"This is like their level 20 class feature in a magic item" true, except when it's a magic item and not your capstone, it's nowhere near as disappointing.
Yeah that's pretty much my biggest gripe about 5e. Capstones across all classes are generally underwhelming. Fortunately most campaigns don't get that far anyways.
@@nathanbaca5131 Not really all classes. Barbarian capstone is really strong (though a bit dull) Bard's is boring, Cleric's is really nice, Druid is fantastic (especially for any druid subclass that gets extra ways to use their Wild Shape). Fighter's is like Barb, strong but dull, Monk's is boring, Paladins get utterly amazing capstones, Rangers get shafted hard, Rogue's is very nice. Sorcerer is not terribly weak, but it's still not fitting for a capstone (personally, I think Sorcerers should have a way to get half their Sorcery Points back on a short rest once per day anyway, similar to the Wizard's Arcane Recovery feature). Warlock's is neat, but it should really be an action, not a full minute, Wizard's is fine, not amazing, but fine and finally, Artificer's is great. So that's 8 or 9 out of 13 that are good, which definitely not fits under "capstones across all classes are generally underwhelming". That said, even the good capstones are obviously not equal. Nothing is as flavourful as the Paladin capstones and nothing will approach the power of Druid capstone for the Moon Druid.
"The only other gap in the magic items that we really gotta address is..." Ki stuff for Monks. Maybe a Gi which increases Ki save DC or some kind of ring which allows additional Ki points. Please wotc, just a little bit of love, no, recognition for the monk
You missed the important fact, that Tasha's adds the first Magic Item, that boosts a Bard's Spellsave DC. None has done this so far. That's a huge change for a class relying a lot on Saves to make their spells stick.
I would love the heck out of an arms & equipment guide with exotic weapons, land, air, & sea vehicles, maybe some fortification rules, new miscellaneous gear, & a bunch of new magic weapons & armor, including class specific gear for all the martial classes. Maybe new mounts, expanded/clarified mounted combat rules, and magic saddles, barding, etc for mounts as well.
Considering the DM guide had nothing but swords and staves for Druids and Wizards along with magical instruments, Druids are still sitting pretty on magical options. Monks, anyone wanting to use Bows or Crossbows or any non-shortsword double weapon build is still not getting any love.
@@ARatherDapperTapir And artificer, which amusingly I thought the class restriction-bypassing would never be used, but it came in the same book as a ton of class restricted items!
I think that’s the point. Warlocks don’t have many unique options and they just took the defining warlock item and gave it to everyone else. Then they have no unique warlock items in this book. I like what the Dungeon Dudes say about ruling Tomelocks can use the Wizards tomes.
@@matthewgeorge234 I wholeheartedly agree. I think it was a bad move, as increasing DC and spell attack rolls ruins bounded accuracy. It's not a huge deal for Warlocks bc they only have a few spellslots and having those spells not work is a HUGE letdown whereas if a Wizard can say "oh well" if two spells don't go off once per day. Wizards also have access to VERY dangerous spells like Meteor Swarm, Prismatic Wall or god forbid Ravenous Void. With a DC 22 Strength check to escape, PLUS difficult terrain, even legendary creatures like Ancient Dragons will struggle to escape. Even if it flies away AND uses a legendary action to flee, at the start of its next turn it can be pulled right back in. Or even Sickening Radiance (which Warlocks also get), with a DC 22 saving throw AND 3 levels of exhaustion, the battle's over for most creatures.
"In addition, 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." Its like consuming 3rd level spell slot to regain it. Better than Pearl of Power but not broken.
@@MrPelzak That's to convert sorcery points into spell slots. Converting spell slots into sorcery points gets you an amount of points equal to the level of the slot expended.
I like the arcane grimiore for wizards. It just fits the class perfectly and is really useful. An school of scribes wizard needs one of these in my opinion
I'll be honest. I adore the All Purpose Tool. It's probably my favorite magic item to come out as to be honest, the +? isn't what I think is important. I miss from 3.5 where your magic items really could define and be iconic to your character and you could do really unique things with them that really made them feel like not just a boost. The All Purpose Tool turns into any tool you want with proficiency, so it fits and is super flavorful, and getting the cantrip from any class once per day is just a really neat and creative ability that lets for some amazing roleplay and puzzle solving. I think these items are heading in the right direction for how magic items should be. Unique, flavorful and able to become iconic to your character.
8:39 There is no "Crystalline Tome", but there are indeed two conjuration tomes: Atlas of Endless Horizons for teleportation and Planecaller's Codex for summoning. Crystalline Chronicle is not focused on any one school of magic but can be used for psionic casting of any wizard spell (i.e. improved Subtle Spell without taking the new Metamagic Adept feat).
The craziest part of those sorcerer shards. I just recently started a campaign about 3 weeks before Tasha's came out, but the characters were rolled up about two months ago while I was putting my last campaign through the final arc. Two characters in this new campaign are sorcerers.... A wild magic sorcerer who's wild magic comes from being trapped in the Feywild; and a Shadow Magic Sorcerer who hails from the Shadowfell itself. Which makes those shards seem not only crazy powerful, but also perfectly built for the characters in my campaign. I cannot WAIT to see the looks on my players faces when they get their hands on these things.
Benjamin Marchant -Williams the exact upper limit is dependent on what the Dm is willing to give you though. The way these items are worded though would make it so all the pluses to attack and save dc would stack and work with artificer spells.
I agree that you can easily modify the Wizard books for Tome Pact Warlocks. it's cool that we already get a book to inscribe rituals, getting another tome to better your Warlocks particular style or chosen patron is totally fair. Fiend= Evocation, Fey= Illusion, etc.
Enjoying the discussion back and forth... I'd love to see you guys do a "live" video and let the camera roll and whatever happens happens. You guys do a fantastic job!
Kelly I feel you on the magic bows issue. Made this one myself, thought you might appreciate it. Seeking bow Weapon (longbow), very rare You have a +1 bonus to attack and damage rolls made with this magic weapon. When fired at a enemy in cover this weapon ignores one degree of cover. Total cover becomes three quarters cover, three quarters cover becomes half cover, and half cover grants no benefit. You must still know an enemies location to target him, an arrow shot from the bow will not seek an enemy if you didn't intentionally target them. An arrow shot will seek the target as long as there is a clear flight path to the target. An enemy that is in an enclosed space with no way for an arrow to enter is safe from attack, regardless of whether or not a wielder is attuned and can detect them. To a wielder with the sharpshooter feat, an enemy in total cover still gains a +2 to their AC, all other cover is ignored as normal. A wielder with the sharpshooter feat can attune to the bow and gain additional benefits. For such a wielder the bow acts as a +2 weapon, and gains the following ability. As an action they can activate a 120 ft radius of detect thoughts, locating enemies with their surface thoughts for targeting. This ability has 3 charges, and regains all charges at dawn. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed I haven't tried it in play yet, none of my games are at the lvl where it would be appropriate
I gave my magus player a homebrew bonded Black Blade that does that. At 5th level he learned that it had once been owned by a Githyanki whose soul had psychically bonded with it long ago, so magus gained DR 1 vs any mind affecting spells/SLAs. Every 2-3 levels he gained more protection or a psionic attack / damage benefit.
