Top 10 D&D 5e Legendary Magic Items | Nerd Immersion

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a Happy New Year's Eve to everyone out there unless I guess it's already New Year's if you're somewhere on the other side of the world but it's Tuesday so that means it's time for another top ten video what am I gonna be covering today what we've done a lot of magic item lists covering non legendary items so that being said today I'm gonna give you my top 10 legendary magic items for Dungeons & Dragons 5th edition if you want to see what those are stay tuned very small set of rules to get out of the way upfront these are legendary items non artifacts the only caveat that I have is we are still not doing consumable items like potions or Scrolls and we're also not doing any magic items where there is a lesser version of it and this is a legendary version so like belt of giant strength has a on you know a rare very rare and legendary version so that we're not gonna do anything like that or if there again if there's like the Horn of Valhalla has different versions that one is legendary they are a purely legendary item in and of itself those are the only ones you're gonna see on this list oh and I should say that these are not in order of like a my typical lists where I go in order of what is most important like it starts off smaller than against - the most important thing this is just a list of ten they're in no particular order number ten number ten is the Holy Avenger if you know anything about me you know that paladin's are my favorite class in fifth edition' and the Holy Avenger is like the holy grail of paladin magic items it is a legendary magic item that can only be attuned to by a paladin found in the basic rules or the dmg is obviously legendary as everything on this list is and it can be any sword so it gives you the options here of great sword longsword rapier scimitar or short sword and what it is is it's going to be a +3 version of whatever that is so normally a +3 weapon is a very rare item so this is a +3 to attack and damage rolls whenever you hit a fiend or Undead they take an extra 2 d-10 radiant damage again as a paladin you're already going to be able to do extra damage to things via your smite spells which are going are your smites rather not and your spine spells but your smites are gonna deal extra radiant damage you deal even more damage when it's a fiend or Undead if you choose to smite this is gonna make you even better at that adding 2 to 10 radiant damage and while you hold the sword drawn it radiates an aura of a ten-foot radius around you you and all creatures friendly to you in that aura have advantage on saving throws against spells and other magical effects if you have 17 or more levels in paladin this aura increases to 30 feet so again as a paladin at level 6 you're gonna have the ability to add your charisma modifier to all of your allies saving throws now you're gonna be able to also on top of adding a big bonus to their saving throws you're also gonna give them advantage on spells and other magical effects so it's just gonna make you more paladin e you are great to have in any party you're gonna be providing all sorts of bonuses but as far as like the flavor of things go it it does really good stuff but there are things other legendary items that do a ton more cool things which is why I put the Holy Avenger kind of on the bottom of the list again not in a specific order but I kind of went in order of like what I think is cool but you'll see what I mean number nine number nine is armored of involuntary bility again legendary plate mail armor so you need to be able to be proficient in heavy armor to wear this it's kind of the basic rules or the dmg and you have resistance to non magical damage while you wear this armor additionally you can use an action to make yourself immune to non magical damage for 10 minutes solid or until you are no longer wearing the armor once the special action is used it can't be used again until the next dawn ah there's an example of I think that's specifically designed for a dwarf based on the size compared to other things in the dmg when you look at it but it is so it's kind of again to the bottom of this list because it's just gonna be plate mail now resistance to non magical damage is gonna do a lot more than I feel a lot of people are thinking so one it's gonna give you you know resistance to people hit you with bludgeoning piercing slashing non magical weapons that's gonna deal half damage to you all the time as long as you have this armor on which is amazing but one thing people don't think about is things like dragon fire for example or any of the Dragon's Breath weapons I don't know if you guys know this but it is 100% confirmed that the breath weapon of a dragon is considered to be a non magical source of whatever the damage is I know that may seem crazy cuz I thought the same thing but if a dragon breathes like a red dragon breathes fire on you it is non magical fire it is just fire so that means that you would have resistance to dragon breath weapons and what's even cooler is if you activate your ability where you become immune to non magical damage for 10 minutes you would be immune to all of the dragons abilities