointing out, that Play in the "IRL" world, in the same room, usually involves more "REAL" friends, rather than regular acquaintances from those thousands of miles away. You can be more casual and personable about the Game as well as more tolerant and relaxed about "Table Chatter" even between breaks. ;o)
@@sound-l34ked45 At 50,000 GP, that's hardly a "cheap" magic item. Still damn good. One of my players acquired a cursed one at an extremely low level - still worth it despite the curse.
@@captaincoolcat8957 Made the wearer unable to attune to other items, and unwilling to break their attunement to it. Also made them insatiably hungry and thirsty, forcing them to consume 4x the normal amount of food and drink or suffer a level of exhaustion per day (UNLESS the food and drink was human flesh and blood). Mind you, this was a Tomb of Annihilation campaign, where food and drink are already scarce and other sources of exhaustion are horrifically common.
Want to be a Beastmaster Wizard? The Staff of the Python outstrips any animal companion the Ranger gets in the PHB. The Python gets it's own initiative (as opposed to having your initiative with Ranger), you mentally command it (as opposed to audible with ranger), it has an attack range of 10, can grapple an opponent and then constrict for damage, the damage output is more than most lvl 1-4 PCs, and you can give the snake a full heal for free after every combat. Basically a free guard snake that can help a caster avoid any 1v1 situations while at the same time providing a massive combat boost for early level parties.
Except wizard can't be attuned to the staff RAW, only a cleric, druid, or warlock character can. It's not a bad item as long as you can keep the snake from dying since it destroys the staff if it happens.
I've got a Drow Ranger I'm playing in Mad Mage. This was the first item I picked up for him. Made my DM salty af for our first 6 character levels. "Ok... thats the only Displacer Cloak you guys are getting. Nobody else gets displacement!"
Unpopular (?) Opinion: Illusionist's Bracers from the Guildmasters' Guide to Ravnica, page 178. You do not want to know how many times these have saved my poor Wizard. >_> "While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time." Granted, they're 'very rare' and you didn't get into objects that cost THAT much, but they were well worth the 5000g I spent on them.
It’s great for Firebolt and Toll the Dead, from my experience. My DM and I did the math, and it has more average damage than most 3rd level spells when you hit level 11. 6d10 for Firebolt, with a chance to crit to become 12d10. The math gets messy. It’s actually even better than fireball when you’re 5th level because it can crit - and fireball can’t. Lets me take a lot more utility spells, and as a Necromancy Wizard, some of those are really important. >_>
The Bracers are broken as all hell, I only used them a couple of times and the fact that using it with Booming Blade effectively gives you Extra Attack is hot
The wand of Binding may be good, no disputing that but the amount of chaos my Gnome druid caused with a wand of fear was epic. Techincally speaking, the Wand of fear is hands down the best random Magic Item I have ever found.
Personally I enjoy tweaking spells and magic items to make them a bit more useful in a wider variety of situations. Naturally, plenty of people do this but I changed the Daylight spell so that it specifically emanates sunlight (since the spell description is a little vague) which means the Driftglobe is very useful in combat against creatures with sunlight sensitivity, not to mention the fact it functions as an endless torch that you don't need to carry. If you like using both hands in combat for spells or duel wielding, simply have the Driftglobe bob along next to you, providing light to all those party members without darkvision.
That's how I've always used it. Cleric is free to kick ass with spirit guardians, upcasted guiding bolt, etc., because the most effective way to heal is to prevent damage by killing enemies, and let them not worry about reserving a slot in case someone goes down.
No mention of Handy Haversack? It's a magic backpack that's similar to bag of holding, but it brings the item that you're thinking about to the top/stick it out for easy retrieval instantly. With bag of holding, you have to sit there rummaging through it to find what you want. Which takes time. Also, while Handy Haversack doesn't have the capacity of bag of holding, you are able to get around that. Put the bag of holding inside of your handy Haversack. No damage to anything. It's portable hole + bag of holding that rips a hole in the planes. You can put bags of holding inside of bags of holding for days. Haversack is basically/counts as bag of holding. The retrieval magic doesn't work on the contents of the bag of holding. So you'd need to take out the bag of holding and rummage through it.
EvilPaladin11 Good first point 👍 Free action Haversack vs 1 action Bag. Second point is wrong though: Handy Haversack + Bag of Holding has the same effect as with a Portable Hole or indeed any extradimensional space-creating item. Instant destruction and dumped on the Astral Plane.
Staff of Flowers for my "Druid" Archfey Warlock, who makes 1 flower, takes the seeds and makes Gardens and bouquets for persuasion... He even got a Pot of Awakening, so he have a rare talking flower friend which gives him flower seeds for more flowers
A great use for the horn of warning I saw was the party using it to make a bandit camp think that a imperial cavalry unit was charging them. The party got to keep the loot, and free any hostages they found. Great fun.
Ring of spell storing is probably one of my favorite items ever. Also gauntlets of oger power. Seeing a small mage pick up and hurl heavy items is always fun.
I had a goblin rogue that had gauntlets of ogre power. Watching him armwrestle dragonborn and other high-strength characters was a blast, and the party made money off of the entertainment. ETA: Then he would carry home our ranger, who had an alcohol problem.
Cube of Force is pretty awesome. Played a level 1 Aasimar druid with a few higher level party members. Our airship blew up as one would expect any airship in literally any game ever. Turned on my cube of force, to not allow anything to penetrate it even the ground. DM ruled that we were safe inside of it.
I would like to say that with Bladesingers it would be much easier for you to get a hat of wizardry so you’d have that free hand and any wizard worth his salt would be able to use the 10 dc arcana check to use any cantrip.
Dude I LOVE these kinds of videos. Please please make more! So I've only ever played spellcasters so this video already gets an A+ before watching lol. I don't know if it's just me, but I love shopping and looting up but I find it kind of overwhelming at times. Just because there are so many options. This helps out so much! You touched so many different aspects too. My favorite character ever is my Aasimar Sorcadin and looking for magic items for him is a little tough but I'll definitely pick up some of the things you mentioned. Again, I LOVE LOVE this video
The Mac-Fuirmidh Cittern statement was incorrect: It says you can cast EACH spell once per day, not one spell per day from it. Each individual spell, as written and intended, you can use once per day.
I love my bags of holding. In a game, I filled a large bag of holding full of water, and the DM forgot about it. Right before a boss fight, while the boss was in his evil villain monologue I whipped that bad boy out and swept him away in a torrent of water to get him to shut up. The look on the DMs face was priceless.
Boots of Elvenkind Uncommon Effectively makes your footsteps completely silent. With the combination of invisibility and the right DM, you might just be able to skip out on stealth checks. Also these things don't require attunement.
My DM uses Homebrew stuff for harvesting/alchemy/cooking. The character that I play in his game is a Rogue/Ranger combo, and the parties Hunter/cook. I purchased Hewards Handy Spice Pouch in that game for the RP aspect and it was honestly one of my best low-level purchases. I even used it in one fight to make a giant sneeze after I blew pepper in his face. He had disadvantage on attacks for three turns while he tried to stop sneezing
It's not in 5e but one of my favorite items for casters has always been the long staff. It's not magical, not special in any way, but it used to (note, used to) be possible to use a staff to cast touch spells. And long staffs had reach.
Creative uses for low-budget magic items??? {Oh... Hey Cody, great video!} Hmmm... Gonna have to go with that Bag of Holding we got, and someone tossed a sword (notably unsheathed) into... Which (by the books if you read up) has at least a chance of turning it into a "Bag of Devouring"... Which of course, it did... SO you open the Bag up later, and all your stuff is gone... and looking in carefully, you notice teeth ringing the very rear recesses... while the bag tries to "suck you into it". BUT no, I didn't dubiously toss it away, burn the thing, or otherwise get rid of it. I'd lost a few really nice things in there, but I still had my Bag... even of Devouring... Later on... (Some weeks later on) We ran into a Crypt thing, not as powerful (by a mile or so) as a Lich, but certainly nothing to scoff at for a threesome of fourth level Characters... AND I opened my bag and dove at the creature, rolling a legit 20... You should've seen the GM's face fall as he realized that my "Trusty Bag of Devouring" had eaten his big bad ol' Crypt Thing... Winning the fight in a single round... MAN!!! Was that guy pissed! Of course, even if it's not a Table standard for PC v GM... We are still people and prone to be vindictive from time to time... SO that Bag of Devouring didn't last too long after that little stunt... BUT totally worth it. ;o)
Without the caveat that this is for casters, periapt of wound closure and robe of useful items are amazing at early levels. It makes your group really begin to utilize their packs and everything inside them once they realize they actually include useful items because they are on the robe!!