Most campaigns don’t even get to higher levels of play! I need a plus three to my spell attack rolls and DC’s since my DM keeps throwing all-powerful monsters at my Druid.
Hoooo boy those Sorcerer Shards are hot! Can't wait to make me a Shadow Sorcerer to play with in Drakkenheim once that sourcebook comes out now. Although, if it's going to be in the world of Drakkenheim then I suppose that means the Shard will be in the form of..... *taps chin thoughtfully*
The bloodwell vial is more like a pearl of power that also gives you a boost to your spellsave DC and spell attack rolls that depends on its rarity. Through Font of Magic you can trade a 3rd level spell with 5 sorcerery points or vice versa. Regaining 5 sorcerery points just sounds better than regaining a 3rd level slot. Edit: I was wrong: You can only convert a 3rd level spell slot into 3 sorcery points. That makes the bloodwell vial far stronger than a pearl of power.
Only if you're turning those sorcery points into a spell slot. In my opinion, sorcerers are usually better off using their sorcery points for metamagic and such. Plus, a third level slot will only give you three sorcery points.
I feel that regaining 5 sorcery points is a lot stronger than gaining a 3rd level spell slot -- it's more metamagic! Especially considering how many sorcery points sorcerers get baseline, it's a big boost.
@@DungeonDudes I think it's even, because you can convert the spell slot into 5 sorcerery points as a bonus action. So whether you gain a 3rd level spell slot or 5 sorcerery points, you can change that to what you need.
Actually you can convert a 3rd level slot into only 3 sorcery points, you need to spend 5 points to regain a 3rd level slot though. It's built to have diminishing returns
Warlock gets to share the Cauldron of Rebirth with Druid. Can’t use it to cast, even though it confers no bonuses for casts anyway, but it gets all the nice abilities.
@@papersage69 Yeah it just comes off as "a sick new list of unique items for casters!" but wizards and sorcerers got them all. If you think for a minute any self-respecting goolock wouldn't swallow that far realm shard before giving it over to some sorcerer you must be out of your goddamn mind.
@@dieguy3080 think about how many locks and sorcs are cross-classed into each other though... plus lock did get Pact Keeper in the dmg and can wear Glamoured Studded Leather.
Very appreciative of the love shown to sorcerers in this book. Now all i want is for the oldersubclasses to get specific spell lists like the clockwork soul etc got this time. Just a couple spells to give them more variety and emphasise the flavour of each subclass
As someone who is just about to start playing an artificer, I might have to talk to my dm about maybe getting a +1 of that all purpose tool. Just getting access to an extra cantrip, from ANY class list, is crazy. Especially with how limited artificer is on cantrips. That plus being a fire genasi would give me 4 cantrips.
Thanks guys! I was able to convince my DM to hand out the Sorcerer Bloodwell +1. I am most excited about the sorcery point recovery aspect. That is something that belongs as a base class function.
Are we just going to ignore the fact that the all purpose tool gives any artificer above 6th level expertise in all tools as per the 6th level artificer feature: Tool Expertise Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool
Other than Thieves' Tools have you seen a tool expertise make a meaningful difference in a game. Have you even seen a situation where it could even have made a difference at all? This would just be a ribbon since they automatically get the Thieves' Tool prof & the level 6 "expertise". Personally I *love* the idea of them being able to use all tools really well. It just won't have much impact on the game.
@@jollygreekgiant9017 Bah, bards get a bump to every skill and access to expertise. SKILLS!!! You know the thing right behind combat in usability. Considering the gold cost one has to sink in an attempt, ATTEMPT I SAY, to craft something it's more than fair. Plus the one free cantrip really leans into the inventive flavor of the class. You know the half caster using the mechanically weakest mental stat.
Can you use the Bloodwell vial as a spellcasting focus to get the bonus to the spell attack and spell save DC whilst also still getting the effects of the new sorcerer shards? I know both are attunement and can be used as a spellcasting focus if you hold or wear them. Do you get these benefits even if you don't use them as your spellcasting focus? Also just by having it on your person you can use them as a focus, so could you just say keep it in your pocket and do subtle spell and the enemy would be none the wiser?
At bottom of screen it should have said (Kelly "magnum P.I." McLaughlin) love the shirt and mustache combo. Lol. Thanks for another awesome video guys. Always informative.
@Peters6221 as a new GM, I think that the stuff in the PHB is too weak and underwhelming. Ofc, some of the features and items from Tasha's is very powerful. But there's a man for that (GM), who can easily nerf, or just not include it in the game.
@Peters6221 you are very right, some features are just powerful for hype. Making things more powerful and ignoring the balance was never a good choice.
Magic items in general require careful consideration. Which items exist in your world and why? Another consideration, is to make players defeat a foe who is using said powerful item against them. Too often stuff is just found as loot.
@Peters6221 I think there may be a bit of a pump-and-dump going on. They're willing to poison the game in the long term to boost the balance sheet right now. Power creep sells books. Or did you not know Hasbro is trying to sell WoTC?
misty step using quickened spell, with astral shard, teleport 60 feet and still have an action. (With the added benefit of being able to teleport around corners, because of the two segments of teleport.)
If you have a disappointed Warlock at your table you could always provide an item with an effect like: when attuned by a Warlock this item grants an additional spell slot and an additional Invocation. Tasha's does provide several new Invocations that players might experiment with.
I've heard Kelly say a class is one of his favourites enough times, I am now going to keep an ear out for when he doesn't say it. Also, as martial weapons go, the lack of a huge variety of magic spears in D&D is telling. Especially since in medieval times they were more common than swords, and there are many of them in myths and legends.
the Moon sickle is light blade, it affects attacks and damage & spell and DC. It works with healing word (works like +1 slot level), cure wounds(+1/2 level) and works with Healing Spirit, however it is allowed (on our table: one PC/round). Its like 0.75 extra spell slot level of healing on it! :)
Simultaneous effects occur in the order of the person whose turn it is. So when casting with the shadowfell shard, the disadvantage is in the order that you want, so clearly you can have it applioed to the spell you are casting if you want. The better question is if you can choose the target and stat after you have already cast the spell and saving throws have been made. For example, you are about to cast hypnotic pattern and you have a monk in your party ready to do some stunning strikes on anyone that is not affected. Can you wait until after saving throws are made to determine who you give disadvantage to on the constitution saves for stunning strike or do you have to choose before the saving throws are made?