this is again obviously there's a ton of other ways you can use this but this makes you like the ultimate dragon killer because it dragon's weapon attacks as well are non magical damage like a dragon's claws teeth bite our teeth and bite are the same thing tail all that kind of stuff that's all non magical day and the breath weapon also non-magical form of damage also you could do things like jump into a fire like I like someone made a fire on the ground like a bonfire you could jump into it with your non-magic damage kind of thing activated and take no damage from that walking through lava taking no damage from that you know sheer cold on the side of a cliff of a mountain that kind of a thing again at least let me also caveat that is as of the time of what I had researched before where I saw a specific tweet from Jeremy Crawford stating that dragon breath weapons are considered non magical versions of the damage that's what I read the last time I checked this I haven't checked it since so I'm assuming that's still the case you guys can fact check me and I'm sure you will but that's why I like our armor of invulnerability I started with rise of Tiamat in that whole campaign for tyranny of dragons so taking out dragons is near and dear to my heart so this makes you the ultimate dragon killer number eight number eight is every Harry Potter fans number one here the cloak of invisibility this legendary magic item requires a tune mint as pretty much everything on this list does but this one is only found in the dungeon masters guide not in the basic rules but while wearing this cloak you can pull its hood up over your head to become invisible while you are invisible anything you are carrying or wearing is invisible with you you become visible when you cease wearing the hood pulling the hood up or down requires an action deduct the time that you are invisible in increments of one minute from the cloaks maximum duration of two hours so this is similar to I think the winged boots after two hours of use the cloak receipt it ceases to function for every uninterrupted period of 12 hours that it goes unused it regains one hour of duration so why is this on the list well first of all you don't go visible when you cast a spell or make an attack the ring of invisibility for example when you Don a ring of invisibility you become invisible until you take the ring off or you know make an attack or do a saving throw or something like that this has no such dialogue in its description so if you put on a cloak of invisibility you can go around and attack everybody while invisible at advantage in theory if they don't have any kind of ability to see invisible creatures so also it's in you have two total hours so 120 minutes and you can do it in 1 minute increments as most of us know most combats last ten rounds tops very few go beyond that so if you're only pulling this hood up for increments of one minute if you're using this cloak for purely combat purposes this is amazing if you do need to use it for sneaking and breaking into places two hours is potentially a short period of time but as long as you can get where you need to go put the hood up and get your 12 hours uninterrupted again a long rest is gonna be eight so as long as you don't deal with anything in the first four hours after you wake up from your long rest you'll get an hour's use back I don't know I mean this is a fantastic item the only downside is its legendary item you're probably not going to get it till way later on and you may be encountering people with truesight at that point so it may lose some of its usefulness number seven so speaking of high levels and having to deal with the hazards that that brings number seven is the ring of spell turning this attunement magic item is found in the basic rules and the dmg while wearing this ring you have advantage on saving throws against any spells that target only you not a OE so that's that's what you know an always-on benefit and later on in the game the spells that are gonna target only you that aren't AoE are usually pretty brutal spells we're talking things like finger of death and disintegrate and you know some sort of you know mind you dominate person dominate monster these kind of things and then again we can go even higher with things like power word kill or whatever but in addition if you roll a natural 20 so you have advantage so double the chance to roll a natural 20 in addition if you roll a 24 the save and the spell a seventh level or lower the spell has no effect on you whatsoever which is great again I feel like it's certain spells at this point like if you save on a spell that targets only you if it's like a save or suck kind of a spell like a dominate person nothing happens but if it's like a finger of death you're gonna take half damage but instead this kind of gives you it's if you manage to roll a 20 like a minor sort of evasion but better because the spell will have no effect on you whatsoever and then it targets the caster instead using the slot level spell save DC attack bonus and spell casting ability of the modifier I'm sorry of the caster and again talk about like a big [ __ ] you to the big bad right they go to cast a spell at you of a seventh level spell or lower again