Jun 26, 2018 Shapechanger: So you just got unlimited wild shape. Take that Druid! Not for combat forms, but birdies, fishies, and other useful utility forms. Certainly useful. I don't see where the unlimited part comes from. You can only cast it once per short rest without expending a spell slot.
Lets explore a 5e D&D barbarian wizard multiclass combination and how they interact with rage. We recently did a video things you can do while you rage. Since it went over so well we diecided to explore and the different subclasses of wizard. D&D Barbarian 5e Guide: Flavors of Rage! For Wizard 5e VideoD&D Barbarian 5e Guide: Flavors of Rage! For Wizard 5e Video TranscriptionDave: “Barbarian verse necromancer Ted, who wins?”Ted: “I dunno know I think the barbarians are pretty tough.”Dave:”Yeah.
But necromancers have super goth powers.”Ted: “That is true. So what do you think the chances are that the barbarian winds up like a rat in a soul cage despite all their rage?”Dave: “Hold onto your spell books, folks. We’re going to be talking about D&D, wizard 5e flavors of rage.”Dave: “Welcome to the Nerdarchy for nerds by nerds. I’m Nerdarchist Dave. And as usual, I’m hanging out with this nerd.”Ted: “Nerdarchist Ted.”Dave: “Maybe this is your first time hanging out in Ted’s basement. It’s a place where we like to talk about news, views, and homebrews for 5th edition, Dungeons, and Dragons. Sometimes we even talked about other role-playing games.”Ted: “So if you don’t want to miss a single video, then don’t forget to crit hit that subscribes button and attune to that notification bell.”Dave: “All right.
We recently did a video, uh, and basically talking about things you could do while you rage. And I was really shocked at how many people really dug that video. I thought it would be good. We’d be some good discussion and it was fun to talk about but people were really digging it and they were bringing up all kinds of different things.
Cause we basically did like an overview. We didn’t break down the specific subclasses and stuff like that.
So now we’re going to look for opportunities within the barbarian’s rage where you can mix it with specific subclasses to greater effect. And in this case, we’re going to look at the wizard and I think we came up with like four, five subclasses that it kind of mixes with some better than others.”Ted: “Well one of the first comments that I had, I had seen was, you know on that video was like well what about bladesinger?”Dave: “Now I am traditionally not a huge fan of the gishes when we’re talking about optimization anyway. But when I went and looked at bladesinger, because I saw the same comment and I was like, oh my gosh, almost everything carries over. You literally only lose one ability from, from bladesinger when you rage, as long as you don’t use a shield, don’t to handle a weapon. Everything else, pretty much. We’ll stack including that armor class bonus like folks are always asking does the stack with unarmored defense And the answer is pretty much always no, but it’s a flat bonus, flat bonuses stack.”Ted: “Most of the time it’s like it’s a way of calculating your armor class.
So anytime you see something that says you know your armor class equals and there’s a formula, none of that is going to stack with anything else that has that formula of a part of it. But with bladesinger, you add your intelligence modifier to your armor class as long as you are not wearing armor or shield.”Dave: “Right. So essentially for the bladesinger, I would say you could take all 14 with levels of the wizard and then six levels of barbarian mix and match however you like because pretty much all of your abilities from your bladesinger is going to stack so that the bladesinger Song itself, you get to use twice per rest. And that’s where we’re going to delve into I think first and kind of like dissect that a little bit.”Ted: “So as you brought up, you know you’re going to get that intelligence modifier to your AC. So you’re going to get dex, con, intelligence, and as a barbarian and you’re probably gonna want to have decent strength. Ah, so I would, I would certainly want to go with uh, with a high elf here getting that Dex and intelligence bonus.”Dave: “Your other benefits are you’re walking speed is going to increase by 10 feet.
Great for a barbarian. They, they get fast movement eventually anyway, you’re going to get advantage on actual acrobatic checks. I don’t know how much it’s going to come up, but if it does, you got it.”Ted: “So while you’re raging, you’re going to have an advantage on your athletics checks.
So this is going to be nice to be able to have both.”Dave: “Yeah, absolutely. And then the last thing is concentration. Oh, your concentration checks.