I‘m dming a campaign right now and I‘m about to give my casters the DC boosting items. I just love those. I was also thinking about scaling the items with the players level.
The All-Purpose tool for Artificers is such a benefit when you only have 2 cantrips until level 10. If you can play creatively, that level 6 ability of tool expertise for any ability check made with a tool you are proficient in, and this tool can become all tools. You can swing expertise into so many things.
If you take request, would you be willing to do a segment on the race Aasimar? From what book they are first found in, to what y'all think about the race. Thank you for your time and consideration.
Weird note about the Bloodwell Vial: Whether intentional or not, it says "You can use the vial as a spellcasting focus for your spells while wearing or holding it" and does not specify Sorcerer spells. RAW this would allow a multiclassed Sorcerer to use the vial as a focus for all spells they cast.
The armaments of the betrayers from Wildemonte are some love for melee players and I love giving a cleric the amulet of the devout especially a life cleric making them heal so much more then any class ever
Don't know if I would agree with the ruling on the Shadowfell Shard. It seems that whenever the rulebooks use the term "when" describing a condition, it means that the triggering condition has been completed. So I would rule that the curse takes effect after the casting of the metamagic-ed spell, and thus its saving throw can not be affected.
Weapon type magic items are so easy to homebrew and the DMs guide provides a framework for it, that it was probably the intent that those kind of magic items be homebrewed and flavored for the individual campaign. Like in their published adventures.
I'd say no, due to E. Knights not actually preparing spells and having a spell book like a Wizard. A lot of the abilties just would be compatible due to how E. Knights are.
do I give one of those first things to my warlock or to my sorcerer? it feels like it takes away some of the uniqueness to give one to both, but maybe that would be cool. I am only giving a +1 version but i feel like it is the coolest most taylored magic item I have and I don't know
You guys didn't talk about the magic tattoos at all. I was really hoping to get a dive into them. I really think they are some truly game changing things in there. Giving the Ghost Tattoo out essentially gives anyone temporary rage benefits, for example. There's another that basically gives anyone uncanny dodge or wizards the option of tattoo themselves up a set of heavy armor. They're so powerful and I hope y'all feature them in another video and talk about strategies and uses!
That amulet of the devout is more powerful than it seems. The effect applies to all your spells, not just your class specific ones so if you multiclass then it stacks with your other +3 DC item. Hope they errata that soon.
This has to be an mistake, all the other items that give a +x to the spell save/attack rolls say it only works for the spells of one specific class (or two in case of the moon sickle).
So wizards got a free reach-around, religious caster classes got a pat on the back, druids once again get ass and warlocks got punched in the balls... Thanks wizards
The Rod of the Pact Keeper is still amazing. There's a few other cool items for druids and warlocks in the book. Honestly, the wizard tomes are overall pretty underwhelming.
@@DungeonDudes true but it still feels like they had all the cool ideas for the other classes and then went "Oh shit, we forgot the warlock." And gave them a cauldron. Though I agree on the fact we need more bows. The oathbow is the only one I have access to and yeah, we need more.
I agree with the lifting some restrictions and allowing a warlock access to some of the tomes with the provision they're a Pact of the Tome Lock. My DM allowed my Celestial Warlock access to the 'Staff of healing' which (Requires atunement to a Bard, Cleric, or Druid) because my Warlock has an innate healing class ability and we house ruled their patron gifted them this specific "Healing Staff of the Moon."
very much liked the ideas of all of these new magic items in Tasha's Cauldron, yet the power balance could be problematic. enjoyed following your advice for DMs to manage the access to power levels
the focuses sound like *perfect* items to have evolve and upgrade over time. instead of 5 Sorc points, have it give 1. then a few levels later, allow for a ritual or something to upgrade it to give more! (more powerful blood, or even better have the party go searching for a more unique/powerful creature to harvest some blood to add to the vial to power it up)
Magic Crossbow/Bow: Instead of the weapon being magic only, the ARROWS AND BOLTS can be magical too. ;-) I recently found a list online someone had made with 100 magical arrows! :-)
I completely agree that we need more non-conventional magic weapons, especially ranged ones, like: Sling of the Eyemonger (shoots magical eyes with a chosen effect) Tuxedo Bow (can cast disguise self on your party for dressing you up) His Last Bow (immunity to critical hits) Blibdoolpoolp's Gift (a sling that shoots underwater and make the players discover common items in their pockets, as if washed ashore from a shipwreck) Tasha's Stern Whip (well...range 120 ft?) ...or just less quirky ones, but lovely designed and balanced.
I feel like the All Purpose one was half made to help fix the Alchemist in a sideways method. Giving the cantrip helps with the fact the cantrips ar bworked --in that they really only have 2 valid choices one save based (acid splash) the other firebolt. while the rest of the subclasses get all the debuff or other element cantrip choices. The alchemist with that allpurpose tool can now have Chill Touch, or Primal Savegry. Which saves them on feats for the first one--artificer iniate (BEFORE LV 3 has to be)+ magic initiate or multiclass to wizard. Though honestly I wuld 've preferred if they would've added Chiltouch, primal savegry, produce flame to the spell list.
Hi guys. I have a question: Do player characters know about which items they could find? For example: You're in a city and you might say 'Hm, i want to buy a watch'. Could a player know about 'Hm, i better buy a silvered weapon.' or 'I need to buy a bag of holding' or anything like that?
I’d say those items would require a special craftsmen or enchanter/artificer to find just because magic items and special weapons are supposed to be a little rare. Anything other than that like those fancy new sorcerer shards I’d discuss player-to-dm like, “Oh I’d really be interested in questing or obtaining item xyz.” And maybe they’ll throw it in.
@@teacup_ninja I see. So you do it behind the scenes to get them to show on the table. I've been DMing for years, first time playing a campaign. Since these are the same players I DM to, they usually ask me to help them with some rules and stuff, but i Kinda don't want to make the new DM to feel as If i'm taking "his authority" so, yeah... I'll hope that he throw some magic items at me without asking for it. But, thank you so much
2:38 Nothing can be used as "an arcane foci." The article "an" denotes a single thing, while the word "foci" is plural. The singular form, which can be found in the Player's Handbook, is "focus." 9:03 And the same note again. You're killing me, Monty. You can't have a singular plural.
I gave the aatlas of endless horizons to a bladesinger in my group and it has saved him multiple times from serious damage in just a couple sessions its extremely useful for a squishy frontliner. The ability to negate damage without throwing up shield and hoping for the best is stupid good.