like finger of death they go to hit you with finger of death you save your role of natural twenty the entirety of the spell is negated and then they get hit with their own spell potentially killing them possibly and then turning them into a zombie under their own control I guess I don't know that's kind of interesting anyway it's a really powerful thing to have again it may not come up as often but just the just the visualizing the scenario where you are attacked by a high-level caster and hit you with this really powerful spell and you're able to return it back to them is just awesome number six number six is something that I wanted to put on a lot of these lists for a lot of the casters that I had been doing but couldn't because we limited it to non legendary magic items but that is the robe of the arch Magi again a attunement magic item that is required by sorcerer warlock or wizard founded the basic rules and the dmg and sort of the only downside to this is it comes in a specific color whether white gray or black and it corresponds to the alignment that you have which is weird because there's not a ton about focus on alignment in fifth edition there was a big focus on alignment in previous editions but it drove a lot of things like it even limited the spells you could cast this I feel like it's kind of funky because it's only really with magic items do we see things being tied to attunement but otherwise I feel like a tomb in in fifth edition is almost not even a focus like you could never deal with anything in tune based at all and it wouldn't really impact things except for very specific magic item circumstances which I feel like it may also have been like a relic or an older hold from previous editions or D&D next when it wasn't officially 5th edition but anyway the color of the robe reflects the attunement so white for good great for neutral and black for evil you can attune to the robe of the arch Magi if it doesn't match your alignment which also how shitty would that be if you're playing in a game as a caster you finally come across one of these sets of robes and you can't wear it because it doesn't match your alignment now potentially also it doesn't really it brings up the idea of how to use shift alignments like if you're good go on a neutral or neutral go and a good I feel like that's pretty easy if you're like well I really want these robes but like if you find that black set of robes and you're a good character you're like well guess it's time to start being evil because I want these sweet robes why are they so sweet you may ask well if you aren't wearing armor which you more than likely won't be if you're a source or a wizard and if you're a warlock he'll probably drop it your base AC becomes 15 plus your dexterity modifier so that's gonna be 2 more than Mage Armor so right there it it's the need to cast major armor every day or even have it as a prepared or known spell you have advantage on saving throws against spells and other magical effects I think we've seen a couple of other items already on this list do but this gives you it all the time and the spell save DC and your spell attack bonuses increase by two which is amazing especially if you happen to say be like a warlock and get access to the brunt of the pact keeper or you can also increase your spell save DC and in theory if you happen to have a rout of the pack to keeper plus three this could give you a potential I don't know why I said that's so weird plus five - your spell safe DC good luck beating that NPC's and monsters again it's cool also they look cool I'd love to I wish they had done like a mock up side by side of gray and black again I can kind of visualize it but still it also says that it has silvery runes and this has white and gold which I thought was an interesting choice when we look at this that's clearly gold runes not silver but the description says silvery so I don't know but I would love to see a black and silver set of robes of the arch Magi it is unfortunate though that it was also limited to sorcerer warlock and wizard why no love for the bard it's all I'm saying number five so at number five we're gonna start to get into items that I'm gonna think are probably a little bit less known as these are gonna be not all but some of them are gonna be found in campaigns so if you haven't played that campaign or read through the legendary magic item list on D&D Beyond you may be unfamiliar so number five is has a run I'm still never really sure exactly how you're supposed to pronounce but that's what I'm gonna go with this legendary great sword that requires a tune mint is found in hoard of the Dragon Queen not even rise of Tiamat just the original one hoard of the Dragon Queen so it is a sentient neutral evil great sword is capable of speech in common and nether ease and here's the thing that's cool about it even if you aren't attuned it is a plus-one great sword also plus one bonus to attack and damage rolls and even if you aren't a tune it deals an extra 1 d6 necrotic damage when you hit with the weapon so +1 to attack and damage plus an additional 1 d6 necrotic damage however if you were tuned to it it becomes a +2 weapon that deals to d6 in a chronic damage so think that through it's a +2 