Uncommon: Periapt of Wound Closure. Just in case your tank goes down, auto stabilizing at the start of turn can be very useful. And double the healing on rolling Hit Die is a nice bonus!
Imagine this with a Zealot Barbarian. With your Rage Beyond Death, you stabilize at the beginning of your next turn and remain conscious. And also there is no limit on Rage Beyond Death (besides rage ending) so it doesn't matter how many times you are knocked back down so long as you have a single Death Save before the start of your turn. Like holy shit.
I feel like a character with that item should start wisecracking where possible and constantly break the fourth wall. Or alternatively grow claws and smoke cigars.
Uncommon Items 2:55 Boots of Striding & Springing 5:10 Adamantine Armour 7:55 Javelin of Lightning Rare Items 9:15 Flame Tongue 11:25 Sun Blade 12:05 Cape of the Mountebank 13:05 Mantle of Spell Resistance 13:45 Belt of Dawrvenkind Very Rare Items 14:55 Drawrven Plate 16:20 Helm of Brilliance Legendary Items 19:50 Armour of Invulnrability 21:05 Rod of Lordly Might Wildcards 24:10 Belt of Giant Strength 25:50 Ring of Spell Storing
Coukd a paladin give the rogue a ring if spell storing and let him use that on a critical combined with sneak attack? Especially good for any surprise round if possible
The Javelin of Lightning also overcomes the very common enemy resistance to non-magical attacks, so it can still be handy to have even after using its lightning bolt power. By my understanding, javelins can even be used for melee combat, functioning essentially like a spear.
@@gumballthechewy Honestly, I like the idea of just giving a Javelin of Lightning the ability to return to your hand. Though, I really like the idea of returning weapons in general so...
Really love seeing the Cape of the Mountebank on the list. Gave one of my characters armor that creates a shock effect around him once a day equal to the damage he would take from falling. Dude straight up used the cape to fist of havoc a boss
Another nice item for these classes is the animated shield. I've never seen a great weapon wielder be upset at not having to pick between their AC and their damage output.
The defender works to a similar effect, allowing you to allot your +3 bonus to either your attack and damage rolls or your AC. Not quite as good, as you can use an animated shield and a +3 weapon to enjoy a +3 attack and damage roll buff as well as +2 AC rather than have to choose, but still very good.
@@thomwilsonchen7214The result would be 2 attunement slots gone, meaning your 3rd slot would have to exceptionally utility focused to help balance the number bumping and not feel almost useless outside of combat. Which is one of the Barbs biggest drawbacks if the player is either new, reluctant to roleplay, or stick with the stereotype of naked dumb angry man with a stick. . I'm sorry. A BIG stick.
I like how you skipped that the Flametongue is the Crit Blade. Every Flametongue Greatsword hit is the same as a RAW Crit. Critting is a double crit. Just awesome!
My Eldritch Knight found a Flametongue Double-bladed Scimitar. Had it for 2 or 3 sessions before we got a TPK against a Death Knight but man did it feel good. I felt like a god when we encountered a crypt full of mummies (helloooo fire vulnerability 😂). And in the very last session against the Death Knight our Wizard caste Haste on me. We all died but it was a fucking glorious battle! The boss was literally only 1 or 2 hits from dying, but he got us first. I'd love to play an EK again some day.
I defently think that an amulet of health is great for these tank characters that get their constitution up to 19. This allows them to focus on other things when those ability scores come up and not have to worry about constitution. This will also help them not worry about them having to make death saves and instantly become stable.
The only problem with an amulet of health is that it fixes your constitution at 19. This doesn't create much problem until high level, but when you do get to high level, especially as a barbarian, not having 20 con does start to hurt. Since that's an effective 40 HP lost, and your level 20 ability only half works. And, with the type of build they're talking about, the only priorities for ASIs are Strength and Con anyway, so you're probably going to max both out naturally
Personally, I like the Periapt of Wound Closure - two of my characters, Navarre the Human Champion Fighter and Zorilla the Yuan-Ti Vengeance Paladin both got those, and when they get koed, don't need to worry about Death Saves. Of course, if one had a cool DM that combined it with the Amulet of Health, that would be cool too.
perfect timing again guys, thanks! i just started playing my first ever paladin, running as a sword and board kobold and the gm even ended up rolling up a +1 shield. it is always fun to get opinions on what items other people think are good for your character
my girlfriend and I are currently doing a campaign where she plays an entire party of 5 (thanks covid) and her cleric is proficient in heavy armor but went dex as her third stat. I was supposed to award the party adamantine plate armor for a side quest but I switched it to mithril plate armor to ignore the strength requirement. I felt like this followed your video that said to focus the campaign on the players
Woof, 5 characters all by herself, constituting the whole party?! Wow, that's a LOT to manage! Who has more work, you to prepare, or her during gameplay? ...and how does party banter look? :D
@@MassiveKreutz We both put in a lot of work but it ends up really fun! I have a pretty good grasp of the personality of each of the characters so if there is a point where the characters are just talking amongst themselves I am always willing to roleplay one or two of the characters for the conversation.
I think the Rod of Lordly Might is especially potent for an Eldritch Knight because you can throw your spear at a flying enemy and hopefully knock them down then call back to your hand. You'd probably mainly use the Flame Tongue but fighting an enemy that resists or immune to fire? use the axe. Fighting a skeleton vulnerable to bludgeoning? use the mace. Fighting a Rakshasa? Spear again.
I remember one campaign I was running and the Paladin used the ladder option of the rod to push an enemy over the edge of a 100 foot cliff. I just looked at him and he smiled and said "Saturday Morning Cartoons" and I just sighed and left it at that.
@@AssassinLupus7 Can also multi class into sorcerer/wizard if you think rp wise hexblade might be a bit odd for a Monk. Hexblade is still better though, although sorcerer/wizard etc also get you absorb elements for against those spells.
@@AssassinLupus7 I've done some of this multiclass its really fun at low levels. Around level 6 you can attack as if you were holding 4 greatswords! Consider ranger too, if you'd rather be punching ranger spells can be nice.
@@Hyde_Hill @kaemon bonet Honestly, I'm only going to put 2 levels into warlock, so I can grab a couple invocations. I feel like Devil's Sight will pair very well with Way of the Shadow abilities.
I remember having a fighter in my group with counter spell ended up shutting down my lich, then action surging and wailing on him for like 98 damage. I had forgotten that the ring had counter spell and focused the mage down before casting invulnerability.
I think the armor of invulnerability doesn't get enough love. I think it's important to remember it makes you immune to fall damage (unless I'm misinterpreting). In a campaign I played a warforged paladin who wore the armor and would leap off of airships after activating it. Truly a terrifying sight: 500 pounds of steel, armed with 14 paladin levels worth of smites, traveling near terminal velocity out of the sky.
One magic item I would give an honorable mention too would be The sentinel shield. Advantage on initiative so you can be closest to first to go is great also no attunement needed.
"Adamantine armour" or, if you are like my current Paladin and want to keep the ability to have good stealth checks: Mithril armour (what I want, not what I have).
One of my favorite items I've made soecifically for a battlemaster is a sword that lets you jump really high, but it also gives flying enemies disasvantage on saves against trip attack, so you're encouraged to spike things out of the sky. Unfortunately the character i made this for died, so it was never tested.
I’m glad that you all addressed the Ring of Spell storing in this. My Paladin got one 3 sessions ago and it has completely changed how he functions, now he can be a stealth monster with pass without trace or invisibility even while in heavy armor, and if I am expecting fights, haste, heat metal, and counterspell are absolutely fantastic. Even spells like Jump to round out the 5th slot are useful as it means that he can bridge insane gaps with his high strength
@@Hyde_Hill Yes, I’m not doing all this at the same time, obviously. It’s just a matter of anticipating what will be most useful and not being afraid to pull the trigger on using them. My personal favorite combo is Haste with either invisibility or pass without trace, though pass without trace, heat metal, and jump are good as well.