Glad to see that someone else appreciates the sheer power of the Wand of Magic Missiles. I blew threw the first 4 levels of a campaign with it, making my Life Cleric the DPS of the group.
Overlooked Item "Everburning Torch" I've used them so often to see 'how far this hole goes" To serve as a Signal, expose and then cover it up again. Leave as a lure, Goblin sees a small fire in the tunnel and investigates, Party's archer picks him off with ease. Item used in a ridiculous manner Javelin that had a Silence spell cast on it. My Oathsworn (Monty Cook) had broken his foot giving a charging boar a roundhouse kick. He was using the Javelin as a walking stick, but I kept making a continuous "click" sound every time I used the Javelin to walk. Wizard cast Silence on the Javelin. A minute later, my still limping Oathsworn hurls the Javelin at the Ogre that had just come from the doorway. Rolls a Nat 20, Javelin embeds itself in the Ogre's throat, Ogre can't call for help or anything as the Party kills it.
What about the Hat of Wizardry? It functions as a wizard’s spell focus and it lets you cast one cantrip per day that you don’t know. It’s a hugely useful item!
Wand of binding may be more useful than a wand of fireballs, but it's definitely not more fun. Give a wand of fireballs to a newer player who's never cast fireball before and watch their eyes light up as they unload all those dice on something for the first time.
My absolute fav magic item is the Rope of climbing the text says it can hold up to 3000 pounds...and since i didnt need to actually climb i just had it lift my party up walls via the command word to pull the entire party up a castle wall without worrying about falling.
I was dming a campaign where the party had a goat companion, Geoffrey. They wanted him to have armor so they went on a mission to get a special powder that can be used to enchant armor, and then “enchanted” reduce onto some horse plate armor, and then has a custom made shield/helmet, so that this GOAT had 20 AC.
Illusionists bracers. Being able to bonus action re-cast a cantrip is amazing. I have it on my warlock and our DM regrets giving it to me lol. Would definitely recommend for any warlock or anyone who likes to find creative ways to rely on cantrips
I know this was meant to be about magic items but... My group was in very rocky terrain with boulders scattered everywhere when arrows were suddenly flying at them, the failed to sus out where they had come from and so the ranger climbed on top of our wizard who cast gust of wind to shoot him up into the air, he spotted the attackers hiding behind a bunch of rocks and fired an arrow in their direction to let the party know where they were then the bard cast feather fall on him as he started to descend landing him safely on his feet I dont know how common something like that is but I thought it was a pretty creative use and combination of the spells
Pearl of power is especially powerful for sorcerers since it restores a slot instead of storing it for later, it can be a third level slot or a first and a second
You apparently misread about the Instruments of the Bards. It can cast EACH spell once per day, not just one spell. Direct quote: "Once the instrument has been used to cast a spell, it can’t be used to cast *that* spell again until the next dawn."
You seem to be confusing the DMG suggested sale-by-players prices with purchase price. The potion of healing, a consumable common item, is 50gp in the PHB. Permanent common items are not supposed to be available to the players for 50gp.
@@Varrick111 Admittedly the DMG could have been clearer, but the base numbers for crafting items cost & time are DMG page 129, the base numbers for selling items are on page 130, and obviously you won't be commissioning items for less!
I personally love the Staff of Adornment. A Spellcaster could float their Spellcasting Focus or Foci for multiclass casters on it, and use them for casting. My other personal favorite is the Hat of Wizardry. I had a character that was basically a wizard-turned-aberration who wore one just so he'd still look like a wizard. It's very disarming for most potential guard attacks to see an eldritch abomination wearing Sorcerer's Apprentice style blue and star robes with a matching hat casting Chill Touch on a Giant Rat crawling out of a sewer.
Another crazy combination. The spell "Stinking Cloud". Treat this as basically a cloud of chlorine gas; thick, stays near the ground. One catch about chlorine gas...it's flammable. So...next time you want to make bloody well sure you've got the whole pack of whatever you're using the stinking cloud on, have another caster throw some sort of flame spell into the middle of that gas. The DM of the game I was in figured that we had just lit off the D&D equivalent of a modern-day incendiary gas bomb, and doubled the effect of the flame strike, while added fire damage to the entire affected area.
Last night we had a session where we used Decanter of EW, control and shape water to seal a tunnel full of ravaged abominations coming for us... We are still not out of danger, but at least we are a bit safer... for now :) Now we just need to find a way out of the temple with a single way out... through abominations... Good times :D
An added "haste" spell...ok, sounds like a way a party I was in got rid of a very irritating quickling. Both spell casters cooperated on this little maneuver. One cast a wall of iron in the middle of a likely path. The other managed to hit the quickling with the haste spell. Nice little sound effect when that little s**t ran into the wall!
For those tuning in late who don't have experience with the wand of magic missiles: the damage dice is d4, not d8 like he says in the video. Just a minor clarification :D Still a wonderful item though, I've had it on several of my characters.
Ice Crystal Tiara from Pathfinder V1 was the best magic item I ever bought. We were level 1 and our DM missed a game and to make up for it he gave us 1000 gold to buy a magic item and I picked this one. For the most part I never used it until 2 hilarious instances. Both were at the end of our 4 year campaign at 20th level. We were facing an undead dragon and I knew he would want it to fly around so as soon as we got into its lair I summoned the ice castle right next to it which essentially pinned it against a wall so it could either try to smash its way free or smash us and that was the end of that. The final fight was against the whispering tyrant himself and I had been saving this one for a long time. You can summon 1d4+1 huge ice elementals at level 20 and he didn’t remember that. So we storm into his chamber he gives his speech and I reach into my backpack and pull out 5 huge size miniatures and he says “what are those for?” and I locked eyes with him and said “Your destruction monster!” then I rolled my d4 and got the 4 I was praying for and filled the entire map space with miniatures it was beautiful.
Honestly surprised no one mentioned Clockwork Amulets from XGTE here, it's easily the single most broken common item in 5e that's always good no matter your level. 50-100 GP common magic item that doesn't require attunement, once per day whenever you make an attack roll, you can skip the roll to get an automatic 10 on the roll, it then can't be used until dawn. This means that as long as your DM isn't a total dick when you use it your attacks should hit the enemy about 95% of the time due to enemy AC normally scaling with player's bonuses to hit. level 1 wizard casting fire bolt? Use the amulet to give it a 10 +4 via attack modifiers and boom, you've just automatically hit a level appropriate enemy which normally has 13-14 AC. It might not seem like a problem at first, HOWEVER you need to take note of the cheapness of the item, 75 gold on average, this means that you can easily buy a lot of them and since they don't require any action to use, you could say cast Scorching ray at 5th level and if you have one for each ray that equals 12d6 fire damage in one turn because each ray hits.
My elf buddy misty stepped to the back of a dragons head and attacked it, and next turn the dragon flew 60 feet in the air. The turn after that the dragon was killed, and started falling. My genius elf buddy used an immovable rod to not fall to his death. It was possibly the coolest move of my favorite session ever.
If you can blind it, it can't target anything, and its melee attacks are pathetic. The problem with darkness or fog cloud is that his main antimagic cone would dispell them in a moment. A smoke curtain? Not so good against it.
It would be hard to completely fill a beholder lair with smoke. Plus, how would you see to attack the beholder. It could use his disintegrate ray on the bottle . Remember, beholders are geniuses, insane but very intelligent
This is kind of long, and I apologize in advance. As soon as the bottle is opened, a 60' radius smoke cloud immediately billows out and then the radius increases for another 10' per minute up to 120' and while the bottle is magical, the smoke it produces isn't. So if the beholder points its antimagic cone toward the bottle, it won't produce more smoke, but 60' is more than enough. The area within the smoke cloud is heavily obscured, which means that creatures within it are effectively blinded. Ditto for creatures outside looking into the smoke cloud. Creatures that are blinded can still attack, but at disadvantage. Also, the beholder couldn't see us (an effect of the blinded condition). Eye rays can only be used against targets the beholder can see. As for its disintegration ray, the bottle is a magical item, and while it's not exactly the same, the disintegrate spell doesn't destroy magical items (i.e., a disintegrated person is turned into a pile of dust, but any magical items it was carrying remain) and if the beholder pointed its antimagic cone at the bottle, it couldn't use that or any other ray on it. It's a pity the rules aren't clearer and that I had to pull this together from all 3 core rulebooks, but my DM and I thought the logic was sound. Of course if he'd house ruled that it was a little too ridiculous for me to be able to do that and said that a beholder could hit a target with an eye ray after a perception check or something like that, I wouldn't have argued it.