You’re going to get a bonus equal to your intelligence modifier. We’re raging so we won’t be using that at all. All right, so the one thing is at six levels yet extra attack for being a bladesinger. That’s going to overlap with you being a barbarian, wherever you get it first you’re going to get it, but you’re not going to double up on that.”Ted: “That’s a shame. But I mean if you’re looking at 14 levels of wizard and six eventual levels of barbarian, you know it’s possible that you starting as a barbarian focusing heavily on wizard and then every once in a while dabbling. So you might get it first one wizard.”Dave: “Absolutely. So one of the things that really works well with rage and bladesinging, his Song of defense because it allows you to use your spell slots while you’re raging.
So essentially as a reaction, you get hit by an attack. You can reduce the damage by five times the level of a spell slot you use. So this is an awesome way to use your spells while raging.”Ted: “So I mean, you know, if you’re not going to be casting your spells, there’s a handful that you might want to use based on that other video we talked about that don’t have concentration. So you can be a very gish very melee based, you know, warrior, you know, dancing around singing around raging all the time, but still, be able to use those vast amounts of spell slots via this power.”Dave: “Right.
Also, I guess we got to backtrack a little bit and mentioned in all fairness, you’re not going to be a raging and blade singing in the same round. It’s going to take two rounds to actually activate everything. Cause rage is a bonus action bladesinging is a bonus action. So it’ll take a little bit of time to get there.”Ted: “I see some of this, you know with a barbarian that I play who fights with two weapons. I can’t, I can’t attack with both and rage in the same round.”Dave: “But that being said, you might initiate bladesong, cast a spell that you don’t require concentration and the next round you go into a rage.”Ted: “Very true.”Dave: “So finally the capstone ability for a wizard for bladesinger is song of victory.
This is awesome cause it adds your intelligence modifier to that damage you’re doing.”Ted: “This is going to stack on top of whatever you know, stat modifier you’re normally adding. So you’re going to be hitting, hitting even harder. So Nice.” This fella probably wishes he had something other than a slashing weapon. Black puddings are not only immune to slashing damage, it triggers their Split ability! Ochre Jellies are also immune, and various swarms of critters are resistant to slashing damage. A well-rounded arsenal serves warriors well in D&D. Image courtesy Wizards of the Coast Dave: “So that’s sums up bladesinger.
Next up is war mage. Uh, war mage. The second level abilities you get when you first take the tradition are pretty awesome.
But after that, it really does require being a war mage. So war magic, second level, what you’re going to get, you’re going to get arcane deflection and tactical wit.”Ted: “So tactical, what is nice because it’s going to be able to bump up your initiative. Super helpful when you’re the barbarian at wants to be able to number one, be able to get that rage off so you can reduce damage and be able to get into the thick doing the damage so you don’t have to take the damage.”Dave: “Now, uh, arcane deflection is an awesome ability basically as a reaction.
You can get a plus two to armor class or a plus four to saving throws. There’s a downside after you use it. You can’t cast a spell other than a cantrip.”Ted: “Oh Darn. I’m not casting a spell while I’m raging. So super helpful here.”Dave: “Yeah, so were two, two-level dips for war magic is basically all you’re going to want to do.”Ted: “So you know if you’re looking, looking to have just a mostly rage and wizard, that might be your go to.”Dave: “Yeah, so I feel like you know now we’re going to get into a little bit more of gray areas where you have to really want to play this type of character because I don’t think they’re nearly as good as the other two. The dip is no big deal and then the actual bladesinger is actually an awesome combination. So before we get into our next school of magic, let’s dive into our Patreon we want to thank our Patreon supporters for making these videos possible, but also we’d like to invite you to come over to Patreon and help us out over there.
If you love what we do if you enjoy the content we’re doing Patreon is it just another way to support the channel We’re making products over there every month we do Patreon only hangouts. There’s even ways where you could just one on one hanging out with either me or Ted for an hour through Google hangouts or phone call even, or a zoom chat. So there’s a bunch of different benefits over there. We giveaway stuff here on the channel every month. By being a patron, you’re automatically entered into those giveaways.”Ted: “All of the information is over on our Patreon. There’s a link in the description below.
