Just like to point out that fireball and firebolt, do not ignite things being worn or carried, enjuring spellbook is still useful, but not for the reason you gave, just saying.
Granted it was in Pathfinder, but my Lizardfolk Paladin had a Triceratops mount. He was the world's most upbeat puppy bulldozer. A very good Celestial scaly boi. Chotaka'e, 'Threefold Piercer of Falsehood'.
Use the sidekick rules in Tasha's to make your mastiff pup a bit stronger and make him feel more important to the group. One of my players got one in Icewind Dale and essentially we chose the cleric sidekick class. He has a big keg under his neck that they fill up with potions and concoctions for his "spell slots". Such a ton of fun
Thats an optional rule and you need to ask your DM b4 using it and i would recommend a DM with a party of 4 or more not allow it because it can get crazy
@@onyxgrnr666 I am the DM, the players take turns controlling the mastiff. It's a good way to fill a position that needs filling. Our team make up was a warlock, ranger, bard and a fighter. None of them took alot of healing so the mastiff cleric filled that gap. Even at level 20 it's not incredibly powerful either only able to cast up to level 5 spells if I remember right.
I absolutely want to lern more about this. did you just allow them to fill the keg or just expend the use of the keg as the spell slots? as a cleric it should get spells from the cleric list so did you just kinda give it healing spells and homebrewed what else they could put in the keg?
I'm an artilarist artificer and I just bought 2 mastiffes and scale mail for both oh and a cart so I have a mobile workshop because what els do you do with prof. In 4 different tools😂😂
Actually playing a paladin with Clockworkamulet at the moment and its pretty cool. it had saved me from 2-3 difficult situations. I mostly play support and therefore increase mostly my defenses, having an option to just hit and use smite once a day is awesome.
@@Alliancelegacy I don't think they can. Dwarves and mastiffs are both medium creatures, and I think a creature has to be a size larger than a rider to act as a mount.
@@Alliancelegacy small creatures only but being a Paladin I am guessing that Mastiff was from find steed (as mastiff is an applicable choice) rather than a brought pet. That makes it more useful tho, since if the DM does kill it, it's literally just a spell slot used on another day after re-preparing the spell.
The reason people don't often take advantage is because the more a character gets attached to their mortal pet, the more of a burden they often become to the party. Especially big ones that are hard to take in tight places. Trinket from Critical Role is probably the biggest example of what typically happens.
Mastiffs are medium-sized, so anything your character can fit through, the pup can as well. The main reason no one uses dogs is because most of us don't get nice DMs who will bend the fabric of reality to keep that dog safe outside of combat. My party lost ours in an avalanche. Poor Buster :(
0:08 - Mastiff: Dog that can carry a bunch of items and sometimes even a creature or a PC. Can attack. Also 18 passive perception 2:00 - Clockwork Amulet: Skip rolling an attack roll and get a 10 instead (once per dawn). Can also get multiple to use several times. 4:51 - Moon Touched Sword: Gives light. (Can be abused for light tactics) Counts as a magic weapon to bypass resistances. 6:33 - Enduring Spellbook: Spellbook that cannot be destroyed. 7:32 - Hat of Wizardry & Dark Shard Amulet: Spellcasting focus & allows you to use any wizard cantrip for a DC10 arcana check. Usable once per long rest. Dark shard Amulet: same but for Warlocks. *All prices are 100gp or less*
And where are you getting these prices from?? A price isn't actually listed on any of these items, and on the thumbnail it says that all of these are 100 gold or less, so whichever one you're even looking at, how do you get 500 and 150?
@@azzyhaven2204 From the books. They are in Xanthar's guide to everything, the Player's Handbook, and others. You can fact check me if you'd like i'd be happy to change the comment if I'm wrong :).
@@nealbansal1513 None of these items have set prices beyond what a common magic item would cost, so 100gp each(pg 137 of XGtE); the only exception being the mastiff being available to purchase as a mount for 25gp.
Mastiffs really are the MVP mounts! I was so impressed with them, that I have a regimen of halfling knights riding mastiffs as a defining feature of the castle! It's a heavily wooded area, so it makes them a fun element of the setting.
Question: the Mastiff as a beast that is loyal and goes along on adventures with you could be turned into a warrior sidekick correct? Upping it's health and giving it a few extra tricks
Dragon Magazine once published an article of simple items for effective dungeoneering. One was a sphere with a continual light spell cast on it [that spell doesn't wear out, whatever it's cast on just keeps emitting light] and encased in a clay coating. Light bombs for tossing down dark corridors. When thrown, clay shell shatters exposing the light and lighting up the hallway. Cast the same spell on a rod, slip the rod into a hollow tube with a lid on it, arrange a thinner rod in the bottom of the tube to act as a push-uo mechanism Hey Presto, heat-less torch that NEVER goes out, but can be turned off by slipping it back down inside the tube. The article had around 100 such handy items suggested. All for the AD&D volume 1 system, but very adaptable.
That rod-torch system feels weirdly convoluted when you could just stuff the rod into a pouch. Or tie a spherical object of some kind on the end of a stick, cast the light on that object, and then you can just have a small pouch to cover the light. Of course the most important thing is to just have fun with whatever thing you put together no matter if simple or convoluted. I have a Bard that carries around a small antler to cast Light on whenever needed
@@houndofculann1793 I had an alcoholic incantatrix who collected and used wands instead of her own magic because of how unsteady she was, She once nearly doubled the size of a Kraken by pointing the wrong end of ta wand. How you develop your own character is half the fun of the communal story telling.
Actually, now there are some new common magic items that are awesome -Cuddly Strixhaven Mascot (adventatge to fear effects) -Feather Token (one use of feather fall) -Illuminator's Tattoo (free ink for wizards, makes things 10gp cheaper) -Potion of watchful Rest (you benefit for a long rest after 8 hours but you can craft or do other things) These common items are really good too.
@@Coid as a wizard you need ink to write the spells, each bottle of ink costs 10gp, but if you have the ink already you can make the writing with 10gp less of gold as you already have the ink. The Emerald Pen do the same but better, and with no attunment, but is an uncommon item, so is like invest in a magic item to make your things cheaper.
@@rarego Wizards use special magical ink to transcribe spells, not the mundane 10gp ink. If an item doesn't specifically state that it does something (like make copying spells cheaper), it doesn't do it.
@@kies6765 10gp is the cost of the ink required to copy a spell into a new spell book, so it's a good figure to put on the ink component of learning a new spell. However RAW there's no discount
@@AllHailSp00nRiver that grenade isn't common its very expensive assuming you can find one. He is talking about like 50 gold items not like 200k gold items :D
A level 1 Spellwrought Tattoo. For most, it's a cheap casting of Find Familiar. For an Artificer with it as an infusion, it is access to every single 1st level spell you could ever want. Pot of Awakening as an infusion allows an Artificer to XP farm without ever doing anything that needs effort.
One thing that always gets missed about what makes Moon Touched weapons even stronger than what was said. It can cut through magical darkness because it's light being produced off an item and not a spell. So someone casts a Darkness spell? Moon Sword cuts right through it
My absolute favorite magic item of all time is the decanter of endless water.. it's a source of water when thirsty and a way to knock down opponents using non lethal methods. I had a goblin character years ago that put one on the butt end of a spear and used the geyser function as a jet propulsion in water environments.
Yeah, having a mount is pretty amazing with the extra movement alone. This is a good reason to be a smaller race, especially if you're going to be in dungeons a lot. Also, don't forget to "reskin" the moontouched sword for your players not using swords: Moon Touched Greataxe, Dagger, Spear, etc.
The issue with things like a greataxe or spear is that you can't really sheathe them. They'll hang from your back giving off light regardless of held status unless you add some rule about needing to be held to work
My DM's wouldnt have let us have a mount with an attack for 25 gold... maybe the runt of the litter, as a puppy... or an old dog.. it wouldnt be trained or be automatically fearless. You would be taking your initiative to TIE the dog up or its running straight into battle OR the other direction!