I used a polymorphed (into a squirrel) cyclops... :P My DM let me use Catapult to fling it at the beholder. The cyclopean squirrel flew into the beholder's mouth, took some damage, and reverted to form. Exploding beholder ftw! Plus it was hovering over a portal to somewhere else so the cyclops fell into said portal and was never seen again.
This has probably been done many times, but having a Bag of holding on you is great for fall damage as well. My Halfling Artificer got lifted into the air by a giant bat, and when the monster dropped me I just jumped into my own Bag of Holding. After 6 seconds I crawled back out and Boom! No fall damage.
@@_NobodySpecial_ it doesn't state that you can't crawl out in the items description, so my DM let's me crawl out from within the bag. This also balances trapping enemies in the bag, cuz that can get OP fast.
Hey you mention on the Cittern that "you can only cast one spell per day for free from it". As written you can actually cast EACH spell once per day. "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast THAT spell again until the next dawn." All of the bard instruments are crazy powerful at any price point. They all give 4 free utility spells per day AND 3 or more potentially higher level spells each once per day as well. Also, a side note on Pearl of Power. Do not recommend for warlocks above level 6. It restores one spell slot of 3rd level or lower. If you only have 4the level slots, it does nothing. Just something to keep in mind.
For warlocks, Rod of the Pact Keeper is amazing. I got a +2 version in adventure, and used it for levels just for the +2 to hit /and/ spell DCs. Only found out recently that it /also/ allows you to regain one spell slot. For Warlocks, that can be a lifesaver.
Decanter of Endless Water: So much fun and super versatile. In combat I've used it to knock a target prone so our monk could absolutely GO TO TOWN ON HIS FACE, which was awesome. And to slow someone from fleeing without using precious spell slots. Also used it to kite a monster since it had to use half it's movement to get up and it's action to dash to try to catch me. Out of combat since my character is a super nature focused healer and I have to use it to put out all the forest fires our fireball-happy wizard creates. Always having clean drinking water is great on longer dungeon crawls, or the ability to create saltwater when I want to screw with someone can be fun. Being able to create endless water allows the flooding of areas to set off traps, see how deep a hole is, help someone get out of a pit (they can just swim out if you fill it enough), etc. If there is lava you can shower it in salt water, creating hydrochloric acid gas which can poison an entire cave (yay science). And you can always have fun with fire elementals. And I have access to shape water and mold earth. With these i can use mold earth to create simple shapes, like say that of a key I have, pour water in, and use shape water to freeze it, creating a replica that is magically frozen for 1 hour (RAW in shape water). Or not even a key, any shape. Perfect for duplicating items, which you can even use illusionary magic to make it look like whatever you want, but actually being tangible instead of just an incorporeal illusion. And finally, it doesn't need to be attuned and is simple to use, so hiring someone to follow you and use it for you is easy enough, potentially knocking someone prone in combat every turn for your party. Yaaaaay slaves. A lot of versatility and options with endless water, especially when it isn't a limited time use per rest like most of the magic items listed in the video. 10/10 trying to find one on every adventure now.
I play a necromancer in my friend's D&D game currently. Pearl of Power is great for always making sure he has a spell slot open for Animate Dead. Especially useful since he normally only keeps 4 skeletons with him at any time (he improves them with better armor/weapons, and the Inspiring Leader feat to offset the relatively low number).
FYI you cannot use a shield with bladesong. The ability specifically states that you can only start a bladesong while not wearing medium armor, heavy armor, shields or wielding a weapon with both hands. It also specifically says that bladesong ends early if you don a shield, medium or heavy armor, or make a weapon attack with both hands. Also the warcaster feat allows you to perform somatic components while using a weapon and shield, as well as have advantage on concentration checks and be able to cast a spell as an attack of opportunity. It is quite frankly a really good feat for up close spell casters.
Most miles out of? Back in 3.5, I ran a barbarian with 3 immovable rod. Kept one in his belt for falling. Used 2 to climb out of a bottomless pit in a Lich Lair, that climb resulted in a habit of carrying a few hammocks for sleeping. At a much later point, I had collected 20. Old rules for moving them was DC 25 Strength check to move 1', with each +1 over 25 resulting in an additional 1' of movement, but each rod adds +2 to the initial DC. Epic Feat: Legendary Wrestler. You have any idea how upset a Storm Giant gets when a human flips him on his back, and is then pinned under 20 rods? Or a Dragon, who can't move it's head because there's a few rods in it's nostrils ,under the chin, and base of the skull? Coincidentally , punching a captive Red Dragon repeatedly in the face while yelling "Be Nice" only makes it lie to you.
So there was a really deep well that we could tell had loot at the bottom. I used the bang of holding as a super easy water transportation device and was able to get so much loot!! And that pearl of power is also really good with my evocation mage because fireballs get through the small guys early and give us a counterspell for when we meet powerful foes.
Not only magic users, but the best thing for a prison break is a portable hole. Unlike other items that can store a person for 10mins, this one has a strength dc to get out of it. If you die or get captured, they can still pop out and help you. It’s awesome and a work around for a lot of rules.
on my abjuration wizard i truely loved my cube of force, especially when you stack that with wall of force, you can truely form the battlefield to your wishes and still be relatively safe "note" the DM has removed it from our game in our new campaign xD"
I always liked having the Cloak of Displacement which is a rare item that is not specifically for casters but it can be useful for them too. The item causes any creature to have disadvantage on attack rolls against the player wearing and even though if the player takes damage the effect ceases to function it reactivates at the start of your next turn. The only ways to supress it is while you are grappled, incapacitated, or otherwise unable to move.
My party just carries a +3 bong of Stoning. So far they've had many adventures without ever dying. They recently acquired a scroll of Limited Infinite Making. When used it creates unlimited amounts of a sweet tasty confectionery that can be heated to harden for longer trips. Fairly common components required, sugar, flower, butter, salt, water.
i know it only for Wizard but the "Hat of Wizardry" This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: • You can use the hat as a spellcasting focus for your wizard spells. • You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Wand of magic missile is really useful as warlock, if you take hex as a second level spell, at 3rd level you can do 9d4+9 force damage and 9d6 necrotic in a single turn with only 1 spell slot
Ha. My Evoker Wizard is currently carrying 4 items on your list. Wand of the War Mage, Pearl of Power, Cloak of Protection, and Wand of Magic Missiles!
One magic item of uncommon rarity that I absolutely love is the Brazier of commanding fire elemental. It’s a 5 pound brass brazier that once it’s command word is spoken it summons a fire elemental like you casted ‘Summon/Conjure Elemental’ the best thing about it is that it’s... NOT. I repeat NOT attunement. Which is absolutely ridiculous because that means you can have an infinite number of fire elementals at your disposal. If I remember right it’s recharged by next dawn
For those with proficiency, I'd put the Sentinel Shield in there too; Non-attunement, Advantage on Perception Checks and Initative Rolls, which also increases your Passive Perception by 5. Excellent for someone like a Cleric or Valor Bard.
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Ah, the wand of magic missiles. A pocket glock for a mage who picked useless cantrips at char creation.
More like a revolver, 6 powerful hits
@@Isgolo more like a reasonable ranged solution for everyone. No attunement, no class restrictions. Got a fighter with 4 of them.
James Nickell the first guy to taunt that warrior from range is in for a doozy
@@Arby631 The DM is great about not metagaming, so it has worked more than once.
We were in a oneshot where we were told beforehand that there would be very tough battles. One guy literarly picked a wild magic sorcerer with no damaging spells or cantrips at all. Because he did this the DM just handed him 2 wands of magic missiles because he messed up...
I would like to mention that Cape of Billowing is clearly the best magic item in the game and it probably wasn't on this list only because it can be used by all party members not just spellcasters.
For such a powerful effect, it's amazing how little restrictions there are on it.
A definite must-have for any adventurer.
You truly are a person of culture
The staff of adornment would like to have a word with you
It’s clearly a god tier item. As such, there should only ever be one in any setting. You don’t want players finding more. That’s far too much power.
I somehow made the mistake of giving one to my players two campaigns in a row. Those billows are just too dramatic, and only a bonus action? Entirely broken.
"Today, we are talking about one of my wives"
Wife: *Ahem*
"- favourite topics..."