great sword and you're gonna be dealing for d6 with every hit with to d6 for the great swords base damage plus an additional 2 d6 necrotic damage and that's not even the end of it it has 4 charges as long as the sword is attuned to you and you're holding it in your hand you can cast a technologic for one charge so techs evil and good for one charge or detect thoughts for two charges it also doesn't give you a spell save DC so I don't know what it is and I feel like we've dealt with this before each night at midnight every games of one d4 expended charges and then here it also has the wounding feature which is also just crazy while you are attuned to the weapon any creature that you hit with it can't regain hit points for 1 minute the target can make a DC 15 Constitution saving throw at the end of each of its turns ending this effect early on a success so it shuts down healing it does 40 that's a plus two greats whether it does 46 total damage to being slashing that's already magic the other two being necrotic again if you create you're dealing 8d six damage base so you're doing the equivalency of a fireball with one sword swinging if you're a martial character you probably have multiple hits and then you also have a little bit of spell casting which is cool because it can expand a little bit of what you can do again if you're a martial character like say a fighter who would probably get the most benefit out of this sword as its gonna get you're gonna have say three attacks or you know three tax plus action surge each attack dealing minimum plus two plus your strength modifier plus forty six damage it's gonna give you a little bit of it you know other utility being the detect magic detect evil and good and detect thoughts yes there is the downside that it is a neutral evil great sword that is sentient and can speak which may or may not cause issues and your party may have problems with it if you try to attune to this evil sword but as written there's not too much saying like it's gonna try to control your mind it's just an evil sword and you would tune to it and you know maybe you can try to bend it to the will of good either way it's a badass weapon and anybody any martial character would love to have it me problem may cause issues with the paladin's though number four for is the black staff so it is part of the two minutes by a black staff err who must be a wizard which this item is found in water deep dragon heist so that makes it a little bit specific obviously but it's a top 10 legendary magic item because one base it functions as a staff of power which we've talked about ad nauseam in all of our spell casting videos but that gives you a plus two bonus to attack in damage rolls because it's a magic quarter staff gives you a plus two bonus to your AC you're saving throws and spell attack rolls it also gives you the ability to spend one charge to cast to deal an extra twenty six force damage when you strike with it and then also gives you the ability to expend one of its 20 charges to cast cone of cold for five fifth level fireball for five global globe of invulnerability for six hold monster for five levitate for two fifth level lightning bolt for five magic missile for one Raven feeble meant for one our wall of force for five on top of having the retributive strike feature it also gives you all of these abilities and I made the walking statues of Waterdeep you can expend one or more of its charges on its twenty charges as an action to animate or deactivate one or more of the walking statues of Waterdeep which again are crazy strong must be in the city city to use this property and you can animate or deactivate one statue for each charge expended it obeys your telepathic commands a walking statue becomes inanimate if the deactivator of the staff is broken dispel magic you can expend one of the snap charges as a bonus action to cast a spell magic on a creature and object or a magical effect that you touch with the tip of the staff so rather than being ranged you have to touch but it's a bonus action if the target is an unwilling creature or object in the possession of such a creature you must hit the creature with a melee attack using the black staff before you can expend the charge to cast the spell also has drain magic to the property effects only creatures that use spell slots when you hit a creature with a melee attack using the black staff you can expend one of the staffs charges as a bonus action causing the target to expend one spell slot of the highest spell level it can cast without casting a spell if the target has already expended all its spell slots nothing spins spell slots that are expended in this fashion are regained when the target finishes a long rest as normal master of enchantment when you cast an enchantment spell of first level or higher while holding the staff you can make in our connot check with a DC of 10 plus the level of the spell if the spell succeeds you cast a spell without expending a spell slot and then we have the fact that is a sentient item rate has a neutral alignment with an intelligence of 22 wisdom of 15 charisma of 18 it has dark vision and hearing out to a range of 120 feet and can't communicate telepathically with any creature that is holding