[Uncommon], – A magic quarterstaff with a little extra kick is nice. They do force enemies disadvantage on opportunity attacks and they double your speed, which is nice. Right off the bat you get, fly, invisibility, levitate, and protection from good and evil, . Extra attacks are always nice. At first a PC thinks this item is Dust of Disappearance, but as soon as they employ it, they become incapacitated. [Very Rare] Dragon Scale Mail (DMG, HotDQ)– Kind of the same problem as the Demon Armor. I’m almost inclined to rate it, since it doesn’t require attunement. Magic Item Special Features for Planescape Campaigns, Elemental Evil: Princes of the Apocalypse, Van Richten’s Guide to Ravenloft is the Next D&D 5e Book – May 2021. [Common, Common, Uncommon, Uncommon, Rare, Rare, Very Rare, Very Rare, Very Rare, Legendary] Universal Solvent– For when you get into a sticky situation. [Uncommon], – Fantastic item. Spider climb and web can be useful, so it’s got a little something for everyone. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. Adding details as the day progresses... [Rare] Giant Slayer– Not bad. So unless the whole party has this boon, anyone who wants to find you could just look for your compadres. [Legendary] Rod of Adsorption– You can store up to 50 spell slots worth of energy over the course of this rod’s existence as a reaction. But this one gives a better ranged option for martial characters. However, that depends on if your DM rules you can wear more than one head slot item (DMG pg.141). Weak. Just not as strong as if the the sworn enemy feature would recharge after you killed each creature. this shield vs. other shields)? [Uncommon, Rare, Rare, Very Rare, legendary] Potion of Growth– This gets better if you mainly try to grapple your enemies, or if you are small and would like to make a mount of your owl. Being hidden from scrying sounds nice, but it only protects you. [Rare] Glamoured Studded Leather– For those of you that need to feel fabulous. Still gotta pay the component costs. How many times have you needed to cast a spell, but didn’t have prepared? The bow is very well-crafted with elvish designs. [Uncommon], – Make sure you replace the label on this to say enlarge, or just hide your pocket sized gnome wizard in your backpack. You get more fireballs, a slew of other spells, and it makes your weapon more powerful. Blinded is a good condition to impose and a DC 15 is nothing to scoff at. [Uncommon], – Having better control over a sphere of annihilation is nice, but finding one might be a bit tough. It’s too bad there’s no button for it to throw a kitchen sink. Who wouldn’t want to be stronger? The barrier is centered on you, moves with you, and lasts for 1 minute. [Rare] Immovable Rod– This item requires a lot of creativity by the player, and a lot of leeway from the DM. [Rare], This is a fantastic item. [Rare], – Faerie fire is good, but the ball lightning and shooting star effects aren’t that great. It looks more awesome anyway. DMG p199. [Uncommon] Saddle of the Cavalier– For the adventurer who can’t afford to fall off a mount and doesn’t want to invest in mounted combat, especially those flying mounts. The forced movement negation is just gravy. [Very Rare] Wings of Flying– An hour of 60 ft fly speed is good and the refractory period isn’t too long, but there is the issue of plummeting back to the ground at the end of an hour which holds this item back a bit. It is great for characters who don’t make use of their bonus action. [Very Rare] Bead of Force– Great item, to bad it’s rare. The main reason characters might want it, is if they need both hands free to cast spells or heavy-weapon fight, – Damage resistance is nice, but having to take all the ranged attacks might make that a bit less useful. [Rare], Having another static modifier to add to your defence is nice, and having shield casts on a stick is very nice. All rights reserved. Just make sure you keep this on if you’ve made some questionable decisions earlier in your adventuring career. [Rare], – As far as temporary buffs go this is one of the best. Non Attunement Items. This item doesn’t really have any drawbacks (outside of organized play). – This is pretty great. In this post, we will be examining the Artificerâs Class Features and how you can optimize your Artificer through choosing your Race, Ability Score, Spells, Feats, etc. Is item rarity really tied to how powerful it is? [Very Rare] Rod of Resurrection– Strong healing and resurrection on a stick is powerful, just make sure you bring people back sparingly, unless you want to risk trading it in for a pile of dust. [Uncommon] Bag of Beans– This is really an item for the DM to create plot hooks. 