I kinda hate the magic items in this book because as someone who’s playing a Warlock not only did my class did not get anything, but it’s also gave away my class’s only unique magic item. (No I’m not counting the common magic item that lets you cast one cantrip once a day)
@@lord6617 I mean they did, Eldritch Adept, plus I’m playing a Great Old One Warlock, so Telepathy and the far scribe invocation, and basically the entire Aberrant Mind Sorcerer Subclass and Kalashtar Race.
@@clint_the_wolf8313 it's in xanathars, it's the something along the lines of the dark shard I think? I honestly like it, I think it's a really cool and quirky magical item.
For eldrich knights and arcane tricksters, would they be able to use the arcane focus since they use the wizards spell list even tho they aren't wizards?
These would be great for my group are DM has us doing homebrew that has all of the most powerful cannon monsters that has a stat block for from all of editions the strongest with a challenge rating of 57 which canonicaly can kill every god.we bumped the level cap to 75 these will go great with the necroficer subclass homebrew i got online.
If your a Druid holding the moon sickle and a party member eats a goodberry is that than 1+1d4 hit points added to that member? And if that member ate 20 goodberry’s after a fight isn’t that abit broken for level 1 spell?
I do plan to give my sorceror a bloodwell vial. I'm running a massively high powered game though. My players are basically Planeswalkers. They have Hero Points right out of Pathfinder. I just gave them what is effectively a Spelljammer ship. (Look up 5e MTG Weatherlight in an image search and you'll probably find the one I used. There's two images for the stat block.) And in their current location, they have the capability of gaining a Final Fantasy style Eidolon. summonable with three Hero Points(basically 1-2 times per character level.)
Sliding shield originally just enchanted for superior deflection. As a perk if you fall prone upon it you gain 15 feet of movement and must move your whole movement (awake or not). Finesse reasoned Armor Class +2 +1 otherwize. Sliding as though downhill by reason of the top of the shield. You can make trip attacks while sliding costing 10 feet of movement per trip. Missed opportunity attacks will aim shield and rider at the attacker.
I made an item a long time ago that gave spell save DC increase to my Wizard. It's really not a big deal in my opinion. They get what they want and I just keep throwing bad guys at them. It hasn't impacted our game negatively in the slightest and my Wizard is probably more happy as a result.
I've given out the bonuses to spell save DC to a 7-person group of level 13 characters and a party of 5 level 7 characters. I've gotta say it's not as game breaking as some people imply. Very few people are going to have the chance to gain multiple bonuses to their spell save and the times in which the +1 - +2 bonuses or the extra abilities have been the deciding factor in a battle has felt appropriate for a magic item. Also a bit of a nitpick here but the Bloodwell Vial's ability can only be used once a dawn when you expend hit dice while the Sorcerous Restoration capstone is whenever you take a short rest.
I feel those +spell save magic items will be great for rumored magic items. The uncommon one might be too good to just throw at the party for stumbling into a dungeon. However, if they talk to npcs learning of hints, actively seek out and find the dungeon, and then go throw the entire dungeon for this item... It will be powerful enough to feel like an earned reward for the entire party.
"This is like their level 20 class feature in a magic item" true, except when it's a magic item and not your capstone, it's nowhere near as disappointing.
It hurts me how right you are
I've never been so offended by something I 100% agree with. XD
Yeah that's pretty much my biggest gripe about 5e. Capstones across all classes are generally underwhelming. Fortunately most campaigns don't get that far anyways.
@@nathanbaca5131 I guess that's why they're so bad, imo there should be a splat book for max level adventures
@@nathanbaca5131 Not really all classes. Barbarian capstone is really strong (though a bit dull) Bard's is boring, Cleric's is really nice, Druid is fantastic (especially for any druid subclass that gets extra ways to use their Wild Shape). Fighter's is like Barb, strong but dull, Monk's is boring, Paladins get utterly amazing capstones, Rangers get shafted hard, Rogue's is very nice. Sorcerer is not terribly weak, but it's still not fitting for a capstone (personally, I think Sorcerers should have a way to get half their Sorcery Points back on a short rest once per day anyway, similar to the Wizard's Arcane Recovery feature). Warlock's is neat, but it should really be an action, not a full minute, Wizard's is fine, not amazing, but fine and finally, Artificer's is great.
So that's 8 or 9 out of 13 that are good, which definitely not fits under "capstones across all classes are generally underwhelming". That said, even the good capstones are obviously not equal. Nothing is as flavourful as the Paladin capstones and nothing will approach the power of Druid capstone for the Moon Druid.
"The only other gap in the magic items that we really gotta address is..." Ki stuff for Monks. Maybe a Gi which increases Ki save DC or some kind of ring which allows additional Ki points. Please wotc, just a little bit of love, no, recognition for the monk
Yes please, monks deserve more love
agreed even some fancy punch gaunlets would be nice or magic chakrams that can be empowered with ki.
just homebrew it
Your prayers have finally been answered in Fizban’s!
You missed the important fact, that Tasha's adds the first Magic Item, that boosts a Bard's Spellsave DC. None has done this so far. That's a huge change for a class relying a lot on Saves to make their spells stick.
Especially since it added a Bard College who's main schtick is NUKING enemy saving throws already
In an other video the said was mostly just Warlock items.
@@rexringtail471 it already existed was just reprinted from a setting book but yeah this helps eloquence even more and it’s still on top as fuck.
Kelly: "Another ki point is that each of these comes with a ki ability..."
Spoken like a true fan of the Monk.
I was having Dungeon Dudes withdrawal for a few days....Thank god for this! Love you guys!
Hope you enjoyed it!
I would love the heck out of an arms & equipment guide with exotic weapons, land, air, & sea vehicles, maybe some fortification rules, new miscellaneous gear, & a bunch of new magic weapons & armor, including class specific gear for all the martial classes. Maybe new mounts, expanded/clarified mounted combat rules, and magic saddles, barding, etc for mounts as well.
An Artificer's Guide to Armaments and Apparel
@@benjin3993 Artificier's Armory of Everything.
@@blightspreadergames1110 Artificer's Emporium of Wonderous Armaments
Give me my magic bows damn you!
@@MythicMachina knowing how Id play artificer I'd be pushing real hard to give your bow a cup holder
Imagine if rangers got even half the love they give Spellcasters... That would be cool
It’s kinda funny that they added so many items for spell casters, but only added like 2 that druids can use and one that’s unique to them
Considering the DM guide had nothing but swords and staves for Druids and Wizards along with magical instruments, Druids are still sitting pretty on magical options. Monks, anyone wanting to use Bows or Crossbows or any non-shortsword double weapon build is still not getting any love.
@@Insanity2thePrawn fair enough
Unique? Did I hear a new *Thief* item?
how about warlock?
@@ARatherDapperTapir And artificer, which amusingly I thought the class restriction-bypassing would never be used, but it came in the same book as a ton of class restricted items!
