we just got it in a campaign im playing in, and Find Greater Steed [bardic magical secretes] is being abused so much to give all of our allies Griffons and Preytons. Now on there own Griffons and Preytons [or Pegasus] are not super strong as there all CR-2, but having an extra 5-12 [we have two parties running around in the world] of them in the fight adds up super fast. Plus flying speed and being able to hand them out as gifts is great as well.
I really wish there were at least a couple of Common magical rings. At least for the high magic settings they'd make a ton of sense. D&D 5E has been a bit weird about Common Magic Items in general, though.
Ring of cushion, ring of carpentry, elongation, minor sifting, vermin tide, fellow friend, minor solutions, century rest, games, colors, lights, minor ring of ingredients, shared damage, unnoticable laughter, bebbles and junk
It's D&D... Invent your own for your games? That's what I'm doing with the campaign I'm writing. It's an awful lot of fun dreaming up home-brew magical items.
The point of the ring of temporal salvation is that it brings you back from DEATH not unconsciousness, which is the difference between barely useful and one of the best items you can imagine if you don't have someone with reviving spells.
Even if you have someone with reviving spells, this item brings the player back into combat with hp for the next round after dying. I am going to look out for this in my upcoming session
For the ring of spell turning in reality you have almost a 10% chance of getting a nat 20 on the save because you have advantage on saving throw against Magic effects that target you so in reality you have like a 10% Chance of turning the spell
@@Cyberlisk Its kinda hair picking here, but wouldn't that only be correct if you stopped rolling after the first die? Since most people roll advantage dice together it would be 10% since two 20's is a valid combination. The 9.75 would be a state where you would not roll the second die if the first die was a 20.
@@lancourt If the first die is a 20 then you already have a crit and it doesn't matter what the second die is. Having two 20s is not better than having one. And still, the chance to get at least one 20 is 9.75%, as explained above.
Dude you are everywhere and I love it. You cover so many things that I wonder how you have the time to stay on top of all of it. WoW, Yu-gi-oh, Hearthstone and now DND. Keep up the great work Hiru
Have a +5 charisma score and a clockwork amulet to once per dawn replace a d20 roll with a 10 and now you cannot be controlled by the ring of winter. With the amulet being a non attunement common item I say that’s a win!
>#3 is Spell Storing and #2 is Three Wishes Alright, Hiru, I'll bite. What the heck is stronger than those ones? >artifact ring with a gigaton wall of text AH-HA. That explains it.
I agree it is powerful but even better it can be a roleplay opportunity. Its having a recurring NPC the party brings everywhere but it won't steal the spotlight. Great pick.
I'm sure it's not a secret for DM's. But remember... When a player wishes for a powerful magic weapon or armour, the original owner will always be interested in getting it back.
In my current game, there is a shop with a book for sale to increase my Dextery by 2. I currently possess a Ring of Evasion and I'm tempted to sell the ring to buy the book for the permanent dex increase. Improving my AC and dex saving throws seems like it may be worth losing the attuned ring.
Though they're not in 5e yet there are the 7 lost rings of Mhzentul.. All of them powerful rings of spell storing with additional useful properties And i think only one of them is able to turn the bearer into a ferocious monster that's a danger to the whole party
I'd argue that the near instant regeneration of body parts on the 3.5 ring makes it better even though the passive HP regen is much less (1hp/level per hour). The 3.5 version only takes 1 round if the missing part is present, or 2D10 rounds if not, to regen lost body parts/organs.
@@zenonx1 It might be a rare thing to come up as the video said, but to me it's important. Healing is easy enough to come by, regeneration of limbs / organs, not so much. Another interesting point is that the 5e version is 1D6 per 10 mins or 6D6 per hour. to 6-36 hp per hour with about 21 being the average. The 3.5e is 1hp/level/hour, so from about lvl 10 onwards the difference is negligible. The 5e version is not as consistent either, you can plan for the 3.5 version since you know what is coming exactly.
