Taking20 hey, new-ish player looking to play an artificer, and one thing I have been thinking about for the character is to have a “masterpiece”, if you will. So I was wondering what you would price a ba’thla that could turn into an oath-bow when a key word is said, and then back again that would be made out of mythral would be priced at. Asking for balancing reasons so I don’t look like an idiot when I bring up the idea to my DM. (Sorry about any misspellings, I am on the phone so I can’t look up any of the words to see how they are spelled.
Ender k9 talkin’ to you DM is always the best bet! If it’s not a canonical item, they may have their own idea of a price point. That, or you can check out the DM guide pdf for a price guide point :).
As a DM I once added a *True* Immovable Rod. Once activated it maintained it's position in space relative to the universe, not the world. PC was leaving campaign so needed a funny way to instantly write his character off, and I figured what better way than being launched away at 18 miles per second.
@@ididathink5295 There is a magical item called an Immovable Rod. When activated it cannot be moved from its place in the world, unless deactivated. I made a 'True' Immovable Rod that cannot be moved from its place in space unless deactivated. Assuming the world is hurtling through space at thousands of miles per hour, just like ours is, a person holding this rod while it is activated would instantly find the world leave them behind.
Clockwork Amulet rolling 10 automatically once a day. It's not strong, but it's a common item. Guaranteed to not fail is sometimes better than rolling.
@Lance Clemings I run that until you reach a +10 modifier you can fumble, but you have to confirm it with a d4, a 1 is a dropped weapon or going prone, a 2 is attacking another target that you could of reasonably accidentally shot at(no shooting behind yourself to hit an ally, however the ally next to the enemy is fair game), a 3 or 4 is just a miss. my players seem to love this setup.
@@2MeterLP the rods are secured in the sole of the shoe and just carry a stick to release them and to activate them use the stick or your shin. Anyone with tinkers tools could make it
or a cape of prestidigitation and thaumaturgy. It flaps by itself and makes you look awesome with a bunch of different magical effects that you get from prestidigitation and thaumaturgy.
The Spellguard Shield (very rare) 1. Gives you advantage on saves versus spells and magical effects. Always 2. Spell attacks have disadvantage against you. Always 3. You combine this with a PC who has the Shield Master feat, and you have a tank who can straight up avoid a magical attack
@@dittmar104 oath of the ancient paladin gets resistance to damage from spells, so if a spell hits anywayss, it doesn't hurt as much. Plus great saves from their aura
When i first started 5e the dm was giving each character a magic item and I was going bow rogue, so he gave me the only magic bow in the book (oathbow) at lvl 4 i could kill any party member in a single round, we did phandelver and i did half hp to the green dragon in one round
Ha, he should have just homebrewed a magic bow for you so that you weren't hilariously OP with that bow. 90% of the magic items in my campaign are from my own head.
This is hilarious to me because in the exact same campaign our ranger got the exact same bow, and did the exact same thing to that poor Green dragon. He was supposed to fuck off at half health, but our ranger managed to finish him in a few turns lol!
@@MurdersMachine Can if the DM allowed him to sneak attack on his action surge. RAW I agree you cannot however, you can sneak attack twice in one round.
I agree wholeheartedly with your opinion of the immovable rod! My arcane trickster LOVES his set. Seeing as we do alot of air travel he has one attached to a harness. He doesn't need featherfall rings. He uses them to create rope ladders and bridges. He's used it to counter a spell once too. Caster up against a wall opened his mouth to cast, I had readied the action if he opened his mouth I was going to slam the rod in his mouth and activate it. It may not have wasted the spellslot but it stopped the spell. The other odd item I've picked up that's been remarkably handy is my cloak of billowing. Combined with minor illusion I've convinced mobs I'm an all powerful wizard, possessed of such power I have to actively contain it lest it burst forth violently as my body was suddenly coated in hellish fire and my cloak began billowing without the hint of breeze. Pointing manacingly at the leader I screamed he was marked for death should he disobey as I prestidigitated a blood smear in the image of a skull on the front of his shirt.
@@Asaomar the immovable rod is an immensly useful tool as long as you're creative. If you're being chased you can duck around a corner, activate it at head level and surprise attack the idiot who follows too quickly and gets knocked on their butt by running into it. Barricade doors quickly but also allow for quick escape if needed.
@@jamesmerkel1932 a thought i had, was before combat, cast dimension door to teleport in the air above the enemy location, use the rod to sit on mid air, and rain spells down on enemies(i'm a sorcerer/warlock). i've already used it to barricade a door, as well as a seat when we made camp for the night so i didn't have to dirty my robes by sitting in the dirt lol
For a one-shot I'm playing in tomorrow, I'm rocking a level 16 Centaur Monk (12monk/4paladin) with winged boots. One-shots are perfect for letting everyone cut loose with silly powerlevels. 70 feet walking speed with mobile feat....flying. And I get to be a mount for an ally. It's going to be great until the DM starts rolling for absolutely no reason. Hahaha
Yeah sorry, I guess I kinda confused things in my head I didn't have Adamantine armor, but I did have a 27 AC and the DM had disadvantage from something else (I think vicious mockery) He rolled in the open and got both Nat 20s RNJesus was punishing me for my arrogance, and I felt the full force of a frost giant crit
@@mlpowers1991 nothing like getting a crit from a giant, especially if you use crit tables (like i do for my players) which can add effects to the damage or even triple the damage doge rather than double them.
I asked my DM for one of these. My character was a lvl 5 monk. Instead he gave me a weapon that make me drunk and untouchable but I couldn't attack, he gave me lycantrophy, an action surge, a God mode but didn't gave me the bracers :v
'The Magic Missiler' is good... and some of their sales can be a blast... but the 'Invulnerable Vagrant' is where I spend my Gold. You can always find at least 3 staff members there to help if you have questions.
Ah but have you considered Gilmore's Glorious Goods for your arcane needs? I cannot say they match the Vagrant for staff, but their outreach programs and member deals cannot be matched.
Inmovable rod was nerfed in 5e and every GM should know this: " The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall." Which means an Inmovable rod can whistand 35585.77 newtons of force before it has to deactivate. This means an inmovable rod cant be used to break holes in a sailing ship at full speed anymore. Or anything like that, since the impact of the ship (weighting a Ton and moving at 43 nautical miles) going about against the rod would mean about 1 million newtons of force on the rod upon impact. Tldr: Inmovable Rod has been nerfed, it cant destroy about anything that moves anymore. So if you dont want your players to destroy x thing in a simple way, just say the power excerted on the Rod is more than it can handle.
why couldn't it. Your not trying to instantly stop the ship were you would need to account for the force of the entire ship. Your trying to sink the ship. The mass of the ship nor the velocity of the ship wouldn't prevent the immovable rod from punching a hole through the planks of the ship. 1 inch pine wood you would only need about 1100 Newtons of force to break. BTW Force=Mass X Acceleration. In your example the ship is moving at 43 nautical miles (per hour I assume). You never gave the acceleration rate of the ship.
@@krypt2knight547 Speed of the rod (0/ms) - Speed of ship (22m/s) / duration of impact "aka time of acceleration" (0.05s) x mass of ship 1T = 440 000 newtons. Meaning the rod does not work, meaning speed of rod = Speed of ship, meaning newtons excerted on wood plank: "0"
@@sandropazdg8106 so you're just arbitrarily ssigning a time of 1/20'th of a second? why? force isn't applied instantly, its ramped up, the wood of the ship would break LONG before the rod failed. that being said you don't need to come up with some longwinded excuse to nerf the rod. you're the DM, just don't let your players abuse shit.