Marhathor Wife’s*
Actually, the joke is that he's got more than one wife and he's gonna talk about one of them.
But he didn't say wives he said wife's. The joke doesn't make sense.
I know what he said, but it sounds nearly the same. When he said it, that's what I heard, because he paused for a moment and I thought that was funny. Wasn't expecting as many likes as it's been getting tho. :3
I feel for you Marth. And kudos for staying patient with these goobers.
Of course the immovable rod is priceless!
Great item, less for casters IMO. Much better on Rogues/Rangers/Fighters/Monks
*knock enemy prone, put immovable rod on their chest, push button* you live here now...
One game I was DM for, a player put one of these in front of a fast boat. That did not end well for the boat.
Built in featherfall and spiderclimb. Lock any door for a good night's rest. My personal fave, disembowel a dragon in flight.
Ah yes, the immoveable, my favorite spellcasting focus.
Pearl of Power is a really good pick, especially when it doubles as the material component for Idenitfy.
Bonus points if you're a sorcerer
it is a pearl cost 100gp after all
And it could be used by a cleric/paladin for revivify
@@k0pstl939 revivify is diamonds worth at least 300GP (which the spell consumes)
so uh
no it couldnt
@@Rockzilla1122 im saying a "free" revivify each day, for an extra slot. Thats what I was saying
I was surprised that a +1 rod of the pact keeper wasnt on here.
Adds one to spell attack and spell DC AND a free spell slot (especially when you Okay have two until level 11), yes please.
That part was weird, at 7:55 he recommended wand of the war mage for warlocks, but the Rod of the Pact Keeper is the same price and is miles better for warlocks.
Probably because it's only useful to warlocks
@@DmJim I mean, a Wand of the War Mage isn't really useful for most clerics (Death being a notable exception due to Chill Touch), Bards or Druids either, so I don't see why at the very least he didn't mention both in the same breath.
Also wand of the pact keeper is better than pearl of power too
@@DmJim With the way Warlock pact magic works, it's such a massive power spike that it should have at least merited a mention with Wand of the War Mage as being the even better alternative for most Warlocks.
The Cloak of Protection also has the sometimes overlooked caveat of that +1 to saving throws includes Death saving throws.
Your content is one of the reasons I got back into D&AD after 20 years. It also caught my 21 year old son's attention as well. A big thanks, brother.
Magic Missler?! I only shop at
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I hear they've got the slicer of tapir weir isles!
my Illusion Gnome Wizard came into a lot of gold, and I commissioned a bandolier, which i named a "Wandolier" and had like 7 Wands of Magic Missile on it. My gnome didnt run many damaging spells himself though
Reminds me of some pirates carrying like 5+ muzzle-loading black powder flintlock pistols in their bandoliers just to be able to fire more than once within a single boarding action, because there's no way the enemy is going to let you have the breathing room you need to reload one of those in a firefight.
Basically a Magic Missile Chaingun
Ring of Spell Storing. It's great giving someone else they're own haste to cast.
gumgum921 i have found it especially useful with Warlocks
gumgum921 giving a front liner haste to concentrate on is a gamble because every time they are hit they might lose a turn n
Familiars for everyone 😍
I have a swashbuckler/eldritch knight who often uses the haste he has stored in an ioun stone. It’s quite deadly, especially when he uses action surge on top of it to get a lot of attacks.
@@dirkbaldorad3634 Greater Find Steed for everyone.
Including for the familiars.
(And the necromancer's undead army if your Paladin is a Broathbreaker.)
Even better: Give the ring to the familiar summoned by the ranger's ape animal companion's found steed. Containing a conjure elementals spell. Max out those minions!
Ring of Spell Storing is only rare. As a cleric in my friends game, the enemies were continually summoning fiends. So I cast Hallow into the ring of spell storing, and with the help of the wizard and rogue, we snuck in and made it impossible for planar travel to function.
Hallow has a casting time of 24hrs, and activating the ring activated the spell immediately, cause we already spent the 24hr casting time outside the dungeon.
Devan Hayes given that the ring doesn’t specify casting time, the way it is worded I would rule that it takes the full casting time. Fun story tho
@@Alphadog2064 true, it is a little vague, but thats how our dm ruled it, cause otherwise the casting time is then 48hrs.
Another reason, it gives you up to 5 lvls of spells, you could give it to your fighter to maintain concentration on his own haste.
@@vadaritis "Damn it man! I'm done being told off for losing concentration because you can't draw fire! Here, you do it!"
@@Alphadog2064 So, the thing is, it does. You cast the spell INTO the ring. The the fully casted version is stored inside the ring, waiting to be activated.
4 years later, and RAW for magic items is that casting times for spells cast from magic items is the same as the spell description except when noted. Spells cast from rings of spell storing use the Spell ability, Spell DC, spell attack and spell slot level of the caster that put the spell into the ring, but the spell is otherwise treated as being cast by the wearer of the ring. Casting times are not stated to be altered in any way.
The Mantle of Spell Resistance.
Should have been called "save the wild Magic Sorcerer"
hahaha... yes!
Robe of many pockets.
I’ve never needed a canoe in my gaming life, but when you can summon one on command, you find many uses for it.
Wand of smiles, or as my players know it, the "is it a mimic?" Stick.
Mimics are monstrosities, Wand of Smiles base works on Humanoids only. But, that gives me many ideas.
I hate when people use that kind of logic. "Technically a centaur isn't a humanoid so that thing you want to do is impossible." Let good ideas be good ideas.
@@DeathBringerBecky Cool, we don't have to agree. I'm just stating the rules as written. You are free to decide not to follow them.
@@GuidingOlive No I'm not. I'm not a GM. But I digress, I'm a bit agitated more than I should be due to fresh wounds. Sorry.
@@DeathBringerBecky No need to apologize. And don't let the 1's get you down. They're just to remind you how good 20's feel.
The Brooch of Shielding is a life saver. I have one on my wizard and the DM threw a caster at us that had a wand of magic missile. The enemy caster spent 6 of the charges to hit me with magic missile, but thanks to the brooch I took no damage at all.
Guys, I don't see anyone mentioning muh boi Staff of the Python. Having a big snek frend is priceless. Mine was called Jeffrey.
WHERE. IS. ROD. OF. THE. PACT. KEEPER.
For Warlocks it's like handing over the nuclear codes just to grab a +1 variant.
not to mention it gives you an extra spell slot once per day, witch for locks is huge.
A +2 is even better. +2 to Spell Attack rolls and Spell DCs.
Right??? My warlock is in love with that thing. I don't know of any other canon item that can actually boost your spell DC (correct me if I'm wrong).
@@trequor Rod of the Pact Keeper +2. Its more rare than the +1 version, but it exists!
@@Elanchana Robe of the archmagi. Raises spell save DC by 2.
Something to consider: check with your DM about whether or not magic items are even for sale, or certain types exist in their campaign world. Not every world has a magic shop, and not every world has every item. For example, don't expect an item from say, the Ravina sourcebook to appear anywhere else. Also, where you are in your world may matter.
So take nothing for granted.
Yeah, I as a DM prefer low/rare magic campaigns without feats.
Makes for completely different campaigning. Anything OP that breaks the game gets claimed by the relevant god before the next expedition. How to tell? If the party resorts to creative uses of the same one item many times.
"I has the bills."
I felt this in my SOUL.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast THAT spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can cast each spell once for free per long rest.
Caught this too, and I thought I was going crazy, lol.
Good catch. Yeah, the cittern is even better for bards than was stated in the video. A handy thing to remember to get for it- a shoulder strap. Some GMs might say it just comes with one, but it isn't pictured with one so best to be sure. It lets you take both hands off of it without dropping it, which helps a ton.
I prefer the Fochlucan Bandore, myself. Also Uncommon.
Instrument of the bards is awesome...
The decanter of endless water, it requires a little bit of a creative thought prosses to use to an impressive level, but the decanter can be used to suppress fire, knock medium or smaller creature off their feet, hydrate the party indefinitely, spin water wheels, and that is without a spell to control the water, but say someone can, water controlling spells no longer become situational but can be used at all times for the decanter will never be emptied by normal means, the decanter also requires no attunment, has infinite uses by normal standards, and has 3 settings at which it can produce water, along with the ability to have it produce either salt or fresh water, dependent on which the user decides
OMG. Infinite holy water. The possibilities.
Exactly
I'm the kind of meticulous asshole who would want to experiment with this kind of item to see how it interacts with stuff. For some reason, I like the idea of using non-weapons as weapons. No need to pass a concealment/deception check if it's not actually a weapon.