Truesight, Tremorsense, Blindsight, and other methods of seeing Invisible targets doesn't necessarily "beat" the Invisible target. By RAW, the condition Invisible grants advantage on attack rolls, and disadvantage on any attack rolls against them, without respect to whether or not they can be seen. It's a separate bullet point and is independent of the first point. This means that you can still have an amazing first round with a hard hitting attack, or stay defensively Invisible until you're in the position for which you want to launch said big attack. PHB pg. 291 • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
@@JP-eo8zw That's correct. They know the exact location of the invisible creature but, being invisible, there's still disadvantage to hit. Part of the reason invisible enemies are so nasty is because using a melee or ranged attack alone will miss if you pick the wrong space, and even then you have disadvantage. Using area spells isn't always an option either, especially in confined spaces. Blindsight, Tremorsense, and Truesight are quite handy to reduce these shenanigans, but an invisible creature, without qualification or limitation, has the following applied: "Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage."
Unseen Attackers and Targets (PHB page 194) "Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. "When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly. "When a creature can't see you, you have advantage on attack rolls against it. "If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses."
Nope, death saves dont have a DC and explicitly call out the roll, not total. Modifiers dont matter when it comes to determining their success or failure: "Roll a d20. If the ROLL is 10 or higher, you succeed. Otherwise, you fail."
@@azuredragoon2054 And the rules themselves state it doesnt have a DC, but the success or failure depend on the roll (not total). So until the guy who copied over the rules from prior eds gets WOTC to reprint the PHB with a errata they arent effected by anything other than advantage/disadvantage/roll replacement.
@@ANDELE3025 I already explained to you the difference between RAW and RAI. Every ruling source I've used (and I've checked multiple sources) has said that your interpretation is wrong. The guy who wrote the rules, the end all of rulings, says you're wrong. All of the above has said you can modify death saves with abilities and features, including (but definitely not limited to) the Paladin's Aura of Protection and any items you currently have attuned. There's even a Monk feature somewhere that lets you use a Ki point to gain advantage on the death save. *You are wrong whether you like it or not. Repeating yourself does not make something true.* It's not my fault you're deliberately choosing to be obstinate about this. It's almost to the point of delusion and I'm not sure if I can even pity you because there's no way this is anything other than intentional ignorance.
Too many high level rings that you're unlikely to get at most tiers of play. Ring of Temporal Salvation is good because it's a single use magic item so counts as a "minor tier" and XGE's magic item rules suggest dropping one minor-tier Rare magic item in levels 1-4 and dropping 5 more minor-tier Rare magic items in level 5-10. There's also the Ring of Swimming which grants a very good 40ft swim speed which means you can move underwater faster than above water usually, great because it's a minor-tier uncommon item. Ring of Water walking is a really fun Uncommon Major-tier magic item as it can allow you to walk on water long before a party will get the "Water Walk" ritual spell.
Most tables do not run any dismemberment stuff? Weird it happens at my table a lot, granted it tends that you will be given a better limb to the point I have had players cut off their own fingers or hand to get cool items.
Simulacrum is one of the few spells that has been buffed in 5e from 3.5. In 3.5 it's always half the targets level/hit dice not just hp. Interesting note is that Simulacrum creates an *illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell* so what is created is an illusion and not *One beast or humanoid that is within range for the entire casting time of the spell* thus a created Simulacrum cannot be the target of the Simulacrum spell. Because of that the Twin Spell feat would not work but each Simulacrum could then cast the spell on the original caster if they wanted, however, that would take 12 hours to create a new copy unless a wish spell was expended in which case you lose a 9th level spell slot and in 5e you only get one to begin with.
10:10 The best use of Ring of Spell Storing is as a defensive battery ... put into the ring three Shield spells, one Absorb Elements and one Silvery Barbs ... or some combo of these spells
That's a good use of it for sure, but offensively you can give it to a non-caster and now another person in the party can concentrate on a spell. Now the wizard isn't deciding on heat metal or hold person; both can be up and running. Anyway the BEST use of it is everyone takes a turn attuning to it after the wizard stocks it with Find Familiar. Now everyone in the party has a pet and your DM's head explodes. :D
@@rickthompson3843 did something like this in a campaign I'm in. High magic world, and in a high magic city so picked up a ring of spell storing for everyone in the party. (Currently 18th lvl so not too OP) my personal favorite is give the fighter a bag of Silver daggers/coins and throw an Animate Objects in the ring. Another Ideas for a...less good group Up cast raise dead to 5th lvl into the ring. It will need a daily recharge (scrolls maybe) but you can assert control over 3 at a time and retain 8 per 5th lvl casting so your front liner has an 8 skeleton "bone brigade" as fire support. Now do that with everyone in the party EX. Gunslinger, Barbarian, Cleric, Sorcerer, and two DoMT support Fighters (current campaign I play in) 48 skeletons at 1d6+1or2? Ince little Army plus Sorcerer and Cleric could upcast for more if really cheesy. Or since we are 3 Melee/3 ranged party let's summon to our weaknesses so 24 Skeletons and 24 Zombies. Plus the 6 of us. On a side note you could pull this off during a long rest if you have 4 or less. Attune on odd hours and Deattune on even.