One item that I think gets overlooked a lot is the Horn of Valhalla. With a barbarian, fighter or paladin with martial weapons proficiency, they can get up to 5d4+5 berserkers friendly to them to help on the battle field depending on rarity. They aren't all that powerful, but adding 15+ 70 HP NPC meat shields can be absolutely insane.
Was re-watching this. I couldn't disagree more with the Boots of Striding and Springing. My highest level character is a barbarian and I can't think of a single time in combat I'd use my action to dash to the enemy unless it was more than 60-80 feet away(after the fast movement at level 6). At levels 1-4, I'd rather throw a javelin/handaxe recklessly to negate disadvantage than dash to get up there and waste the turn. I'd love these if I was in a campaign that faced a lot of long pits. Even still I'd rather have the Slippers of Spider Climbing than those boots. As a barbarian, the items I wanted when he was low level were: 1. Cloak of Protection. +1 AC and +1 to all saves is huge at low levels. 2. Spiders of Spider Climbing. Walking on non-slick surfaces offers more maneuverability than having to dash to get the full usage out of an item. 3. Stone of Good Luck. +1 to all saves and ability checks is just awesome. Not sure how these three didn't get picked over the two very situational ones that were picked. The Javelin of Lightning is really fun. I got one at level 2 and used it a lot. By the time I hit level 5 I wasn't using it all that much because creatures would almost always pass the low dex save and take minimal damage from it. Not to mention I'd have to make sure none of my party was in the way.
Hi, i just want to say that you guys are my favorite dungeons and dragons channel So much of this information i have used to better my stuff for DnD sessions, despite the only ones i've been in ending abruptly or cause of work schedules I haven't been able to do one since, cause of my inconsistent work schedule, but the time i'm free for a campaign i very much look forward to doing so! i've been binge watching your monster videos for the past 2 days, cause i've been working for nearly a year and a half on refining and making my own entirely homebrewed, custom monsters to use. It's really helped me flesh them out, fix inconsistencies with their stats and health, and the way i want them to work, super huge help with those monsters. Thank you for all that you do, and thank you for being so helpful!
When it comes to the ring of spell storing another clutch spell is just a simple healing word/cure wounds which the Paladin or cleric can fill up, that way when the barbarian/fighter/Paladin DOES take a big hit, they don’t need to rely on heals from somebody else, they just have a pocket medic.
In the Frozen Castle Supplement, my TINY Wood Elf Rogue agreed to wrestle a Frost Giant. I borrowed my Bards Immovable Rod & Ring of Spell Storing which he put Big B's hand in. Casting BB's Hand allowed me to grasp the frost giants leg, trip him, & so he fell to the ground. Afterward, I placed the Immovable Rod on his chest & activated it pinning him to the ground & I won the match. It was pretty EPIC!
This video came out at a perfect time. I've been challenging myself to build a typically MAD Barbarian/Hexblade and came up with a Wild Magic Tortle to help that along. As I'm typing "Flametongue flavored for Lightning Damage" in my character build notes, that's exactly what they get talking about.
I got the rod of lordly might in one of my campaigns. My favorite moment with it was when I impaled a drider to the ceiling after pushing the ladder button. I don't think I used any other button after that
In my Curse of Strahd Campaign, I let the players pick any uncommon magic item to start with. My dear sister chose Adamantine full Plate for her paladin. He has proceeded to basically never get hit, and never get crit.
Armor of Gleaming (platemail). I've used it to barbeque meat. It's a magic suit of armor so it doesn't take damage, and because it can't get dirty the barbecuing didn't wear it out in any way.
I got a Belt of Dwarvenkind on a Dragonborn Warlock and we flavored the beard as a chinese/gold dragon style beard and I was really happy with the image in my head, where I normally would not want my aesthetic to change from what I initially chose for my character. Also, it was great for my character. Those non-dwarf benefits were super useful.
Not really a fight/paladin/barbarian thing, but as a monk I once found Staff of Power incredibly useful. By using it, cloak of resistance, and ring of protection, at 17th level I was pretty much a tank myself with 24 ac and +10 to all saving throws.
Asides from the obvious shield, counterspell or haste options... A Paladin can put find steed in the ring. Also, have a cleric cast spiritual weapon and smash things with the bonus action if you don't have anything else to do with it
As a DM running an all martials party at higher level, signature magic items are a must to give the class more identity and progression in the way that getting higher level slots can do. Our Barbarian went from a Vicious Pike to a Vorpal Greataxe, our paladin acquired a Flametongue longsword she switches between using 2h and with a shield, our swashbuckler's gotten homebrew paired rapiers, and our Gloomstalker has a Dragonslayer longsword, which I plan on upgrading from +1 to +2 and giving an additional 1d4 lightning damage if she takes out the blue dragon in our campaign to keep it competitive with the greataxe and flametongue.
Happy to see "boots of striding and springing" in your list ... nice for jumping over, up, and down obstacles - pits, fallen carts, walls, trees, other characters, goblins, etc
@@SgtSplatter782 Yeah my players did that with Haste and the fighter. So there is regularly a Hasted fighter and bladesigner running around in my game.
Ring Of Spell Storing - Best low lvl item ever! One correction though. [27:50 Mark] You guys suggest dumping shield spells inside the ring. That would be almost entirely useless. In order to activate a magic item a character needs to burn an action (or a bonus action if you are a Thief Rogue), so it would only work to sort of run in and hunker down till the next round to hold a tactically important spot. You cannot reaction activate the shield spell stored in the ring. Same goes for a counter spell. Thanks for all the awesome content dudes!
I remember playing AD&D in 1983. I had a half-ogre PC named Jon Grond. He ran around with a set of bracers of defense, a girdle of storm giant strength, and the Hammer of thunderbolts. He specialized in sinking ships. Good times!
Something interesting about adamantine armor is that it effectively increases your AC by about 1 because a crit kind of counts as 2 hits (twice the dice). It gets even better on barbs because crits happen more often with the advantage granted against them when they recklessly attack. Given that it is uncommon, whereas a suit of +1 is rare, adamantine armor is kinda broken.
MY favourite of your picks is the javellin of lightning. As a melee character you want a back up solution in case you can't get into melee range and that'S exactly what that javellin provides. Because it can only be used once per day it also stays a backup solution and won't change the players playstyle by turning him into a ranged damage dealer instead of a tank.
@@tylerreise8224 Yes but now we are stacking a lot of what ifs on top of each other to make this strategy work. What if you have someone who can cast amour of agathys on 5th level (Which means a warlock who bothered to keep it up to 9th level, and let's be frank it's not a very strong choice at that level), and a ring of spellstoring and a bear totem barbarian.
There are alot of strange party setups people use, and not always planned for either. I wouldn't say its the best choice, but if it happens and people are enjoying themselves so what. Besides, one counterspell and two shields would be hard to convince me to not fill up with for my monk and/or fighter any day of the week lol
@@DaDunge Armour of Agathys is not a strong choice? Lol, I've lost count of the number of combats I've seen destroyed by that spell. I played in a one shot (that turned into a three shot cause we took so long) which ended in a tpk because the BBEG used it three times. Once pre-cast, once with contigency, and one normal casting... I say normal casting, he cast it at lv9.