I like the class items as now you can specifically give it to the player you wanted. No more “item designed for player A but Player B hogs it”
The Arms & Equipment Guide from 2E was a nice supplement. Would not mind that getting a 5E overhaul at all.
These videos always brighten my Tuesdays and Thursdays
Agreed!
Unnecessary apostrophes, but I agree with the sentiment. 👌🏻😁
@@hondawilky dang autocorrect.
Kelly: "The sorcerers always felt like they were in a shadow..."
You mean, like Sebastian?
Take a shot every time Monty says "Smattering."
When they name the classes for the first magic item.
Cries as a Warlock
To be fair, Warlock already had Rod of the Pactkeeper.
I think that’s the point. Warlocks don’t have many unique options and they just took the defining warlock item and gave it to everyone else.
Then they have no unique warlock items in this book.
I like what the Dungeon Dudes say about ruling Tomelocks can use the Wizards tomes.
@@matthewgeorge234 I wholeheartedly agree. I think it was a bad move, as increasing DC and spell attack rolls ruins bounded accuracy. It's not a huge deal for Warlocks bc they only have a few spellslots and having those spells not work is a HUGE letdown whereas if a Wizard can say "oh well" if two spells don't go off once per day. Wizards also have access to VERY dangerous spells like Meteor Swarm, Prismatic Wall or god forbid Ravenous Void. With a DC 22 Strength check to escape, PLUS difficult terrain, even legendary creatures like Ancient Dragons will struggle to escape. Even if it flies away AND uses a legendary action to flee, at the start of its next turn it can be pulled right back in. Or even Sickening Radiance (which Warlocks also get), with a DC 22 saving throw AND 3 levels of exhaustion, the battle's over for most creatures.
*throws book of shadows on the ground*
@@SuperKindachi to be fair bounded accuracy is a pretty stupid idea
"In addition, 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." Its like consuming 3rd level spell slot to regain it. Better than Pearl of Power but not broken.
how is that not broken? 5 sorcery points on a short rest for an atunment slot, broken if you ask me.
You would only get 3 sorcery points for consuming a 3rd level slot.
@@Coffin17I I might missed something but:
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
dnd5e.wikidot.com/sorcerer
@@bleddynwolf8463 Once per day on short rest. Pearl of power give the same except you can do it anytime.
@@MrPelzak That's to convert sorcery points into spell slots. Converting spell slots into sorcery points gets you an amount of points equal to the level of the slot expended.
Great recap! I’m going to add a Shadowfell Shard to be worn as an earring by my upcoming Black Shadow Dragon.
Wizards needs to give the martials some love, especially monk.
they aren't called monks of the coast
Monk needs to be redone from the ground up, lol
I like the arcane grimiore for wizards. It just fits the class perfectly and is really useful. An school of scribes wizard needs one of these in my opinion
It'd be great to have a video focused on the Artifacts. In particular, how to build adventure or campaign concepts around each one
Or at the very least a video on artifact in general. How to use them effectively, how to homebrew them, which official artifacts are the coolest, etc.
I'll be honest. I adore the All Purpose Tool. It's probably my favorite magic item to come out as to be honest, the +? isn't what I think is important. I miss from 3.5 where your magic items really could define and be iconic to your character and you could do really unique things with them that really made them feel like not just a boost. The All Purpose Tool turns into any tool you want with proficiency, so it fits and is super flavorful, and getting the cantrip from any class once per day is just a really neat and creative ability that lets for some amazing roleplay and puzzle solving. I think these items are heading in the right direction for how magic items should be. Unique, flavorful and able to become iconic to your character.
Monty really be flexin on everyone with that Roots gear.
Love the new vid, but even more excited for to Paladin Subclasses part 2!
Agreed! Can't wait for that!
8:39 There is no "Crystalline Tome", but there are indeed two conjuration tomes: Atlas of Endless Horizons for teleportation and Planecaller's Codex for summoning. Crystalline Chronicle is not focused on any one school of magic but can be used for psionic casting of any wizard spell (i.e. improved Subtle Spell without taking the new Metamagic Adept feat).
In terms of quality, these guides are up there, on the very top, and are a worthwhile watch :D Great stuff!
The craziest part of those sorcerer shards. I just recently started a campaign about 3 weeks before Tasha's came out, but the characters were rolled up about two months ago while I was putting my last campaign through the final arc. Two characters in this new campaign are sorcerers.... A wild magic sorcerer who's wild magic comes from being trapped in the Feywild; and a Shadow Magic Sorcerer who hails from the Shadowfell itself. Which makes those shards seem not only crazy powerful, but also perfectly built for the characters in my campaign. I cannot WAIT to see the looks on my players faces when they get their hands on these things.
I can definitely see an artillerist artificer wanting to get their hands on the evocation book especially since artificers get extra attunement slots.
I forgot about that for Artificers!
They ain’t wizard so can’t use it no matter how many attunement slots
Benjamin Marchant -Williams starting at level 14 they can ignore class, race, spell, and level requirements for magic items.
@@jaredpuwalski8545 jeeeze like the artificer wasn’t already stupidly OP at high levels!
Benjamin Marchant -Williams the exact upper limit is dependent on what the Dm is willing to give you though. The way these items are worded though would make it so all the pluses to attack and save dc would stack and work with artificer spells.
I agree that you can easily modify the Wizard books for Tome Pact Warlocks. it's cool that we already get a book to inscribe rituals, getting another tome to better your Warlocks particular style or chosen patron is totally fair. Fiend= Evocation, Fey= Illusion, etc.
Enjoying the discussion back and forth... I'd love to see you guys do a "live" video and let the camera roll and whatever happens happens. You guys do a fantastic job!
Yall's facial hair make me happy
Kelly I feel you on the magic bows issue. Made this one myself, thought you might appreciate it.
Seeking bow
Weapon (longbow), very rare
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When fired at a enemy in cover this weapon ignores one degree of cover. Total cover becomes three quarters cover, three quarters cover becomes half cover, and half cover grants no benefit.
You must still know an enemies location to target him, an arrow shot from the bow will not seek an enemy if you didn't intentionally target them. An arrow shot will seek the target as long as there is a clear flight path to the target. An enemy that is in an enclosed space with no way for an arrow to enter is safe from attack, regardless of whether or not a wielder is attuned and can detect them.
To a wielder with the sharpshooter feat, an enemy in total cover still gains a +2 to their AC, all other cover is ignored as normal.
A wielder with the sharpshooter feat can attune to the bow and gain additional benefits.
For such a wielder the bow acts as a +2 weapon, and gains the following ability. As an action they can activate a 120 ft radius of detect thoughts, locating enemies with their surface thoughts for targeting. This ability has 3 charges, and regains all charges at dawn.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed
I haven't tried it in play yet, none of my games are at the lvl where it would be appropriate
Mine just gives a cumulative +1 to hit for each time you miss an enemy, resetting on a hit.