Secondary effect on Ring of Regeneration is for the GM, not for the player. By having an item to allow you to regenerate your limbs, the GM is now free to remove limbs to create interesting challenges.
If simulacrum can be twinned it would't let you create 2 copies from the same creature, it should let you target two creatures, creating different copies for each one (I don't know if it can be twinned because other spells like dragon's breath can't)
The Twinned Spell Metamagic can duplicate any spell that targets a single creature - except those that exclusively target Self. Dragon's Breath should work, since its target is Touch, and it imbues the target(s) with the ability to spew elemental attacks. The effect is not the attack itself, but the ability to do the attack. you are correct about Simulacrum, though.
@@Smilley85 i know, but jeremy creawford said that it doesn't work because the objetives of the breath are still objetives of the spell. I don't like it and i don't rule it that way.
Due to the wording of Twinned Spell one of the targets would have to be a different creature as you can't choose the same target so you're absolutely correct. Thing is that due to the incredibly poor wording of the spell your own simulcarum can just target you and make another clone ad infinitum as apparently that completely bypasses the restriction of the spell. This is a spell that sadly requires some form of homeruling to not completely destroy the game at 17th level. An easy fix is to just say that the clone counts as the person it is a clone of for the purpose of triggering the restriction. That would make it so that if your simulacrum tries to make another copy of you it does and then promptly dies. If you make a clone of your bard and then that clone somehow gets access to Simulacrum, if it tries to make another clone of the bard it makes it and then dies. As awesome as this spell is it's a prime example of a situation where RAW should be ignored.
Ring of Regeneration: You mention taking a long rest 6 hours into an adventuring day. 6 hours is still 10 hours shy of being able to start a long rest my guy. You can only benefit from a long rest once every 24 hours. The normal race can start one 16 hours into the adventuring day and long rest the remaining 8.
The "infinite Simulacrum" trick doesn't work exactly as described. Because Twinned Spell requires two different targets. So the first step would be simply casting Simulacrum on yourself. Followed by casting it again and using Twinned Spell on yourself or the newly created simulacrum. After that, it works as described. Of course, it is worth pointing out that being a Sorcerer only increases the amount and speeds things along. As any class can use the ring to create a simulacrum factory for themselves which is why higher-level characters are usually elevated to godhood to prevent such shenanigans.
A Simulacrum is an illusion, not a *beast or humanoid* and thus cannot be the target of a Simulacrum spell. Technically the original caster can be the target of a Simulacrum's Simulacrum spell, but that is only 1 extra copy every 12 hours unless it uses it's Wish spell and 9th level slot.
@@Ishlacorrin Twinned requires that your target be a creature and as per the Simulacrum spell, the simulacrum is a creature albeit an illusory one. "The duplicate is a creature"
@@BigFrakingSword The spell specifies one BEAST or HUMANOID, not just 'creature'. Because of that specification you cannot use it on Aberrations, Undead, constructs etc. I guess you 'could' interpret *The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature.* to mean that it has the same type as the target and thus can be the target of this spell. Personally I'd just rule that a Simulacrum cannot create Simulacrums at all. Now one could argue that it's not RAW, but I would say it is RAI.
@@Ishlacorrin A simulacrum can use any spells at the disposal of the creature copied if such applies. So yes, a simulacrum can create another if that spell is available to it. Disallowing such takes away one of the spell's greatest strengths and also goes against canon as one notable simulacrum belonged to Acererak for example.