I got an MT dagger for my dex-based Cleric. Came to the conclusion with my dm that a dagger is close enough to a regular sword, just shorter, that one can be found. Even just having the light is quite handy, since I don't really use weapons in combat.
@@danielgriff2659 Well, a Cleric/wizard to be more specific, but yea. xD My str is only 11, and dex is at 16. Knowledge domain so don't have heavy armor. AC is pretty good, sitting at 18 with a shield (could be more, but bought a Sentient Shield instead of a +1 or +2 shield)
I'm in a campaign currently with a goblin and her mastiff mount, we just imagine it's a fluffy big dog with a skull face (I saved it after beating a lich with friends, was going to be sacrificed after a ritual complete but we stopped it) and they've been such a good boy, helping us find treasure & enemies~ I used my gold to make them a metal helm with working jaw, to match my own storm knight armor ❤ (mainly because people kept freaking out and trying to kill my pupper 😭 )
For the next rarity up from there, I love the Bloodwell Vial as a spell casting focus for Sorcerer. At its lowest quality option, it's only Uncommon. So with proficiency in Arcana, you can easily make it yourself. In addition to +1 to Spell Attack and DC, you now replenish 5 Sorcery Points on a Short Rest! At low levels, this is almost CoffeeLock level of unlimited power (insert Palpatine), and without having to multi-class! With this item, my 5th level Sorcerer is almost never out of spell slots and can consistently do decent damage through encounter after encounter.
Thanks! I was looking for an alternative to the Wand of the War Mage for my Divine Soul Sorcerer, and since I'm aiming for Spell Sniper anyway, I won't miss trading in the effect of ignoring cover.
Better combo. If you have the Bloodwell vial, get the "Wither and Bloom" spell. Damage isn't great, but you can also choose to let a creature in the area use their hit dice, meaning that in a pinch you can get 5 sorcery points and a bit of healing for the price of a second level spell.
Replenish sorcery points "on a short rest" implies the possibility of multiple uses per day. Unfortunately that's not RAW. "... when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn."
I have to read the rule of creating the Magic item with Arcana again (because in each level could my Sourcerer have enough resourcess to build his Bloodwell Vial?)
I’m fairly new to D&D (still in first campaign) and these videos have given me tons of inspiration for characters and what items to pair with them. Love the channel!
Just be prepared if your DM dosnt make them available or ups the price. I don't use the book price very often. What merchant wants to sell any magic item for cheap.
@@gathererofmagic5350 Our DM definitely makes some of these hard. He doesn't want us to be able to derail his carefully planned campaign with common items XD
Ahhh, yes, the celestial wardog mount for my halfling paladin...all the way back in 3.0, no less. My GM was...less than thrilled about it. Especially since we were starting with lvl 7 characters, and I'd taken mounted combat and similar feats, and could turn on a dime, literally charge, lance, & trample down my foes...in a standard 5' wide corridor... ♥.♥
Just getting my feet wet into the DnD world, but I absolutely love your videos. Extremely informative and helpful. I've had a DM already deny a few of your "weird" combos...lol.
My party all bought matching Cloaks of Billowing. No use other than when we walk into a town we go slow and those babies flutter in the wind epically making us automatically certified badasses.
My favorite common item interaction is the pot of awakening for a genie warlock. You take the pot inside the room while it is growing, and when it is finished you get a little plant butler, which will likely be the only other creature in there for a very long time, unless you get multiples.
I love the Hat of Wizardry, I makes me kinda said that Tasha’s gave wizards a 3rd level feature that lets them change their cantrips whenever they finish a long rest.
Might just be me but when I read that I immediately though "wait why don't artificers get this instead?" Lol ("This" referring to the ability to swap cantrips)
@@user-mu8ok5xf8d I've had 3 dms so far that all share the sentiment of "if it's in an official source book, it's legal. If something is abused, it shall be addressed."
@@joshratcliff657 Yeah, same. I don't do it often, but because our party is almost entirely casters, I had to tweak my cantrip line-up a couple times to get a selection that worked, and he was very nice about it.
I got a lot of mileage out of my Wand of Conducting. 1812 Overture (which featured cannons) if you want to be heard was my favorite, but plenty of classical pieces could be used for intimidation purposes. And if another party member is going one-on-one with a baddie, time for Duel of the Fates!
One tiny correction, Fireball specifies that it does not set alight items that are worn or carried, so your spell book should be fine as long as you wear or carry it.
I have the book of random tables 1-4 and YES they are amazing and worth getting! Please also when doing videos please consider listing the book (and maybe page #) each thing is found on for the viewers use, thanks. It would be very helpful. Great video, thanks.
I’m playing a blind wizard with a mastiff as a service dog. Its proven incredibly useful to just have another creature to carry things for you and also be your eyes, ears and nose.
As a wizard with Find Familiar. Can you not have a owl or raven sit on your head or shoulder and Share Senses with it? That way you can technically see but in a roundabout way?
@@ruga-ventoj The big cost of that is to see through your familiar senses, is an action while only lasting a turn. Of course you can't actually cast some of spells without line of sight but those you can, you're blind so I'm guessing this is also being played off as the Mastiff essentially giving a help action to the Wizard to remove the blindness penalty advantaged and disadvantaged.
I actually own a Great Pyrenees who likes to sleep under the table during our sessions. One of my players adores him so much that she bought a mastiff in the game and, being a halfing bard, does indeed use him as a mount.
Couple of corrections: - You don't have advantage against small or tiny creatures while riding a mastiff unless you have the Mounted Combatant feat, which was mentioned later in the video than the advantage bit. - 2 creatures that cannot see each other attack at a normal roll unless one has the Alert feat. You get advantage from being unseen, but disavantage from being blinded relative to your target. This is the same mechanic as if one or both are in a fog cloud, or both are invisible, or both have the blinded condition.
I'd allow it however on your 2nd point due to: you can see someone in a lit area while in the dark yourself, and out of light range. So D&D mechanic of a light source would allow for a character in the dark to see an opponent lit by a glowstick such as a moon glow sword.
I once made a 20th level wizard who lost their spellbook. They had one in all of their stats except intelligence, and their intelligence score was 0. They had 1/1 hp, 5 levels of exhaustion, were stunned, and couldn't use most of their features. AC was 5. If I ever want to torture a DM, I know how. Heading OP character is painful for the DM, having an underpowered character hurts absolutely everybody. Never make this mistake.
Speaking of D&D dogs and the games you run, thanks for not killing my Doggo mount last game! If it weren't for another party member, he might have come through unscathed...
I will always give animal companions death saving throws! they're a member of the party, and so get the same rules and chances for people to help them as anyone else, even if they take damage!
@@DnDShorts As was mentioned by someone else, have you ever considered using the warrior sidekick rules for the mastiff? How do you think it would work out?
I gave a clockwork amulet to my players. They never used it. At the table, any once per day ability tends to go unused because players hoard these abilities out of excessive caution.
All they need to do is hand it to the paladin. “You mean i can hit that ogre without rolling the die ? Yes, please. And Divine Smite for ... smackdown.”
The first character concept I got excited about was a Gnome knight riding to battle on a mastiff. The problem is that it only 'works' in specific circumstances. Like against kobolds in a cave and none of them have spears you can ride your mastiff where a horse wouldn't fit and have advantage on your attacks, attack with a lance from 10 feet away and then retreat without giving them opportunity. But if the target is medium or larger then your advantage goes away. Also, as a small gnome you can't practically use a heavy weapon, so no Polearm Master or Great Weapon Master. And if you're sad about your mount dying then you should be a Paladin with Find Steed but that doesn't even come online until level 4 and then you might as well stick with Paladin and not fighter/cavalier. And if you want to hold the front line and protect your backline ranged allies then you aren't using your mount's speed.
I'm old as the five common items that I found an insane amount of uses for back in my adventuring days would be: 10' pole; rope, caltrops (or ball bearings if I could get them), mirror, lock picking set, and a chicken, more specifically, a hen.