Go check out the reward levels. You know those products we create, we do put them up on our store over on nerdarchy.com. But if you’re a patron, not only do you get it cheaper but you get it sooner.”Dave: “Absolutely. So with that, let’s jump back and next we have abjuration School of Magic.”Ted: “Abjuration is, is a really cool school of magic.
I think some of those are, you know, some of those weird oddity type things, but because of that, I think it makes for some, some really interesting stuff. But how does it mix with barbarian Dave?”Dave: “So arcane ward is what you’re after. You get it at the second level. And basically, when you put this up, it’s twice your wizard level plus your int Mod in temporary hit points. So they have to blast through that first. And the great thing about it for an abjurer, maybe not for a barbarian abjurer though, is when you cast spells that are of that abjuration school, that’s how you replenish the ward and you know, keep your defenses up. Now you could set up your word, you could use it, you can go into your rage, but while you’re raging you’re not going to be able to replenish it.”Ted: “But if you are, you know, dipping into wizard or spending a little bit of time there it is some temporary hit points that do kind of bridge the gap a little bit between, you know, having the barbarian hit dice and the wizard hit dice.”Dave: “Yeah.
And you gonna be able to use it over and over again in between your rages and set, you know, setting yourself up. So that part’s really cool. Six levels, you’re going to get another ability that actually is going to be useful while you’re raging.”Ted: “And that’s going to be projected ward.
So this is going to be like your arcane ward, but you can use it as a reaction and the help somebody else.”Dave: “So now we’re getting into the higher level of abilities, 10th level basically useless for this combination because it really relies on your casting spells that you’re not going to be able to do while you’re raging. There is great ability because you get really good at counter spelling and dispelling magic. But if you’re looking into do it while you’re raging, not going to happen.”Ted: “But if you happen to decide, all right, I want to go, you know, half and half go, you know, aim for a 10 10 you’ve got the ability to be like, hey look, I haven’t started combat yet and somebody beats me on initiative and they’re going to start casting spells. You could be a pretty decent counter speller. And when you’re outside of combat and you’ve encountered something, you’ve made the commitment that you’re good at magic. So maybe there’s the theme of the game is you know, you’re going to go to areas and dispel things.
Well, and abjurer is a good way to do it.”Dave: “The 14th level ability, super awesome. Even while you’re raging, so 14th level, you’re going to get spell resistance.
What this means is you have advantage on all your savings. There’s versus spells, applies when you’re raging, and you’re also going to have resistance against any damage you take from a spell, including psychic damage. So this is super sweet, especially if you’re not playing a totem barbarian.”Ted: “This’ll works.
Works out really well. You know, so you’ll be resisting more damage. Absolutely great for those melee based characters. A barbarian is going to be one.”Dave: “Absolutely. So maybe your backstory is you started as a barbarian, he started learning magic and you still progressed as a barbarian a little bit. You still had that in you, but you’re mostly a mage.
Now that brings us to one of the more potent schools of magic in 5e D&D.”Ted: “Oh, that’s going to be divination. Now I’ve seen some characters seriously focus on the divination aspects. Having those reroll are those rolls that you get to decide each day and be like, I’m going to use these in place of, you know, here or there or what have you, and this is going to mix really well with any character, but even better with a barbarian.”Dave: “Yes. Second level, you start right from the bat with the portent ability, you get two uses of it, 14th level, you get a third use of it. You’re just going to roll those d20s and set them aside. Use them when you want. You can use them while your raging.
So that works out really well.”Ted: ”Super helpful to just be able to be like, Hey, look, oh that natural 20 are used naw. That’s a 7 that I saw earlier.”Dave: “Or if you had a natural 20 and you’re like, oh, it’s good. This would be a good time to crit also.
Great for a barbarian. So next, let’s look at our six-level ability. And this one’s not going to be super useful for our barbarian, especially whether raging.”Ted: “What do we get?”Dave: “So we get expert diviner right It’s a great ability and basically you get back some spell slots when you cast divination spells.