@@sillyking1991 Force ain't applied instantly, in all cases. But that ship is moving at 80khm per hour, would you say that an impact with a car traveling at that speed happen in more than half a second (0.05 miliseconds is a good margin for calculating car crashes) Hit your desk with a hammer and tell me if you felt the force during the brief impact or did it slowly built up after the hit? Remember you are not pushing the rod against a wooden plank, you are making it unmovable inside a very fast moving vehicle.
The whole idea of applying real world physics to d&d is inherently wrong. That said, a sailing ship at 43 knots? And the other guy who said "1 inch pine wood" LOL you guys clearly don't know anything about sailing ships.
I have a character in a game that used sovereign glue to attach an immovable rod to a broom of flying. Now it has an air brake. It's not actually super useful but it amuses me.
The Sun Blade is also quite good. Being a finesse weapon makes it the single most damaging melee weapon for rogues since they get longsword proficiency and can Sneak Attack using the sword. The fact it deals radiant damage and is sunlight is just icing on the cake for killing undead with an additional 1d8 damage, and it's still a +2 longsword.
What? The rapier is a d8 finesse weapon. Even if you use two hands, the "finesse longsword" part of the sun blade only gives 1 extra damage on average, and if not for all the other stuff, you might be better off dual weapon fighting with 2 shortswords, which would do more damage and give twice as many chances to hit and thus proc your sneak attack damage. All the other stuff in the list is waaay more important, not "icing on the cake".
@@JM-of9bp Sneak attack damage is based on whatever type the weapon deals, so you'd also be dealing a ton of radiant damage, which not many things are resistant to.
I am doing a one shot all day play in a few months and this will likely be my weapon pick for my 12 lev horizon walker Ranger - we expect lots of feinds and udead
I think the alchemy jug is very underated. Being able to have free poison once a day at low levels is quite useful since it lasts for 10 rounds. Can also coat projectiles. Plus like you stated with the immovable rod, creativity is King! The number of ways we have used the alchemy jug in our games is mind boggling. For example: A room with smooth floors with a basilisk, dumping 12 gallons of water onto the floor to turn it into a giant mirror. Acit to melt all manner of nonglass objects. Wine and beer for those clutch moments when you need just a little extra to convince an NPC you're not hostile. Players have used the vinegar and some cantrips to electroplate metals. To get easy silvered weapons, make fake currency, etc. And don't even get me started on how silly the party has gotten at times with GALLONS of honey and mayonnaise. It's a great tool to give martial classes some spontaneity and creativity up their sleeves.
It is my understanding Poison lasts for 10 rounds OR upon hit. So only the first hit would benefit. Plus it takes an action to apply the poison without the feat. So yeah pretty useless. Still it is very fun and you can do some weird stuff DM allowing like your other examples. I sold wine in the feywild and got a boatload of fey silver lol.
I would add the following: 1. belt of giant strength - hit all things harder. even monks and rogues would benefit. 2. sentinel shield - adv on initiative and perception 3. lantern of revealing - 6 hours of see invisibility a pint of oil? SOLD!!! 4. sun blade - sunlight on a stick! nerfs vampires, drow etc... 5. Cube of force - One of the few ways martial classes can avoid mind control spells and effects.
Maybe you are thinking about another game system or perhaps an older edition? Or perhaps you misunderstand that a finesse weapon requires dexterity? I would suggest reviewing 5e sneak attack rules.
The Horn Of Valhalla or whatever it’s called. Literally a magic item that requires being a martial class to use effectively and gives many of the same benefits as the Earth Elemental Gem
I will say, shortlist for paladins includes the necklace of prayer beads. At it's worst, free bless and cure wounds castings. At it's best, it gives the paladin access to spells they could never cast on their own, like greater restoration.
Man I started DM'ing like.... 3 months ago? And your videos have been so helpful. Thanks for the work you put in. 😀 It saves me a ton. I've watched this 4 times now.
If you are not a heavy armor class (and none of the classes mentioned have to be), Cloak and Boots of Elvenkind are just amazing. Yes, the Rogue and Monk will probably get more out of them, but every party eventually has to sneak into or out of some place, and the benefits of these items on Stealth rolls are flat insane. As Uncommon items, they’ll only cost 100-500 gold each, and the Boots do not require attunement. Basically, if you don’t have something you want more in these slots, you should be using Cloak and Boots of Elvenkind.
Boots of Elvenkind are amazing for a Heavy Armor wearer.....they and the party by proxy arguably benefit the most out of the Heavy Armor user wearing the boots. It cancels out their disadvantage...HUGE help to actually sneaking somewhere as a party.
If you can argue that your characters wear approximately the same shoe size, you can have the rogue wear them most of the time for scouting and sneaking around in general, then when it comes to a situation where the whole group needs to sneak somewhere, just switch boots with the fighter/cleric/whoever else has disadvantage on stealth due to their armour. The boots are pretty broken on a rogue with a decent dex modifier and proficiency + expertise in stealth, though. I think my character single-handedly convinced my DM to never give those boots out again, because it was extremely difficult to ever fail sneaking when you have advantage and a +10 modifier, ha ha.
Stone of Controlling Earth Elementals let's you cast the spell. Casting the spell has the same restrictions and effects as the spell (such as requiring concentration) for Conjure Elemental.
@@adamkaris I will say this though, it does do well on a thief-like character. That is, a character that normally wouldn't already be concentrating on something and is less likely to have to make concentration checks because of being hit in combat.
My players found the immovable rod propping up a hole in the underground ceiling, preventing dirt from falling into the dungeon. We had someone fly as a bird up there, tie a rope to it(they could not see the item) and then the bard (for we had no rogues) climbed all the way to it and pushed the switch. Nearly broke his neck the poor sod (50ft high ceiling) but dexterity be what it be.
Correction, Mariners armor does not give underwater breathing. It gives swim speed equal to your walking speed and it makes you rise to the surface if you become incapacitated while underwater.
Javelin of Lightning is the signature weapon of my dad's fighter, Argus. It's don't some great stuff. He also has an animated shield, which my bard found in a volcano stronghold. It's pretty much tailor made for fighters or other melee based characters.
Ring of Freedom. I used to use this in conjunction with Web and Entangle a lot in older editions. Baiting groups of people into traps with the ringbearer, and casting multiple aoe damage spells until they died. Stragglers would be picked off with ranged or reach weapons. Was a great way to save on healing resources.
I agree, ring of spell storing should definitely be at the top of the list. It allows you to really expand what tricks you can pull over and offers fantastic utility. It also opens up another concentration spot on the team, and many spells are tremendously good for martial classes especially. Bonus points: fun to use, breaks up the monotony and gives you an excuse for even more teamplay with your spellcasters, or can even serve as a plotpoint when a story NPC bestows you with that one spell you'll need for the McGuffin. Fantastic item.
Belt of Giant Strength man those are so good for any martial class even a rogue or a monk! It instantly sets your strength to insane levels and every weapon that those guys can use can be used with strength and still use their special abilities including a rogue’s sneak attack or a monk’s flurry of blows.
For the same reason as the earth elemental, I love the tan bag of tricks for my paladin. An ally for flanking/help for advantage, and if nothing else, 3 extra sidekicks never hurt! Also, it's uncommon...and a tiger mount can be very handy. Plus the animals last until it recharges, at dawn. So you can pop all 3 ahead of time if you wanted.