One of the most underrated items one can possess in dandy is livestock. For use of livestock one can largely replace a rogue in the party. Simply have a small herd of pigs walk in front of the party and they will trigger any traps if they are there, and then they become fresh rations, they also make wonderful bait for monsters
@@Ackbar223 my glasya tiefling bard has made great use of that feat. People forget that disguise self doesn't mask your voice... which is where the feat comes very in handy
@@haerdalis84 as I see it there are really only 2 reasons to change what you look/sound like; to impersonate someone, or to just not be yourself. For the second case disguise self already does the job. For impersonating someone I find the bigger issue is knowledge, you can look and sound like someone but if you don't know information that person would know (like names of friends and family), if the person you're impersonating shows up, etc there are a whole slew of ways you can be discovered. These abilities aren't meant to withstand much scrutiny, from the Actor feat description "A successful insight check contested by your deception check allows a listener to determine the effect is faked.". Disguise self is not as good as it seems either, a level 10 Wizard with 18 intelligence who disguises themselves will have their disguise noticed by 1 in 5 commoners, that means if you pass by or interact with 4 commoners/guards/etc with 10 intelligence you have a 60% chance one of them will notice the disguise, I have trouble thinking of any situation where you could try to impersonate someone important enough to go thru this much effort where you won't be seen by or interact with at least 4 people, more likely it'll be many more than 4 people. That's just talking about the mechanics of the spell, not counting the litany of ways you could be detected other than that, a guard dog growls at you because your smell is off, you greet a guard when the person you're impersonating never does, or you ignore them when the real person always chats with them and asks about their new baby, etc.
@@Ackbar223 and then there are situations where it does work wonderfully. Example: a noble had his henchmen deal with our group and we knew he had specific plans for the party wizard. My bard (expertise in deception and actor feat) used disuse self to make himself look like the henchmen leader whom we heard speak, and with the help of the actor feat, lured the noble into a trap. On another occasion i used a similar trick to make myself look like a courtesan and get a guard we were sussing out to undress fully for me (needed to see tattoos on his body). It's all down to how you approach it.
Ball bearings, oil, alcohol with a high alcohol rating, kerosene, a rag, cork, glass flask. and a tinder box or lit torch. Fill the flask 1/4 of oil alcohol mix. Add ball bearings, fill flask now to 4/5ths with oil alcohol mix. Soak the rag in kerosene. Shove in bottle with a bit hangging out and cork it all tight. All common items that is easy to get and when you light and throw turns your ball bearings into a death trap vs just a tripping hazard. The ground is now a slick tripping hazard thats on fire. And the creature you threw it at is also on fire along with the squares around it. Add to the fact fire. Spreads each round. And your ball bearings roll and are on fire themselves. This is a fire trap made to spread.
@@JAY-gl5xd I have destroyed gm's encounters with this and it's AL Legal since you can not only get all such items easily but can also easily explain what your doing and how you learned to do so. Even at high levels this item you can put together at level one is still quite effective.
Firebolt wouldn't ignite the wizards book as long as it is being worn or carried by the wizard. It's like one of the most important lines of text in firebolt: "A flammable object hit by this spell ignites if it isn’t being worn or carried." P.S. fireball won't ignite it the book either, because it has the same line of text. the reason this is done is for the exact reason you described. Its so players that are spell casters and have cloth clothes, or light armored classes like rogues in leather armor don't burst into fames. Another reason is because fireball and firebolt, depending on your DM, make magical fire and would ignore certain resistances and immunities as well.
didn't know about clockwork amulet, that would be very helpful for spell attacks especially. Nothing sucks quite as bad as missing on a guiding bolt or inflict wounds, especially if you upcast it.
The Pixie Dust in Wild Beyond Witchlight warrants mention. A pocket full of dust sprinkled on oneself or another grants flight with the option to hover for one minute. The enchanted will land SAFELY if falling when the enchantment ends. This is as good if not better than Featherfall for no spellslot and no attunement costs. Here's the interesting part. It isn't consumed and has no mention of charges. It's just dust, so it's assumed that one cannot gather it back up for multiple uses. If you CAN get it back, you can keep reusing the same pixie dust without limit. How many times will your DM allow you to use wind gusts and cleaning effects from Prestidigitation to gather up the dust before ruling that you've lost too much for it to be effective?
Great video overall, very entertaining. Most of the "underrated items in DnD" videos are just items that either just arn't underrated or that are just bad. I think this video has some really creative ideas. Just wanted to comment on some of the tips: First tip is great! Altho I would recommend the mule over the mastiff, because its 8 gold, has more carrying capacity, more hitpoints and a bit of help against common traps with shure footed. The mastiff sounds great untill you realize that the only advantage it has over the mule is the perception (and the stronger attack, but if it goes into melee it just dies to some AOE). If your group has a character with decent perception take the mule. The mule is also cooler in my opinion. The clockwork amulet (like all other common items) is a cool flavour item. It will help out in a few situations when you really need to make a check and avrage is enugh. With this tip you need to realize that it is still magical. So if you somehow aquire 50 of these your GM is either really inexpirienced or WAAY to generous with magic items. Of course its OP to have 50 magic items duh. Number three is the secconed the best item on the list. Its a magic weapon, thats really strong. All the cool light shananigans will never work in a real game because 60% of mobs in the entire game have darkvision and everything that fights in a dark place either has darkvision or a lightsource of its own. And most enemies with resistance or immunity to nonmagical attacks are faught at a level where your martial characters should have magic items. In rare cases of a cruel gm or an hard encounter you will of course fight these things earlier, in wich case this is really usefull. Also if you dont have another lightsource and play as 5 human fighters this is really usefull. Enduring spellbook is really usefull if you play a lot underwater and cant stand leaving your spellbook behind on the ship while you go diving. Have your spellbook out all the time + your GM hates you and wants to incinerate it imidiatly. Also you can always copy your current spellbook and keep the coppy somewhere secure. The hat / amulet is the strongest item here. It gives great utility. if you ever have the oportunity to get it, take it.
Thats what your meatshield is for, to drag the pole sled... my DM would have random creatures kill or scare off a mule, and he would have the dog charge straight into or away from battle if not tethered. He would straight up KILL those animals if we didnt detail how we would protect them.. or have them stolen if we left them unattended.
Hat of wizardry makes you prepare one cantrip, you cant just choose whichever you whenever you want. You get 1 cantrip a day from it. Its not bad its just only useful as a spell focus once you stop using cantrips as primary damage dealers
I once picked a mastiff while playing a low level Rogue to solo a mission. Little buddy allowed me to melee sneak attack before I got my Swashbuckler archetype. He survived and lived rent free in my caravan forever after.
can confirm mastiffs are great. first session of a campaign we dognapped one from the local guards (who needs to pay the gold) few train animal checks by the druid later and we got a very very good boi we named Chad. Also I can also say Corgis are very good at calming down traumatized NPCs and convincing them to spill their secrets.
I did a 1-shot and let all members of the party have a common magical item. We started and I noticed one member hadn't chosen. When I asked him he replied, "The airship." I looked it up and sure enough, a whole airship is common. It really set the game on a very different note
The way you talked about the advantage attacking enemies smaller than your mount made it sound like it was an always thing. It’s part of the Mounted Combatant feat
Going into a one shot and we are allowed one common magic item. This is a great video reference :-). Took clockwork amulet for my cleric and suggested our warlock take the dark shard amulet as they have proficiency in arcana. 😊
Every time I've ever been in a game with pets, they became a giant pain in the ass for the other players and the GM. Which translates into death. And then, everyone was happy
major thumbs up for this video, Ioved having a Mastiff with my character. I am still working on things like animal handling and being able to ride it during combat, but the 18 Passive perception is great. Not to mention it can bark to alert other party members Having a Moon Touched Sword is great too. Having a magic weapon that early is as handy as you would think. Thanks for the heads up :)
In regards to the sheathing of the moon-touched sword to make it dark, it won't give disadvantage on attacks (if nobody has darkvision). While the enemy can't see where you are at and would roll disadvantage on it's attack, you as the player can't see the attack coming and as such would give the attacker advantage. As such, it's still a straight roll. This applies for both parties.