After my party killed a dragon (black, ancient), the loot wasn't exceptional for the whole party, most just rares and uncommons. But because the other strength-based fighter wasn't paying attention, my lvl 8 dwarven fighter walked away with a belt of Hill Giant strength and a Dwarven Thrower. So now my little guy hits on +11, and deals +8 damage. I think the DM intended the other strength player to get the belt, cuz...it's the gf. XD
As a player, I was playing a DEX based Ranger. I was more or less the spell support and scout of the party. I later on tried on the (yet to be identified) Belt of Storm Giant Strength. Because I took the pre-identify risk, it was mine. I then became the party's primary damage-dealing melee guy, especially since my main weapons were a Flametongue and a Sunblade. I also had a Mace of Disruption paired with the Sunblade for undead encounters. The item did help with my Strong-Pull Longbow, that item allowed the better of STR and DEX modifiers to be used... it was home-brewed from the PC game Pool of Radiance.
WOW GUYS!! I just saw NATE TAYLOR' DM with manganiello and mercer! in Caverns Deep - Recorded Live at Gen Con 2018 How cool I cant believe you guys had him on the show just recently!
Absolutely agree on the flame tongue. I gave a monk a flame tongue short sword reskinned to do force damage. It really brought her up to be more even in damage output with the rest of the group. That and a set of gloves that let her recover half her ki points once per day
I played a Druid barbarian in my last campaign. My favorite three items were Saddle of the Cavalier, Bracers of Defense, and Insignia of Claws. They were all very useful for making my wildshapes more combat efficient. Saddle imposed disadvantage on attacks against me, bracers buffed my AC, and the insignia turned my natural weapon attacks magical. I made for a truly excellent warmount.
Not sure if I've misunderstood something, but if you can jump a lenght equal to your str-mod, str 20 would give you a str mod of 5, and thus a jump-length of 15 feet, not a mod of 20, and jump length of 60, as stated, unless I've missed something. I havent checked it, so I could be wrong indeed...
One thing to keep in mind when handing out magic items is just because you meant for a particular character to have a magic item doesn't mean they'll end up with it. There's nothing stopping the party from deciding a different character should get that item on the grounds that character can make better use of it.
Curious question on changing Flame Tongue to other damage types. Could it be psychic damage if you the extra damage was dropped to 2d4 ? Would it still be balanced for 5E? I like the idea of redone weapons. Especially someone from older editions where they cut the higher bonuses out of the game or got rid of the other enhancements like bleed, keen, defending, etc.
depends on your game, really. if the players are often fighting a variety of enemies like elementals, fiends, and incorporeal undead then it would be quite an upgrade indeed, but if it’s mostly humanoids, monstrosities, aberrations, or worst of all constructs, the lower damage (and constructs being immune) would make it a nerf. changing something to psychic damage is almost always an upgrade, (unless it’s from force lol rip order domain) but players like to have fun and deal damage.
Holy moly, I've been watching you guys for so long and only just realised that at the beginning, whenever Kelly says, "so let's get rolling", it's like the director calling to get the camera rolling BUT ALSO BECAUSE YOU ROLL DICE IN DND. I'M SO DUMB. Keep up the good work dudes :)
It was interesting to see the Mantle of Spell Resistance and Belt of Dwarvenkind on here - those are two items I have on my Changeling Bard of Swords. The belt is fun to drag out in drinking contests against intox saves, and when Defensive Flourish and the Shield spell can easily give me a minimum AC of 28, saving throws are the weakness. (Hence why I'm looking to upgrade the Mantle of Spell Resistance to the Spellguard Shield)
3:58 Long jump distance is your Strength *stat*, not modifier. It’s confusing, because High jump distance IS your Strength modifier (plus an additional 3).
I agree, the flame tongue is a great weapon for a magic weapon template. At lower levels (5) it could start at added 1d6 and increase after a select number of levels. This could be the weapon given as starting equipment, being a regular weapon initially.
its abit of a homebrew situation, but i've seen it where a DM allows the barbarian to have a ring (or bracer ?) of spell-storing, and the spells concentration factor is kinda tucked away, and the magic spell becomes a kind of fire-and-forget sort of a thing. This was used to great effect where the barb of my group (dragonborn barb with a dip or two into fighter) magick'ed himself up, rage-moded, and then just went fullspeed-ham-and-cheeze into combat with multiple attacks and such.
Ring of spell storing is so good when you have a warlock in the party. So many potential refills! Even better if they have a sorcerer multiclass with it, due to the ability to transform high level slots into multiple lower level ones through metamagic/sorcerery points
On the subject of flame tongue, i have to call back to the 3.5e flame tongue, because as well as doing the extra damage on a hit, it could shoot rays of fire once per rest as well, which was great as a backup ranged weapon since you didn't need to equip another weapon for ranged combat. Also it had AWESOME art for it in the books too.
Adamantine armor is sooo good! My Eldritch knight has an AC of 26 after Shield, but I rolled terribly for my hit points so I am extremely vulnerable to crits. (60 hp at level 10. :-( ) because of this armor, I took 6 crits and a cone of cold last fight but I was still alive to deliver the finishing blow to the enemy mage. Great item, 10/10 recommend.
@@Hazel-xl8in It was a fantastic fight! Got ambushed by over 20 enemies and was fully surrounded by enemies with 2-3 multiattacks. 18 attacks against you per turn with advantage from flanking wracks up crits pretty fast. Thankfully, the enemies only had a +5 or +6 to hit. In the end, all but two party members were downed - my EK with 8 hit points left and the barbarian with 26/120 hit points. Anyway, may your combat be equally glorious!
I have a flame tongue that activates by screaming "Flame on!" I also have a homebrew helm fashioned out of the skull of an undead dragon that we killed. When I witness a death the helm's power can be activated as a bonus action. A black heat-less fire springs to life, and whenever I deal damage, I deal an extra D6 of necrotic damage. The effect lasts 3 turns and if I kill something while it's active, the duration resets. It's pretty cool.
"One of the most of important pieces of armor, from a historical perspective, but isn't really talked about..." Me: Codpiece? "The helmet" Me: Okay, that too. :)
I have a bear totem barbarian that is a Kalishtar for the psychic resistance. I also took a 2 level dip into moon druid to be raging dire wolf with unarmored defense and resist all. ;)
Best item if you ask me. Ring of Spellstoring. When a caster cast a spell into the ring, the fighter can cast the spell as if he used the casters stats but have the concentration themselves. Shield, Haste and Spiritual Guardians is awesome for a fighter.
A friend of mine has a different effects he applies to the belt of giant strength. The item doesn't have different variants so there is only a single type, "generic" belt of giant strength. It also is given by giants so it's not something you'll encounter normally and only as a reward or if you're strongly affiliated with giants. My favourite part though is that it doesn't necessarily buff strength but all physical attributes are augmented +1 creature size. In this regard if your a human (medium) then you count as (large) or if you're a goliath or half giant (large) you count as (huge). Essentially your carry capacity is double and items that would be heavy count as regular or oversized become heavy so you can rock guts size weapons more.
To add to this I thought of a half cloud giant cleric who was actually loved by his mother and generally accepted by giants but wanted to leave his isolated giant community. As a parting gift his mother gifted him the belt to help protect him in the world where giants are seen as dangerous. One of his first acts upon leaving was since he counts as (huge) size was to rip a small tree out of the ground and whittle it into an oversized quarterstaff. Since I wanted to give a small summary as to how a half giant could source items there size at lv 1 I added flavour around how he got his starting weapon. It's also nice having so much carry capacity starting out since everyone can grab basically anything they see to sell or collect.
One question: if boots of springing doesn't allow you to exceed your remaining movement, then what bonus does it provide? I can run 30 feet or jump 30 feet. Seems superficial. Am I misunderstanding this?