it I'm not gonna talk about the personality because that's not super important but it does have spirit trapped when the black staff dies the spirit of the individual becomes trapped in the staff along with the spirits of previous black staffs destroying the staff would release the spirits trapped inside but in that event kelvins spirit can lodge itself into any piece of the staff that remains the piece containing kelvins spirit has the staff sentience property but none of its other properties as long as this piece of staff exists Kelvin spirit can make the staff whole again whenever he wishes when the staff has remade the spirits the previous black staff becomes trapped inside it again it's a staff of power but with just a whole bunch other abilities could not put it on the list number three number three is as your edge a battle-axe found a two-minute battle-ax found in water deep dragon heist and what I thought was cool about this one is one it's a +3 battle XO + 3 - tack + 3 - damage but what's interesting is the shield spell provides no benefit against the axe which passes through the barrier the spells barrier of magical force so if you're fighting like a wizard or sorcerer or whoever and they cast the shield spell to add +5 to their AC doesn't matter for you straight through when you hit a fiend or undead with the axe cold blue flames erupted from its blade and deal an extra to d6 radiant damage to the target so right there you're in it's a +3 weapon you're a negating shield and it does cool blue flames and they do radiant damage which is awesome it's also a solid steel handle ex with tiny runes wrapped in blue dragon hide with a star sapphire set in the pommel the head is forged from silver electrum and steel allies whose edge constantly shimmer with a deep blue luminous it's just badass look into but it has more as a curling that's three charges you can spend one charge and make a ranged attack with the axe curling it as if it had the thrown property with a normal range of 60 feet as the normal range and a hundred and eighty feet is the long range whether it hits or misses the axe flies back to you at the end of your at the end of the current turn so I got to think about when you're going to use it landing in your open hand or at your feet brings all daily all charges daily at dawn so again probably make all of your regular attacks that you're gonna make with melee if you have multiple attacks and then throw it as the last attack because it's gonna come back at the end of the turn and then illumination we already talking about how it can glows while holding the axe you can use an action to cause it to glow blue or quench the glow the Chad's bright light in a thirty foot radius and dim light in an additional 30 feet it does have sent in citizen lawful neutral weapon with intelligence of 12 wisdom of 15 charisma of 15 hearing in dark vision out to a range of 120 feet it communicates telepathically with its wielder and can speak read and understand common it also has a calm delicate voice the weapon can sense the presence of non lawful creatures within a hundred and twenty feet of it wow I just think it's a badass battle axe and I had to put it on the list number two number two are basically all of them but the dragon masks that are found in hoard of the Dragon Queen or rise of teaming they are legendary attune and magic items the black dragon masks specifically was found in a hoard of the Dragon Queen as you had a potential to get access to it but the other ones are found in rise of Tiamat and they all do kind of one of they do a bunch of similar features and then each one has a unique ability so I just picked a black dragon mask one because it's the first one and I think some of its abilities are the most useful so they all have damage absorption if you attuned to it you have resistance to whatever the Dragons damage is for the black dragon mask that happens to be acid if you already have resistance to acid from another source you would gain immunity to acid so again this could be based on a racial feature you are say a dragon born that has resistance to acid again remember that there's a red dragon mask that's where fire gives you if you have resistance to fire you become immune to fire so things like that if you somehow already have immunity to the damage again in this case acid from another source you regain hit points equal to half any acid damage you are dealt again there's not too many ways to gain access to immunity in Dungeons and Dragons through magic items you can get access to immunity also consider that through magic items you can get resistance to damage right if you have a belt of dwarven kind you can get resistance to poison damage and if you had the Green Dragon mask you'd have immunity to poison damage which would be pretty sweet but let's say I think I think a storm sorcerer can get immunity to thunder and lightning damage so the blue dragon mask would mean when you take a lightning damage you would heal from it which is pretty cool which then has that the tons of capabilities of you dropping like an AoE spell on yourself to heal you but damage enemies very cool high level play also while you are wearing no armor you add your charisma bonus to your AC so this is on