1 History 2 Appearance 3 Properties 3.1 Interactions 4 References The Longbow was discovered by Vox Machina in an abandoned stone giant fortress in the Alabaster Sierras. You can also use it to teleport a troublesome item away. And it doesn’t require a spell slot to boot. Love it. [Uncommon] Gloves of Swimming and Climbing– These seem really narrow and don’t have much combat utility. It might be useful in corner-case situations, but overall it’s not worth the investment. Depending on the circumstances it could be amazing or awful. Actually, almost every other magic item is better. and a bonus action to tell the creature what to do. [Rare] Potion of Flying– Fly is a great spell to have in your back pocket when you need it, just remember to take the potion out of your back pocket before sitting down. No real drawback, unless you already have a helm on, in which case you must take the time to doff the helmet. [Legendary], , since it has to be on a vertical surface to activate it. Just make sure nobody you face can cast light or daylight. [http://community.wizards.com/forum/player-help/threads/4179391], Shop Amazon’s Holiday Toy List – Family Night, Keep in mind, I probably wrote this really late and I now want to change everything... unless you like it. Secondly, WOW! [Legendary] Gem of Seeing– Invisible creatures giving you a hard time? Bards. If you need to take some enemies out of the fight, just throw one of these bad boys. There’s piercing, slashing, and bludgeoning damage, a ladder, a flametongue, and a few powerful daily effects with a decent DC. It also does the same thing that as a perception check. [Legendary] Ring of Feather Falling– If you ever find yourself on an airship or a flying castle this will let you make a very impressive exit, but the rest of your party may be up a creek without a paddle. You get more fireballs, a slew of other spells, and it makes your weapon more powerful. [Rare], – When you want to bring all the loot, but don’t want to worry about the weight this is what you want to have in your back pocket. [Uncommon], – Its hard to go wrong with non-attunement magic items, especially ones that bump your AC. To bad the life stealing property doesn’t recharge and it requires attunement. So, rarity and usefulness do play in a factor. [Legendary], – A solid pickup. For high-level characters, this may not seem like much, but give that to a level 10 or higher character and that is an epic boon. The shield is emblazoned with a symbol of an eye. Eh. – Good choice. [Uncommon] Iron Flask– This item depends on what, if anything, you find in the flask. We didn’t. Can Blender be used to send to a factory to create silicone products (mass production)? And if that wasn’t enough, it’s also a +1 magic weapon which gives you +1 to saving throws! [Rare] Ring of Free Action– At first glance this seems pretty weak, but not being paralyzed or restrained is nice. And its rare too, so you can’t even trade it away. But It also has the luck property, which lets you reroll an attack, saving throw or ability check. [Uncommon] Rod of Security– When you really need a rest for you and 199 of your friends this can’t be beat. You can also use it to teleport a troublesome item away. Slotless! Extra castings of fireball for free. [Rare], – Hey. [Legendary], – Good for finding filthy little hobbitses who are trying to steal our precious. As long as you are a melee character and stay in the fray, this item may be usable. Cool. Just as good too. So you better teleport to a hospitable place where its easy to get a short rest. [Rare], Sentinel Shield– Advantage on initiative and perception is great. So unless you have a particularly generous DM, you’re not gonna get both items. I guess this would be a hilarious FU for when that god-fight gets a little too hairy– “Peace guys. This bonus is in addition to the shield's normal bonus to AC. Wand of Web. Sign me up sister. But overall I think there are better things to do with attunement slots. The only downside is needing to have the spell on your class’s spell list and attuning it. [Legendary] Nolzur’s Marvelous Pigments– Not a lot of combat utility here. Elves may get a couple uses out of it. [Rare], – A +3 weapon with an enhanced reaction attack that ignores resistance and immunity. [Uncommon] Circlet of Blasting– Basically you get to cast scorching ray once per day for free. There are no items here that are less than sky blue or gold. What is the rarity? As a side note, this is also, the first time in D&D history that mayonnaise has been officially printed. [Rare] Sword of Sharpness– There is no bonus to hit, but if you start rolling crits it gets interesting. spell. I guess there is utility overall. Or maybe you’re a skill monkey? [Very Rare], – This item is for parties who can’t cast, It does pretty much the same thing, except it can only be used 10 times. Perfume of Bewitching. You’ll need something to put the acid in if your gonna throw it (used potion of healing vials ahem). Specifically: “ While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).”. A little better since it hits spells of almost every level. Enemies take disadvantage to attack you. The smaller the size, the faster it can fly, but the less weight it can carry. All of which are useful. After that, you’re probably gonna have to fight it. ... Sentinel. Altogether though, I think there are better feet slot items. Then, the magical weapon properties of unarmed strikes sounds good, but you realize that monks and druids don’t wear armor, so it stinks. [Uncommon] Defender– Any +3 magic sword is ok in my book, but this lets you alter your AC for fights when you think need a bump. It also has the same abilities as a Sentinel Shield even if it doesn't counts as a shield. Sign me up. [Very rare], – Perception and initiative are both important checks, and having all the detection spells is nice too. [Unique] Driftglobe– This only casts situational spells. And if that wasn’t enough, it’s also a +1 magic weapon which gives you +1 to saving throws! I guess it’s ok to keep in the back pocket if you need a magic weapon. The bonus to avoid being grappled, restrained, or paralyzed is nice but it does cost a charge. It’s too bad there’s no button for it to throw a kitchen sink. Libraries are relevant again.