This is one of those items I always try and ask for in every game I play in. Not one DM has given me one. They take one look at it and just... Sigh. Gave it to a monk/fighter player of mine. Had a badger and a weasel (I think) take out a Gnoll by themselves because I rolled so shit to hit. Good times.
It might not be OP, but I like the Sentinel Shield when playing a Heavy armor class that may have dumped Dex. Makes initiative rolls much less painful.
Periapt of Wound Closure. Great for the often used short rests. Weapon of Warning. Cheap way for the group to never be surprised while awake, advantage to initiatives, and works as a magical alarm clock.
I would throw in the Mantle of Spell Resistance. Wonderous Item: Rare You have advantage on saving throws against spells while you wear this cloak. This is HUGE for martial classes that have Wisdom, Intelligence, and Charisma as dump stats giving you an extra die to save. Spells that force those saves either immobilize, charm, or banish you from a fight. You also get the added effect of throwing an additional save die to take half / no damage on damaging spells.
I personally adore spider climb slippers... as a fighter , even in strahd campaign, it comes in so handy being able to walk up walls and ceilings with hands free to fight
For mid levels, the clockwork amulet is excellent. Not for the Garunteed hit (it's an automatic 10 for a single attack roll before your bonus), it's best use is to get a solid idea of a monster's AC.
Just a caveat I noticed with the "Stone of summoning Earth Elementals", it DOES in fact require concentration (as even though it is cast through the item, the DMG states that when an item is used to cast a spell it requires the casters concentration) and may perhaps be a poor choice for martial classes who's kit require them to be within melee range, due to the nature with which elementals can "go Rogue" if concentration is broken. Still really good, just risky aha
I would hazard a guess it's still a good item for Rogues in particular since they get the ability to hide as a bonus action. Sure if the enemy can find you they may be able to force concentration rolls on you, meanwhile they have a grumpy earth elemental to deal with that's right there with them. You;re right though, the whole concentration aspect does make it less appealing for a barbarian or paladin to use.
I kind of disagree with the helmet of underwater action. For a cloak of the manta ray and googles of night you can have 2 uncommon items that dont require attunement that give more swim speed and all the effects.
Didn't know you was into Warhammer 40k. I'm a Sea Elf so I have already have Darkvision, Seimspeed and Water breathing. I love the Weapon of Warning since not getting suprised is so amazing.
Moon touched sword, bracers of archery, cloak of protection, helm of underwater action, immovable rod, javelin of lighting, cloak of displacement, flame tongue, stone of controlling earth elementals, oathbow
Sun Blade, Longsword, Rare -Bonus action to activate -While activated it sheds light, there ya go Mr. Human Fighter (the light can even be expanded or shrunk down) -Attacks & damage with it have +2 -And the biggest part: Its a Longsword that you get Proficiency if you're proficient with a Shortsword instead with while attuned, AND It has the Finesse property (looking at you Mr. Rogue)
I love the Oathbow, my DM gave it to my Ranger, I thought "cool 3d6 plus 1d8". Then I dipped into Rogue, add 1d6 sneak attack on advantage per turn Then add Hunter's Mark, 1d6 per hit... Now I'm hitting the enemy for a steady 60 or so damage each turn.
what ranger sub class are you? if you have the opprotunity i suggest collosis slayer on a beast hunter. you get it at level 3 and you get 1d8 per turn (or round, i cant remember) for free on anything thats under half hp
One of the best magic items for monks is definitely the Insignia of Claws: +1 to atk and dmg roll with unarmed strikes. It even becomes in a great magic item for Fighters, Paladins, and Rangers if they can take the Fighting Style that gives them a 1d6/1d8 damage for unarmed strikes.
The Monk in my party got his paws on The Staff of Thunder and Lightning. Our combat strategy has completely changed, and by the Gods is he having a blast!
A brilliant item for both magic casters and martial combatants, the masters amulet. It gives you a permanent construct ally with AC 17 HP 142 two attacks decent immunities and senses but it’s main benefit: >It gives you +2 AC as a reaction if your within 5ft >It regenerates 10 HP per turn (so you don’t need to know mending) >It can store 1-4th level spells (even if you can’t cast you group probably has someone who can so you can just give them the amulet to store a spell) It’s a great distraction for a ranged caster, a great companion for a war/melee caster and just a solid melee attacking addition that could shoot out fireballs, blight or any other spell you want it to
The Oathbow is so OP. Our DM gave it to our Archer WAY too early and had to figure out a way to get it away from him cuz he was ruining our combat encounters by killing everything himself. He ended up turning it into stone. Our Archer was so pissed.
You missed Dust of Dryness. must have for every character, the ability to smash a marble in a door/somethings mouth/crack in the wall and blast it with an instantaneous 15ft cube of water (something like 105 tons...) is ALWAYS handy. And dirt cheap.
I'm quite partial to the Sun Blade. It costs a bonus action to activate, but it becomes a +2 Longsword with the finesse property, deals radiant dmg instead of slashing (extra 1d8 to undead), sheds light that counts as sunlight which you can adjust the range of. And as long as you're at least proficient with shortswords, you are proficient with the Sun Blade. It's basically a lightsaber as it is normally just a hilt until activated. If the non-holy party member needs an edge against those undead, I'd go for this. Maybe not so great for a Rogue though...
I’ve been playing d&d for 30yrs, maybe shouldn’t admit that, but my character’s rear end has been saved more times than I could possibly count by his cloak of displacement!
There's also the Winged Books\Boots of Flying. Long as you use it properly, it allows permanent flight without spells. For melee fighters, the ability to chase down flying foes can help massively, not to mention Monk players who're Dragon Ball fans can fight like a Z Fighter. EDIT: Just saw he mentioned them in the Caster Items video. I'd like to posit that it can be better for Martial Classes to an extent because, as opposed to a number of Casters having access to Levitate or Fly, Martial Classes have little in the way of closing the gap with flying enemies of they specialize in melee.
The fact that Flame Tongue made the list makes me smile. It is my favorite martial weapon and it is really fun on a Champion Fighter, with that bonus crit on a 19 roll.
Man. Weapon of Warning. Definitely! And the Sunblade! For those dex users that cannot use more than rapiers for damage dealing, having that sword with the finesse property, dealing purely radiant damage? Insane.
I really tend to favor the belts of giant strenght, if we talk about "effective benefits", even the Hill Giant version is not only giving you a +5 modifier to your strenght, its also freeing you up so you can instead raise other stats like constitution for more HP, or grab some feats, its like getting told "You get 2 free ASI, go nuts". I just love how something so simple can in hindsight give you so much flexibility
The Immovable Rod is a must-buy in the campaign my friend is running. Two of them let me climb straight up a hundred feet in the air to a floating doorway, at which point I dropped a rope down to let up the party. My group has used it to restrain captive's hands for a brief interrogation, to save ourselves from falling when we were banished to the Abyss, and to block doors shut as we didn't have a caster with Arcane Lock. The Immovable Rod just might be the single most widely useful item in the game in my opinion.
@@trequor Alert only helps themselves, not the party. All it does is let them act in the surprise round and get +5 Init. Good, but surprise can still waste the rest of the party!
I'm playing a barbarian in a game where there are A LOT of random portals. We had a dungeon crawl where the exit was a portal that spit us out like 120 ft in the air. I picked up an immovable rod in the same dungeon. Used it to fall 10 ft, stop, fall 10 ft, stop... safely through the ground with the party's rogue hanging on.