top of your dexterity bonus so this gives you basically the unarmored defense more or less but it says while you are wearing no armor so if you have access to shields that is still in play but now you're adding your decks and charisma to your AC if you have a breath weapon that requires rest to recharge it regains a it gains a recharge of six this seems to be entirely targeted to Dragonborn who need a short rest to gain their breath weapon back and that recharges on a rest on a roll of a d6 so at the start of your turn you roll a d6 if you roll a six you get it back you gain dark vision to a radius of 60 feet or an additional 60 feet of dark vision if you already have that which is useful super useful and once per day you can gain blind sight out to a range of 30 feet for five minutes you also speak and understand it in Turkic the language you have advantage on any charisma check you make against black dragons or whatever the dragon color is you also get access to legendary resistance once per day so if you fail a saving throw once per day you can choose to just succeed instead and the black dragon masks gives you the ability to breathe underwater so it's just awesome all of these masks are great if you happen to find all five you can put them together to make the mask of the dragon queen which will basically give you most of these abilities all at once to get three legendary or five legendary resistances it's bananas but again it wasn't impossible to gain access to a black dragon mask usually you can't get them till the end of the campaign this one gives them to you if you get through a horde of the dragon queen and do certain things you can get it at the end of that and I think through Adventure League play you used to be able to gain access to the green dragon mask but they changed that with more recent updates so now you can't get any of the masks number one lastly for number one who doesn't want to be iron man in Dungeons and Dragons well this is about as close as you're ever gonna get and that is the powered armor this atooma magic item was found in that adventure I told you guys about one of the other videos who lost laboratory of Qualis well let's talk about this powered armor resembles a suit of unusual plate armor with finely articulated joints constructed by an oily black leather like material the armor has been worked to create the appearance of a heavily muscled warrior and it's great helm is unusual that it has no openings only a broad piece of glass plate in the front with a second piece of glass above it strange plates tubing's and large metal bosses adorn the armor and seemingly random fashion on the back of the armors left gauntlet is a rectangular metal box from which projects a short rod tipped with a cone-shaped red crystal while wearing it you get the following op benefits plus 1/2 AC so we're at a 19 AC for our plate male your strength score becomes 18 has no effect if you already have a higher strength score and you have advantage on death saving throws the armor has further capabilities that can be powered either by energy cells hmm or by your own life energy you can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits amid a force field that gains 2d gives you two to six plus five temporary hit points for one charge or five hit points activate boosters to give you a flying speed of 15 feet for one minute one charge or five hit points firearm mounted laser cannon range weapon attack plus eight to hit range of 120 feet deals to d6 radiant damage for one charge or five hit points translate any writing you can see in any non magical language - a total of 1000 words over one minute one charge or five hit points fill the armor with air allow you to breathe normally in any environment for up to one hour one charge or five hit points or getting dark vision to a range of 60 feet for up to one hour one charge or five hit points the armor can accept only one energy cell at a time it is found with one giselle attached containing two t10 charges there's more depending on how and where it appears in your adventure you might wish to modify the features of polishes legendary powered armor automatic defenses unless quality activates the suits automatic defenses no one can approach the armor without setting off its defenses it acts as a shield Guardian that is a stored magic missle spell using a fourth level spell slot will reduced zero hit points its defenses are rendered inert and can be safely approached battle of wills went done by a new user the armor deems itself superior and attempts to take possession of the user the user must make a DC 13 charisma saving throw or be possessed by the armor while possess their incapacitate and lose control of their body but maintains their awareness it uses the possessed creatures stats as adjusted by the armor but does not gain access to the user's knowledge features or proficiencies freeing a creature trapped inside the armor first requires defeating the armors automatic defenses the trapped creature can also attempt to DC 20 charisma saving throw each day at dawn my success will save the armor no longer controls them and can be safely dawn stasis whenever a creature wearing the armor drops to zero hit points the armor places the