@@DnDShorts which you can feel free to abuse the shit out of and it also helps against ranged attacks from enemies and spells that require sight of the target. It’s why Darkness is an underrated spell and needs to be used in a certain way for it to benefit the group. Put it in the middle of enemy targets while your ranged attackers are outside makes life hard for them. Put it between your party and the enemy so that you can more easily get away makes it easier.
In a Pathfinder Kingmaker campaign, I bought a Heavy Horse for 200g. It can hoof-strike and bite (which landed... a few times), carry 1000+ lbs, and has the "Scent" ability, which can make it your party's best tracker. It is also crazy powerful for low levels. After some hijinks, training, and a Leadership feat in which it was declared my cohort, it was significantly leveled up to basically an almost full party member.
I didn't know advantage to passive skills worked differently mechanically than rolled stats. Good to know. Advantage for rollable stats is usually only a +3ish on average, so that's actually a great observation. This makes the observant feat better than my evaluation was of it (which was in the good tier). 18 passive perception is far from unattainable, but for low levels, the doggo is pretty decent. Also, don't ever overuse a tactic. The DM's will fuck you up when you do those. Enduring spellbook is a necessity for exactly 1 class. Hat of wizardry too. And yes, the hat is insane. Only downside is that you kinda always want to use it.
So, one thing I do is have a wizards spell book bound to their magic, and soul making the book very hard to damage with a base AC of 25, a resistance or outright immunity to most damaging effects like water or fire, and an HP stat that is 100+(20*your overall character level). To top it off the book has an auto recovery of 1/5 of its max HP every round and these effects persist even after the wizard in question dies where another wizard can pick it up and use it doubling the HP, and increasing the AC by 10.
I was a V. Human BM with Shield Mastery feat, Disarming Attack and Riposte maneuvers. I took the Mastiff early on and basically spent the entire early levels proneboning every large and smaller encounter.
As a rock gnome wizard, I once had a spellbook that consisted of a bag of rocks with spells inscribed on it. Idk how in the rules that is but it was a an amazing help.
It isn’t entirely out of common items but it is only 3 uncommon items and no attunement. An Alchemy Jug can be used to produce 1 gallon of beer every day (that’s 4 pints). A Tankard of Sobriety let’s you drink a pint of beer from it without suffering any negative effects like getting drunk (but not poisons). An Amulet of the Drunkard lets you regain 4d4+4 hit points when you drink a pint of beer, once per dawn. With 4 amulets, 4 tankards, and an alchemy jug, you effectively get a party’s set of free greater healing potions every day (for 4 ppl)… Take a short rest during an adventure to crack open a cold one for some free heals!
And that’s not mentioning that the amulet does not require attunement, so you could just have 4 amulets, a tankard, and a jug per player for 4 greater healing potions per player per dawn…
9:06 Aaaand you just read my mind :) This along side Bags of Holding and Spellwrought Tattoos, I may just go the full mile and just make my Artificer a Guild Merchent and possibly have theses items for bartering, trade, for sale, or just as gifts to my party
I really like the moontouched sword. Having light without torches or spells is already really usefull as you said. But imagine the roleplaying opportunities that come from a hero with a bright shining sword... And as a DM I would totally have some primitive tribe warship the party as demigods and sacrifice them to calm down their volcano god because of that sword. It's just too fun to not do that.
I´d just give it as a dagger to the sneaky rogue. Just imagine, he stealths behind a group of baddies and goes for the crit/sneak attack, when he pulls out this bright shining torch. Surprise! XD
One of the best items I ever got in a game was a bedroll that guaranteed the character a good night's rest, regardless of conditions. Everyone else had to sleep unarmored or uncomfortable, I was warm and cozy always.
Thank you for reminding me to look up the advantage modification to passive skill checks. DM didn't think it did anything. It makes some of the runes that extra bit sweeter(Stone Rune, +5 to passive insight) and cloud rune(+5 to passive deception and slight of hand.)
This man makes me want to invite him for our next session in our tavern themed DnD cave with a mug of mead (apple cider, non alcoholic, most of us drive there so being drunk is a no-no)
My halfling paladin had a mastiff as a mount. Although, before the campaign started the dm sent me a hilarious picture of a Corgi in armor and we laughed about it. Then he asked me if I wanted a Dire-Corgi as my find steed instead. Alfie was the a good boy, truly the best boy. Great for any area we traveled because he was medium sized. So great
DM the smart way with Dice Geek's Random Tables! Also *FREE* *MAPS!!* www.drivethrurpg.com/browse/pub/9161/dicegeeks
Thanks a whole bunch for turning my attention to these books, SUPER helpful for DMing to add that little bit extra for the players!
What was the answer to the question 😭?
Just like to point out that fireball and firebolt, do not ignite things being worn or carried, enjuring spellbook is still useful, but not for the reason you gave, just saying.
I had a mastiff mount from Conjure Steed as a Dwarf Paladin. He was a big floofy Tibetan Mastiff and he was the goodest Celestial boi
Granted it was in Pathfinder, but my Lizardfolk Paladin had a Triceratops mount. He was the world's most upbeat puppy bulldozer. A very good Celestial scaly boi. Chotaka'e, 'Threefold Piercer of Falsehood'.
I owned two Tibetan mastiffs and can confirm they are the bestest smartest bois.
Mouse, is that you?
@@andrewames247 Hell's bells, that's a good reference.
@@cnkclark If someone says Tibetan Mastiff, especially with a Celestial template, that's what my brain automatically defaults to.
Use the sidekick rules in Tasha's to make your mastiff pup a bit stronger and make him feel more important to the group. One of my players got one in Icewind Dale and essentially we chose the cleric sidekick class. He has a big keg under his neck that they fill up with potions and concoctions for his "spell slots".
Such a ton of fun
That’s wonderful!
I LOVE this ❤
Thats an optional rule and you need to ask your DM b4 using it and i would recommend a DM with a party of 4 or more not allow it because it can get crazy
@@onyxgrnr666 I am the DM, the players take turns controlling the mastiff. It's a good way to fill a position that needs filling. Our team make up was a warlock, ranger, bard and a fighter. None of them took alot of healing so the mastiff cleric filled that gap. Even at level 20 it's not incredibly powerful either only able to cast up to level 5 spells if I remember right.
I absolutely want to lern more about this. did you just allow them to fill the keg or just expend the use of the keg as the spell slots? as a cleric it should get spells from the cleric list so did you just kinda give it healing spells and homebrewed what else they could put in the keg?
"The artificer can make all of these!"
We now cut back to an artificer, creating a mastiff.
Steel defender.
Now for the funny part: furry style, Frankenstein style, golem style, bioengineering style or make-a-bear style? 😂
I'm an artilarist artificer and I just bought 2 mastiffes and scale mail for both oh and a cart so I have a mobile workshop because what els do you do with prof. In 4 different tools😂😂
I love my artificers
Actually playing a paladin with Clockworkamulet at the moment and its pretty cool. it had saved me from 2-3 difficult situations. I mostly play support and therefore increase mostly my defenses, having an option to just hit and use smite once a day is awesome.
I had a Halfling paladin that rode a mastiff.
I think being any ranged stealth style character the clockwork amulet would be perfect, just ranged assassination where you always hit your shots
@@rogercline5377 Can dwarves ride mastiffs?
@@Alliancelegacy I don't think they can. Dwarves and mastiffs are both medium creatures, and I think a creature has to be a size larger than a rider to act as a mount.
@@Alliancelegacy small creatures only but being a Paladin I am guessing that Mastiff was from find steed (as mastiff is an applicable choice) rather than a brought pet. That makes it more useful tho, since if the DM does kill it, it's literally just a spell slot used on another day after re-preparing the spell.
The reason people don't often take advantage is because the more a character gets attached to their mortal pet, the more of a burden they often become to the party. Especially big ones that are hard to take in tight places. Trinket from Critical Role is probably the biggest example of what typically happens.
Yea, I like the mastiff as a pet as long as it's not in combat and there's a general rule that pets are fine as long as they aren't in combat.