*What happens if I speak a command while it's properly stoppered? I assume nothing.
*What would happen if I used an alternative stopper and spoke a command?
*What would happen if I did the above, but pointed it an a target? Zip gun or surprise?
*What happens if I drop a small object in and activate it?
*How does that affect above?
*Can I make that alternative stopper look like the normal cap by illusion or design?
*How loudly do I have to speak the command?
*Will the command work if spoken by someone other than the one holding it?
*Can the command be weaved into a casual conversation?
*Can it be activated remotely as a distraction?
*If I point it down, can it lift me off the ground?
*Can they be dual wielded and activated by the same command?
*If so, can they lift me off the ground? How high?
*Could I use it to drown a restrained or prone enemy? For execution or torture.
*Does it do any damage at close/point-blank range? You know, in case I ever felt the need to provoke a large sleeping enemy in a dickish way. If damaging, aim for an eye. If not, use my zip-gun cap or go for the nose.
*Can the water be blessed as it comes out? Because the idea of a holy water fire hose makes me giggle.
*What happens to the water if I pour poison into the decanter?
*How many of each command might it take to clear the poison of choice out?
*Can I build a tolerance to any of the world's poisons?
*Can I combine it with Cold spells to create difficult terrain or ice spear projectiles?
*Can i combine it with Cold spells to freeze an enemy's feet in place?
*Can I combine it with Fire spells to create a cloud of steam?
*Can I combine it with Lightning spells for increased range/AoE?
*Can I combine it with Lightning spells to produce large quantities of Hydrogen/Oxygen gas in an enclosed space?
*Can those gasses be captured?
Crystal Vinz now that ceremony is a spell, I think it you’d need to provide the 25gp worth of powdered silver each time you cast ceremony: holy water. So unless you were heading into a vampire infested silver mine, you’d probably not be able to make infinite holy water
James Campbell, the fun thing with the decanter is that you wouldn’t even need holy water for it to be affective against vampires, because they take 20 acid damage by ending their turn in running water, so I don’t see why shooting water at twice that speed through the decanters ‘geyser’ command, that they wouldnt take 20 - 40+ acid damage, and the 1d4 bludgeon damage from being hit with well, a geyser
"You might want to pick up Ruby of the Warmage if you don't want to drop your weapon to cast a spell."
War Casting: Am I a joke to you?
While yes, consider every partial casting subclass, and every single option for multiclassing. War casting is a very niche option, especially if one isn't going for that type of flavor specifically.
@@s.colins2050 But if you're the type of caster that would need a ruby of the war mage, then 80% of the time you're the kind of caster that would need War Caster
@@astradusk8313 Need? Maybe if you want to optimize or go for a specific strategist build, sure. If not, then War Magic isn't all that appealing for a multi-class. Like I said, it's flavor is pretty niche. If someone is taking a multiclass for utility instead, because their main class already offers combat capability, War Magic is one of the last options to take. An eldritch knight or arcane trickster might want the ruby solely for the purpose of them not needing to provide components for the few spells they do get. Admittedly, War Caster is a good option if, again, looking to optimize combat for an Eldritch Knight, but half the people I've seen play an EK play it because they want to cast the few fun utility spells and have it just add to combat instead. Other types of multiclasses add even further to that attitude, and the ruby enables them to do so.
You forget that feats are *optional* and at the GMs discretion whether or not they're allowed in the game. You could easily have ended up with one of those GMs, in which case War Caster isn't possible.
This was more in jest than anything, guys. But to address the concerns, you are right that not every DM allows feats (luckily all mine are so used to Pathfinder that they consider feats just part of the game) and that some niche builds would prefer a Ruby. I had a player that wanted to channel their magic through their gun as an artificer. I told him if he could find a ruby of the war mage then by all means. But I also agree that if you are allowed feats and find yourself needing the Ruby, you should probably have War Casting.
Okay so I finally played d&d in person. Miniatures and drawn/ printed maps. So beats online d&d. Sure it lets me play with friends that are hundreds and hundreds of miles away, but Tiamat be praised its so much more immersive and entertaining to be in person.
IMHO, there's no replacement for being able to see the body language of the players.
Nick Williams yes! The body language and facial expressions is what sells it too
Even with "friends" at the virtual table who are cinema buffs, there's just no good way to truly convey the same theatrics of storytelling over the net. I've never liked it.
There's more ease to the Storytelling and Roleplay when everyone can "read" each other's body language and facial expressions... The atmosphere is more cohesive, so everyone's experiencing all the same lighting and props in the same proximity by design, and when I stand up and slam both hands on the table to tower over my Players with a "Great BIG F*** YOU DRAGON!!" They know without question, the whole Party's in deep...
That just doesn't work so well by cameras and text and group chat systems... no matter how many camera tricks or digital squiggly doodle-boards are employed.
AND it's worth pointing out, that Play in the "IRL" world, in the same room, usually involves more "REAL" friends, rather than regular acquaintances from those thousands of miles away. You can be more casual and personable about the Game as well as more tolerant and relaxed about "Table Chatter" even between breaks. ;o)
Hat of the magi lets you cast any cantrips on your classe's spell list, even one you haven't learned yet.
Ag silver Radio so does dark shard amulet
Is 'Hat of the Magi' an actual item in 5e? Can't find it in any wiki.
the Gentleman Returned it’s actually called the hat of wizardry, it’s a common magic item in xanathar’s guide
Not as keen on it, as success or failure, it goes inert for the rest of the day.
Please do '10 Best Cheap Magic Items for Non-Casters' next!
I would say Mantle of spell resistance would return because to a 13 lvl monk virtually no spell that requires a dc will harm you.
@@sound-l34ked45 At 50,000 GP, that's hardly a "cheap" magic item. Still damn good. One of my players acquired a cursed one at an extremely low level - still worth it despite the curse.
@@onwardtowaffles what was the curse?
@@captaincoolcat8957 Made the wearer unable to attune to other items, and unwilling to break their attunement to it. Also made them insatiably hungry and thirsty, forcing them to consume 4x the normal amount of food and drink or suffer a level of exhaustion per day (UNLESS the food and drink was human flesh and blood).
Mind you, this was a Tomb of Annihilation campaign, where food and drink are already scarce and other sources of exhaustion are horrifically common.
@@onwardtowaffles big oof
Want to be a Beastmaster Wizard? The Staff of the Python outstrips any animal companion the Ranger gets in the PHB.
The Python gets it's own initiative (as opposed to having your initiative with Ranger), you mentally command it (as opposed to audible with ranger), it has an attack range of 10, can grapple an opponent and then constrict for damage, the damage output is more than most lvl 1-4 PCs, and you can give the snake a full heal for free after every combat.
Basically a free guard snake that can help a caster avoid any 1v1 situations while at the same time providing a massive combat boost for early level parties.
Except wizard can't be attuned to the staff RAW, only a cleric, druid, or warlock character can. It's not a bad item as long as you can keep the snake from dying since it destroys the staff if it happens.
Give it to the cleric for obvious reasons.
"outstrips any companion the Ranger gets in the PHB"
>sad bowstring music
I like it for a Druid item.
No Cloak of Displacement? Disadvantage on every attack means maintaining concentration for days.
Displacement is pretty good, along with ring of protection also
I've got a Drow Ranger I'm playing in Mad Mage. This was the first item I picked up for him. Made my DM salty af for our first 6 character levels. "Ok... thats the only Displacer Cloak you guys are getting. Nobody else gets displacement!"
Unpopular (?) Opinion: Illusionist's Bracers from the Guildmasters' Guide to Ravnica, page 178. You do not want to know how many times these have saved my poor Wizard. >_> "While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time." Granted, they're 'very rare' and you didn't get into objects that cost THAT much, but they were well worth the 5000g I spent on them.
WAIT WHAT! EVERY WARLOCK EVER NEEDS THESE SO HARD
It’s great for Firebolt and Toll the Dead, from my experience. My DM and I did the math, and it has more average damage than most 3rd level spells when you hit level 11. 6d10 for Firebolt, with a chance to crit to become 12d10. The math gets messy. It’s actually even better than fireball when you’re 5th level because it can crit - and fireball can’t. Lets me take a lot more utility spells, and as a Necromancy Wizard, some of those are really important. >_>
The Bracers are broken as all hell, I only used them a couple of times and the fact that using it with Booming Blade effectively gives you Extra Attack is hot
Ok I think my bladesinger might want that.