But we’re probably not going to be casting them while we’re raging. We’re absolutely not going to be casting them while we’re raging. So for the mix, and it doesn’t work out that well.”Ted: “But you know, some divination spells do work well outside of combat. So again, just like with the abjurer, if you’re outside of combat and using magic to aid what’s going on, you can be that, you know, out of combat caster.”Dave: “Absolutely. So finally, their 10th level ability is the third eye.
And this is an awesome ability because you’re not actually casting spells. It’s more like a spell-like ability. And even when you turn it on, it tends to last a long time.”Ted: “All right So this is going to give you a swath of choices. So you’re going to choose one of them, the following abilities, uh, that, that you can get.
So one of them is dark vision. So if you’re playing that, that human barbarian here’s a great way to just alleviate that issue.
Yeah, I got dark vision now. You know, I can just turn it on. You also got the ability to go ethereal sight. You can see 60 feet into the ethereal plane. Super helpful if you’re going against, you know that that kind of a creature.”Dave: “You’re also going to get comprehension, which is kind of funny for barbarian because it basically means. They can read everything and anything and then see invisibility, super useful, you know, raging or not.
And to see if people are sneaking up on you. These are great abilities cause they last until you’re incapacitated or until you take it a rest. So they’re going to be super useful. I mean, in theory, you could even turn them on while you’re raging. Not probably not the best use of your action as a barbarian, but hey, if someone starts sneaking around and you haven’t used it yet and you have invisible foes, why not?”Ted: “I kind of see this as funny as, you know, if you turn on the see invisibility or the ethereal site, but you’re playing that typical barbarian, you might wind up, you’re like, oh, you know, you uh, attack the creature, you attack what’s there, but you don’t warn your friends about it because it’s like, well, I could see him. Why couldn’t you?”Dave: “Well, oddly enough for some odd reason. The Incredible Hulk always could see ethereal creatures and astral creatures and it makes me think of that for some reason.”Ted: “So next we’re gonna move onto our final wizard school.
Dave mentioned something about the gray area. So that kind of says, well, what about necromancy?”Dave: “So necromancy is, you know, it’s another kind of pet class were you summoned creatures, you control creatures and have them with you. So I kind of say, well, you know what, you could definitely do that stuff out of combat. And then when you enter combat, you know you have your undead there fighting beside you. So it kind of works. Now your second level of ability is grim harvest, not going to be useful while raging.”Ted: “So you know you’re not going to be casting spells that you know, the grim harvest would wind up working on.
Um, you know, unless you wanted to kind of pick and choose how you’re going to use these abilities. But I think a, you know, a barbarian necromancer totally fits, you know, this, uh, you know, there’s the shaman type, you know, evil, evil humanoids could totally fit into that. Whether you want to go, you know, gnolls or orcs totally see something like that happening.”Dave: “Yeah, thematically the witch doctor definitely works. So next is our six-level ability, which does work pretty well. So at six levels you get undead thralls, right So you’re not going to be using this while raging, but what it does allow you to do is create more undead when you do animate undead.
You get animate dead into your spellbook while you won’t be using it while you are raging, but you will have more access to more undead. So when you do rage and you want to fight and you have, want to have friends with you, you’re going to have more of them.”Ted: “So as a barbarian you’re going to be pretty in the thick of it. Being able to bring down, you know, your, your adversaries. Um, do you know why not, you know, kick them while they’re down and after the battle, rise them up.”Dave: “So they can join you on your next rage fest.”Ted: “Absolutely.”Dave: “Your 10th level ability and Inured to Undeath is resistance in necrotic damage and you can’t have your maximum hit points lowered. Both of these are great abilities.”Ted: “You know, there is a lot of spells out there that you know, your big bads are going to be casting that can reduce those maximum hit points. And as a barbarian, you need everyone that you’re going to get. So having those things added to your, uh, rage abilities, super helpful.”Dave: “Yeah.