I really like the idea of getting items at lower levels and then upgrading them from +1 as well as maybe unlocking abilities.
I gave my magus player a homebrew bonded Black Blade that does that.
At 5th level he learned that it had once been owned by a Githyanki whose soul had psychically bonded with it long ago, so magus gained DR 1 vs any mind affecting spells/SLAs. Every 2-3 levels he gained more protection or a psionic attack / damage benefit.
The Moon Sickle makes me sad, because sickles aren't finesse and they SHOULD be.
You should ask your DM about that.
I agree with Fredrik. Just ask the DM.
Most campaigns don’t even get to higher levels of play! I need a plus three to my spell attack rolls and DC’s since my DM keeps throwing all-powerful monsters at my Druid.
Hoooo boy those Sorcerer Shards are hot! Can't wait to make me a Shadow Sorcerer to play with in Drakkenheim once that sourcebook comes out now. Although, if it's going to be in the world of Drakkenheim then I suppose that means the Shard will be in the form of..... *taps chin thoughtfully*
RIP to Warlocks
And to think the deathblow was delivered by a book titled, "Tasha's Cauldron".
@@gamecavalier3230 Don't Warlocks get more Eldritch Invocations?
@@gamecavalier3230 and a cauldron.
Warlocks were ignored in the magig items.
@@Wurstzipfel80 you're missing an almost.
The bloodwell vial is more like a pearl of power that also gives you a boost to your spellsave DC and spell attack rolls that depends on its rarity. Through Font of Magic you can trade a 3rd level spell with 5 sorcerery points or vice versa. Regaining 5 sorcerery points just sounds better than regaining a 3rd level slot.
Edit: I was wrong: You can only convert a 3rd level spell slot into 3 sorcery points. That makes the bloodwell vial far stronger than a pearl of power.
Only if you're turning those sorcery points into a spell slot. In my opinion, sorcerers are usually better off using their sorcery points for metamagic and such. Plus, a third level slot will only give you three sorcery points.
@@friendlyneighborhoodspider5131 But you could convert the spell slot you gain from a pearl of power into sorcerery points.
I feel that regaining 5 sorcery points is a lot stronger than gaining a 3rd level spell slot -- it's more metamagic! Especially considering how many sorcery points sorcerers get baseline, it's a big boost.
@@DungeonDudes I think it's even, because you can convert the spell slot into 5 sorcerery points as a bonus action. So whether you gain a 3rd level spell slot or 5 sorcerery points, you can change that to what you need.
Actually you can convert a 3rd level slot into only 3 sorcery points, you need to spend 5 points to regain a 3rd level slot though. It's built to have diminishing returns
3rd... I love the timestamps. Fantastic and ty ty
Y’all are awesome. I love all your videos and am now halfway through Drakkenheim! ❤️
I wish there had been a couple more for warlocks
Same, it felt very underrepresented for warlocks in this book
Warlock gets to share the Cauldron of Rebirth with Druid. Can’t use it to cast, even though it confers no bonuses for casts anyway, but it gets all the nice abilities.
@@papersage69 Yeah it just comes off as "a sick new list of unique items for casters!" but wizards and sorcerers got them all. If you think for a minute any self-respecting goolock wouldn't swallow that far realm shard before giving it over to some sorcerer you must be out of your goddamn mind.
@@dieguy3080 Something like a ceremonial dagger would have been nice.
@@dieguy3080 think about how many locks and sorcs are cross-classed into each other though... plus lock did get Pact Keeper in the dmg and can wear Glamoured Studded Leather.
Very appreciative of the love shown to sorcerers in this book. Now all i want is for the oldersubclasses to get specific spell lists like the clockwork soul etc got this time. Just a couple spells to give them more variety and emphasise the flavour of each subclass
To paraphrase Matthew Mercer: "Dungeon Masters beware, think twice about giving your players items that boost their spell DC."
Boots of haste go brrr
Hand cone of clarity
As someone who is just about to start playing an artificer, I might have to talk to my dm about maybe getting a +1 of that all purpose tool. Just getting access to an extra cantrip, from ANY class list, is crazy. Especially with how limited artificer is on cantrips. That plus being a fire genasi would give me 4 cantrips.
This video is super sweet! I’m in the middle of my new daily three mile walk, apologies for the typos and edits.
Thanks guys! I was able to convince my DM to hand out the Sorcerer Bloodwell +1. I am most excited about the sorcery point recovery aspect.
That is something that belongs as a base class function.
Wotc don't know how to balance thier game half the time. They should just make an offical errata by this point.
@@MythicMachina agree. But I doubt it will happen.
With their current theming of books, it could be a dwarf smith's arms and armor book, really easily.
Are we just going to ignore the fact that the all purpose tool gives any artificer above 6th level expertise in all tools as per the 6th level artificer feature: Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool
Other than Thieves' Tools have you seen a tool expertise make a meaningful difference in a game. Have you even seen a situation where it could even have made a difference at all?
This would just be a ribbon since they automatically get the Thieves' Tool prof & the level 6 "expertise".
Personally I *love* the idea of them being able to use all tools really well. It just won't have much impact on the game.
@@AdrianParsons your not wrong but from the perspective of an artificer player it feels like your breaking some kind of law.
@@jollygreekgiant9017 Bah, bards get a bump to every skill and access to expertise. SKILLS!!! You know the thing right behind combat in usability. Considering the gold cost one has to sink in an attempt, ATTEMPT I SAY, to craft something it's more than fair.
Plus the one free cantrip really leans into the inventive flavor of the class. You know the half caster using the mechanically weakest mental stat.
Can you use the Bloodwell vial as a spellcasting focus to get the bonus to the spell attack and spell save DC whilst also still getting the effects of the new sorcerer shards? I know both are attunement and can be used as a spellcasting focus if you hold or wear them. Do you get these benefits even if you don't use them as your spellcasting focus? Also just by having it on your person you can use them as a focus, so could you just say keep it in your pocket and do subtle spell and the enemy would be none the wiser?
At bottom of screen it should have said (Kelly "magnum P.I." McLaughlin) love the shirt and mustache combo. Lol. Thanks for another awesome video guys. Always informative.
@9:30 wouldn't knocking enemy targets prone be detrimental to an Evoker? Ranged attacks have disadvantage vs prone targets.
A magical Hand Crossbow of Grappling-Hooks could be fun; using an attack, the wielder gains a Climb Speed until the start of their next turn.
Or use it to pull target to you, or on a CRIT pull them off their feet.
Tasha's Cauldron of Power Creep?
Sounds like you need to be very careful with these spell foci...
@Peters6221 as a new GM, I think that the stuff in the PHB is too weak and underwhelming.