The animated shield, Very rare. gives you the ac of a shield while leaving your offhand free. i once ran an eldritch knight and convinced my dm to alow me to use the Chrystal in the middle of it as my arcane focus and i duel wielded +2 short swords. this was all at lvl 4 or 5
So I'm running a game where the players have to craft all of their own magic items. Last session the main objective was to get the monk a weapon upgrade, and the party artificer ended up crafting the Blades of Chaos 😂😂 Two +4 shortswords with returning and a Heat Metal enchantment (2d8 fire damage) that can be activated by expending charges. The weapons are connected to shackles on the monk's wrists by 10 ft chains, and as a result, they have 3 basic attacks available to them: a standard 5ft shortsword attack, a scorpion-style sword throw with range of 15ft, and a 15ft radius 180° sword sweep with Dex save DC equal to the wielder's roll to hit. Needless to say, the monk may take over as the party's DPS.
I can Definitely vouch for the cloak of displacement. I made a college of swords bard with hexblade multiclass. Blade florish defense + shield spell + cloak of displacement = almost never getting hit. Of course save spells still hit so...
I would definitely and absolutely put in the most awesome item in the game, the one that fixes one of those mistakes that an awful lot of players do during character creation: the sublime, elegant, awesome BELT OF DWARVENKIND. Flat bonus to Con (which means +1 on ST and HP per level) is only a minimal part of it, as the sturdiest creatures of the realms, the dwarves, will like you and you will magically learn how to talk with them and make new pen friends. Plus, if you picked a race flawed with not being able to grow a beard... Now you will be able to. Dwarven diet can be tough on weaklings, that will be fixed with poison resistance and advantage on ST involving poison. Your eyes will be able to gaze into the deepest mines with a 60 ft Darkvision. All in all... If you didn't pick dwarf when you created your character, you can fix your mistake with this one, simple, rare magic item!
my friend who is playing as a berserker received the immovable rod recently. as a forge domain cleric, I had the idea to use my channel divinity to replace the shaft of his maul with the immovable rod, and it's badass.
ioun stone of reserve? fill it with cure wounds, maybe 3 shields, maybe magic weapon? its super useful and very customizable, depending on the casters of the party, plus its only a rare item
I'm a fan of necklace of adaptation! Uncommon, grants you advantage on breathing based saves, and, most importantly, let's you breath in ANY environment. Bodies are environments. I like getting my character inside enemies' bodies (for examples, wildshape into a rot grub and infiltrate a wound, then drop wildshape, or dimension door into dragon's chest cavity, or get swallowed, or get reduced and enter the backdoor, etc) and then destroying them from the inside at my leisure. Good times! It also helps when you have a tendency to have bag problems and get stuck in the astral sea
I’d say the +armor and shields instead of the cloak of protection as it opens up an attunement slot and still gives a bonus to your AC after all if you can increase it that way you can still wear the cloak of displacement and an additional attuned magic item
Ring of Spell Storing. Have your wizard fill it with shield. That's 5 instances of +5 AC, useful for turning a close hit into a miss. Plus, you could add other options as well if you anticipate needing other options.
The rare DMG Sunsword, as a +2 weapon that deals radiant damage (rare to find resistance or immunity unless you like fighting angels) and deals extra radiant to undead, while also being a beacon of "sun light" seems to be a much better weapon than a flame tongue.
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Taking20 hey, new-ish player looking to play an artificer, and one thing I have been thinking about for the character is to have a “masterpiece”, if you will. So I was wondering what you would price a ba’thla that could turn into an oath-bow when a key word is said, and then back again that would be made out of mythral would be priced at. Asking for balancing reasons so I don’t look like an idiot when I bring up the idea to my DM. (Sorry about any misspellings, I am on the phone so I can’t look up any of the words to see how they are spelled.
Ender k9 talkin’ to you DM is always the best bet! If it’s not a canonical item, they may have their own idea of a price point. That, or you can check out the DM guide pdf for a price guide point :).
Could you do a video were you took these 10 items and modified them so that they would meet the requirements to become legendary?
Taking20
Bow of the Eagle makes a nice counterpart to the braces of archery 🏹. Especially if you also have the feat sharpshooter
Instablaster.
As a DM I once added a *True* Immovable Rod. Once activated it maintained it's position in space relative to the universe, not the world. PC was leaving campaign so needed a funny way to instantly write his character off, and I figured what better way than being launched away at 18 miles per second.
Genius
Can someone explain I don’t get it
@@ididathink5295 There is a magical item called an Immovable Rod. When activated it cannot be moved from its place in the world, unless deactivated. I made a 'True' Immovable Rod that cannot be moved from its place in space unless deactivated. Assuming the world is hurtling through space at thousands of miles per hour, just like ours is, a person holding this rod while it is activated would instantly find the world leave them behind.
@@brandonschaber3705 there would be almost 50% chance that rod would would put a hole through earth
@@aisir3725 or a huge shred with thousands of landmass destroyed
The mountain directly behind you looks remarkably like your silhouette. 🤣
Joshua Pavon I can’t un see this now.
It's his earth elemental form. That's why he likes that stone so much, he wants you to summon him into your games.
Sometimes it syncs and I chuckle
I can't unsee it now.
@@Thagmar I mean, who wouldn't want to play more D&D?
Clockwork Amulet rolling 10 automatically once a day. It's not strong, but it's a common item. Guaranteed to not fail is sometimes better than rolling.
Ohhhh good pick!
This. like especially if your already a character with the lucky feat or a diviner wizard this turns you into a RNG manipulating MACHINE
@Lance Clemings dont forget the luck feat and the diviner wizard wizard.
Too bad its use is limited to attack rolls.
@Lance Clemings I run that until you reach a +10 modifier you can fumble, but you have to confirm it with a d4, a 1 is a dropped weapon or going prone, a 2 is attacking another target that you could of reasonably accidentally shot at(no shooting behind yourself to hit an ally, however the ally next to the enemy is fair game), a 3 or 4 is just a miss. my players seem to love this setup.
If you have an immovable rod and the upper body strenght to do a salmon ladder move, you can fly.
This is true and ingenious
I don't think they thought about that when they made it
Could just turn them into shoes
@@dittmar104 If you think you can press a button with your feet and balance on a rod, sure.
@@2MeterLP the rods are secured in the sole of the shoe and just carry a stick to release them and to activate them use the stick or your shin. Anyone with tinkers tools could make it
You forgot to mention the most essential magic item:
Cape of Billowing.
Also Pants of Mending for monks. These splits are not good on the cloth
Cloak of Billowing, a must have for a Gunslinger wanting to be intimidating
or a cape of prestidigitation and thaumaturgy. It flaps by itself and makes you look awesome with a bunch of different magical effects that you get from prestidigitation and thaumaturgy.
You forgot the dread helm too.
This one's for for making your enemies sh*t themselves for how epic you look.
Am I the only one watching for when his hair aligns with the mountain in the background?
No xD
Not anymore
No. No you are not.
That all i can see now
It's like waiting for the screensaver logo to hit the corner of the screen.
The Spellguard Shield (very rare)
1. Gives you advantage on saves versus spells and magical effects. Always
2. Spell attacks have disadvantage against you. Always
3. You combine this with a PC who has the Shield Master feat, and you have a tank who can straight up avoid a magical attack
Michael Newman add in mage slayer and slap that bookworm
Now i want this on an artificier artilirist. mobile artiliray
@@dittmar104 an oath of the ancient paladin with all this... perfection.