And not only that, you know, a lot of undead had that ability that the lower your maximum a hit points too.”Ted: “So finally 14th level, we’re going to get the ability to command undead.”Dave: “Now this one you could actually do while you’re raging. Again, you know you do have rage restrictions, so you always need to be attacking or taking damage.
So anytime you do an action that doesn’t involve attacking, it does open up the possibility of coming out of your rage. But basically, you know, when you encounter undead that either free-willed are under the control of other casters, you can kind of take control of them. So you could even do this while you’re raging.”Ted: “Here’s another, another great way that you can be six levels of barbarian, 14 levels of caster.
And you know, while raging you’re going to have, you know, all the typical resistances that you would have. Oh, but why not have a slew of undead following you around absorbing attacks I didn’t even know you just call a new one when that one dies.”Dave: “Absolutely. So the question is what kind of barbarians are you playing in your games? Have you played a wizard barbarian before? How did it work out?
We got a place where we can discuss it. That is down in the comments below. While you’re at it, don’t forget to like, share, and subscribe.”Ted: “On your way down there. Don’t forget to stop by the description and check out that link to Nerdarchy’s Patreon.”Dave: ”Until next time.”Both: “Stay nerdy!”. My name is Dave Friant I’ve been gaming off and on for over 27 years.
But here is the thing it’s always been a part of my life I’ve kept secret and hidden away. I’ve always been ashamed of the stigma that gaming and my other nerdy and geeky pursuits summon forth.Recently I decided screw it! This is who I am the world be damned. From now on I’m gonna be a geek, nerd, or however folks want to judge me and just enjoy life.Currently one of my greatest joys is introducing my 13 yr old son to table top RPG’s. My name is Dave Friant I've been gaming off and on for over 27 years. But here is the thing it's always been a part of my life I've kept secret and hidden away. I've always been ashamed of the stigma that gaming and my other nerdy and geeky pursuits summon forth.
Recently I decided screw it! This is who I am the world be damned. From now on I'm gonna be a geek, nerd, or however folks want to judge me and just enjoy life. Currently one of my greatest joys is introducing my 13 yr old son to table top RPG's.
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The Magic Item Guide was one of my favorite guides that was on Wizards of the Coast Community boards. It will soon be deleted along with the rest of them this Thursday (now November 5th)!
So I ported it over into HTML, and reformatted and did a lot of editing for use here. I hope to add some Navigation aids that will help moving around the document as I research items. (I’ve added them) But for now, this is a great list to use as a DM when deciding on what magic items you are going to be placing into your campaign. The Comprehensive Compendium of Considerable and Compelling Curios: A Magic Item GuideCurse the wizard that created the first robe of the archmage! Now any whelp of a hedge conjurer or witless apprentice that finds one considers himself an archmage. Then these fools seek magic far above their station or grasp at power as if donning a robe made them royalty. What a blasted nuisance.
I hesitate to count the number of “archmages” I’ve reduced to dust. Attunement ItemsHelm of Brilliance – Fantastic item. You get more fireballs, a slew of other spells, and it makes your weapon more powerful. Sadly, the helm is consumable. But playing with the same item your entire career would be boring right?
Very RareScarab of Protection– Autosaves are nice, and advantage on spell saves is a pretty good backup. Only having autosaves against undead and necromancy is a bit limiting, but it could be amazing in the right campaign. LegendaryNecklace of Prayer Beads – Overall, unimpressive. You can get: planar ally, branding smite, bless, cure wounds, lesser restoration, greater restoration, and windwalk.
This would be a lot better if it didn’t require attunement. But all considered, the spells just aren’t powerful enough to warrant an attunement slot. This becomes worse if your DM is a jerk, since he controls how many, and what type of beads you get. Rare Non Attunement ItemsRing of Three Wishes – The only issue is if your DM will let you wish for more wishes. LegendaryAmmunition, +1, +2, or +3 – These are awesome if you can get your hands on them.
No reason not to have them. However, they’re not gold because as magic items, they’re not easily accessible. Sadly, once you use them they are not magical anymore. Uncommon, Rare, or Very RareArrow of Slaying – For those monsters that absolutely, positively, need to die, look no further.