I still love playing sorcerer but have added a bard level (level 10 sorcerer/level 1 bardic) and love that my dragonborn sorcerer was able to nonchalantly sit on her horse, filing her nails and casually cast dissonant whispers (badly sung sea shanties) and vicious mockery (make rude remarks about their mums) on enemies in my last game. Being a sorcerer also means I can twin them. Makes her a fairly useful supportive player.
This was a great idea for a video, it is always helpful for new players to get excited over potential gear they may get! It's also a great update for us older players who have been out of the scene a bit and can get updated on how some of our old favorites now work ( for instance the javelin of lightning is way different than the olden days! Can it still become an ordinary javelin on crit fail?). My pick for for a fighter will always be the vorpal sword/ sword of sharpness I have some amazing memories with that guy ( though mine was a bastard sword). The ring of the ram was always a favorite for me as well as the cloak of the bat! Of course the ultimate item for a paly will always be the holy avenger
Adamantine chain mail has absolutely saved my Eldritch knight on multiple occasions. A few weeks back my party was clearing out a cave of Orc raiders following a sort of shaman, and they had a Claw of Luthic with two bears in one chamber. Our barbarian had to miss the session so I was the only one who could really tank damage, but not nearly as well. I took *three* hits that would have been crits in that fight, and survived the encounter on 1hp. Now that set of mail has green dragonhide trim to look like the boss ass set of armor it is.
Going by the 2024 DMG. There are enchantments for items so looking foward to items such as:- +3 Admantine full plate of Spirit Guardians. +3 Admantine legendary Holy Sword of Spirit Guardians
Good thing for any slashing meleer. Butcher's bib from explorer's guide to wildemount for when you don't already have anything modifying your crit range.
Thanks for the Nod about the Flame Tongue reflavouring to lightening damage (My cattle prod on a polearm). I think I would personally reflavour the Rod of Lordly Might to allow the Spear button to also be a Pike. I just feel like if it can be a 50' climbing pole (essentially a ladder) then it can be a 10' pike with a 5' reach. Although as I analyzed this to justify it... I can see that as being slightly OP... since it would allow GWM, PAM, Reach and Sentinel to all stack with a d10 hit die. It would be insane. The Flame Tongue great sword is crazy enough without the added benefit of reach.
This reminds me of that time back in the late 80s my DM made a cursed item called Boots of Sticking to the Ground. They worked like Boots of Striding and Springing except they would stick to the ground sending your character flying through the air as they have thier feet torn from thier ankles.
My DM awarded my Tabaxi Fighter a Dancing Sword that he found set in Stone. And allowed me to flavour the Blade into a Schimitar. Cause it fit my Character better. It's so fun! As I fighter I get to attack so many times thanks to it!
7:35 hey guys Stats teacher here. I'm using this in my class room when we talk about common misconceptions about independent events. I used another example from another video. If you have advantage its only 9.75% chance to Crit; not 10% chance. Reason being is the 2 dice are 'independent' of each other. So there is that 1/400 chance (or 0.25%) BOTH dice get a nat 20. Notice that 5% + 5% - 0.25% = 9.75% But yeah 9.75% is basically twice as often (but not quite) 10:45 isn't Drizzt's Icing Death Scimitar basically a Cold version of flame tongue. I guess it was more just constant 1d6 cold though?
My DM home brewed "The Tempest Great Ax" 1d12+4 slashing dmg with 4d4 lightning dmg on a hit. With an optional Lightning cone attack with a range 0f 30ft that deals 2d6 lightning on a failed save. Can only be used if your str is 18 or higher and wis of 13 or higher.
As a player of a paladin who has had a Flame Tongue Longsword for 2 years, I can back up the Dudes in saying that it is an amazing weapon and it is going to take something special for me to switch it with something else.
16:20 The Helm of Brilliance stays *ON* during seduction encounters
As beautiful of a piece of armour as it is, I'm surprised it doesn't give you an insane charisma boost
Always remember that Shaxx said the helmet stayed ON
Uncommon: Periapt of Wound Closure. Just in case your tank goes down, auto stabilizing at the start of turn can be very useful. And double the healing on rolling Hit Die is a nice bonus!
Unless you're up against a slaver named Lorenzo...
Currently playing a Barbarian in SKT and double healing on short rests is SO good
Imagine this with a Zealot Barbarian. With your Rage Beyond Death, you stabilize at the beginning of your next turn and remain conscious. And also there is no limit on Rage Beyond Death (besides rage ending) so it doesn't matter how many times you are knocked back down so long as you have a single Death Save before the start of your turn. Like holy shit.
I feel like a character with that item should start wisecracking where possible and constantly break the fourth wall. Or alternatively grow claws and smoke cigars.
Just wanted to add since we are in the current world that Wither and Bloom lets you heal with hit die in combat.
Have the Warlock fill the Barbarians Ring of Spell Storing with a Lv5 Armor of Agathys
That is a terrifying thought, and I love it
Dezbood The Sorcerer was getting lonely 😢
@@kellywelch2515 How about smites? Would that be good?
Yes!
@@JugglingAddict smite spells require concentration so the barbarian couldn’t use them while raging
Uncommon Items
2:55 Boots of Striding & Springing
5:10 Adamantine Armour
7:55 Javelin of Lightning
Rare Items
9:15 Flame Tongue
11:25 Sun Blade
12:05 Cape of the Mountebank
13:05 Mantle of Spell Resistance
13:45 Belt of Dawrvenkind
Very Rare Items
14:55 Drawrven Plate
16:20 Helm of Brilliance
Legendary Items
19:50 Armour of Invulnrability
21:05 Rod of Lordly Might
Wildcards
24:10 Belt of Giant Strength
25:50 Ring of Spell Storing
I love you
@@DUES_EX love you too
My favorite classes are the ones that go bonk with big stick, I cannot lie
Its what i like about druid + barb. Cos then i go bonk with big MAGIC stick & also yeet magic rocks at people lol
@@greenhawk3796 hehe jorj of the jungol
A true man of culture
@@jacklangman8416 that sounds like a nice word I think. Thanks
"If you were from, where I was from? You'd be dead." -The Bonker
For the Paladin and the ring of spell storing they can store the spells they want to use and then just use thier spell slots for smites.
Coukd a paladin give the rogue a ring if spell storing and let him use that on a critical combined with sneak attack? Especially good for any surprise round if possible
@@JonathanMandrake Not the divine smites as those are not spells. But the spell type smites like Thunderous they could do.
What about resurrections spells, just in case your healer goes down?
He could also use find steed and give it to the other players(the steed is intelligent and can fight alone if they dont feel like riding it)
@@notoriousnobody6639 Definitely a possible option.
The Javelin of Lightning also overcomes the very common enemy resistance to non-magical attacks, so it can still be handy to have even after using its lightning bolt power. By my understanding, javelins can even be used for melee combat, functioning essentially like a spear.
yeah, javelins and other thrown weapons can be used in melee even if they are considered ranged weapons.
An Eldritch Knight bonded to a Javelin of Lightning is delicious
@@gumballthechewy Honestly, I like the idea of just giving a Javelin of Lightning the ability to return to your hand. Though, I really like the idea of returning weapons in general so...
@@illoney5663 it does return to your hand.
@@danortiz I know Monty let it do that in Dungeons of Drakkenheim, but there's nothing in its rules that say it does.
Set me up with the flametongue whip that does thunder damage.
that's so fun!
Stormcaller's Lash.
and have it do 1d6 and make a strength save or be knocked back 10 feet without opporatunity attacks! Nice!
Force damage for me. nothing in monster manual resist force and only 1 is immune.