Mastiffs are medium-sized, so anything your character can fit through, the pup can as well. The main reason no one uses dogs is because most of us don't get nice DMs who will bend the fabric of reality to keep that dog safe outside of combat. My party lost ours in an avalanche. Poor Buster :(
0:08 - Mastiff: Dog that can carry a bunch of items and sometimes even a creature or a PC. Can attack. Also 18 passive perception
2:00 - Clockwork Amulet: Skip rolling an attack roll and get a 10 instead (once per dawn). Can also get multiple to use several times.
4:51 - Moon Touched Sword: Gives light. (Can be abused for light tactics) Counts as a magic weapon to bypass resistances.
6:33 - Enduring Spellbook: Spellbook that cannot be destroyed.
7:32 - Hat of Wizardry & Dark Shard Amulet: Spellcasting focus & allows you to use any wizard cantrip for a DC10 arcana check. Usable once per long rest. Dark shard Amulet: same but for Warlocks.
*All prices are 100gp or less*
Thanks! ✌️🙂
And where are you getting these prices from?? A price isn't actually listed on any of these items, and on the thumbnail it says that all of these are 100 gold or less, so whichever one you're even looking at, how do you get 500 and 150?
@@azzyhaven2204 From the books. They are in Xanthar's guide to everything, the Player's Handbook, and others. You can fact check me if you'd like i'd be happy to change the comment if I'm wrong :).
@@nealbansal1513 None of these items have set prices beyond what a common magic item would cost, so 100gp each(pg 137 of XGtE); the only exception being the mastiff being available to purchase as a mount for 25gp.
@@Dietsteve Ok I just put what was on google but I'll update the comment. Thanks for the correction!
Mastiffs really are the MVP mounts! I was so impressed with them, that I have a regimen of halfling knights riding mastiffs as a defining feature of the castle! It's a heavily wooded area, so it makes them a fun element of the setting.
Question: the Mastiff as a beast that is loyal and goes along on adventures with you could be turned into a warrior sidekick correct? Upping it's health and giving it a few extra tricks
I think that is correct
I'm allowing it at my table, though the fighter who owns the mastiff is having a hell of a time training him
I'd allow it. Otherwise killing it is very easy.
Yes!
@NullLex00 also mastiffs can't speak, which means it's only capable of being a Warrior sidekick
Dragon Magazine once published an article of simple items for effective dungeoneering.
One was a sphere with a continual light spell cast on it [that spell doesn't wear out, whatever it's cast on just keeps emitting light] and encased in a clay coating.
Light bombs for tossing down dark corridors. When thrown, clay shell shatters exposing the light and lighting up the hallway.
Cast the same spell on a rod, slip the rod into a hollow tube with a lid on it, arrange a thinner rod in the bottom of the tube to act as a push-uo mechanism
Hey Presto, heat-less torch that NEVER goes out, but can be turned off by slipping it back down inside the tube.
The article had around 100 such handy items suggested.
All for the AD&D volume 1 system, but very adaptable.
That rod-torch system feels weirdly convoluted when you could just stuff the rod into a pouch. Or tie a spherical object of some kind on the end of a stick, cast the light on that object, and then you can just have a small pouch to cover the light.
Of course the most important thing is to just have fun with whatever thing you put together no matter if simple or convoluted. I have a Bard that carries around a small antler to cast Light on whenever needed
@@houndofculann1793 I had an alcoholic incantatrix who collected and used wands instead of her own magic because of how unsteady she was, She once nearly doubled the size of a Kraken by pointing the wrong end of ta wand.
How you develop your own character is half the fun of the communal story telling.
You've given me a reason to take Animal Handling proficiency on every character
Actually, now there are some new common magic items that are awesome
-Cuddly Strixhaven Mascot (adventatge to fear effects)
-Feather Token (one use of feather fall)
-Illuminator's Tattoo (free ink for wizards, makes things 10gp cheaper)
-Potion of watchful Rest (you benefit for a long rest after 8 hours but you can craft or do other things)
These common items are really good too.
Loads of great suggestions! I might make another of these when even more books have come out with more options and include some of them!
How does the Illuminator's Tattoo make things 10 gp cheaper?
@@Coid as a wizard you need ink to write the spells, each bottle of ink costs 10gp, but if you have the ink already you can make the writing with 10gp less of gold as you already have the ink.
The Emerald Pen do the same but better, and with no attunment, but is an uncommon item, so is like invest in a magic item to make your things cheaper.
@@rarego Wizards use special magical ink to transcribe spells, not the mundane 10gp ink. If an item doesn't specifically state that it does something (like make copying spells cheaper), it doesn't do it.
@@kies6765 10gp is the cost of the ink required to copy a spell into a new spell book, so it's a good figure to put on the ink component of learning a new spell. However RAW there's no discount
All of these items are valued at 100 gold or less! Stonks! Much Value! What other common items are under appreciated?
Gnomengarde Grenade. Absolutely absurd item to get if your DM is naive enough to let you take it.
I have to say I like the intro where you just tap your mic as random things show up on the green screen. idk why but I think it's very funny
Cloak of billowing ofc, duuh
@@AllHailSp00nRiver that grenade isn't common its very expensive assuming you can find one. He is talking about like 50 gold items not like 200k gold items :D
A level 1 Spellwrought Tattoo. For most, it's a cheap casting of Find Familiar. For an Artificer with it as an infusion, it is access to every single 1st level spell you could ever want. Pot of Awakening as an infusion allows an Artificer to XP farm without ever doing anything that needs effort.
One thing that always gets missed about what makes Moon Touched weapons even stronger than what was said. It can cut through magical darkness because it's light being produced off an item and not a spell. So someone casts a Darkness spell? Moon Sword cuts right through it
My absolute favorite magic item of all time is the decanter of endless water.. it's a source of water when thirsty and a way to knock down opponents using non lethal methods.
I had a goblin character years ago that put one on the butt end of a spear and used the geyser function as a jet propulsion in water environments.
Love idea of using Decanter to fire a spear... Decanter is one of my favourite along with elven boots, handy hevasack and portable hole.
Yeah, having a mount is pretty amazing with the extra movement alone. This is a good reason to be a smaller race, especially if you're going to be in dungeons a lot. Also, don't forget to "reskin" the moontouched sword for your players not using swords: Moon Touched Greataxe, Dagger, Spear, etc.
The issue with things like a greataxe or spear is that you can't really sheathe them. They'll hang from your back giving off light regardless of held status unless you add some rule about needing to be held to work
My DM's wouldnt have let us have a mount with an attack for 25 gold... maybe the runt of the litter, as a puppy... or an old dog.. it wouldnt be trained or be automatically fearless. You would be taking your initiative to TIE the dog up or its running straight into battle OR the other direction!
I got an MT dagger for my dex-based Cleric. Came to the conclusion with my dm that a dagger is close enough to a regular sword, just shorter, that one can be found. Even just having the light is quite handy, since I don't really use weapons in combat.
@@echori. a cleric with a blade weapon,,,whaaaa?
@@danielgriff2659 Well, a Cleric/wizard to be more specific, but yea. xD
My str is only 11, and dex is at 16. Knowledge domain so don't have heavy armor. AC is pretty good, sitting at 18 with a shield (could be more, but bought a Sentient Shield instead of a +1 or +2 shield)
I'm in a campaign currently with a goblin and her mastiff mount, we just imagine it's a fluffy big dog with a skull face (I saved it after beating a lich with friends, was going to be sacrificed after a ritual complete but we stopped it) and they've been such a good boy, helping us find treasure & enemies~
I used my gold to make them a metal helm with working jaw, to match my own storm knight armor ❤
(mainly because people kept freaking out and trying to kill my pupper 😭 )
For the next rarity up from there, I love the Bloodwell Vial as a spell casting focus for Sorcerer. At its lowest quality option, it's only Uncommon. So with proficiency in Arcana, you can easily make it yourself. In addition to +1 to Spell Attack and DC, you now replenish 5 Sorcery Points on a Short Rest! At low levels, this is almost CoffeeLock level of unlimited power (insert Palpatine), and without having to multi-class! With this item, my 5th level Sorcerer is almost never out of spell slots and can consistently do decent damage through encounter after encounter.