The wand of Binding may be good, no disputing that but the amount of chaos my Gnome druid caused with a wand of fear was epic. Techincally speaking, the Wand of fear is hands down the best random Magic Item I have ever found.
Unless you're in skyrim...
Personally I enjoy tweaking spells and magic items to make them a bit more useful in a wider variety of situations.
Naturally, plenty of people do this but I changed the Daylight spell so that it specifically emanates sunlight (since the spell description is a little vague) which means the Driftglobe is very useful in combat against creatures with sunlight sensitivity, not to mention the fact it functions as an endless torch that you don't need to carry. If you like using both hands in combat for spells or duel wielding, simply have the Driftglobe bob along next to you, providing light to all those party members without darkvision.
I'd take a lesson from Critical Role and give a Pearl of Power to a cleric with Revivify, as long as you have the diamonds to back up the spell
That's how I've always used it. Cleric is free to kick ass with spirit guardians, upcasted guiding bolt, etc., because the most effective way to heal is to prevent damage by killing enemies, and let them not worry about reserving a slot in case someone goes down.
No mention of Handy Haversack?
It's a magic backpack that's similar to bag of holding, but it brings the item that you're thinking about to the top/stick it out for easy retrieval instantly.
With bag of holding, you have to sit there rummaging through it to find what you want. Which takes time.
Also, while Handy Haversack doesn't have the capacity of bag of holding, you are able to get around that.
Put the bag of holding inside of your handy Haversack.
No damage to anything.
It's portable hole + bag of holding that rips a hole in the planes.
You can put bags of holding inside of bags of holding for days. Haversack is basically/counts as bag of holding.
The retrieval magic doesn't work on the contents of the bag of holding. So you'd need to take out the bag of holding and rummage through it.
EvilPaladin11 Good first point 👍 Free action Haversack vs 1 action Bag.
Second point is wrong though: Handy Haversack + Bag of Holding has the same effect as with a Portable Hole or indeed any extradimensional space-creating item. Instant destruction and dumped on the Astral Plane.
Playing a warforged, didn’t know that these protection items are so cheap... Lets see how high I can crank my AC...
Soldraconis yes😂😂😂 same here
Good luck in your endeavors!
I love Warforged. Juggernaut is the best.
check out the channel Nerdarchy they built a hypothetical legal character with AC in the 50s
ruclips.net/video/lcNst2UrYts/видео.html
Staff of Flowers for my "Druid" Archfey Warlock, who makes 1 flower, takes the seeds and makes Gardens and bouquets for persuasion... He even got a Pot of Awakening, so he have a rare talking flower friend which gives him flower seeds for more flowers
The Wand of Magic Missiles, or, The Wand of "Magic Missiles is now a cantrip, deal with it."
Does that mean Shield is now a cantrip as well?
Edit: Damn it, how did I miss that you were making a joke? Never mind.
Also the talking doll is great roleplay wise, and can take any shape, like a teddy bear
Magic missile at 6th level would be 8d4+8, not 8d8+8 unless there is some upcasting bonus I am unaware of...
No, that was a type on his part. Still a lot of damage. Until the DM gives everything the shield spell.
I Got Sacks full of cats where does the + 8 come from? Isn’t it 8d4+1?
@@grain3880 each missile is 1d4+1, 8 missiles =8d4 +8. or 8(d4 +1).
Techniccaly it's 1d4 and you multiply that roll by the number of missiles + 1 for each missile
@@jadesapphira4325 no i do not think so as you can target multiple targets with each missile, you would need to roll each of the individually
A great use for the horn of warning I saw was the party using it to make a bandit camp think that a imperial cavalry unit was charging them. The party got to keep the loot, and free any hostages they found. Great fun.
Our dm gave our monk a bag of slight. He has used it so often and has become one of the funniest long running jokes in our campaign.
Ring of spell storing is probably one of my favorite items ever. Also gauntlets of oger power. Seeing a small mage pick up and hurl heavy items is always fun.
I had a goblin rogue that had gauntlets of ogre power. Watching him armwrestle dragonborn and other high-strength characters was a blast, and the party made money off of the entertainment.
ETA: Then he would carry home our ranger, who had an alcohol problem.
@@Blaize24 Lol ya that sounds like alot of fun! Nothing like watching a goblin beat a Goliath barbarian in arm wrestling haha.
Elvin chain is great for never having to prepare or cast mage armor. Also staff of defense is gold for boosting AC.
Cube of Force is pretty awesome. Played a level 1 Aasimar druid with a few higher level party members. Our airship blew up as one would expect any airship in literally any game ever. Turned on my cube of force, to not allow anything to penetrate it even the ground. DM ruled that we were safe inside of it.
I would like to say that with Bladesingers it would be much easier for you to get a hat of wizardry so you’d have that free hand and any wizard worth his salt would be able to use the 10 dc arcana check to use any cantrip.
Dude I LOVE these kinds of videos. Please please make more!
So I've only ever played spellcasters so this video already gets an A+ before watching lol. I don't know if it's just me, but I love shopping and looting up but I find it kind of overwhelming at times. Just because there are so many options. This helps out so much! You touched so many different aspects too. My favorite character ever is my Aasimar Sorcadin and looking for magic items for him is a little tough but I'll definitely pick up some of the things you mentioned. Again, I LOVE LOVE this video
A must have for warlocks is wand if the pact keeper
I thought casters needed a +5 Vorpal Lifestealing Great Axe of Goblin Bane???
Nah fan they need like a +6 angelic soulsucc blade of hobgoblin bane.
No that’s for the goblin rogue
Invalid Entidy I thought they needed a +7 Demonic Necrotic Legendary Axe of Divine Giant Thunderbolts
Noobs here forgetting the +10 Omniversal Mallet of Boring Damage Dealing
"I need it for my build."
"You're a sorcerer, you can't even lift it!"
*Rolls 25 in Cha* "I need it."
The Mac-Fuirmidh Cittern statement was incorrect: It says you can cast EACH spell once per day, not one spell per day from it. Each individual spell, as written and intended, you can use once per day.
I LOVE Bag of tricks. 3 pokemon per day! It's a tank to hold aggro, it's a scout ahead, and it's a fluffy companion to snuggle during long rests.
I love my bags of holding. In a game, I filled a large bag of holding full of water, and the DM forgot about it. Right before a boss fight, while the boss was in his evil villain monologue I whipped that bad boy out and swept him away in a torrent of water to get him to shut up.
The look on the DMs face was priceless.
Boots of Elvenkind
Uncommon
Effectively makes your footsteps completely silent.
With the combination of invisibility and the right DM, you might just be able to skip out on stealth checks.
Also these things don't require attunement.
Our DM gifted the Winged Boots to our Ranger at Level 2. So powerful and I think he REALLY underestimated it (he's pretty inexperienced) :D
My DM uses Homebrew stuff for harvesting/alchemy/cooking. The character that I play in his game is a Rogue/Ranger combo, and the parties Hunter/cook. I purchased Hewards Handy Spice Pouch in that game for the RP aspect and it was honestly one of my best low-level purchases. I even used it in one fight to make a giant sneeze after I blew pepper in his face. He had disadvantage on attacks for three turns while he tried to stop sneezing
It's not in 5e but one of my favorite items for casters has always been the long staff. It's not magical, not special in any way, but it used to (note, used to) be possible to use a staff to cast touch spells. And long staffs had reach.
That's what a familiar is for ;)
Creative uses for low-budget magic items??? {Oh... Hey Cody, great video!}
Hmmm... Gonna have to go with that Bag of Holding we got, and someone tossed a sword (notably unsheathed) into... Which (by the books if you read up) has at least a chance of turning it into a "Bag of Devouring"... Which of course, it did...
SO you open the Bag up later, and all your stuff is gone... and looking in carefully, you notice teeth ringing the very rear recesses... while the bag tries to "suck you into it".
BUT no, I didn't dubiously toss it away, burn the thing, or otherwise get rid of it. I'd lost a few really nice things in there, but I still had my Bag... even of Devouring...
Later on... (Some weeks later on) We ran into a Crypt thing, not as powerful (by a mile or so) as a Lich, but certainly nothing to scoff at for a threesome of fourth level Characters... AND I opened my bag and dove at the creature, rolling a legit 20...
You should've seen the GM's face fall as he realized that my "Trusty Bag of Devouring" had eaten his big bad ol' Crypt Thing... Winning the fight in a single round... MAN!!! Was that guy pissed!