Sadly, since its very rare, you will probably never see one. But if you do, and you find yourself fighting the BBG, whip this out of your quiver to ruin his day.
Very RareEfreeti Bottle – It takes an action to open the bottle, but you have a 90 percent chance of having a strong effect. I think the possibility of getting three free wishes, at a level when you normally wouldn’t have access to it, makes this item powerful. Very RareNecklace of Fireballs – Free castings of fireball. No attunement.
I’m not seeing a drawback. RareOil of Etherealness – Walking right into a vault or the lair of a powerful enemy undetected is stylish and powerful considering you can pre-buff yourself.
RareOil of Sharpness – As far as temporary buffs go this is one of the best. Hopefully you find a warehouse full of these.
![Wizard Wizard](/uploads/1/2/5/6/125663316/824150545.jpg)
Very RarePotion of Speed – Haste is great, and concentration free haste is even better. This is what energy drinks want to be. Very RareBead of Force – Great item, to bad it’s rare. If you need to take some enemies out of the fight, just throw one of these bad boys. RareDust of Disappearance – Sadly, you lose invisibility as soon as you attack or cast a spell, and its consumable. Its not great in combat, but for skill checks this could be useful.
UncommonElemental Gem – I’m getting sick of rating ways to use the conjure elemental spell. This one is pretty much identical, aside from it’s consumable nature. UncommonPhilter of Love – Charming is a nice effect, and who wouldn’t want to live like some amorous french skunk. UncommonPotion of Clairvoyance – Never walk into an ambush again, once.
Hopefully you find a jug of this. RarePotion of Flying – Fly is a great spell to have in your back pocket when you need it, just remember to take the potion out of your back pocket before sitting down. Very RarePotion of Healing (Healing, Greater Healing, Superior Healing, Supreme Healing ) – Healing in a vial is always nice to have around when your healing kits run dry and your spell slots dry up.
Common, Uncommon, Rare, Very RarePotion of Heroism – Concentration free bless and 10 temporary hit points is a helpful combination. If the hit points weren’t extremely temporary it would be a bit better. RarePotion of Invisibility – For when you need to sneak or make a subtle retreat this is pretty sweet. Very RareScroll of Protection – Protecting yourself from an entire type of enemy is nice, but a DC 15 charisma check may be easy to overcome depending on the monster.
If you have hex on a creature, or another way to increase the chances of maintaining your protection this gets better. RareDeck of Many Things – Nope. Not gonna comment on the Deck of Many Things. There’s just too many things. LegendaryNolzur’s Marvelous Pigments – Not a lot of combat utility here. I guess if you had 10 minutes to set up a trap, you could paint a pit or something. Very RarePotion of Vitality – The usefulness of this will be very dependent on your campaign, but it can be invaluable if you’re in a pinch for time and trying to push your character to the limit.
Very RareChime of Opening – This item is for parties who can’t cast knock. It does pretty much the same thing, except it can only be used 10 times. RareElixir of Health – Not bad, similar to the effects of the lesser restoration spell. RareGem of Brightness – You can leave those torches at home for a while. Blinded is a good condition to impose and a DC 15 is nothing to scoff at.
But then again, its probably just better to kill the creature instead. UncommonKeoghtom’s Ointment – This is a better potion of healing, but it does count against your magic item total until you use it up.
UncommonManual of Golems – And my mom always said I couldn’t make friends locked away in my room. This would be a lot better if you could use it to make more than one golem, but as it stands, the book is destroyed as soon as you make one. Also, the DM chooses which golem type you get to make. Very RareOil of Slipperiness – If your character is a greco-roman wrestler you’ve found your ideal oil. Grease yourself up and get ready to go to town, for more oil. UncommonPotion of Animal Friendship – If you’re in a forest, jungle, or a zoo, this can be great.
Raising a squirrel army never seemed so attainable. UncommonPotion of Diminution – Make sure you replace the label on this to say enlarge, or just hide your pocket sized gnome wizard in your backpack.