Chrona Trigger better off going cleric for anti magic field
@@dittmar104 oath of the ancient paladin gets resistance to damage from spells, so if a spell hits anywayss, it doesn't hurt as much. Plus great saves from their aura
When i first started 5e the dm was giving each character a magic item and I was going bow rogue, so he gave me the only magic bow in the book (oathbow) at lvl 4 i could kill any party member in a single round, we did phandelver and i did half hp to the green dragon in one round
Yep. Sounds about right. Lol
@@Taking20 it was so dumb, i swear an oath on you, instantly get sneak attack as well, i dipped fighter to get action surge for 10d6 in a round lvl4
Ha, he should have just homebrewed a magic bow for you so that you weren't hilariously OP with that bow. 90% of the magic items in my campaign are from my own head.
This is hilarious to me because in the exact same campaign our ranger got the exact same bow, and did the exact same thing to that poor Green dragon. He was supposed to fuck off at half health, but our ranger managed to finish him in a few turns lol!
@@MurdersMachine Can if the DM allowed him to sneak attack on his action surge. RAW I agree you cannot however, you can sneak attack twice in one round.
I agree wholeheartedly with your opinion of the immovable rod! My arcane trickster LOVES his set. Seeing as we do alot of air travel he has one attached to a harness. He doesn't need featherfall rings. He uses them to create rope ladders and bridges. He's used it to counter a spell once too. Caster up against a wall opened his mouth to cast, I had readied the action if he opened his mouth I was going to slam the rod in his mouth and activate it. It may not have wasted the spellslot but it stopped the spell.
The other odd item I've picked up that's been remarkably handy is my cloak of billowing. Combined with minor illusion I've convinced mobs I'm an all powerful wizard, possessed of such power I have to actively contain it lest it burst forth violently as my body was suddenly coated in hellish fire and my cloak began billowing without the hint of breeze. Pointing manacingly at the leader I screamed he was marked for death should he disobey as I prestidigitated a blood smear in the image of a skull on the front of his shirt.
that's an amazing use for immovable rod. i recently got one in my campaign and i've been trying to come up with ideas for it
@@Asaomar the immovable rod is an immensly useful tool as long as you're creative. If you're being chased you can duck around a corner, activate it at head level and surprise attack the idiot who follows too quickly and gets knocked on their butt by running into it. Barricade doors quickly but also allow for quick escape if needed.
@@jamesmerkel1932 a thought i had, was before combat, cast dimension door to teleport in the air above the enemy location, use the rod to sit on mid air, and rain spells down on enemies(i'm a sorcerer/warlock). i've already used it to barricade a door, as well as a seat when we made camp for the night so i didn't have to dirty my robes by sitting in the dirt lol
I used minor illusion to light up a cave. It doesn't say illusory objects can create light, but then again, it doesn't say they *CANT*
I read "immovable rod" and "arcane trickster" and realised you could use Mage Hand with the rod.
I would still throw in Winged Boots, because getting the melee character in range of the flying dragon is a huge deal.
And for a monk is amazing
For a one-shot I'm playing in tomorrow, I'm rocking a level 16 Centaur Monk (12monk/4paladin) with winged boots. One-shots are perfect for letting everyone cut loose with silly powerlevels. 70 feet walking speed with mobile feat....flying. And I get to be a mount for an ally. It's going to be great until the DM starts rolling for absolutely no reason. Hahaha
So good no GM I game with allows them
I’d say nearly essential for later in the game for barbarians and paladins, if only so flying enemies can’t do stupid keep away bullshit.
Javelins ftw!
Cloak of Displacement + Adamantine Armor = even if you can hit me, you can't crit me.
1/400 chance of that crit happening
And I've witnessed that roll. I felt that crit
mlpowers1991 Adamantine means you don’t take extra damage from Crits tho
@@mlpowers1991 apparently you've never used adamantine armor. Negates crit damage.
Yeah sorry, I guess I kinda confused things in my head
I didn't have Adamantine armor, but I did have a 27 AC and the DM had disadvantage from something else (I think vicious mockery)
He rolled in the open and got both Nat 20s
RNJesus was punishing me for my arrogance, and I felt the full force of a frost giant crit
@@mlpowers1991 nothing like getting a crit from a giant, especially if you use crit tables (like i do for my players) which can add effects to the damage or even triple the damage doge rather than double them.
Bracers of defense is really good for monks and barbarians
My exact thoughts
was just about to post this one, that +2 to AC is indispensable for us squishy monks at earlier levels
My barbarian and monk players always try to find these at my magic shops as early as they can
I asked my DM for one of these. My character was a lvl 5 monk. Instead he gave me a weapon that make me drunk and untouchable but I couldn't attack, he gave me lycantrophy, an action surge, a God mode but didn't gave me the bracers :v
Barbarians are usually better off just with getting half-plate though.
'The Magic Missiler' is good... and some of their sales can be a blast... but the 'Invulnerable Vagrant' is where I spend my Gold. You can always find at least 3 staff members there to help if you have questions.
"Respectfully"
While I can't disagree, might I introduce you to "Elixalots" owned and run by the most charming and cinnamon bun-esque Kobold named Kismet.
Ah but have you considered Gilmore's Glorious Goods for your arcane needs? I cannot say they match the Vagrant for staff, but their outreach programs and member deals cannot be matched.
i have a membership at fantasy costco. they’ve got all the best deals for me
But what about bloodbath & beyond?
Inmovable rod was nerfed in 5e and every GM should know this: " The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall." Which means an Inmovable rod can whistand 35585.77 newtons of force before it has to deactivate. This means an inmovable rod cant be used to break holes in a sailing ship at full speed anymore. Or anything like that, since the impact of the ship (weighting a Ton and moving at 43 nautical miles) going about against the rod would mean about 1 million newtons of force on the rod upon impact.
Tldr: Inmovable Rod has been nerfed, it cant destroy about anything that moves anymore. So if you dont want your players to destroy x thing in a simple way, just say the power excerted on the Rod is more than it can handle.
why couldn't it. Your not trying to instantly stop the ship were you would need to account for the force of the entire ship. Your trying to sink the ship. The mass of the ship nor the velocity of the ship wouldn't prevent the immovable rod from punching a hole through the planks of the ship. 1 inch pine wood you would only need about 1100 Newtons of force to break.
BTW Force=Mass X Acceleration. In your example the ship is moving at 43 nautical miles (per hour I assume). You never gave the acceleration rate of the ship.
@@krypt2knight547 Speed of the rod (0/ms) - Speed of ship (22m/s) / duration of impact "aka time of acceleration" (0.05s) x mass of ship 1T = 440 000 newtons. Meaning the rod does not work, meaning speed of rod = Speed of ship, meaning newtons excerted on wood plank: "0"
@@sandropazdg8106 so you're just arbitrarily ssigning a time of 1/20'th of a second? why?
force isn't applied instantly, its ramped up, the wood of the ship would break LONG before the rod failed.
that being said you don't need to come up with some longwinded excuse to nerf the rod. you're the DM, just don't let your players abuse shit.
@@sillyking1991 Force ain't applied instantly, in all cases. But that ship is moving at 80khm per hour, would you say that an impact with a car traveling at that speed happen in more than half a second (0.05 miliseconds is a good margin for calculating car crashes) Hit your desk with a hammer and tell me if you felt the force during the brief impact or did it slowly built up after the hit? Remember you are not pushing the rod against a wooden plank, you are making it unmovable inside a very fast moving vehicle.
The whole idea of applying real world physics to d&d is inherently wrong.
That said, a sailing ship at 43 knots? And the other guy who said "1 inch pine wood" LOL you guys clearly don't know anything about sailing ships.
I have a character in a game that used sovereign glue to attach an immovable rod to a broom of flying. Now it has an air brake. It's not actually super useful but it amuses me.