@@BlindDevilNeko yea I’m not just tryna be op
Really love seeing the Cape of the Mountebank on the list. Gave one of my characters armor that creates a shock effect around him once a day equal to the damage he would take from falling. Dude straight up used the cape to fist of havoc a boss
Another nice item for these classes is the animated shield. I've never seen a great weapon wielder be upset at not having to pick between their AC and their damage output.
The defender works to a similar effect, allowing you to allot your +3 bonus to either your attack and damage rolls or your AC. Not quite as good, as you can use an animated shield and a +3 weapon to enjoy a +3 attack and damage roll buff as well as +2 AC rather than have to choose, but still very good.
@@talongreenlee7704 But what if animated shield + defender
@@thomwilsonchen7214The result would be 2 attunement slots gone, meaning your 3rd slot would have to exceptionally utility focused to help balance the number bumping and not feel almost useless outside of combat. Which is one of the Barbs biggest drawbacks if the player is either new, reluctant to roleplay, or stick with the stereotype of naked dumb angry man with a stick.
.
I'm sorry. A BIG stick.
I like how you skipped that the Flametongue is the Crit Blade.
Every Flametongue Greatsword hit is the same as a RAW Crit. Critting is a double crit. Just awesome!
My Paladin had a flametongue greatsword that my dm homebrewed to be force dmg. I did the most dmg in the party, only the sorcerer came close.
My Eldritch Knight found a Flametongue Double-bladed Scimitar. Had it for 2 or 3 sessions before we got a TPK against a Death Knight but man did it feel good. I felt like a god when we encountered a crypt full of mummies (helloooo fire vulnerability 😂). And in the very last session against the Death Knight our Wizard caste Haste on me. We all died but it was a fucking glorious battle! The boss was literally only 1 or 2 hits from dying, but he got us first. I'd love to play an EK again some day.
''...I think it's really brilliant.'' when talking about the Helm of brilliance, I see what you did there ;)
I defently think that an amulet of health is great for these tank characters that get their constitution up to 19. This allows them to focus on other things when those ability scores come up and not have to worry about constitution. This will also help them not worry about them having to make death saves and instantly become stable.
The instant stabilization is actually from the periapt of wound closure, but you bring up a great point about the amulet of health
The only problem with an amulet of health is that it fixes your constitution at 19. This doesn't create much problem until high level, but when you do get to high level, especially as a barbarian, not having 20 con does start to hurt. Since that's an effective 40 HP lost, and your level 20 ability only half works. And, with the type of build they're talking about, the only priorities for ASIs are Strength and Con anyway, so you're probably going to max both out naturally
Whenever I play a Hexblade, I always beg for an Amulet of Health. I always focus hard into Charisma and take Medium Armor Master if I can.
Personally, I like the Periapt of Wound Closure - two of my characters, Navarre the Human Champion Fighter and Zorilla the Yuan-Ti Vengeance Paladin both got those, and when they get koed, don't need to worry about Death Saves. Of course, if one had a cool DM that combined it with the Amulet of Health, that would be cool too.
I love the Boots of Elvenkind on a tanky character. Let's just negate that disadvantage on stealth !
perfect timing again guys, thanks! i just started playing my first ever paladin, running as a sword and board kobold and the gm even ended up rolling up a +1 shield. it is always fun to get opinions on what items other people think are good for your character
my girlfriend and I are currently doing a campaign where she plays an entire party of 5 (thanks covid) and her cleric is proficient in heavy armor but went dex as her third stat. I was supposed to award the party adamantine plate armor for a side quest but I switched it to mithril plate armor to ignore the strength requirement. I felt like this followed your video that said to focus the campaign on the players
Woof, 5 characters all by herself, constituting the whole party?! Wow, that's a LOT to manage! Who has more work, you to prepare, or her during gameplay?
...and how does party banter look? :D
@@MassiveKreutz We both put in a lot of work but it ends up really fun! I have a pretty good grasp of the personality of each of the characters so if there is a point where the characters are just talking amongst themselves I am always willing to roleplay one or two of the characters for the conversation.
@@doubletrbltwins2084 I'm really curious, why is she playing five characters? Why not just 2-3?
@@illoney5663 Its a prebuilt campaign for 4-6 players. We tried 4 but I almost wiped her whole party on the first dungeon
Hahaha she's like a miniature DM inside your game that you DM for 🤣
I think the Rod of Lordly Might is especially potent for an Eldritch Knight because you can throw your spear at a flying enemy and hopefully knock them down then call back to your hand.
You'd probably mainly use the Flame Tongue but fighting an enemy that resists or immune to fire? use the axe. Fighting a skeleton vulnerable to bludgeoning? use the mace. Fighting a Rakshasa? Spear again.
I remember one campaign I was running and the Paladin used the ladder option of the rod to push an enemy over the edge of a 100 foot cliff. I just looked at him and he smiled and said "Saturday Morning Cartoons" and I just sighed and left it at that.
Aw man, a fighter with 5 Shield spells stored... That sounds delightful as a player and miserable as a DM! 😆
At that point you're basically a living wall... Awesome.
I'm gonna be playing a monk soon, and I'll be multi-classing into hexblade almost specifically to get that spell.
@@AssassinLupus7 Can also multi class into sorcerer/wizard if you think rp wise hexblade might be a bit odd for a Monk. Hexblade is still better though, although sorcerer/wizard etc also get you absorb elements for against those spells.
@@AssassinLupus7 I've done some of this multiclass its really fun at low levels. Around level 6 you can attack as if you were holding 4 greatswords!
Consider ranger too, if you'd rather be punching ranger spells can be nice.
@@Hyde_Hill @kaemon bonet Honestly, I'm only going to put 2 levels into warlock, so I can grab a couple invocations. I feel like Devil's Sight will pair very well with Way of the Shadow abilities.
I remember having a fighter in my group with counter spell ended up shutting down my lich, then action surging and wailing on him for like 98 damage. I had forgotten that the ring had counter spell and focused the mage down before casting invulnerability.
The true bane of DMs; forgetting what you gave your players earlier in the game then it comes around to bite you in the arse later on.
I think the armor of invulnerability doesn't get enough love. I think it's important to remember it makes you immune to fall damage (unless I'm misinterpreting). In a campaign I played a warforged paladin who wore the armor and would leap off of airships after activating it. Truly a terrifying sight: 500 pounds of steel, armed with 14 paladin levels worth of smites, traveling near terminal velocity out of the sky.
I did that with my Lizardman Conquest Paladin... Except I didn't have the armour...
only 8 minutes in and I already feel like they're just naming all of Pluto Jacksons gear....
Edit: Ok yeah they literally named every one LOL
Wow you weren’t kidding 😂
They only missed his shield lol, Pluto was stacked on the goods
All but the bag of tricks and deck of illusions.
I'd want a magic item that could straight-up summon Pluto Jackson.
@@Snarkknight5 Equally good when you're locked in melee and it's going downhill, or when you're just lonely and need a buddy.
One magic item I would give an honorable mention too would be The sentinel shield. Advantage on initiative so you can be closest to first to go is great also no attunement needed.
"Adamantine armour" or, if you are like my current Paladin and want to keep the ability to have good stealth checks: Mithril armour (what I want, not what I have).
paladin oath of the ancient plus mantle of spell resistance plus the mageslayer feat
One of my favorite items I've made soecifically for a battlemaster is a sword that lets you jump really high, but it also gives flying enemies disasvantage on saves against trip attack, so you're encouraged to spike things out of the sky. Unfortunately the character i made this for died, so it was never tested.
You guys are just the best... It is unbelievable that such rich content can be produced twice a week.
thank you so much!