creature in a state of stasis well in this state they are stable and do not make death saving throws but the armor takes control of the creature as above in the battle of wills additionally the armor attempts to assume the identity of the user assuring their allies that nothing is amiss bringing the user first requires defeating the armors automatic defenses as above the creature in stasis does not make charisma saving throws to break the armors control and then alternative power powered armor originally required energy cells to fuel it but was adapted by Qualis to be fueled by life energy of the Willing of the creatures wearing it you might decide that the armor can also draw power from additional sources or that energy cells can be recharged with the aid of a tinker inventor or artifice err it might also be possible for allies to connect to the armor through the use of magic that generates a conduit something like an astral silver cord while so connected it willing now I can give up it points as a reaction to fuel the armors abilities again that was a lot but basically it's a badass suit of armor that that's Ironman our rates about as close as you're gonna get to Ironman armor and I really wanted to continue I started playing this adventure and I made it about halfway through and unfortunately nobody in the party could use plate males so it never would have gotten use um it's just so badass and I want to put it in a campaign because it's amazing also one of the downsides of plate males you need to have a strength of 15 to be able to wear it and use it normally this gives you strength of 18 so it lets you basically as long as you can where plate armor you're gonna get the ability to use it right out the gate it also makes me definitely want to redo with the new artifice er rules and this armor my Iron Man build that I did many many months ago as part of my it builds character series so anyway thank you guys so much for watching that was my top 10 legendary magic items this one may be a little long just because the legendary items have so much stuff to talk about but I didn't want to again say Happy New Year to everybody again separate video will be coming out later today discussing the plans for nerd immersion going into 2020 but I did want to thank all of you again just for your suggestions I had said at the end of the blood hunter video that I was looking for suggestions I think I have over 30 suggestions for top ten videos from all of you and that's awesome because that gives me a ton of content to go through and they're very they're bright varying degrees of different things not all tied just two magic items which is nice because some of them give me the opportunity to be more philosophical and talk more about my opinions about things so thank you again also feel free to continue to leave suggestions for future top 10 videos in the comments I will add them to my ongoing list that I have from all of you if you like this video and you want to see more or suggest future topics and that kind of thing be sure to give this video a like and subscribe to the channel so you can see when new videos come out I do these top 10 videos every Tuesday and for the past 20 ish weeks I've been on point about actually making them come out on Tuesday with no issues so that's pretty cool it's a nice kind of thing I get to look forward to each week I mean also top tens do great on the YouTube algorithm so there goes that um but yeah I just again wanted to thank everybody so much for that I do have a giveaway going on right now to win a lot of cool stuff there'll be a link in the description to the giveaway you can win a copy of ever on rising from the last war you can win a whole bunch of cool products from jet pack 7 if you want a one-of-a-kind piece of Elderwood academy nerd immersion branded gear for hitting 10,000 subs here on youtube but we're almost approaching 12,000 now which is pretty cool uh and I do stream on twitch twitch is funky you stay tuned for that video later today while I'll be talking about what the actual plan for streaming on twitch is in 2020 because it's been all over the place um just due to timing and holidays and family and all that good stuff so thank you again for watching I don't know what next top next Tuesday's video will be but stay tuned because it will be there next Tuesday so we'll see hopefully I can build out a schedule and let you guys know what to look forward to in advance and again Happy New Year [Music]
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Channel: Nerd Immersion
Views: 83,319
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Keywords: Nerd Immersion, top 10 D&D, top 10 D&D 5e, top 10 magic items, top 10 D&D magic items, top 10 D&D 5e magic items, Dungeons & Dragons top 10, Dungeons & Dragons, D&D 5e top 10 magic items, DnD 5e top 10 magic items, updated top 10 magic items, D&D 5e magic items, D&D magic items, D&D 5e legendary magic items, top 10 legendary magic items, top 10 D&D 5e legendary magic items, D&D legendary magic items, legendary magic items, legendary magic items D&D 5e
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Length: 36min 44sec (2204 seconds)
Published: Tue Dec 31 2019
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