Of course, even if it's not a Table standard for PC v GM... We are still people and prone to be vindictive from time to time... SO that Bag of Devouring didn't last too long after that little stunt... BUT totally worth it. ;o)
Without the caveat that this is for casters, periapt of wound closure and robe of useful items are amazing at early levels. It makes your group really begin to utilize their packs and everything inside them once they realize they actually include useful items because they are on the robe!!
Glad to see that someone else appreciates the sheer power of the Wand of Magic Missiles. I blew threw the first 4 levels of a campaign with it, making my Life Cleric the DPS of the group.
Overlooked Item "Everburning Torch"
I've used them so often to see 'how far this hole goes"
To serve as a Signal, expose and then cover it up again.
Leave as a lure, Goblin sees a small fire in the tunnel and investigates, Party's archer picks him off with ease.
Item used in a ridiculous manner Javelin that had a Silence spell cast on it.
My Oathsworn (Monty Cook) had broken his foot giving a charging boar a roundhouse kick. He was using the Javelin as a walking stick, but I kept making a continuous "click" sound every time I used the Javelin to walk. Wizard cast Silence on the Javelin.
A minute later, my still limping Oathsworn hurls the Javelin at the Ogre that had just come from the doorway. Rolls a Nat 20, Javelin embeds itself in the Ogre's throat, Ogre can't call for help or anything as the Party kills it.
What about the Hat of Wizardry? It functions as a wizard’s spell focus and it lets you cast one cantrip per day that you don’t know. It’s a hugely useful item!
I bought two coins that always land on tails. I put them in the soles of my boots to get a bonus to dex saves. Best 25 gold I ever spent.
Wand of binding may be more useful than a wand of fireballs, but it's definitely not more fun. Give a wand of fireballs to a newer player who's never cast fireball before and watch their eyes light up as they unload all those dice on something for the first time.
My absolute fav magic item is the Rope of climbing the text says it can hold up to 3000 pounds...and since i didnt need to actually climb i just had it lift my party up walls via the command word to pull the entire party up a castle wall without worrying about falling.
I was dming a campaign where the party had a goat companion, Geoffrey. They wanted him to have armor so they went on a mission to get a special powder that can be used to enchant armor, and then “enchanted” reduce onto some horse plate armor, and then has a custom made shield/helmet, so that this GOAT had 20 AC.
get 6 wands of magic missile, parallelly string them together then attach said bundle to a bracer. Congratulations! You are now ironman
Illusionists bracers. Being able to bonus action re-cast a cantrip is amazing. I have it on my warlock and our DM regrets giving it to me lol. Would definitely recommend for any warlock or anyone who likes to find creative ways to rely on cantrips
I know this was meant to be about magic items but...
My group was in very rocky terrain with boulders scattered everywhere when arrows were suddenly flying at them, the failed to sus out where they had come from and so the ranger climbed on top of our wizard who cast gust of wind to shoot him up into the air, he spotted the attackers hiding behind a bunch of rocks and fired an arrow in their direction to let the party know where they were then the bard cast feather fall on him as he started to descend landing him safely on his feet
I dont know how common something like that is but I thought it was a pretty creative use and combination of the spells
I once made a character with split personalities that wore a cloak of many fashions that would change depending on who was the host at the time.
Pearl of power is especially powerful for sorcerers since it restores a slot instead of storing it for later, it can be a third level slot or a first and a second
You apparently misread about the Instruments of the Bards. It can cast EACH spell once per day, not just one spell.
Direct quote: "Once the instrument has been used to cast a spell, it can’t be used to cast *that* spell again until the next dawn."
Immovable rods and high dex charecters. Use the rod as his own form of flying or as a sneaky perch
When you get 2 of them, you can go anywhere xD
You seem to be confusing the DMG suggested sale-by-players prices with purchase price. The potion of healing, a consumable common item, is 50gp in the PHB. Permanent common items are not supposed to be available to the players for 50gp.
Right I was very confused where he was getting these numbers.
@@Varrick111 Admittedly the DMG could have been clearer, but the base numbers for crafting items cost & time are DMG page 129, the base numbers for selling items are on page 130, and obviously you won't be commissioning items for less!
I personally love the Staff of Adornment. A Spellcaster could float their Spellcasting Focus or Foci for multiclass casters on it, and use them for casting. My other personal favorite is the Hat of Wizardry. I had a character that was basically a wizard-turned-aberration who wore one just so he'd still look like a wizard. It's very disarming for most potential guard attacks to see an eldritch abomination wearing Sorcerer's Apprentice style blue and star robes with a matching hat casting Chill Touch on a Giant Rat crawling out of a sewer.
Another crazy combination. The spell "Stinking Cloud". Treat this as basically a cloud of chlorine gas; thick, stays near the ground. One catch about chlorine gas...it's flammable. So...next time you want to make bloody well sure you've got the whole pack of whatever you're using the stinking cloud on, have another caster throw some sort of flame spell into the middle of that gas. The DM of the game I was in figured that we had just lit off the D&D equivalent of a modern-day incendiary gas bomb, and doubled the effect of the flame strike, while added fire damage to the entire affected area.
Last night we had a session where we used Decanter of EW, control and shape water to seal a tunnel full of ravaged abominations coming for us... We are still not out of danger, but at least we are a bit safer... for now :)
Now we just need to find a way out of the temple with a single way out... through abominations...
Good times :D
Rest, release water, lightning bolt the wet abominations...?
An added "haste" spell...ok, sounds like a way a party I was in got rid of a very irritating quickling. Both spell casters cooperated on this little maneuver. One cast a wall of iron in the middle of a likely path. The other managed to hit the quickling with the haste spell. Nice little sound effect when that little s**t ran into the wall!
For those tuning in late who don't have experience with the wand of magic missiles: the damage dice is d4, not d8 like he says in the video. Just a minor clarification :D
Still a wonderful item though, I've had it on several of my characters.
Ice Crystal Tiara from Pathfinder V1 was the best magic item I ever bought. We were level 1 and our DM missed a game and to make up for it he gave us 1000 gold to buy a magic item and I picked this one. For the most part I never used it until 2 hilarious instances. Both were at the end of our 4 year campaign at 20th level. We were facing an undead dragon and I knew he would want it to fly around so as soon as we got into its lair I summoned the ice castle right next to it which essentially pinned it against a wall so it could either try to smash its way free or smash us and that was the end of that. The final fight was against the whispering tyrant himself and I had been saving this one for a long time. You can summon 1d4+1 huge ice elementals at level 20 and he didn’t remember that. So we storm into his chamber he gives his speech and I reach into my backpack and pull out 5 huge size miniatures and he says “what are those for?” and I locked eyes with him and said “Your destruction monster!” then I rolled my d4 and got the 4 I was praying for and filled the entire map space with miniatures it was beautiful.
Honestly surprised no one mentioned Clockwork Amulets from XGTE here, it's easily the single most broken common item in 5e that's always good no matter your level. 50-100 GP common magic item that doesn't require attunement, once per day whenever you make an attack roll, you can skip the roll to get an automatic 10 on the roll, it then can't be used until dawn. This means that as long as your DM isn't a total dick when you use it your attacks should hit the enemy about 95% of the time due to enemy AC normally scaling with player's bonuses to hit. level 1 wizard casting fire bolt? Use the amulet to give it a 10 +4 via attack modifiers and boom, you've just automatically hit a level appropriate enemy which normally has 13-14 AC.
It might not seem like a problem at first, HOWEVER you need to take note of the cheapness of the item, 75 gold on average, this means that you can easily buy a lot of them and since they don't require any action to use, you could say cast Scorching ray at 5th level and if you have one for each ray that equals 12d6 fire damage in one turn because each ray hits.
My elf buddy misty stepped to the back of a dragons head and attacked it, and next turn the dragon flew 60 feet in the air. The turn after that the dragon was killed, and started falling. My genius elf buddy used an immovable rod to not fall to his death. It was possibly the coolest move of my favorite session ever.
I used an eversmoking bottle to trivialize a Beholder fight.
If you can blind it, it can't target anything, and its melee attacks are pathetic.
The problem with darkness or fog cloud is that his main antimagic cone would dispell them in a moment.
A smoke curtain? Not so good against it.
WexMajor82 Exactly. I knew the bottle was magical but the smoke wasn’t.
