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

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what's going on folks it's tuesday and i'm ted from nerd immersion and let's talk about this week's top 10. my patrons voted and they decided that it would be the top 10 d d 5 e rare magic items this isn't we're talking the quantifying rarity if you will right we've done legendary we've done artifacts we've done uncommon magic items so now we're talking about the top 10 rare magic items and then again basically what we'll be doing is going to dnd beyond using the rare function you know sorting by rarity only rare items and that's where this list is coming from so i want to say that i started with 21 on my list of things that i wanted to have and rather than do a top 20 or top 15 i painstakingly went through and cut all the extra ones out to get us down to just 10. these are also going to be my personal opinion my top 10 rare magic items arguments can be made for a lot of different magic items as to what are quote the best but these are my top ten so you might see things on here that you wouldn't expect to find on other lists that being said let me know in the comments down below what your top 10 rare magic items are whether there's from personal experience or just from what you see and you think sounds cool and also hey if you like what i do here and like this kind of content consider subscribing to the channel it really helps me out and we're working our way towards a hundred thousand subscribers so hey maybe we can get me that play button for my birthday in july number 10 the bag of beans the reason this is on the bottom or of the list number 10 slot is because it's an rng item and there are a handful of rng items in d though there aren't many and honestly this is on here because you want to at some point you want to give these to your players because it just anything like this with a random element this is also less high stakes than something like the deck of many things which is technically also an rng magic item but the deck of many things can be campaign ending the bag of beans while can be an inconvenience uh can also lead to some of the most memorable moments you'll have in a campaign so basically the way it works is the bag is filled with 3d four beans you the dm can either determine it on the spot or figure this out ahead of time and uh you know if you've ever thought about a jack in the beanstalk situation this could kind of be what comes from this but basically if you were to dump the beans out they explode in a 10-foot radius each creature including the person dumping it must make a dexterity saving throw taking 5d4 fire damage uh or you know or half on a successful save and it ignites flammable objects the only problem with that is it's in my mind it feel i feel like it should be 5d4 for the number of beans dumped and from reading this and i thought that was the case but i guess not it's just when they all dump out and hit the ground it just does that one explosion in my mind if you've got 10 beans in there the explosion should be 10 times larger than if there's one but that's up to you but if you do decide to take a bean out plant it in the ground dirt sand or whatever and then water it within a minute an effect of some kind happens and that's what this table here below it says the dm can choose or you can determine it randomly uh i mean i've always determined it randomly i've had things in place in case they got one of these things but um for the most part uh you could determine it ahead of time but i feel like the random factor is what makes this item so great so on a one toadstool's spread up out of the ground so mushrooms right um if you eat it you roll a die on an odd you make a constitution saving throw or take damage or on an even you get temporary hit points uh 2-10 you get a geyser that erupts either water beer berry juice tea vinegar wine or oil uh 30 feet into the air for a d12 rounds this could be great right if it's if it's beer you could you know bottle that up but if it's also like oil or vinegar these might be useful for you to save uh and you know use later to have flasks of oil tree sprouts there's a 50 chance that triant is uh evil a chaotic evil and attacks you which could be a fun encounter uh and anand this is always a good one an animate immobile statue in your likeness rises it makes verbal threats against you if you leave it and others come near it describes you as the most heinous of villains and directs the newcomers to find and attack you if you are on the same plane of existence as the statue it knows where you are it becomes inanimate after 24 hours this i've had happen in my games and it made for amazing callbacks for the players where someone's like we heard from that statue you guys are the worst we're here to take you down uh the campfire it's just a blue flame campfire doesn't really do anything it just lasts for 24 hours a d6 plus six shriekers spat out of the ground no these are not the awesome uh monsters from tremors these are the plant type creature a d4 plus eight pink toads crawl forth whenever toad is touched it transforms into a larger smaller monster of the dm's choice the monster remains for a minute and then disappears in a puff of bright pink smoke we've had a lot of interesting things where people didn't know when they kept touching the toads and kept generating monster attacks a hungry billet burrows up and attacks that can always be fun a fruit tree grows i've never gotten this one oh no i have gotten this one it has a d10 plus 20 fruit a d8 of which act as randomly determined magic potions with uh one acts as a poison of the gm's choice the tree vanishes after an hour the picked fruit remains for 30 days the one i haven't gotten that i do want to get whenever i get a chance to play is this one here a nest of a d4 plus three eggs spring up any creature that eats an egg must make a dc20 constitution saving throw on a successful save a creature permanently increases its lowest ability score by one randomly choosing among equally low scores on a failed save they take 10 d6 force damage from an internal magical explosion i want to get that because i want to see this could be a really fun way to boost stats with the risk of possibly dying and i