@@BigFrakingSword Who? Is that some 5e character or something? To be honest this entire problem can be avoided by simply using the 3.5e Wish rules, since Wish is probably the only major game breaking spell that you have to worry about. Add back the 5,000 XP cost to cast and suddenly Simulacrums cannot cast it. Now it no longer matters if they can copy each other because 1 clone per 12 hours is not terrible in most cases considering how little hp they will have.
DM: Yea the party can start with a magic item each, just let me know what you wnat Me: Cool, ill get a uh... *checks theD&Dlogs for latest magic item video*
Wedding rings are pretty powerful, it traps one in a sexless and loveless nightmare and even when one manages to remove the ring through a successful ritual of divorce, one is still burdened with a debuff called alimony. Pretty scary stuff
The material components are quite costly too. The divorce cleric is very expensive and it can take quite a long time. And it requires the sacrifice of your children dog and house and all gold you make aside from 8 gold an hour
Yeah, so at the very least, you couldn't use Twinned Spell on the first casting (the combo as a whole can still work as, once you have a Simulacrum, twinned spell can allow you to target yourself and the Simulacrum at the same time.)
@@digifreak90 Something else we're all overlooking: Can't target the simulacrum. The spell must target a humanoid or a beast. A simulacrum is a construct.
The ring of spell storing is much more limited in use than you think. It requires you to actually use the spell slots to cast the spells on the ring before you can use them. Given you can only long rest once every 24 hours, spending 5 levels of spell slots on filling it is pretty expensive. For sorcerers with loads of spell slots its very good or parties with more than one spell caster. You can cast left over spells on it before you rest and you have a little back up. But it is far from a reliable source for "extra" magic
My Teifling rogue has a ring of Obscuring (Wildmount campaign). I so far only used it once but for a rogue it's a great smoke bomb and the one time I used it so far was in combo with our druid who turned into a giant snake (blind sense for the win) against the boss of a dungeon and he went down fast
I like how the ring of winter is literally just the Ice King's crown from Adventure Time Also how tf is it stronger than the ring of three wishes? That's very inaccurate lmao
2:26 saved my party from a tpk after all individually failed a saving throw against an unknown enchantment spell and then I succeeded, using my Staff of Charming to reflect it back onto the caster who failed their saving throw. (Probably just the DM going ‘oh shit they’re all boutta die from THIS’)
I had a dm give the party a ring of invisibility at 14th level so a little early. My arcane trickster won the dice off for it. At 14th level I had taken haste so I could sneak attack, use my haste action to turn invisible again, cunning action disengage, and use any remaining movement points which could be quite a few while hastened.
So basically a Paladin getting the Ring of Winter = they get a bonus DM effect since Paladins can easily, easily get a dc 15 saving throw on CHA passively. (20 cha so base 14 at level 8. 5 from mod, 5 from aura, 3 from proficiency, 1 from a nat 1 roll. their passive CHA save DC goes to 15 at level 9 thanks to proficiency going to 4 at 9.)
If you plan to do this specifically from day one or manage to get into a level 20 campaign and can start with "any item" an oath of devotion Paladin auto can't be charmed
You should never pull that monkey's paw shit on your players. It's a dick move. They earned it. The written downsides are enough. Lose your only 9th lvl spell and your dm decides that "it didn't work haha" fuck that.
never understood why dismemberment is such an issue .... i mean unless the party is very low in level ... it might be an issue ... but there are spells that can litteraly regrow limbs ... and if the party is too low in level to do it themselves ... well depending on the reason of the lost limb the party might be invested in getting their buddy a new limb
Onm y rules ring of regenration is op cause all heal out combat are maximum heal (i run a epic rules system based on pretty stupid rules i wrote over the last 15 years)
So I am starting a campaign and I am going with a Shifter, bear, Brute fighter with 2 levels subclass as barbarian. I am looking for some magic items to put on a wish list, but don't want to break the game as my character is already strong by default. I was thinking of simple items like ring of protection
Did not expect the Duel logs duel log to have a DnD focused channel. You may have mentioned it but all I ever caught was a second channel but not what kind of a 2nd channel. How about a top 10 most ridiculous OP Staffs/rods/wands in DnD (not specifically 5e).
5:35 I heard "hag's house" as "ex's house" at first. I'm now imagining a player trying to convince the others to help them break into their ex's house to get their stuff back lol.