I’m glad that you all addressed the Ring of Spell storing in this. My Paladin got one 3 sessions ago and it has completely changed how he functions, now he can be a stealth monster with pass without trace or invisibility even while in heavy armor, and if I am expecting fights, haste, heat metal, and counterspell are absolutely fantastic. Even spells like Jump to round out the 5th slot are useful as it means that he can bridge insane gaps with his high strength
I think you maybe using it incorrectly. You don't get 5 spells. You get 5 levels of spells. So with one Counterspell (level 3) you have 2 levels left.
@@Hyde_Hill Yes, I’m not doing all this at the same time, obviously. It’s just a matter of anticipating what will be most useful and not being afraid to pull the trigger on using them. My personal favorite combo is Haste with either invisibility or pass without trace, though pass without trace, heat metal, and jump are good as well.
@@haydenrock8952 Ah ok. I misunderstood from your last sentence about using Jump in the 5th slot.
Kelly's shirt blends into the chair perfectly... He looks like Igor to Monty's Frankenstein
One item that I think gets overlooked a lot is the Horn of Valhalla. With a barbarian, fighter or paladin with martial weapons proficiency, they can get up to 5d4+5 berserkers friendly to them to help on the battle field depending on rarity. They aren't all that powerful, but adding 15+ 70 HP NPC meat shields can be absolutely insane.
Was re-watching this. I couldn't disagree more with the Boots of Striding and Springing. My highest level character is a barbarian and I can't think of a single time in combat I'd use my action to dash to the enemy unless it was more than 60-80 feet away(after the fast movement at level 6). At levels 1-4, I'd rather throw a javelin/handaxe recklessly to negate disadvantage than dash to get up there and waste the turn. I'd love these if I was in a campaign that faced a lot of long pits. Even still I'd rather have the Slippers of Spider Climbing than those boots.
As a barbarian, the items I wanted when he was low level were:
1. Cloak of Protection. +1 AC and +1 to all saves is huge at low levels.
2. Spiders of Spider Climbing. Walking on non-slick surfaces offers more maneuverability than having to dash to get the full usage out of an item.
3. Stone of Good Luck. +1 to all saves and ability checks is just awesome.
Not sure how these three didn't get picked over the two very situational ones that were picked. The Javelin of Lightning is really fun. I got one at level 2 and used it a lot. By the time I hit level 5 I wasn't using it all that much because creatures would almost always pass the low dex save and take minimal damage from it. Not to mention I'd have to make sure none of my party was in the way.
Nerfed in 2024
Love the reference to Pluto Jackson! Dude was the ultimate fighting expert! He killed at least one troll.
@@alexanderthompson7164 what a hero!
Hi, i just want to say that you guys are my favorite dungeons and dragons channel
So much of this information i have used to better my stuff for DnD sessions, despite the only ones i've been in ending abruptly or cause of work schedules
I haven't been able to do one since, cause of my inconsistent work schedule, but the time i'm free for a campaign i very much look forward to doing so!
i've been binge watching your monster videos for the past 2 days, cause i've been working for nearly a year and a half on refining and making my own entirely homebrewed, custom monsters to use. It's really helped me flesh them out, fix inconsistencies with their stats and health, and the way i want them to work, super huge help with those monsters.
Thank you for all that you do, and thank you for being so helpful!
When it comes to the ring of spell storing another clutch spell is just a simple healing word/cure wounds which the Paladin or cleric can fill up, that way when the barbarian/fighter/Paladin DOES take a big hit, they don’t need to rely on heals from somebody else, they just have a pocket medic.
In the Frozen Castle Supplement, my TINY Wood Elf Rogue agreed to wrestle a Frost Giant. I borrowed my Bards Immovable Rod & Ring of Spell Storing which he put Big B's hand in. Casting BB's Hand allowed me to grasp the frost giants leg, trip him, & so he fell to the ground. Afterward, I placed the Immovable Rod on his chest & activated it pinning him to the ground & I won the match. It was pretty EPIC!
This video came out at a perfect time. I've been challenging myself to build a typically MAD Barbarian/Hexblade and came up with a Wild Magic Tortle to help that along. As I'm typing "Flametongue flavored for Lightning Damage" in my character build notes, that's exactly what they get talking about.
I got the rod of lordly might in one of my campaigns. My favorite moment with it was when I impaled a drider to the ceiling after pushing the ladder button. I don't think I used any other button after that
I have just finished season 1 of dungeons of drakkenhime and the ring of spell storing (counter spell) came in clutch with Pluto in the final fight
A list of how the melee combatant of your choice can go *bonk*, but with a magic!
Perfect timing for my new game!
In my Curse of Strahd Campaign, I let the players pick any uncommon magic item to start with. My dear sister chose Adamantine full Plate for her paladin. He has proceeded to basically never get hit, and never get crit.
Armor of Gleaming (platemail). I've used it to barbeque meat. It's a magic suit of armor so it doesn't take damage, and because it can't get dirty the barbecuing didn't wear it out in any way.
I got a Belt of Dwarvenkind on a Dragonborn Warlock and we flavored the beard as a chinese/gold dragon style beard and I was really happy with the image in my head, where I normally would not want my aesthetic to change from what I initially chose for my character. Also, it was great for my character. Those non-dwarf benefits were super useful.
Not really a fight/paladin/barbarian thing, but as a monk I once found Staff of Power incredibly useful. By using it, cloak of resistance, and ring of protection, at 17th level I was pretty much a tank myself with 24 ac and +10 to all saving throws.
Asides from the obvious shield, counterspell or haste options... A Paladin can put find steed in the ring. Also, have a cleric cast spiritual weapon and smash things with the bonus action if you don't have anything else to do with it
As a DM running an all martials party at higher level, signature magic items are a must to give the class more identity and progression in the way that getting higher level slots can do. Our Barbarian went from a Vicious Pike to a Vorpal Greataxe, our paladin acquired a Flametongue longsword she switches between using 2h and with a shield, our swashbuckler's gotten homebrew paired rapiers, and our Gloomstalker has a Dragonslayer longsword, which I plan on upgrading from +1 to +2 and giving an additional 1d4 lightning damage if she takes out the blue dragon in our campaign to keep it competitive with the greataxe and flametongue.
Happy to see "boots of striding and springing" in your list ... nice for jumping over, up, and down obstacles - pits, fallen carts, walls, trees, other characters, goblins, etc
NGL back in 3.5 I loved the boots of striding and springing along with a ring of jumping , CRAZY.
Ring of spell storing: 5 Zephyr Strike for the rogue.
Haste and give it to the Monk. Did that once and boy did she wreck things.
@@SgtSplatter782 Yeah my players did that with Haste and the fighter. So there is regularly a Hasted fighter and bladesigner running around in my game.
@@bagamer13 Isn't that just a blender?
@@LeChaosRampant Cuisinart
My barbarian/fighter has Winged Boots. So much fun.
Ring Of Spell Storing - Best low lvl item ever! One correction though. [27:50 Mark] You guys suggest dumping shield spells inside the ring. That would be almost entirely useless. In order to activate a magic item a character needs to burn an action (or a bonus action if you are a Thief Rogue), so it would only work to sort of run in and hunker down till the next round to hold a tactically important spot. You cannot reaction activate the shield spell stored in the ring. Same goes for a counter spell.
Thanks for all the awesome content dudes!
I remember playing AD&D in 1983. I had a half-ogre PC named Jon Grond. He ran around with a set of bracers of defense, a girdle of storm giant strength, and the Hammer of thunderbolts. He specialized in sinking ships. Good times!
Something interesting about adamantine armor is that it effectively increases your AC by about 1 because a crit kind of counts as 2 hits (twice the dice). It gets even better on barbs because crits happen more often with the advantage granted against them when they recklessly attack. Given that it is uncommon, whereas a suit of +1 is rare, adamantine armor is kinda broken.