The Sun Blade is also quite good. Being a finesse weapon makes it the single most damaging melee weapon for rogues since they get longsword proficiency and can Sneak Attack using the sword. The fact it deals radiant damage and is sunlight is just icing on the cake for killing undead with an additional 1d8 damage, and it's still a +2 longsword.
Kurisu678 not to mention there’s no reason to not use it with two hands
What? The rapier is a d8 finesse weapon. Even if you use two hands, the "finesse longsword" part of the sun blade only gives 1 extra damage on average, and if not for all the other stuff, you might be better off dual weapon fighting with 2 shortswords, which would do more damage and give twice as many chances to hit and thus proc your sneak attack damage.
All the other stuff in the list is waaay more important, not "icing on the cake".
@@JM-of9bp Sneak attack damage is based on whatever type the weapon deals, so you'd also be dealing a ton of radiant damage, which not many things are resistant to.
Its plus 2? I HAVE NOT BEEN USING THE MOD AND I HAVE MISSED BOSSES BY 1 AC POINT AND DIED FOR IT!!!!!! I HATE MY LIFE!!!
I am doing a one shot all day play in a few months and this will likely be my weapon pick for my 12 lev horizon walker Ranger - we expect lots of feinds and udead
I think the alchemy jug is very underated. Being able to have free poison once a day at low levels is quite useful since it lasts for 10 rounds. Can also coat projectiles. Plus like you stated with the immovable rod, creativity is King! The number of ways we have used the alchemy jug in our games is mind boggling.
For example: A room with smooth floors with a basilisk, dumping 12 gallons of water onto the floor to turn it into a giant mirror.
Acit to melt all manner of nonglass objects.
Wine and beer for those clutch moments when you need just a little extra to convince an NPC you're not hostile.
Players have used the vinegar and some cantrips to electroplate metals. To get easy silvered weapons, make fake currency, etc.
And don't even get me started on how silly the party has gotten at times with GALLONS of honey and mayonnaise.
It's a great tool to give martial classes some spontaneity and creativity up their sleeves.
Mayonnaise! YES!
Mayonnaise? Grog is that you?!
@@snuckytoes8427 Um....no. *grog fart noise*
It is my understanding Poison lasts for 10 rounds OR upon hit. So only the first hit would benefit. Plus it takes an action to apply the poison without the feat. So yeah pretty useless. Still it is very fun and you can do some weird stuff DM allowing like your other examples. I sold wine in the feywild and got a boatload of fey silver lol.
I would add the following:
1. belt of giant strength - hit all things harder. even monks and rogues would benefit.
2. sentinel shield - adv on initiative and perception
3. lantern of revealing - 6 hours of see invisibility a pint of oil? SOLD!!!
4. sun blade - sunlight on a stick! nerfs vampires, drow etc...
5. Cube of force - One of the few ways martial classes can avoid mind control spells and effects.
kantoboy01 I was going to suggest belt of giant star too but saw your post first. Thought that would be an obvious one.
The coolest thing about the sun blade is that it's a finesse longsword
Rogues don't benefit. Rather certain a Rogue cannot proc sneak attack on a str attack.
Maybe you are thinking about another game system or perhaps an older edition? Or perhaps you misunderstand that a finesse weapon requires dexterity? I would suggest reviewing 5e sneak attack rules.
But monks use dexterity instead of strength for their attacks, what would the belt of giant strength do to benefit them?
The Horn Of Valhalla or whatever it’s called. Literally a magic item that requires being a martial class to use effectively and gives many of the same benefits as the Earth Elemental Gem
Stone of Controlling Earth Elementals does require concentration just like the spell.
I'd like to see the best magic items for each class, both mechanically and thematically.
I will say, shortlist for paladins includes the necklace of prayer beads.
At it's worst, free bless and cure wounds castings. At it's best, it gives the paladin access to spells they could never cast on their own, like greater restoration.
Fighter: longsword +3
Cloak of Elvenkind and Boots of Elvenkind would work for Rangers and Rouges.
Our group used the Immovable Rods for some crazy feats.... good lord I love them!
Adamantine Armor - Uncommon - While you're wearing it, any critical hit against you becomes a normal hit.
Man, Javelin of Lightning is amazing for Eldritch Knights, thanks to their weapon bond.
I love the dragon Slayer getting that extra 3d6 with any attack against any type of dragon is just amazing.
Man I started DM'ing like.... 3 months ago? And your videos have been so helpful. Thanks for the work you put in. 😀 It saves me a ton. I've watched this 4 times now.
Winged boots, flight at low level is amazing. Fly in and out of combat, take mobility and now you have flyby attack.
Winged Boots for Barbs and Paladins, and ring of Spell storing for everyone.
And a wand of magic missiles.
If you are not a heavy armor class (and none of the classes mentioned have to be), Cloak and Boots of Elvenkind are just amazing. Yes, the Rogue and Monk will probably get more out of them, but every party eventually has to sneak into or out of some place, and the benefits of these items on Stealth rolls are flat insane. As Uncommon items, they’ll only cost 100-500 gold each, and the Boots do not require attunement. Basically, if you don’t have something you want more in these slots, you should be using Cloak and Boots of Elvenkind.
Boots of Elvenkind are amazing for a Heavy Armor wearer.....they and the party by proxy arguably benefit the most out of the Heavy Armor user wearing the boots. It cancels out their disadvantage...HUGE help to actually sneaking somewhere as a party.
Tell that to my earth genasi barbarian that can innately cast pass without trace.
If you can argue that your characters wear approximately the same shoe size, you can have the rogue wear them most of the time for scouting and sneaking around in general, then when it comes to a situation where the whole group needs to sneak somewhere, just switch boots with the fighter/cleric/whoever else has disadvantage on stealth due to their armour.
The boots are pretty broken on a rogue with a decent dex modifier and proficiency + expertise in stealth, though. I think my character single-handedly convinced my DM to never give those boots out again, because it was extremely difficult to ever fail sneaking when you have advantage and a +10 modifier, ha ha.
Stone of Controlling Earth Elementals let's you cast the spell. Casting the spell has the same restrictions and effects as the spell (such as requiring concentration) for Conjure Elemental.
^^
@@adamkaris I will say this though, it does do well on a thief-like character. That is, a character that normally wouldn't already be concentrating on something and is less likely to have to make concentration checks because of being hit in combat.
With the CON of a fighter or barbarian, you won't have to worry about concentration.
My players found the immovable rod propping up a hole in the underground ceiling, preventing dirt from falling into the dungeon. We had someone fly as a bird up there, tie a rope to it(they could not see the item) and then the bard (for we had no rogues) climbed all the way to it and pushed the switch. Nearly broke his neck the poor sod (50ft high ceiling) but dexterity be what it be.
"Rip a hole in an enemy that swallowed you"
But what about if you Dimension Door into the enemy with the immovable rod?
Marcus Alm calm down scanlan
Max hinted at it but you are talking about what Scanlan and Vax did on crit role.
Correction, Mariners armor does not give underwater breathing. It gives swim speed equal to your walking speed and it makes you rise to the surface if you become incapacitated while underwater.
Javelin of Lightning is the signature weapon of my dad's fighter, Argus. It's don't some great stuff. He also has an animated shield, which my bard found in a volcano stronghold. It's pretty much tailor made for fighters or other melee based characters.
Ring of Freedom. I used to use this in conjunction with Web and Entangle a lot in older editions. Baiting groups of people into traps with the ringbearer, and casting multiple aoe damage spells until they died. Stragglers would be picked off with ranged or reach weapons. Was a great way to save on healing resources.