think that that's really fun this one i have had pop up number 91 to 99 a pyramid with a 60-foot square base bursts upward inside is a sarcophagus containing a mummy lord the pyramid is treated as the mummy lord's lair and its sarcophagus contains treasure of the gm's choice and then lastly a beanstalk appears and it can lead wherever the dm wants to a great view a cloud in the castle a cloud giant's castle or some other plane of existence so i love this i think the mummy lord is one of the best ones and i had a really fun encounter that i ran for my players when we did that so bag of beans is just all-around good fun anyway you slice it number nine the iron bands of bolaro i really only put this on this list and love this item because i feel like every time i say it i feel like doctor strange right uh that definitely seems like you could be like iron benz of bolaro and out come these you know chains or bands and they wrap people up it just seems like a doctor strange thing and that's why i like it uh but basically it's uh kind of almost like a weird pokeball scenario it's a little ball of iron bands that you can see here and you can throw it at someone and it basically it's a containment field right so you make an attack roll uh you know based on your dexterity modifier plus your proficiency bonus on a hit the target becomes immediately restrained until you take a bonus action to speak the command word to release them again doing so or missing the attack causes the bands to contract and it becomes a sphere again a creature inside including the one restrained can use an action to make a dc20 strength check to break the bands on a success the item is destroyed in and of itself and the restrained creature is free however if they fail uh they can't make any attempts to break it until 24 hours have elapsed so that's what's really cool it also can be thrown up to 60 feet and work on huge or smaller creatures so while it does have a chance to be broken if they're able to make a dc 20 strength check i'm gonna say be mindful of who you use this on right probably don't throw this at a giant maybe throw it at the pixie if someone in your party is a warlock and they can drop hex on someone with a disadvantage on strength they're gonna have disadvantage on that strength check to then get out of these and the fact that unless they have some sort of teleportation magic or something else to break out if they fail that initial dc 20 strength check they are stuck for 24 hours and you can you know again it also kind of reminds me of that item from the doctor strange movie that he throws on uh mordu who kind of is like all bound up but that's a little bit more graphic than just being wrapped up in you know iron bands but you get my point i think it's really awesome i've never actually been given or gotten one of these in my campaigns and hey it's non-attunement so that's cool um i guess i also should say this is from the dungeon masters guide and i think the bag of beans was from the basic rules number eight galder's bubble pipe this is kind of just a goofy magic item that was contained in lost lavatory of qualish but i love it it is a pipe it does require attunement and basically it has three charges and it blows bubbles instead of smoke so it's your stereotypical bubble pipe but it does some cool things aside from that those charges come back at dawn you can use a charge to cast excuse me the fog cloud spell you can use two charges to cast the misty step spells of bonus action or all three charges to summon a steam method as an action it is friendly to you obeys your verbal commands and acts on its own turn in the initiative order it disappears in a harmless puff of steam after one minute or if it is more than 60 feet excuse me from the pipe well misty step is never not a bad thing to have and this is a inferior once a long rest misty step uh you can also i mean three fog clouds or even a misty step and a fog cloud can be huge don't underestimate the usefulness of obscuring the battlefield with a fog cloud that can really do a big help for sneaking for gaining access to sneak attack and again there's other things like if you happen to find a way to get yourself blind sight or something like that you can use that to your advantage um and i mean it's a 20-foot radius sphere centered on a point that goes around corners and that's heavily obscured heavily obscured is essentially being blinded um so and it can be done out to 120 feet so you can pass this far away and then maneuver around and then again steam methods nothing is super crazy about steam methods but you're basically adding somebody else to the party who has a decent breath weapon they do damage when they die and they can cast the blur spell and it doesn't necessarily have to be cast on them it could be cast on you plus they're immune to fire and poison so that has a lot of benefits even if it's just somebody else to take one extra attack in a combat that could be the difference between success and failure number seven necklace of prayer beads if you know me you know that i'm a huge advocate for the necklace of prayer beads it is only usable by claire extrudes or paladins but it has a lot of benefits i think probably one of the best classes to put this on would be the paladin because of their lack of spell slots compared to the other two though you won't be sad to have this on a cleric and you're gonna have access to potentially some spells you wouldn't normally have as a druid so this is slightly rng again it's a d4 plus two magic beans or magic beads so you get it could be three beads it could be six beads right the more beads you have the better because the way it works is each bead contains a spell for lack of a better word and then a better term and then every day at dawn those beads recharge you can use what's very interesting right here is you can cast any of the spells contained from the beads as a bonus action so that is going to allow you to cast certain spells you would never be able to cast as a bonus action without you know finagling things with sorcery points and having levels of sorcerer or the that new feat from tasha's cauldron to allow any to allow a cleric druid or paladin to do so uh bless is one of them right bless is a really good spell paladins and