Thanks! I was looking for an alternative to the Wand of the War Mage for my Divine Soul Sorcerer, and since I'm aiming for Spell Sniper anyway, I won't miss trading in the effect of ignoring cover.
im still confused how people use so many spells.
Better combo. If you have the Bloodwell vial, get the "Wither and Bloom" spell. Damage isn't great, but you can also choose to let a creature in the area use their hit dice, meaning that in a pinch you can get 5 sorcery points and a bit of healing for the price of a second level spell.
Replenish sorcery points "on a short rest" implies the possibility of multiple uses per day. Unfortunately that's not RAW.
"... when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn."
I have to read the rule of creating the Magic item with Arcana again (because in each level could my Sourcerer have enough resourcess to build his Bloodwell Vial?)
I’m fairly new to D&D (still in first campaign) and these videos have given me tons of inspiration for characters and what items to pair with them. Love the channel!
Just be prepared if your DM dosnt make them available or ups the price. I don't use the book price very often. What merchant wants to sell any magic item for cheap.
@@gathererofmagic5350 Our DM definitely makes some of these hard. He doesn't want us to be able to derail his carefully planned campaign with common items XD
Ahhh, yes, the celestial wardog mount for my halfling paladin...all the way back in 3.0, no less. My GM was...less than thrilled about it. Especially since we were starting with lvl 7 characters, and I'd taken mounted combat and similar feats, and could turn on a dime, literally charge, lance, & trample down my foes...in a standard 5' wide corridor... ♥.♥
Glammered leather armor is also very underrated
Mixed with a changeling roge you can now sound look and have the same clothes as almost any npc
The clockwork amulet is a life saver.
Not me making a rogue with mastiff companion. I see real Aladin/Abu potential
Always be Sneaking with an animal friend! Works well for Kobold Pack Tactics too!
@@DnDShorts if the DM lets you keep Pack Tactics! MUAHAHAHA
Just getting my feet wet into the DnD world, but I absolutely love your videos. Extremely informative and helpful. I've had a DM already deny a few of your "weird" combos...lol.
My party all bought matching Cloaks of Billowing. No use other than when we walk into a town we go slow and those babies flutter in the wind epically making us automatically certified badasses.
I once played a shadow sorcerer and bought a mastiff so my DM flavoured it as just getting to keep my hound of I'll omen out at all times
My favorite common item interaction is the pot of awakening for a genie warlock. You take the pot inside the room while it is growing, and when it is finished you get a little plant butler, which will likely be the only other creature in there for a very long time, unless you get multiples.
I love the Hat of Wizardry, I makes me kinda said that Tasha’s gave wizards a 3rd level feature that lets them change their cantrips whenever they finish a long rest.
To be fair if you bother to ask your dm if you can do this they don’t usually (from my experience) let you use that feature
Might just be me but when I read that I immediately though "wait why don't artificers get this instead?" Lol
("This" referring to the ability to swap cantrips)
@@user-mu8ok5xf8d I've had 3 dms so far that all share the sentiment of "if it's in an official source book, it's legal. If something is abused, it shall be addressed."
My DMs allowed wizards to switch out cantrips since beginning of 5e after a long rest... don't think its ever really been an issue.
@@joshratcliff657 Yeah, same. I don't do it often, but because our party is almost entirely casters, I had to tweak my cantrip line-up a couple times to get a selection that worked, and he was very nice about it.
I got a lot of mileage out of my Wand of Conducting. 1812 Overture (which featured cannons) if you want to be heard was my favorite, but plenty of classical pieces could be used for intimidation purposes. And if another party member is going one-on-one with a baddie, time for Duel of the Fates!
1812 Overture also called for a Bell Tower.
One tiny correction, Fireball specifies that it does not set alight items that are worn or carried, so your spell book should be fine as long as you wear or carry it.
Ya but what if you get hit with a fireball while in the bath
I have the book of random tables 1-4 and YES they are amazing and worth getting!
Please also when doing videos please consider listing the book (and maybe page #) each thing is found on for the viewers use, thanks.
It would be very helpful.
Great video, thanks.
I’m playing a blind wizard with a mastiff as a service dog. Its proven incredibly useful to just have another creature to carry things for you and also be your eyes, ears and nose.
As a wizard with Find Familiar. Can you not have a owl or raven sit on your head or shoulder and Share Senses with it? That way you can technically see but in a roundabout way?
@@ruga-ventoj I could but I use a dog because I like it’s flavor
@@ruga-ventoj The big cost of that is to see through your familiar senses, is an action while only lasting a turn. Of course you can't actually cast some of spells without line of sight but those you can, you're blind so I'm guessing this is also being played off as the Mastiff essentially giving a help action to the Wizard to remove the blindness penalty advantaged and disadvantaged.
I actually own a Great Pyrenees who likes to sleep under the table during our sessions. One of my players adores him so much that she bought a mastiff in the game and, being a halfing bard, does indeed use him as a mount.
Couple of corrections:
- You don't have advantage against small or tiny creatures while riding a mastiff unless you have the Mounted Combatant feat, which was mentioned later in the video than the advantage bit.
- 2 creatures that cannot see each other attack at a normal roll unless one has the Alert feat. You get advantage from being unseen, but disavantage from being blinded relative to your target. This is the same mechanic as if one or both are in a fog cloud, or both are invisible, or both have the blinded condition.
And this is why my Wood Elf Ranger with Blind Fighting style and Fog Cloud is a terror.
@@EvanFarshadow ohhh, i hadnt thought of that
I'd allow it however on your 2nd point due to:
you can see someone in a lit area while in the dark yourself, and out of light range.
So D&D mechanic of a light source would allow for a character in the dark to see an opponent lit by a glowstick such as a moon glow sword.
Agree with the first point, but you can sheath your sword AFTER you attack
Technically there’s no mechanically difference between being blind, in the dark, or staring at someone invisible
0:07 wait wait wait wait! "I gently open the door"
I once made a 20th level wizard who lost their spellbook. They had one in all of their stats except intelligence, and their intelligence score was 0. They had 1/1 hp, 5 levels of exhaustion, were stunned, and couldn't use most of their features. AC was 5. If I ever want to torture a DM, I know how. Heading OP character is painful for the DM, having an underpowered character hurts absolutely everybody. Never make this mistake.
Speaking of D&D dogs and the games you run, thanks for not killing my Doggo mount last game! If it weren't for another party member, he might have come through unscathed...
I will always give animal companions death saving throws! they're a member of the party, and so get the same rules and chances for people to help them as anyone else, even if they take damage!
@@DnDShorts As was mentioned by someone else, have you ever considered using the warrior sidekick rules for the mastiff? How do you think it would work out?
I gave a clockwork amulet to my players. They never used it. At the table, any once per day ability tends to go unused because players hoard these abilities out of excessive caution.
All they need to do is hand it to the paladin.
“You mean i can hit that ogre without rolling the die ? Yes, please. And Divine Smite for ... smackdown.”
The first character concept I got excited about was a Gnome knight riding to battle on a mastiff. The problem is that it only 'works' in specific circumstances. Like against kobolds in a cave and none of them have spears you can ride your mastiff where a horse wouldn't fit and have advantage on your attacks, attack with a lance from 10 feet away and then retreat without giving them opportunity. But if the target is medium or larger then your advantage goes away. Also, as a small gnome you can't practically use a heavy weapon, so no Polearm Master or Great Weapon Master. And if you're sad about your mount dying then you should be a Paladin with Find Steed but that doesn't even come online until level 4 and then you might as well stick with Paladin and not fighter/cavalier. And if you want to hold the front line and protect your backline ranged allies then you aren't using your mount's speed.
it works way better now with the sidekick rules from tashas
I'm old as the five common items that I found an insane amount of uses for back in my adventuring days would be: 10' pole; rope, caltrops (or ball bearings if I could get them), mirror, lock picking set, and a chicken, more specifically, a hen.
That 3rd one was FANTASTIC. The reveal creeped the absolute fuck out of me!
Goddamn that editing is smooth, awesome job as always!