I've had the ring of spell storing on a monk before, and being able to heal on the fly or sudden lightning bolt was great.
I agree, ring of spell storing should definitely be at the top of the list. It allows you to really expand what tricks you can pull over and offers fantastic utility. It also opens up another concentration spot on the team, and many spells are tremendously good for martial classes especially. Bonus points: fun to use, breaks up the monotony and gives you an excuse for even more teamplay with your spellcasters, or can even serve as a plotpoint when a story NPC bestows you with that one spell you'll need for the McGuffin.
Fantastic item.
As I love playing Paladins this will be good for me.
I love the minor magic items that we get in Xanathar’s. One of the most useful, optional, core books
Belt of Giant Strength man those are so good for any martial class even a rogue or a monk! It instantly sets your strength to insane levels and every weapon that those guys can use can be used with strength and still use their special abilities including a rogue’s sneak attack or a monk’s flurry of blows.
They good for anyone
For the same reason as the earth elemental, I love the tan bag of tricks for my paladin. An ally for flanking/help for advantage, and if nothing else, 3 extra sidekicks never hurt! Also, it's uncommon...and a tiger mount can be very handy.
Plus the animals last until it recharges, at dawn. So you can pop all 3 ahead of time if you wanted.
This is one of those items I always try and ask for in every game I play in. Not one DM has given me one. They take one look at it and just... Sigh.
Gave it to a monk/fighter player of mine. Had a badger and a weasel (I think) take out a Gnoll by themselves because I rolled so shit to hit. Good times.
Cloak of Arachnidia. My favorite item for martial classes. Helps movement, battlefield control, and thematic spider bonuses vs poison and webs.
I enjoyed my very rare to legendary ethereal bow for the little time i had it, before trading it to an ancient red dragon to let a slave of hers go.
It might not be OP, but I like the Sentinel Shield when playing a Heavy armor class that may have dumped Dex. Makes initiative rolls much less painful.
Periapt of Wound Closure. Great for the often used short rests.
Weapon of Warning. Cheap way for the group to never be surprised while awake, advantage to initiatives, and works as a magical alarm clock.
I change the immovable rod to the immovable paintbrush for the oblivion nostalgia.
I thought the Mariner’s was float when unconscious and swim speed, not water breathing
It is.
The cloak of the mantaray is basically the same thing as the item he said...minus darkvision.
I would throw in the Mantle of Spell Resistance.
Wonderous Item: Rare
You have advantage on saving throws against spells while you wear this cloak.
This is HUGE for martial classes that have Wisdom, Intelligence, and Charisma as dump stats giving you an extra die to save. Spells that force those saves either immobilize, charm, or banish you from a fight. You also get the added effect of throwing an additional save die to take half / no damage on damaging spells.
Does that require attunement? I have a character who takes a fuck ton of spells to the face, lol.
I personally adore spider climb slippers... as a fighter , even in strahd campaign, it comes in so handy being able to walk up walls and ceilings with hands free to fight
My Kensai Monk is using a Flame Tongue sword, it is so amazing honestly it may be a little broke but I am loving it!
For mid levels, the clockwork amulet is excellent. Not for the Garunteed hit (it's an automatic 10 for a single attack roll before your bonus), it's best use is to get a solid idea of a monster's AC.
The javelin of lightning is imo a must have for early level tempest clerics. It's a super good thing to channel divinity on for a crap ton of damage.
Just a caveat I noticed with the "Stone of summoning Earth Elementals", it DOES in fact require concentration (as even though it is cast through the item, the DMG states that when an item is used to cast a spell it requires the casters concentration) and may perhaps be a poor choice for martial classes who's kit require them to be within melee range, due to the nature with which elementals can "go Rogue" if concentration is broken. Still really good, just risky aha
I would hazard a guess it's still a good item for Rogues in particular since they get the ability to hide as a bonus action. Sure if the enemy can find you they may be able to force concentration rolls on you, meanwhile they have a grumpy earth elemental to deal with that's right there with them. You;re right though, the whole concentration aspect does make it less appealing for a barbarian or paladin to use.
Daern's instant fortress, nothing like making a defensible adamantine tower in a matter of seconds
Sentinel's Shield: uncommon: adv on initiative and perception checks.
I kind of disagree with the helmet of underwater action.
For a cloak of the manta ray and googles of night you can have 2 uncommon items that dont require attunement that give more swim speed and all the effects.
Didn't know you was into Warhammer 40k.
I'm a Sea Elf so I have already have Darkvision, Seimspeed and Water breathing.
I love the Weapon of Warning since not getting suprised is so amazing.
Moon touched sword, bracers of archery, cloak of protection, helm of underwater action, immovable rod, javelin of lighting, cloak of displacement, flame tongue, stone of controlling earth elementals, oathbow
When we started playing D&D my DM gave my dwarf paladin a flame tonguevon level 1. Later he realised he probably shouldn't have done that...
Sun Blade, Longsword, Rare
-Bonus action to activate
-While activated it sheds light, there ya go Mr. Human Fighter (the light can even be expanded or shrunk down)
-Attacks & damage with it have +2
-And the biggest part: Its a Longsword that you get Proficiency if you're proficient with a Shortsword instead with while attuned, AND It has the Finesse property (looking at you Mr. Rogue)
Animated shield still a must, even if you're a pure warrior.
Especially if you're a full warrior! You get the +2 to AC, and can still use 2 Handed weapons! Perfect for your barbarian, fighter, or paladin
Wonderful for monks who don't want to hold a shield, too. Hoho.
@@Trick.Sparrow perfect for monks who *can't* hold a shield
Horn of valhalla (bronze) 4d4+4 berserker allies in a pinch.
Or as I call it, the "OH SHIT!" horn
I love the Oathbow, my DM gave it to my Ranger, I thought "cool 3d6 plus 1d8".
Then I dipped into Rogue, add 1d6 sneak attack on advantage per turn
Then add Hunter's Mark, 1d6 per hit... Now I'm hitting the enemy for a steady 60 or so damage each turn.
what ranger sub class are you? if you have the opprotunity i suggest collosis slayer on a beast hunter. you get it at level 3 and you get 1d8 per turn (or round, i cant remember) for free on anything thats under half hp
I think you forgot about the periapt of wound closure. It's amazeballs.
One of the best magic items for monks is definitely the Insignia of Claws: +1 to atk and dmg roll with unarmed strikes. It even becomes in a great magic item for Fighters, Paladins, and Rangers if they can take the Fighting Style that gives them a 1d6/1d8 damage for unarmed strikes.
I'm from Brazil, and I narrating a campaign. Thanks for the tips, great video!
Olha só um BR heueheuehe
The Monk in my party got his paws on The Staff of Thunder and Lightning. Our combat strategy has completely changed, and by the Gods is he having a blast!
A brilliant item for both magic casters and martial combatants, the masters amulet. It gives you a permanent construct ally with AC 17 HP 142 two attacks decent immunities and senses but it’s main benefit:
>It gives you +2 AC as a reaction if your within 5ft
>It regenerates 10 HP per turn (so you don’t need to know mending)
>It can store 1-4th level spells (even if you can’t cast you group probably has someone who can so you can just give them the amulet to store a spell)
It’s a great distraction for a ranged caster, a great companion for a war/melee caster and just a solid melee attacking addition that could shoot out fireballs, blight or any other spell you want it to
The Oathbow is so OP. Our DM gave it to our Archer WAY too early and had to figure out a way to get it away from him cuz he was ruining our combat encounters by killing everything himself. He ended up turning it into stone. Our Archer was so pissed.