It would be hard to completely fill a beholder lair with smoke. Plus, how would you see to attack the beholder. It could use his disintegrate ray on the bottle . Remember, beholders are geniuses, insane but very intelligent
This is kind of long, and I apologize in advance. As soon as the bottle is opened, a 60' radius smoke cloud immediately billows out and then the radius increases for another 10' per minute up to 120' and while the bottle is magical, the smoke it produces isn't. So if the beholder points its antimagic cone toward the bottle, it won't produce more smoke, but 60' is more than enough. The area within the smoke cloud is heavily obscured, which means that creatures within it are effectively blinded. Ditto for creatures outside looking into the smoke cloud. Creatures that are blinded can still attack, but at disadvantage. Also, the beholder couldn't see us (an effect of the blinded condition). Eye rays can only be used against targets the beholder can see. As for its disintegration ray, the bottle is a magical item, and while it's not exactly the same, the disintegrate spell doesn't destroy magical items (i.e., a disintegrated person is turned into a pile of dust, but any magical items it was carrying remain) and if the beholder pointed its antimagic cone at the bottle, it couldn't use that or any other ray on it. It's a pity the rules aren't clearer and that I had to pull this together from all 3 core rulebooks, but my DM and I thought the logic was sound. Of course if he'd house ruled that it was a little too ridiculous for me to be able to do that and said that a beholder could hit a target with an eye ray after a perception check or something like that, I wouldn't have argued it.
I used a polymorphed (into a squirrel) cyclops... :P
My DM let me use Catapult to fling it at the beholder. The cyclopean squirrel flew into the beholder's mouth, took some damage, and reverted to form. Exploding beholder ftw! Plus it was hovering over a portal to somewhere else so the cyclops fell into said portal and was never seen again.
This has probably been done many times, but having a Bag of holding on you is great for fall damage as well. My Halfling Artificer got lifted into the air by a giant bat, and when the monster dropped me I just jumped into my own Bag of Holding. After 6 seconds I crawled back out and Boom! No fall damage.
The issue there is you cant crawl out. You have to be pulled out
@@_NobodySpecial_ it doesn't state that you can't crawl out in the items description, so my DM let's me crawl out from within the bag. This also balances trapping enemies in the bag, cuz that can get OP fast.
8d8+8? Aren't magic missiles d4s?
Yeah. Probably just didn't catch that in editing.
I thought the same thing
That had me do a quick double check on google.
Hey you mention on the Cittern that "you can only cast one spell per day for free from it".
As written you can actually cast EACH spell once per day.
"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast THAT spell again until the next dawn."
All of the bard instruments are crazy powerful at any price point. They all give 4 free utility spells per day AND 3 or more potentially higher level spells each once per day as well.
Also, a side note on Pearl of Power. Do not recommend for warlocks above level 6. It restores one spell slot of 3rd level or lower. If you only have 4the level slots, it does nothing. Just something to keep in mind.
You need to add the items in a list in the video details section (show more area) with the timestamp for quick reference.
For warlocks, Rod of the Pact Keeper is amazing. I got a +2 version in adventure, and used it for levels just for the +2 to hit /and/ spell DCs. Only found out recently that it /also/ allows you to regain one spell slot. For Warlocks, that can be a lifesaver.
Decanter of Endless Water: So much fun and super versatile. In combat I've used it to knock a target prone so our monk could absolutely GO TO TOWN ON HIS FACE, which was awesome. And to slow someone from fleeing without using precious spell slots. Also used it to kite a monster since it had to use half it's movement to get up and it's action to dash to try to catch me. Out of combat since my character is a super nature focused healer and I have to use it to put out all the forest fires our fireball-happy wizard creates. Always having clean drinking water is great on longer dungeon crawls, or the ability to create saltwater when I want to screw with someone can be fun. Being able to create endless water allows the flooding of areas to set off traps, see how deep a hole is, help someone get out of a pit (they can just swim out if you fill it enough), etc. If there is lava you can shower it in salt water, creating hydrochloric acid gas which can poison an entire cave (yay science). And you can always have fun with fire elementals. And I have access to shape water and mold earth. With these i can use mold earth to create simple shapes, like say that of a key I have, pour water in, and use shape water to freeze it, creating a replica that is magically frozen for 1 hour (RAW in shape water). Or not even a key, any shape. Perfect for duplicating items, which you can even use illusionary magic to make it look like whatever you want, but actually being tangible instead of just an incorporeal illusion. And finally, it doesn't need to be attuned and is simple to use, so hiring someone to follow you and use it for you is easy enough, potentially knocking someone prone in combat every turn for your party. Yaaaaay slaves. A lot of versatility and options with endless water, especially when it isn't a limited time use per rest like most of the magic items listed in the video. 10/10 trying to find one on every adventure now.
I play a necromancer in my friend's D&D game currently. Pearl of Power is great for always making sure he has a spell slot open for Animate Dead. Especially useful since he normally only keeps 4 skeletons with him at any time (he improves them with better armor/weapons, and the Inspiring Leader feat to offset the relatively low number).
FYI you cannot use a shield with bladesong. The ability specifically states that you can only start a bladesong while not wearing medium armor, heavy armor, shields or wielding a weapon with both hands. It also specifically says that bladesong ends early if you don a shield, medium or heavy armor, or make a weapon attack with both hands.
Also the warcaster feat allows you to perform somatic components while using a weapon and shield, as well as have advantage on concentration checks and be able to cast a spell as an attack of opportunity. It is quite frankly a really good feat for up close spell casters.
Most miles out of? Back in 3.5, I ran a barbarian with 3 immovable rod. Kept one in his belt for falling. Used 2 to climb out of a bottomless pit in a Lich Lair, that climb resulted in a habit of carrying a few hammocks for sleeping. At a much later point, I had collected 20. Old rules for moving them was DC 25 Strength check to move 1', with each +1 over 25 resulting in an additional 1' of movement, but each rod adds +2 to the initial DC. Epic Feat: Legendary Wrestler. You have any idea how upset a Storm Giant gets when a human flips him on his back, and is then pinned under 20 rods? Or a Dragon, who can't move it's head because there's a few rods in it's nostrils ,under the chin, and base of the skull?
Coincidentally , punching a captive Red Dragon repeatedly in the face while yelling "Be Nice" only makes it lie to you.
So there was a really deep well that we could tell had loot at the bottom. I used the bang of holding as a super easy water transportation device and was able to get so much loot!! And that pearl of power is also really good with my evocation mage because fireballs get through the small guys early and give us a counterspell for when we meet powerful foes.
Not only magic users, but the best thing for a prison break is a portable hole. Unlike other items that can store a person for 10mins, this one has a strength dc to get out of it. If you die or get captured, they can still pop out and help you. It’s awesome and a work around for a lot of rules.
on my abjuration wizard i truely loved my cube of force, especially when you stack that with wall of force, you can truely form the battlefield to your wishes and still be relatively safe
"note" the DM has removed it from our game in our new campaign xD"
I always liked having the Cloak of Displacement which is a rare item that is not specifically for casters but it can be useful for them too. The item causes any creature to have disadvantage on attack rolls against the player wearing and even though if the player takes damage the effect ceases to function it reactivates at the start of your next turn. The only ways to supress it is while you are grappled, incapacitated, or otherwise unable to move.
My party just carries a +3 bong of Stoning. So far they've had many adventures without ever dying. They recently acquired a scroll of Limited Infinite Making. When used it creates unlimited amounts of a sweet tasty confectionery that can be heated to harden for longer trips. Fairly common components required, sugar, flower, butter, salt, water.
I'm planning on playing a hobgoblin war mage in the sequel campaign to the one I'm in, so I'm *very* glad you made this.
i know it only for
Wizard but the
"Hat of Wizardry"
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
• You can use the hat as a spellcasting focus for your wizard spells. • You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Wand of magic missile is really useful as warlock, if you take hex as a second level spell, at 3rd level you can do 9d4+9 force damage and 9d6 necrotic in a single turn with only 1 spell slot
Ha. My Evoker Wizard is currently carrying 4 items on your list. Wand of the War Mage, Pearl of Power, Cloak of Protection, and Wand of Magic Missiles!
One magic item of uncommon rarity that I absolutely love is the Brazier of commanding fire elemental. It’s a 5 pound brass brazier that once it’s command word is spoken it summons a fire elemental like you casted ‘Summon/Conjure Elemental’ the best thing about it is that it’s... NOT. I repeat NOT attunement. Which is absolutely ridiculous because that means you can have an infinite number of fire elementals at your disposal. If I remember right it’s recharged by next dawn
For those with proficiency, I'd put the Sentinel Shield in there too; Non-attunement, Advantage on Perception Checks and Initative Rolls, which also increases your Passive Perception by 5. Excellent for someone like a Cleric or Valor Bard.