One of the most underrated items one can possess in dandy is livestock. For use of livestock one can largely replace a rogue in the party. Simply have a small herd of pigs walk in front of the party and they will trigger any traps if they are there, and then they become fresh rations, they also make wonderful bait for monsters
I think the hat of wizardry awesomeness extends to it's uncommon version, the mizzium apparatus (aka) my most favourite item in the game
Shiftweave on a changeling. In 6 seconds can change your entire appearance and clothing plus is non-attunement.
Throw in the actor feat and you're cooking with gas for sure!
@@DnDShorts finally a use for the actor feat.
@@Ackbar223 my glasya tiefling bard has made great use of that feat. People forget that disguise self doesn't mask your voice... which is where the feat comes very in handy
@@haerdalis84 as I see it there are really only 2 reasons to change what you look/sound like; to impersonate someone, or to just not be yourself. For the second case disguise self already does the job. For impersonating someone I find the bigger issue is knowledge, you can look and sound like someone but if you don't know information that person would know (like names of friends and family), if the person you're impersonating shows up, etc there are a whole slew of ways you can be discovered. These abilities aren't meant to withstand much scrutiny, from the Actor feat description "A successful insight check contested by your deception check allows a listener to determine the effect is faked.". Disguise self is not as good as it seems either, a level 10 Wizard with 18 intelligence who disguises themselves will have their disguise noticed by 1 in 5 commoners, that means if you pass by or interact with 4 commoners/guards/etc with 10 intelligence you have a 60% chance one of them will notice the disguise, I have trouble thinking of any situation where you could try to impersonate someone important enough to go thru this much effort where you won't be seen by or interact with at least 4 people, more likely it'll be many more than 4 people. That's just talking about the mechanics of the spell, not counting the litany of ways you could be detected other than that, a guard dog growls at you because your smell is off, you greet a guard when the person you're impersonating never does, or you ignore them when the real person always chats with them and asks about their new baby, etc.
@@Ackbar223 and then there are situations where it does work wonderfully. Example: a noble had his henchmen deal with our group and we knew he had specific plans for the party wizard. My bard (expertise in deception and actor feat) used disuse self to make himself look like the henchmen leader whom we heard speak, and with the help of the actor feat, lured the noble into a trap. On another occasion i used a similar trick to make myself look like a courtesan and get a guard we were sussing out to undress fully for me (needed to see tattoos on his body).
It's all down to how you approach it.
Love them all. I've already been making extensive use of a Mastiff for carrying gear. The Hat of Wizardry is definitely on the list now.
Ball bearings, oil, alcohol with a high alcohol rating, kerosene, a rag, cork, glass flask. and a tinder box or lit torch. Fill the flask 1/4 of oil alcohol mix. Add ball bearings, fill flask now to 4/5ths with oil alcohol mix. Soak the rag in kerosene. Shove in bottle with a bit hangging out and cork it all tight.
All common items that is easy to get and when you light and throw turns your ball bearings into a death trap vs just a tripping hazard. The ground is now a slick tripping hazard thats on fire. And the creature you threw it at is also on fire along with the squares around it. Add to the fact fire. Spreads each round. And your ball bearings roll and are on fire themselves. This is a fire trap made to spread.
I'm speechless.😮
That's the most evil thing I've ever heard of!😆
@@JAY-gl5xd I have destroyed gm's encounters with this and it's AL Legal since you can not only get all such items easily but can also easily explain what your doing and how you learned to do so. Even at high levels this item you can put together at level one is still quite effective.
You're definitely the most entertaining D&D content producer around. If you don't mind much, I would say you are the Beakman of D&D
You gave me an inspiration for the next character: a Goblin cavalier fighter who fights with two short swords on top a of a mastiff.
I actually didn't know about those amulets. I'll have to see if I can get both of them for my next warlock.
Actually the dog can be made with battle smith
Well yeah, that's a "dog" but not a dog.
@@lordzaboem It's a robodog all the fun of a regular dog but none of the allergies
Firebolt wouldn't ignite the wizards book as long as it is being worn or carried by the wizard. It's like one of the most important lines of text in firebolt: "A flammable object hit by this spell ignites if it isn’t being worn or carried."
P.S. fireball won't ignite it the book either, because it has the same line of text. the reason this is done is for the exact reason you described. Its so players that are spell casters and have cloth clothes, or light armored classes like rogues in leather armor don't burst into fames. Another reason is because fireball and firebolt, depending on your DM, make magical fire and would ignore certain resistances and immunities as well.
didn't know about clockwork amulet, that would be very helpful for spell attacks especially. Nothing sucks quite as bad as missing on a guiding bolt or inflict wounds, especially if you upcast it.
The Pixie Dust in Wild Beyond Witchlight warrants mention. A pocket full of dust sprinkled on oneself or another grants flight with the option to hover for one minute. The enchanted will land SAFELY if falling when the enchantment ends. This is as good if not better than Featherfall for no spellslot and no attunement costs. Here's the interesting part. It isn't consumed and has no mention of charges. It's just dust, so it's assumed that one cannot gather it back up for multiple uses. If you CAN get it back, you can keep reusing the same pixie dust without limit. How many times will your DM allow you to use wind gusts and cleaning effects from Prestidigitation to gather up the dust before ruling that you've lost too much for it to be effective?
Great video overall, very entertaining. Most of the "underrated items in DnD" videos are just items that either just arn't underrated or that are just bad. I think this video has some really creative ideas. Just wanted to comment on some of the tips:
First tip is great! Altho I would recommend the mule over the mastiff, because its 8 gold, has more carrying capacity, more hitpoints and a bit of help against common traps with shure footed. The mastiff sounds great untill you realize that the only advantage it has over the mule is the perception (and the stronger attack, but if it goes into melee it just dies to some AOE). If your group has a character with decent perception take the mule. The mule is also cooler in my opinion. The clockwork amulet (like all other common items) is a cool flavour item. It will help out in a few situations when you really need to make a check and avrage is enugh. With this tip you need to realize that it is still magical. So if you somehow aquire 50 of these your GM is either really inexpirienced or WAAY to generous with magic items. Of course its OP to have 50 magic items duh. Number three is the secconed the best item on the list. Its a magic weapon, thats really strong. All the cool light shananigans will never work in a real game because 60% of mobs in the entire game have darkvision and everything that fights in a dark place either has darkvision or a lightsource of its own. And most enemies with resistance or immunity to nonmagical attacks are faught at a level where your martial characters should have magic items. In rare cases of a cruel gm or an hard encounter you will of course fight these things earlier, in wich case this is really usefull. Also if you dont have another lightsource and play as 5 human fighters this is really usefull. Enduring spellbook is really usefull if you play a lot underwater and cant stand leaving your spellbook behind on the ship while you go diving. Have your spellbook out all the time + your GM hates you and wants to incinerate it imidiatly. Also you can always copy your current spellbook and keep the coppy somewhere secure. The hat / amulet is the strongest item here. It gives great utility. if you ever have the oportunity to get it, take it.
Thats what your meatshield is for, to drag the pole sled... my DM would have random creatures kill or scare off a mule, and he would have the dog charge straight into or away from battle if not tethered. He would straight up KILL those animals if we didnt detail how we would protect them.. or have them stolen if we left them unattended.
I love the adverts. So nuts, I'm laughing my ass off at the whole "Holding a dying rabbit."
Hat of wizardry makes you prepare one cantrip, you cant just choose whichever you whenever you want. You get 1 cantrip a day from it. Its not bad its just only useful as a spell focus once you stop using cantrips as primary damage dealers
I once picked a mastiff while playing a low level Rogue to solo a mission. Little buddy allowed me to melee sneak attack before I got my Swashbuckler archetype. He survived and lived rent free in my caravan forever after.
can confirm mastiffs are great. first session of a campaign we dognapped one from the local guards (who needs to pay the gold) few train animal checks by the druid later and we got a very very good boi we named Chad. Also I can also say Corgis are very good at calming down traumatized NPCs and convincing them to spill their secrets.
I did a 1-shot and let all members of the party have a common magical item. We started and I noticed one member hadn't chosen.