Ofc, some of the features and items from Tasha's is very powerful. But there's a man for that (GM), who can easily nerf, or just not include it in the game.
@Peters6221 you are very right, some features are just powerful for hype. Making things more powerful and ignoring the balance was never a good choice.
Yeah, it's a REALLY good thing that the DM has control over what the players get in terms of magic items
Magic items in general require careful consideration. Which items exist in your world and why? Another consideration, is to make players defeat a foe who is using said powerful item against them. Too often stuff is just found as loot.
@Peters6221 I think there may be a bit of a pump-and-dump going on. They're willing to poison the game in the long term to boost the balance sheet right now. Power creep sells books. Or did you not know Hasbro is trying to sell WoTC?
16:47 I dont think the bard get's any spells that include an attack roll. So it makes sense not to boost it's attack modifier
misty step using quickened spell, with astral shard, teleport 60 feet and still have an action. (With the added benefit of being able to teleport around corners, because of the two segments of teleport.)
If the tempest cleric in my group gets ahold of that Amulet of the Devout a lot of creatures are going to die in quick fashion. My goodness.
Oath of Conquest Paladin every ones gonna piss themselves or he just chooses to not miss.... like ever.
If you have a disappointed Warlock at your table you could always provide an item with an effect like: when attuned by a Warlock this item grants an additional spell slot and an additional Invocation. Tasha's does provide several new Invocations that players might experiment with.
I've heard Kelly say a class is one of his favourites enough times, I am now going to keep an ear out for when he doesn't say it.
Also, as martial weapons go, the lack of a huge variety of magic spears in D&D is telling. Especially since in medieval times they were more common than swords, and there are many of them in myths and legends.
the Moon sickle is light blade, it affects attacks and damage & spell and DC. It works with healing word (works like +1 slot level), cure wounds(+1/2 level) and works with Healing Spirit, however it is allowed (on our table: one PC/round). Its like 0.75 extra spell slot level of healing on it! :)
Simultaneous effects occur in the order of the person whose turn it is. So when casting with the shadowfell shard, the disadvantage is in the order that you want, so clearly you can have it applioed to the spell you are casting if you want.
The better question is if you can choose the target and stat after you have already cast the spell and saving throws have been made.
For example, you are about to cast hypnotic pattern and you have a monk in your party ready to do some stunning strikes on anyone that is not affected.
Can you wait until after saving throws are made to determine who you give disadvantage to on the constitution saves for stunning strike or do you have to choose before the saving throws are made?
Hello beautiful humans, great video as always!
Thank you so much!
I‘m dming a campaign right now and I‘m about to give my casters the DC boosting items. I just love those.
I was also thinking about scaling the items with the players level.
I want Monty & Kelly hired by wizards as advisors for their next books ;-)
The All-Purpose tool for Artificers is such a benefit when you only have 2 cantrips until level 10. If you can play creatively, that level 6 ability of tool expertise for any ability check made with a tool you are proficient in, and this tool can become all tools. You can swing expertise into so many things.
If you take request, would you be willing to do a segment on the race Aasimar? From what book they are first found in, to what y'all think about the race. Thank you for your time and consideration.
Weird note about the Bloodwell Vial: Whether intentional or not, it says "You can use the vial as a spellcasting focus for your spells while wearing or holding it" and does not specify Sorcerer spells. RAW this would allow a multiclassed Sorcerer to use the vial as a focus for all spells they cast.
The armaments of the betrayers from Wildemonte are some love for melee players and I love giving a cleric the amulet of the devout especially a life cleric making them heal so much more then any class ever
"Beyond a shadow of a doubt"... was that a Shadows reference, or a Shadow Sorcerer Reference?
No love for the Atlas of Endless Horizons? My dream of a teleport-spamming Bladesinger is now reality.
It does seem nice
Don't know if I would agree with the ruling on the Shadowfell Shard. It seems that whenever the rulebooks use the term "when" describing a condition, it means that the triggering condition has been completed. So I would rule that the curse takes effect after the casting of the metamagic-ed spell, and thus its saving throw can not be affected.
Weapon type magic items are so easy to homebrew and the DMs guide provides a framework for it, that it was probably the intent that those kind of magic items be homebrewed and flavored for the individual campaign. Like in their published adventures.
What would you think about say an eldritch knight using one of the tomes, since it says their magic is like a wizard's?
I'd say no, due to E. Knights not actually preparing spells and having a spell book like a Wizard. A lot of the abilties just would be compatible due to how E. Knights are.
Ah, I had remembered that it says they study the way a wizard does, but had forgotten that they don't actually have a spellbook.
Id allow it if I were DM, since fighters probably have lower intelligence than wizards
do I give one of those first things to my warlock or to my sorcerer? it feels like it takes away some of the uniqueness to give one to both, but maybe that would be cool. I am only giving a +1 version but i feel like it is the coolest most taylored magic item I have and I don't know
You guys didn't talk about the magic tattoos at all. I was really hoping to get a dive into them. I really think they are some truly game changing things in there. Giving the Ghost Tattoo out essentially gives anyone temporary rage benefits, for example. There's another that basically gives anyone uncanny dodge or wizards the option of tattoo themselves up a set of heavy armor. They're so powerful and I hope y'all feature them in another video and talk about strategies and uses!
We will be doing a video specifically on tattoos.
That amulet of the devout is more powerful than it seems. The effect applies to all your spells, not just your class specific ones so if you multiclass then it stacks with your other +3 DC item. Hope they errata that soon.
This has to be an mistake, all the other items that give a +x to the spell save/attack rolls say it only works for the spells of one specific class (or two in case of the moon sickle).
So wizards got a free reach-around, religious caster classes got a pat on the back, druids once again get ass and warlocks got punched in the balls... Thanks wizards
The Rod of the Pact Keeper is still amazing. There's a few other cool items for druids and warlocks in the book. Honestly, the wizard tomes are overall pretty underwhelming.
@@DungeonDudes true but it still feels like they had all the cool ideas for the other classes and then went "Oh shit, we forgot the warlock." And gave them a cauldron. Though I agree on the fact we need more bows. The oathbow is the only one I have access to and yeah, we need more.
@@DungeonDudes still does not change the principle that some classes just feel forgotten.
Those first items seem like the perfect item for a bbeg to have. Especially at high levels.
I agree with the lifting some restrictions and allowing a warlock access to some of the tomes with the provision they're a Pact of the Tome Lock.
My DM allowed my Celestial Warlock access to the 'Staff of healing' which (Requires atunement to a Bard, Cleric, or Druid) because my Warlock has an innate healing class ability and we house ruled their patron gifted them this specific "Healing Staff of the Moon."