RarePotion of Fire Breath – This may be what happens when you eat ghost peppers. It’s not a lot of damage, but it is a bonus action for a few good tries. UncommonPotion of Gaseous Form – If you want to sneak in through the vents this can be good, just make sure there isn’t a strong breeze blowing.
Very RarePotion of Giant Strength (Hill Giant, Frost/stone Giant, Fire Giant, Cloud Giant, Storm Giant ) – These remind me of gummi berry juice from the Gummi Bears cartoon. If that show taught me anything it’s that superhuman strength is great, but you don’t want to be holding a boulder over your head when the effects wear off. Uncommon, Rare, Rare, Very Rare, legendaryPotion of Growth – This gets better if you mainly try to grapple your enemies, or if you are small and would like to make a mount of your owl. UncommonPotion of Invulnerability – Resistance to all damage is hard to come.
It’s too bad this only gives you a minute of protection. RarePotion of Longevity – This is what people in power have been chasing for since the dawn of time. Find a way to barter with this, or just use it to really sell your false identity. Very RarePotion of Mind Reading – DC 13 is not very high, but detect thoughts can be very useful in the right situations. RarePotion of Poison – If you can get your enemies to drink it, this is quite handy. If you have a particularly tricky DM you may want to check your potion supply.
UncommonPotion of Resistance – Resistance is always nice, and if you find a potion that grants it you may need it soon. UncommonSovereign Glue – If you’ve ever had to go to the emergency room because you glued yourself to something you should have a good idea about the kinds of fun you can have with this. LegendarySpell Scroll ( v a r i e s ) – These are as useful as the spell on them and your character makes them. Wizards might like them a bit more, but they may end up with a pile of useless paper if their arcana check goes poorly.
Common, Common, Uncommon, Uncommon, Rare, Rare, Very Rare, Very Rare, Very Rare, LegendaryUniversal Solvent – For when you get into a sticky situation. How often does that happen to you anyway? LegendaryDust of Dryness – Honestly, besides fighting water elementals, I can’t think of a use for this item. UncommonPotion of Climbing – Now you can scale tall buildings at a very reasonable pace, and impress all your friends with your rock climbing prowess.
CommonPotion of Water Breathing – This can be useful in a pinch, but it’s entirely dependent on how often your DM has you in the water. UncommonQuaal’s Feather Token – These tokens can be interesting, but none of the effects are particularly strong. RareRobe of Useful Items – The homeless vagrant’s dream coat.
You may be better off just buying the items rather than modifying your patchwork cloak. UncommonBag of Beans – This is really an item for the DM to create plot hooks. Characters who like to survive should avoid using this item. Let the DM think of ways to kill you without your help. RareDeck of Illusions – I just don’t see a use for this item when there are magical ways to actually summon creatures, not just illusions.
You can only throw it 30 ft and it takes an action to use. UncommonDust of Sneezing and Choking – This item is for DM’s who like to mess with their players. At first a PC thinks this item is Dust of Disappearance, but as soon as they employ it, they become incapacitated.
Unfortunately, there is not real way to figure out what the powder is. But if a crafty PC somehow could UncommonSouls of the Ageless: Sentient weapons Attunement ItemsThere are no items here that are less than sky blue or gold.Hazirawn (HotDQ) – Even if you aren’t attuned you get the +1, which is great for just about anyone. But if you are able to attune it, you get another d6 of damage dice and it becomes a +2 weapon. Not to mention free spells and the wounding property. Mandatory for evil great weapon masters. Legendary.As a side note about Hazirawn, I think there is a typo in the item description. It says:“Even if you aren’t attuned to the sword, you gain a +1 bonus to attack rolls and damage rolls made with this weapon.
If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.”Then it goes on the discuss the increased potency of having it attuned. Specifically:“ While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).”To me, this implies that WotC intended to have Hazirawn deal the extra 1d6 even while un-attuned. Non Attunement Items. There are no items here that are less than sky blue or gold.Weapons Long-forgotten: Artifacts Attunement ItemsThere are no items here that are less than sky blue or gold. Non Attunement ItemsThere are no items here that are less than sky blue or gold.Gifts from the Gods: Boons Attunement ItemsNone. Yet Non Attunement ItemsBoon of Invincibility– About to die? Try killing me again after I take a short rest.