Belt of Giant Strength, any of them work just fine and can immediately bolster a paladin, fighter, or barbarians offensive powers
You missed Dust of Dryness. must have for every character, the ability to smash a marble in a door/somethings mouth/crack in the wall and blast it with an instantaneous 15ft cube of water (something like 105 tons...) is ALWAYS handy. And dirt cheap.
I'm quite partial to the Sun Blade. It costs a bonus action to activate, but it becomes a +2 Longsword with the finesse property, deals radiant dmg instead of slashing (extra 1d8 to undead), sheds light that counts as sunlight which you can adjust the range of. And as long as you're at least proficient with shortswords, you are proficient with the Sun Blade. It's basically a lightsaber as it is normally just a hilt until activated. If the non-holy party member needs an edge against those undead, I'd go for this. Maybe not so great for a Rogue though...
I’ve been playing d&d for 30yrs, maybe shouldn’t admit that, but my character’s rear end has been saved more times than I could possibly count by his cloak of displacement!
Weapon of Warning. The entire party can no longer be surprised even while sleeping
There's also the Winged Books\Boots of Flying. Long as you use it properly, it allows permanent flight without spells.
For melee fighters, the ability to chase down flying foes can help massively, not to mention Monk players who're Dragon Ball fans can fight like a Z Fighter.
EDIT: Just saw he mentioned them in the Caster Items video. I'd like to posit that it can be better for Martial Classes to an extent because, as opposed to a number of Casters having access to Levitate or Fly, Martial Classes have little in the way of closing the gap with flying enemies of they specialize in melee.
A bag of holding is the first item on any characters list in any version of D&D where it existed.
The fact that Flame Tongue made the list makes me smile. It is my favorite martial weapon and it is really fun on a Champion Fighter, with that bonus crit on a 19 roll.
I have Flame Tongue on my Paladin, and he is an absolute Savage!!!!
Man. Weapon of Warning. Definitely!
And the Sunblade! For those dex users that cannot use more than rapiers for damage dealing, having that sword with the finesse property, dealing purely radiant damage? Insane.
I really tend to favor the belts of giant strenght, if we talk about "effective benefits", even the Hill Giant version is not only giving you a +5 modifier to your strenght, its also freeing you up so you can instead raise other stats like constitution for more HP, or grab some feats, its like getting told "You get 2 free ASI, go nuts". I just love how something so simple can in hindsight give you so much flexibility
I personally like the sunblade for my paladin
Ring of spell storing with 5 charges of shield makes you almost invincible at high AC
The Immovable Rod is a must-buy in the campaign my friend is running. Two of them let me climb straight up a hundred feet in the air to a floating doorway, at which point I dropped a rope down to let up the party. My group has used it to restrain captive's hands for a brief interrogation, to save ourselves from falling when we were banished to the Abyss, and to block doors shut as we didn't have a caster with Arcane Lock.
The Immovable Rod just might be the single most widely useful item in the game in my opinion.
Sentinel Shield or a Weapon of Warning completely change the game. Goodbye surprise attacks
@@trequor Alert only helps themselves, not the party. All it does is let them act in the surprise round and get +5 Init. Good, but surprise can still waste the rest of the party!
I'm partial to the Periapt of Wound Closure, especially if you can pair with Dwarven Fortitude. Dodge to heal insane amounts per hit die.
I'm playing a barbarian in a game where there are A LOT of random portals. We had a dungeon crawl where the exit was a portal that spit us out like 120 ft in the air. I picked up an immovable rod in the same dungeon. Used it to fall 10 ft, stop, fall 10 ft, stop... safely through the ground with the party's rogue hanging on.
How on Earth did none of the belts of giant strength make this list
More like "How on Faerûn"!
(also Gauntlets of Ogre Power. Not as good, but cheaper and allows for e.g. some AL abuse)
The animated shield, Very rare.
gives you the ac of a shield while leaving your offhand free. i once ran an eldritch knight and convinced my dm to alow me to use the Chrystal in the middle of it as my arcane focus and i duel wielded +2 short swords. this was all at lvl 4 or 5
Gauntlets of Ogre Power got skipped. it doesn't matter who you are, those babies are always a solid choice.
So I'm running a game where the players have to craft all of their own magic items. Last session the main objective was to get the monk a weapon upgrade, and the party artificer ended up crafting the Blades of Chaos 😂😂
Two +4 shortswords with returning and a Heat Metal enchantment (2d8 fire damage) that can be activated by expending charges. The weapons are connected to shackles on the monk's wrists by 10 ft chains, and as a result, they have 3 basic attacks available to them: a standard 5ft shortsword attack, a scorpion-style sword throw with range of 15ft, and a 15ft radius 180° sword sweep with Dex save DC equal to the wielder's roll to hit.
Needless to say, the monk may take over as the party's DPS.
I can Definitely vouch for the cloak of displacement. I made a college of swords bard with hexblade multiclass. Blade florish defense + shield spell + cloak of displacement = almost never getting hit. Of course save spells still hit so...
I would definitely and absolutely put in the most awesome item in the game, the one that fixes one of those mistakes that an awful lot of players do during character creation: the sublime, elegant, awesome BELT OF DWARVENKIND. Flat bonus to Con (which means +1 on ST and HP per level) is only a minimal part of it, as the sturdiest creatures of the realms, the dwarves, will like you and you will magically learn how to talk with them and make new pen friends. Plus, if you picked a race flawed with not being able to grow a beard... Now you will be able to. Dwarven diet can be tough on weaklings, that will be fixed with poison resistance and advantage on ST involving poison. Your eyes will be able to gaze into the deepest mines with a 60 ft Darkvision.
All in all... If you didn't pick dwarf when you created your character, you can fix your mistake with this one, simple, rare magic item!
my friend who is playing as a berserker received the immovable rod recently. as a forge domain cleric, I had the idea to use my channel divinity to replace the shaft of his maul with the immovable rod, and it's badass.
ioun stone of reserve? fill it with cure wounds, maybe 3 shields, maybe magic weapon? its super useful and very customizable, depending on the casters of the party, plus its only a rare item
Winged boots are one of my favorites for melee and ranged characters. Fly speed is honestly just good
I gave my paladin a flametongue and then he critted a smite agains a wight. I loved that wight.
I'm a fan of necklace of adaptation!
Uncommon, grants you advantage on breathing based saves, and, most importantly, let's you breath in ANY environment. Bodies are environments.
I like getting my character inside enemies' bodies (for examples, wildshape into a rot grub and infiltrate a wound, then drop wildshape, or dimension door into dragon's chest cavity, or get swallowed, or get reduced and enter the backdoor, etc) and then destroying them from the inside at my leisure. Good times!
It also helps when you have a tendency to have bag problems and get stuck in the astral sea
Pretty sure you still need concentration with stone of controlling earth elementals? At least in 5e anyway.
I’d say the +armor and shields instead of the cloak of protection as it opens up an attunement slot and still gives a bonus to your AC after all if you can increase it that way you can still wear the cloak of displacement and an additional attuned magic item
Ring of Spell Storing. Have your wizard fill it with shield. That's 5 instances of +5 AC, useful for turning a close hit into a miss. Plus, you could add other options as well if you anticipate needing other options.
The rare DMG Sunsword, as a +2 weapon that deals radiant damage (rare to find resistance or immunity unless you like fighting angels) and deals extra radiant to undead, while also being a beacon of "sun light" seems to be a much better weapon than a flame tongue.
Hell (or heavens) yes!