No mention of the lyre of building. What are your thoughts on that bardic instrument?
very much liked the ideas of all of these new magic items in Tasha's Cauldron, yet the power balance could be problematic. enjoyed following your advice for DMs to manage the access to power levels
the focuses sound like *perfect* items to have evolve and upgrade over time. instead of 5 Sorc points, have it give 1. then a few levels later, allow for a ritual or something to upgrade it to give more! (more powerful blood, or even better have the party go searching for a more unique/powerful creature to harvest some blood to add to the vial to power it up)
Magic Crossbow/Bow: Instead of the weapon being magic only, the ARROWS AND BOLTS can be magical too. ;-) I recently found a list online someone had made with 100 magical arrows! :-)
Please share that link!!
The sorcerer love is *chef’s kiss* My new Aberrant Mind Chef will def be pursuing these items. :)
I completely agree that we need more non-conventional magic weapons, especially ranged ones, like:
Sling of the Eyemonger (shoots magical eyes with a chosen effect)
Tuxedo Bow (can cast disguise self on your party for dressing you up)
His Last Bow (immunity to critical hits)
Blibdoolpoolp's Gift (a sling that shoots underwater and make the players discover common items in their pockets, as if washed ashore from a shipwreck)
Tasha's Stern Whip (well...range 120 ft?)
...or just less quirky ones, but lovely designed and balanced.
I feel like the All Purpose one was half made to help fix the Alchemist in a sideways method. Giving the cantrip helps with the fact the cantrips ar bworked --in that they really only have 2 valid choices one save based (acid splash) the other firebolt.
while the rest of the subclasses get all the debuff or other element cantrip choices.
The alchemist with that allpurpose tool can now have Chill Touch, or Primal Savegry. Which saves them on feats for the first one--artificer iniate (BEFORE LV 3 has to be)+ magic initiate or multiclass to wizard.
Though honestly I wuld 've preferred if they would've added Chiltouch, primal savegry, produce flame to the spell list.
Hi guys. I have a question: Do player characters know about which items they could find? For example: You're in a city and you might say 'Hm, i want to buy a watch'. Could a player know about 'Hm, i better buy a silvered weapon.' or 'I need to buy a bag of holding' or anything like that?
I’d say those items would require a special craftsmen or enchanter/artificer to find just because magic items and special weapons are supposed to be a little rare. Anything other than that like those fancy new sorcerer shards I’d discuss player-to-dm like, “Oh I’d really be interested in questing or obtaining item xyz.” And maybe they’ll throw it in.
@@teacup_ninja I see. So you do it behind the scenes to get them to show on the table. I've been DMing for years, first time playing a campaign. Since these are the same players I DM to, they usually ask me to help them with some rules and stuff, but i Kinda don't want to make the new DM to feel as If i'm taking "his authority" so, yeah... I'll hope that he throw some magic items at me without asking for it. But, thank you so much
Also a blood well vial with a shadow fell shard on warlock/shadow sorceror with eldritch blast/quicken spell sounds nutty!
2:38 Nothing can be used as "an arcane foci." The article "an" denotes a single thing, while the word "foci" is plural. The singular form, which can be found in the Player's Handbook, is "focus."
9:03 And the same note again. You're killing me, Monty. You can't have a singular plural.
I gave the aatlas of endless horizons to a bladesinger in my group and it has saved him multiple times from serious damage in just a couple sessions its extremely useful for a squishy frontliner. The ability to negate damage without throwing up shield and hoping for the best is stupid good.
I kinda hate the magic items in this book because as someone who’s playing a Warlock not only did my class did not get anything, but it’s also gave away my class’s only unique magic item. (No I’m not counting the common magic item that lets you cast one cantrip once a day)
Hey, at least they only screwed over your magic item, not your class features *cries in sorcerer*
@@lord6617 I mean they did, Eldritch Adept, plus I’m playing a Great Old One Warlock, so Telepathy and the far scribe invocation, and basically the entire Aberrant Mind Sorcerer Subclass and Kalashtar Race.
You got a cauldron, not saying it was good just saying you got something that lets you scry and raise the dead.
Which item?
@@clint_the_wolf8313 it's in xanathars, it's the something along the lines of the dark shard I think? I honestly like it, I think it's a really cool and quirky magical item.
For eldrich knights and arcane tricksters, would they be able to use the arcane focus since they use the wizards spell list even tho they aren't wizards?
These would be great for my group are DM has us doing homebrew that has all of the most powerful cannon monsters that has a stat block for from all of editions the strongest with a challenge rating of 57 which canonicaly can kill every god.we bumped the level cap to 75 these will go great with the necroficer subclass homebrew i got online.
Great video, guys!
Thanks so much!
If your a Druid holding the moon sickle and a party member eats a goodberry is that than 1+1d4 hit points added to that member? And if that member ate 20 goodberry’s after a fight isn’t that abit broken for level 1 spell?
I do plan to give my sorceror a bloodwell vial. I'm running a massively high powered game though. My players are basically Planeswalkers. They have Hero Points right out of Pathfinder. I just gave them what is effectively a Spelljammer ship. (Look up 5e MTG Weatherlight in an image search and you'll probably find the one I used. There's two images for the stat block.) And in their current location, they have the capability of gaining a Final Fantasy style Eidolon. summonable with three Hero Points(basically 1-2 times per character level.)
Sliding shield originally just enchanted for superior deflection. As a perk if you fall prone upon it you gain 15 feet of movement and must move your whole movement (awake or not). Finesse reasoned Armor Class +2 +1 otherwize. Sliding as though downhill by reason of the top of the shield. You can make trip attacks while sliding costing 10 feet of movement per trip. Missed opportunity attacks will aim shield and rider at the attacker.
18:10 so something like, "Vereck's Magical Armory "?
I made an item a long time ago that gave spell save DC increase to my Wizard. It's really not a big deal in my opinion. They get what they want and I just keep throwing bad guys at them. It hasn't impacted our game negatively in the slightest and my Wizard is probably more happy as a result.
I've given out the bonuses to spell save DC to a 7-person group of level 13 characters and a party of 5 level 7 characters. I've gotta say it's not as game breaking as some people imply. Very few people are going to have the chance to gain multiple bonuses to their spell save and the times in which the +1 - +2 bonuses or the extra abilities have been the deciding factor in a battle has felt appropriate for a magic item. Also a bit of a nitpick here but the Bloodwell Vial's ability can only be used once a dawn when you expend hit dice while the Sorcerous Restoration capstone is whenever you take a short rest.
Could you guys do a video on the Minotaur race?
Well, diddle my dungeon! It is time!
I feel those +spell save magic items will be great for rumored magic items. The uncommon one might be too good to just throw at the party for stumbling into a dungeon. However, if they talk to npcs learning of hints, actively seek out and find the dungeon, and then go throw the entire dungeon for this item... It will be powerful enough to feel like an earned reward for the entire party.