Oh waitBoon of Fate– Not only does this stack with advantage and the lucky feat, but it also recharges on a short rest. Not to mention, this helps with both your saving throws and hinders enemies saving throws.Boon of Resilience – Considering the majority of damage is from bludgeoning, piercing, and slashing, this boon is awesome. Barbarians should start weeping in shame, as this is better than their core class feature.Boon of Truesight – Truesight is the best vision option available.Boon of High Magic – More wishes per day? Just yes.Boon of Magic Resistance – A souped-up Mantle of Spell Resistance sans attunement that protects you from dragon breath attacks. Sign me up.Boon of Recovery – A solid in-combat heal. This reminds me of the Epic destiny death save features from 4e.Boon of Spell Mastery – You know all those spell slots you had to burn on shield? Well not anymore.Boon of Spell Recall – This is pretty great.
How many times have you needed to cast a spell, but didn’t have prepared? And it doesn’t require a spell slot to boot.Boon of Combat Prowess – This is very solid, turn a miss into an auto hit. This combos nicely with the contagion spell. But realistically, you want to hit every time.Boon of Fortitude – hard to argue with 40 more hit points.Boon of Irresistible Offense- No longer will damage for fireball be resisted. This is also works well for underwater combat.Boon of Luck – This is essentially the warlock 6 class feature Dark One’s Own Luck, except this lets you add to attack rolls as well.Boon of Peerless Aim – As before, works well the the contagion spell. Just don’t go shooting an apples off of peoples’ heads.Boon of Perfect Health – This can protect adventurers from whatever diseases they may catch by hanging out in so many seedy bars. Poison immunity and advantage on Con saves is nice as well.Boon of Quick Casting – This would be better if it negated the limitation on casting more than one spell per turn.
But it does not. Still though, you get to attack and cast a good spell as a bonus action.ahem bless.Boon of Skill Proficiency- This boon is for all the skill monkeys out there. Looking at you bardsBoon of Speed – As the legendary, fictional, professional, race car driver, Ricky Bobby, Once said– “I wanna go fast.” Amen brother. Not quite the mobility feat and not quite the rogue’s cunning action feature, this boon provides awesome movement coupled with the disengage option.Boon of Fire Soul – Fire resistance is fine, but again, I’d rather be able to cast more wishes instead of burning hands.
At this level, with a DC 15 save, burning hands is hot garbage.Boon of the Stormborn – Similar to the boon of the fire soul. But marginally better, since it grants two resistances, and thunderwave is a slightly better spell. I’m assuming that since the save is DC 15, and it says at-will, you must cast thuderwave as a level one spell and thus, you can’t upcast it. Which makes the boon a little worse. Also, keep in mind that thunderwave is LOUD, so don’t spam it when you are trying to sneak around.Boon of Dimensional Travel – Free misty steps are nice, but honestly, at this level, second level spell slots are easily expendable.
Really, if I’m getting a boon, I’d expect a little more bang for my buck.Boon of Planar Travel – You can’t even bring your party. It’s no fun traveling alone. I guess this would be a hilarious FU for when that god-fight gets a little too hairy– “Peace guys.
I’m gonna go get a beer. Good luck.” It’s also important to note that it’s a one way ticket. So you better teleport to a hospitable place where its easy to get a short rest.Boon of the Night Spirit – All things considered, I’d prefer Greater Invisibility. But hey beggars can’t be choosers. Fortunately there is no time limit on the invisibility, so it’s not bad out of combat.Boon of Undetectability – As if stealthy characters didn’t have enough ways to become undetectable at this level. However, most villains have truesight, so stealth and invisibility doesn’t do much. Being hidden from scrying sounds nice, but it only protects you.
So unless the whole party has this boon, anyone who wants to find you could just look for your compadres.Boon of Immortality – Dying from old age is the least of an adventurer’s concerns.Boon of the Unfettered – maybe it’s just me, but I don’t get grappled that often. Not bad for RPing, when you get captured.Original Location: MasterNamer.