I liked my Adamantine Full Plate Armor. Navarre had no issues being out in front.
I’m playing a tiefling vengeance paladin in out of the abyss, and I just got a sun blade. I’m really looking forward to melting some demons with it!
MY favourite of your picks is the javellin of lightning. As a melee character you want a back up solution in case you can't get into melee range and that'S exactly what that javellin provides. Because it can only be used once per day it also stays a backup solution and won't change the players playstyle by turning him into a ranged damage dealer instead of a tank.
Ring of spell storing with level 5 Armor of Agathys on a Barbarian. Turns 25 temp HP into 50 points while raging.
Against piercing slashing and bludgeoning damage.
Depending on subclass, bear totem is resistant to everything except psychic damage ;)
@@tylerreise8224 Yes but now we are stacking a lot of what ifs on top of each other to make this strategy work. What if you have someone who can cast amour of agathys on 5th level (Which means a warlock who bothered to keep it up to 9th level, and let's be frank it's not a very strong choice at that level), and a ring of spellstoring and a bear totem barbarian.
There are alot of strange party setups people use, and not always planned for either. I wouldn't say its the best choice, but if it happens and people are enjoying themselves so what.
Besides, one counterspell and two shields would be hard to convince me to not fill up with for my monk and/or fighter any day of the week lol
@@DaDunge Armour of Agathys is not a strong choice? Lol, I've lost count of the number of combats I've seen destroyed by that spell. I played in a one shot (that turned into a three shot cause we took so long) which ended in a tpk because the BBEG used it three times. Once pre-cast, once with contigency, and one normal casting... I say normal casting, he cast it at lv9.
Boots of striding: you can jump three times normal distance
Character with -3 in str trying high jump: 3x0=0
if their mod is -3 then they can jump 12 ft lol (its based on str score not mod)
Why has the Bard not appeared in any of the "Magic Items for [class]" videos?
Is it because of how versatile they are?
After my party killed a dragon (black, ancient), the loot wasn't exceptional for the whole party, most just rares and uncommons. But because the other strength-based fighter wasn't paying attention, my lvl 8 dwarven fighter walked away with a belt of Hill Giant strength and a Dwarven Thrower. So now my little guy hits on +11, and deals +8 damage. I think the DM intended the other strength player to get the belt, cuz...it's the gf. XD
As a player, I was playing a DEX based Ranger. I was more or less the spell support and scout of the party. I later on tried on the (yet to be identified) Belt of Storm Giant Strength. Because I took the pre-identify risk, it was mine. I then became the party's primary damage-dealing melee guy, especially since my main weapons were a Flametongue and a Sunblade. I also had a Mace of Disruption paired with the Sunblade for undead encounters. The item did help with my Strong-Pull Longbow, that item allowed the better of STR and DEX modifiers to be used... it was home-brewed from the PC game Pool of Radiance.
WOW GUYS!! I just saw NATE TAYLOR' DM with manganiello and mercer! in Caverns Deep - Recorded Live at Gen Con 2018
How cool I cant believe you guys had him on the show just recently!
Is the spell caster list next? Can’t wait to get my first Blood Vial...
I'm prepping a homebrew campaign for an attempt at DM'ing. This was really helpful in plotting out who should get what and when they should get it
Absolutely agree on the flame tongue. I gave a monk a flame tongue short sword reskinned to do force damage. It really brought her up to be more even in damage output with the rest of the group. That and a set of gloves that let her recover half her ki points once per day
I played a Druid barbarian in my last campaign. My favorite three items were Saddle of the Cavalier, Bracers of Defense, and Insignia of Claws.
They were all very useful for making my wildshapes more combat efficient.
Saddle imposed disadvantage on attacks against me, bracers buffed my AC, and the insignia turned my natural weapon attacks magical. I made for a truly excellent warmount.
Not sure if I've misunderstood something, but if you can jump a lenght equal to your str-mod, str 20 would give you a str mod of 5, and thus a jump-length of 15 feet, not a mod of 20, and jump length of 60, as stated, unless I've missed something.
I havent checked it, so I could be wrong indeed...
I want a magic dish for my cleric to take collections. I would call it his 'Glory Bowl'.
I want a small horse for my halfling to ride. I would call it his ‘Glory Foal’
I want a magic sack of food for my cleric so maybe I can feel ‘Glory Whole’.
My cleric is gonna be a chef, searching for ingredients for their signature dish: the Glory Roll.
Kelly and Rhykker need to do a podcast together. Great video boy's thanks for giving some love to the melee characters
One thing to keep in mind when handing out magic items is just because you meant for a particular character to have a magic item doesn't mean they'll end up with it. There's nothing stopping the party from deciding a different character should get that item on the grounds that character can make better use of it.
i really hope you do one for monk soon, it feels like you've done one for everyone but monks
Curious question on changing Flame Tongue to other damage types. Could it be psychic damage if you the extra damage was dropped to 2d4 ? Would it still be balanced for 5E?
I like the idea of redone weapons. Especially someone from older editions where they cut the higher bonuses out of the game or got rid of the other enhancements like bleed, keen, defending, etc.
depends on your game, really. if the players are often fighting a variety of enemies like elementals, fiends, and incorporeal undead then it would be quite an upgrade indeed, but if it’s mostly humanoids, monstrosities, aberrations, or worst of all constructs, the lower damage (and constructs being immune) would make it a nerf. changing something to psychic damage is almost always an upgrade, (unless it’s from force lol rip order domain) but players like to have fun and deal damage.
Holy moly, I've been watching you guys for so long and only just realised that at the beginning, whenever Kelly says, "so let's get rolling", it's like the director calling to get the camera rolling BUT ALSO BECAUSE YOU ROLL DICE IN DND.
I'M SO DUMB.
Keep up the good work dudes :)
For the flametongue I’ve gone with whatever weapon they pick does a different type of damage, for example a axe is freeze, a short sword is acid, etc
It was interesting to see the Mantle of Spell Resistance and Belt of Dwarvenkind on here - those are two items I have on my Changeling Bard of Swords. The belt is fun to drag out in drinking contests against intox saves, and when Defensive Flourish and the Shield spell can easily give me a minimum AC of 28, saving throws are the weakness. (Hence why I'm looking to upgrade the Mantle of Spell Resistance to the Spellguard Shield)
3:58 Long jump distance is your Strength *stat*, not modifier. It’s confusing, because High jump distance IS your Strength modifier (plus an additional 3).
I agree, the flame tongue is a great weapon for a magic weapon template.
At lower levels (5) it could start at added 1d6 and increase after a select number of levels. This could be the weapon given as starting equipment, being a regular weapon initially.
its abit of a homebrew situation, but i've seen it where a DM allows the barbarian to have a ring (or bracer ?) of spell-storing, and the spells concentration factor is kinda tucked away, and the magic spell becomes a kind of fire-and-forget sort of a thing. This was used to great effect where the barb of my group (dragonborn barb with a dip or two into fighter) magick'ed himself up, rage-moded, and then just went fullspeed-ham-and-cheeze into combat with multiple attacks and such.
Ring of spell storing is so good when you have a warlock in the party. So many potential refills! Even better if they have a sorcerer multiclass with it, due to the ability to transform high level slots into multiple lower level ones through metamagic/sorcerery points
On the subject of flame tongue, i have to call back to the 3.5e flame tongue, because as well as doing the extra damage on a hit, it could shoot rays of fire once per rest as well, which was great as a backup ranged weapon since you didn't need to equip another weapon for ranged combat.
Also it had AWESOME art for it in the books too.