When I asked him he replied, "The airship."
I looked it up and sure enough, a whole airship is common. It really set the game on a very different note
It's because 5 E is a horrible system that was rushed an they didn't want to do anything but make money.
The airship isn't a common magical item. While arguably magical, it's not listed as a magical item, thus lacking a rarity value.
The mastiff takes the dodge action in combat mounts are pretty survivable in game.
Laughing with my 29 passive perception. I saw the robbers the day before lol
Yesss I love the clockwork amulet! So nice to guarantee a hit (in most situations) when you really need it
The way you talked about the advantage attacking enemies smaller than your mount made it sound like it was an always thing. It’s part of the Mounted Combatant feat
Going into a one shot and we are allowed one common magic item. This is a great video reference :-). Took clockwork amulet for my cleric and suggested our warlock take the dark shard amulet as they have proficiency in arcana. 😊
Every time I've ever been in a game with pets, they became a giant pain in the ass for the other players and the GM. Which translates into death.
And then, everyone was happy
Staff of flowers is great when your druid is casting a plant based spell where there aren't any plants.
major thumbs up for this video, Ioved having a Mastiff with my character. I am still working on things like animal handling and being able to ride it during combat, but the 18 Passive perception is great. Not to mention it can bark to alert other party members
Having a Moon Touched Sword is great too. Having a magic weapon that early is as handy as you would think. Thanks for the heads up :)
4:00 very sneaky doom reference
Seriously, i LOVE your video edition. amazing!
In regards to the sheathing of the moon-touched sword to make it dark, it won't give disadvantage on attacks (if nobody has darkvision). While the enemy can't see where you are at and would roll disadvantage on it's attack, you as the player can't see the attack coming and as such would give the attacker advantage. As such, it's still a straight roll. This applies for both parties.
My bad there, but the free hit-and-run because they can't see you so no opportunity attacks is still pretty dope!
@@DnDShorts which you can feel free to abuse the shit out of and it also helps against ranged attacks from enemies and spells that require sight of the target. It’s why Darkness is an underrated spell and needs to be used in a certain way for it to benefit the group. Put it in the middle of enemy targets while your ranged attackers are outside makes life hard for them. Put it between your party and the enemy so that you can more easily get away makes it easier.
In a Pathfinder Kingmaker campaign, I bought a Heavy Horse for 200g. It can hoof-strike and bite (which landed... a few times), carry 1000+ lbs, and has the "Scent" ability, which can make it your party's best tracker. It is also crazy powerful for low levels. After some hijinks, training, and a Leadership feat in which it was declared my cohort, it was significantly leveled up to basically an almost full party member.
I didn't know advantage to passive skills worked differently mechanically than rolled stats. Good to know. Advantage for rollable stats is usually only a +3ish on average, so that's actually a great observation.
This makes the observant feat better than my evaluation was of it (which was in the good tier).
18 passive perception is far from unattainable, but for low levels, the doggo is pretty decent.
Also, don't ever overuse a tactic. The DM's will fuck you up when you do those.
Enduring spellbook is a necessity for exactly 1 class. Hat of wizardry too. And yes, the hat is insane. Only downside is that you kinda always want to use it.
So you telling me, I could buy a dog this whole time?!
* running into fantasy pet store *
So, one thing I do is have a wizards spell book bound to their magic, and soul making the book very hard to damage with a base AC of 25, a resistance or outright immunity to most damaging effects like water or fire, and an HP stat that is 100+(20*your overall character level). To top it off the book has an auto recovery of 1/5 of its max HP every round and these effects persist even after the wizard in question dies where another wizard can pick it up and use it doubling the HP, and increasing the AC by 10.
I was a V. Human BM with Shield Mastery feat, Disarming Attack and Riposte maneuvers. I took the Mastiff early on and basically spent the entire early levels proneboning every large and smaller encounter.
As a rock gnome wizard, I once had a spellbook that consisted of a bag of rocks with spells inscribed on it.
Idk how in the rules that is but it was a an amazing help.
The mastiff brought a question to mind... how much gold does a monkey cost?
I love that most of these ideas are If your DM is bad. Or if you wanna be 'That guy' at the table.
It isn’t entirely out of common items but it is only 3 uncommon items and no attunement.
An Alchemy Jug can be used to produce 1 gallon of beer every day (that’s 4 pints).
A Tankard of Sobriety let’s you drink a pint of beer from it without suffering any negative effects like getting drunk (but not poisons).
An Amulet of the Drunkard lets you regain 4d4+4 hit points when you drink a pint of beer, once per dawn.
With 4 amulets, 4 tankards, and an alchemy jug, you effectively get a party’s set of free greater healing potions every day (for 4 ppl)…
Take a short rest during an adventure to crack open a cold one for some free heals!
And that’s not mentioning that the amulet does not require attunement, so you could just have 4 amulets, a tankard, and a jug per player for 4 greater healing potions per player per dawn…
Clockwork with PAM and GWM is my favorite combo personally. Potentially kill a lower CR creature with one hit right there.
I knew the Greater Magic Weapons acronym, but PAM eludes me. Can anyone tell me?
@@ourkeving Polearm Master =)
@@foxoninetails_ thank you so very much. :)
"CLIFFORD THE BIG DEAD DOG" You bastard, you almost kill me with that 😂😂😂
9:06
Aaaand you just read my mind :)
This along side Bags of Holding and Spellwrought Tattoos, I may just go the full mile and just make my Artificer a Guild Merchent and possibly have theses items for bartering, trade, for sale, or just as gifts to my party
I really like the moontouched sword. Having light without torches or spells is already really usefull as you said. But imagine the roleplaying opportunities that come from a hero with a bright shining sword...
And as a DM I would totally have some primitive tribe warship the party as demigods and sacrifice them to calm down their volcano god because of that sword. It's just too fun to not do that.
I´d just give it as a dagger to the sneaky rogue.
Just imagine, he stealths behind a group of baddies and goes for the crit/sneak attack, when he pulls out this bright shining torch. Surprise! XD
me making the ac of all of the enemies be 1 point higher than 10 + the fighter's attack bonus
0:07 HOW FUCKING DARE YOU
DID YOU THINK I WOULDN'T RECOGNIZE THAT BEDROOM
AAAAAAAGH
*takes massive psychic damage*
I love the idea of a rogue with a bunch of clockwork amulets in his coat like the shady watch salesman. LOL
One of the best items I ever got in a game was a bedroll that guaranteed the character a good night's rest, regardless of conditions. Everyone else had to sleep unarmored or uncomfortable, I was warm and cozy always.
Thank you for reminding me to look up the advantage modification to passive skill checks. DM didn't think it did anything. It makes some of the runes that extra bit sweeter(Stone Rune, +5 to passive insight) and cloud rune(+5 to passive deception and slight of hand.)
1. Mastiff (25gp)
2. Clockwork amulet (500gp xanathars)
3. Moon-Touched Sword (50gp)
4. Enduring spell book (50gp)
5. Hat of wizardry (dark shard amulet)
50-100 (DMG?)
Please make more of these lists.
I've got a Clockwork Amulet on my Gloomstalker Shadow Monk and that thing comes in clutch pretty much every encounter its available.
Hat of Vermin pairs great with characters that can cast speak with animals, or forest gnomes.
7:30 got me like, mhhhh?
Fantastic ideas - but that 3rd eyebrow on your hat - flippin amazing! ;)
If you ever want to play a Caviler, Halfling Fighter with a Mastiff is amazing to play.
This man makes me want to invite him for our next session in our tavern themed DnD cave with a mug of mead (apple cider, non alcoholic, most of us drive there so being drunk is a no-no)
I regularly use all of these except the clockwork amulet. Which I’m gonna start using now.
My halfling paladin had a mastiff as a mount. Although, before the campaign started the dm sent me a hilarious picture of a Corgi in armor and we laughed about it. Then he asked me if I wanted a Dire-Corgi as my find steed instead. Alfie was the a good boy, truly the best boy. Great for any area we traveled because he was medium sized. So great
If Youre a small paladin you could just resummon your dog as a find steed