Adamantine armor is sooo good! My Eldritch knight has an AC of 26 after Shield, but I rolled terribly for my hit points so I am extremely vulnerable to crits. (60 hp at level 10. :-( ) because of this armor, I took 6 crits and a cone of cold last fight but I was still alive to deliver the finishing blow to the enemy mage.
Great item, 10/10 recommend.
sounds like a ridiculous fight if there were six crits rolled. i’m jealous!
@@Hazel-xl8in It was a fantastic fight! Got ambushed by over 20 enemies and was fully surrounded by enemies with 2-3 multiattacks. 18 attacks against you per turn with advantage from flanking wracks up crits pretty fast. Thankfully, the enemies only had a +5 or +6 to hit. In the end, all but two party members were downed - my EK with 8 hit points left and the barbarian with 26/120 hit points.
Anyway, may your combat be equally glorious!
I'm watching this to give me ideas for items for my villains to make a sort of mini boss.
Ooh a raging Barbarian with Fireshield sounds really scary.
I have a flame tongue that activates by screaming "Flame on!"
I also have a homebrew helm fashioned out of the skull of an undead dragon that we killed. When I witness a death the helm's power can be activated as a bonus action. A black heat-less fire springs to life, and whenever I deal damage, I deal an extra D6 of necrotic damage. The effect lasts 3 turns and if I kill something while it's active, the duration resets. It's pretty cool.
Periapt of Wound Closure is a fantastic item for martial classes. Double your Hit Dice rolls and stabilised when you drop to zero HP. Super Clutch!
"One of the most of important pieces of armor, from a historical perspective, but isn't really talked about..."
Me: Codpiece?
"The helmet"
Me: Okay, that too. :)
Either way you’re protecting your head . . .
Being a bear totem barbarian with a Jade Ring of Resistance has been lovely. Not for my DM, but I’m having a blast
I have a bear totem barbarian that is a Kalishtar for the psychic resistance. I also took a 2 level dip into moon druid to be raging dire wolf with unarmored defense and resist all. ;)
Best item if you ask me. Ring of Spellstoring.
When a caster cast a spell into the ring, the fighter can cast the spell as if he used the casters stats but have the concentration themselves. Shield, Haste and Spiritual Guardians is awesome for a fighter.
I had a high level sorcadin with boots of striding and springing. It was so fun to quicken a haste and hurl myself around the battlefield like hulk.
A friend of mine has a different effects he applies to the belt of giant strength. The item doesn't have different variants so there is only a single type, "generic" belt of giant strength. It also is given by giants so it's not something you'll encounter normally and only as a reward or if you're strongly affiliated with giants. My favourite part though is that it doesn't necessarily buff strength but all physical attributes are augmented +1 creature size. In this regard if your a human (medium) then you count as (large) or if you're a goliath or half giant (large) you count as (huge). Essentially your carry capacity is double and items that would be heavy count as regular or oversized become heavy so you can rock guts size weapons more.
To add to this I thought of a half cloud giant cleric who was actually loved by his mother and generally accepted by giants but wanted to leave his isolated giant community. As a parting gift his mother gifted him the belt to help protect him in the world where giants are seen as dangerous. One of his first acts upon leaving was since he counts as (huge) size was to rip a small tree out of the ground and whittle it into an oversized quarterstaff. Since I wanted to give a small summary as to how a half giant could source items there size at lv 1 I added flavour around how he got his starting weapon. It's also nice having so much carry capacity starting out since everyone can grab basically anything they see to sell or collect.
One question: if boots of springing doesn't allow you to exceed your remaining movement, then what bonus does it provide? I can run 30 feet or jump 30 feet. Seems superficial. Am I misunderstanding this?
I still love playing sorcerer but have added a bard level (level 10 sorcerer/level 1 bardic) and love that my dragonborn sorcerer was able to nonchalantly sit on her horse, filing her nails and casually cast dissonant whispers (badly sung sea shanties) and vicious mockery (make rude remarks about their mums) on enemies in my last game. Being a sorcerer also means I can twin them. Makes her a fairly useful supportive player.
This was a great idea for a video, it is always helpful for new players to get excited over potential gear they may get! It's also a great update for us older players who have been out of the scene a bit and can get updated on how some of our old favorites now work ( for instance the javelin of lightning is way different than the olden days! Can it still become an ordinary javelin on crit fail?).
My pick for for a fighter will always be the vorpal sword/ sword of sharpness I have some amazing memories with that guy ( though mine was a bastard sword). The ring of the ram was always a favorite for me as well as the cloak of the bat! Of course the ultimate item for a paly will always be the holy avenger
Also the girdle of storm giant strength was a must!
Would you guys be able to do a video on playing a Minotaur from Guildmasters Guide to Ravnica?
Adamantine chain mail has absolutely saved my Eldritch knight on multiple occasions. A few weeks back my party was clearing out a cave of Orc raiders following a sort of shaman, and they had a Claw of Luthic with two bears in one chamber. Our barbarian had to miss the session so I was the only one who could really tank damage, but not nearly as well. I took *three* hits that would have been crits in that fight, and survived the encounter on 1hp. Now that set of mail has green dragonhide trim to look like the boss ass set of armor it is.
Going by the 2024 DMG.
There are enchantments for items so looking foward to items such as:-
+3 Admantine full plate of Spirit Guardians.
+3 Admantine legendary Holy Sword of Spirit Guardians
Good thing for any slashing meleer. Butcher's bib from explorer's guide to wildemount for when you don't already have anything modifying your crit range.
Thanks for the Nod about the Flame Tongue reflavouring to lightening damage (My cattle prod on a polearm).
I think I would personally reflavour the Rod of Lordly Might to allow the Spear button to also be a Pike. I just feel like if it can be a 50' climbing pole (essentially a ladder) then it can be a 10' pike with a 5' reach. Although as I analyzed this to justify it... I can see that as being slightly OP... since it would allow GWM, PAM, Reach and Sentinel to all stack with a d10 hit die. It would be insane. The Flame Tongue great sword is crazy enough without the added benefit of reach.
The best counterspell i saw as Pluto Jackson by far. Saved the day lol
This reminds me of that time back in the late 80s my DM made a cursed item called Boots of Sticking to the Ground. They worked like Boots of Striding and Springing except they would stick to the ground sending your character flying through the air as they have thier feet torn from thier ankles.
My DM awarded my Tabaxi Fighter a Dancing Sword that he found set in Stone. And allowed me to flavour the Blade into a Schimitar. Cause it fit my Character better. It's so fun! As I fighter I get to attack so many times thanks to it!
7:35 hey guys Stats teacher here. I'm using this in my class room when we talk about common misconceptions about independent events. I used another example from another video.
If you have advantage its only 9.75% chance to Crit; not 10% chance. Reason being is the 2 dice are 'independent' of each other. So there is that 1/400 chance (or 0.25%) BOTH dice get a nat 20. Notice that 5% + 5% - 0.25% = 9.75%
But yeah 9.75% is basically twice as often (but not quite)
10:45 isn't Drizzt's Icing Death Scimitar basically a Cold version of flame tongue. I guess it was more just constant 1d6 cold though?
We once gave the fighter a spell storing ring with revivify. It saved our asses when the cleric went down after a couple of nasty critical hits.
My DM home brewed "The Tempest Great Ax" 1d12+4 slashing dmg with 4d4 lightning dmg on a hit. With an optional Lightning cone attack with a range 0f 30ft that deals 2d6 lightning on a failed save. Can only be used if your str is 18 or higher and wis of 13 or higher.
As a player of a paladin who has had a Flame Tongue Longsword for 2 years, I can back up the Dudes in saying that it is an amazing weapon and it is going to take something special for me to switch it with something else.