clerics have it uh i would say more often than not as a paladin you shouldn't take bless because your spell slots could be better served for smiting but a free bless as a bonus action is huge because this could give you a benefit if you want it on yourself and then follow up with attack actions after the fact this would give druid access to bless which they wouldn't normally have uh cure wounds at second level or lesser restoration again this is a bonus action cure wounds or lesser restoration both very useful spells especially if it's not going to take up the majority of your turn to do so same thing with greater restoration i will remind you um that greater restoration typically has a material component associated with it but it being cast from the magic item it negates that you'll have branding smite which is a bonus action spell normally so you're not gaining anything there but it's a free spell smiting spell to do extra damage and again i believe clerics and druids i know druids don't have access to it and i believe clerics don't too don't as well you have the planar ally spell which summons either a celestial elemental or fiend loyal to you to age you but take a look at that casting time normally planar ally takes 10 minutes to cast you have just bypassed that by making it a bonus action so now you could have a very powerful celestial elemental or fiend on your side to aid as an ally in a combat or maybe out of combat if you need some other things healing or whatnot and then lastly we have the wind walk spell another great spell for overland travel for escaping a tight situation and once again normally has a casting time of a minute you get to change that to a bonus action number six the devotees sensor this comes to us from tasha's cauldron where everything is only usable by clerks or paladins but it is one of the really awesome clerical paladins specific weapons that we have in the game i think the only one that existed prior to this was really just the holy uh avenger for paladins so uh this is a flail it's also i think the only non like plus one flail or so it's just a unique flail in the game and uh it also counts as a holy symbol so you're getting a you know triple bang for your buck here uh you're getting a holy symbol that is also a weapon and it just flat out does extra d8 radiant damage it's not an extra d8 radiant damage against fiends or undead it's just always doing an extra d8 radiant damage so your flail is basically doing 2d8 damage every time you swing with it which is pretty awesome for what it does and it has another even better feature down below as a bonus action once again something that specifically paladins typically don't have a lot of access to great bonus action utility you can speak the command word to cause the flail to emanate a thin cloud of incense as we see in the image here out to 10 feet for one minute at the start of each of your turns you and other creatures in the incense regain the d4 hit points that property can't be used until the next dawn so downside to using that in combat is it gives a d4 hit points to whoever is within 10 feet of the flail so it will it can't discern friend from foe but where this especially shines is outside of combat you could take one minute outside of combat and all of your allies could heal 10 d4 hit points that's pretty pretty big that's saving you how many healing potions are you all gonna have to down to come close to 10 d4 healing well you can get that for free once a day and again it's a 10 foot radius so or 10 uh out to 10 feet from it so it can get definitely your whole party in there and again not like it doesn't have combat utility because it does if you stay in the backfield as the cleric with the casters and everything else you could activate it in the backfield and allowed to heal your party while the frontliners are taking the damage it just negates the use of you really getting in and fighting with it the only other kind of nitpick downside to this is a um a flail is a martial weapon and not all clerics have proficiency with martial weapons whereas all paladins do so if you're a cleric that doesn't have proficiency with martial weapons you can use this for its other benefits but you won't be adding your proficiency bonus to the attack number five the belt of dwarven kind it's very interesting to me that the belt of dwarf and kind with its name there uh is best suited for non-dwarves it does have some benefits for dwarves but you're better off if you're not one this is found in the basic rules this item is also attunement um but regardless you get uh of what race you are you get advan sorry plus two to your constitution score to a maximum of 20 an advantage on charisma persuasion checks made to interact with dwarves this could be either super important for your game or not useful at all depending on how dwarves and how much interaction you have with those but it's interesting because it's one of the only items in the games that gives you a plus two to a score now when i say that it's one of the only ones yes i'm aware of all the tomes and the books and the um the uh you know the ion stones like the tomes are a little bit different because that's a permanent increase the ion stones yes while they will increase they'll increase the stat by two that's something but that's basically all the ion stone does and it can be stolen because it floats around your head most of the other items like the amulet of life and the various giant strength belts and the headband of intellect just set your s your whatever your score is to a number they'll take it and say take whatever your intelligence is and make it 19 or whatever your constitution is and make it 19. this increases it by two so if you happen to have a 16 constitution or an 18 constitution you can go from 16 to 18 or 18 to 20 so you're not like you know if you have a an 18 constitution an amulet of health is going to do you no good setting your constitution at 19 but the belt of dwarven kind will make it 20. uh and then again if you uh well there's a fun role play feature which is while attuned to the belt you have a 50 chance each day to grow a full beard if you're capable of growing one or a visibly thicker one if you already have one the only thing that's never really outlined anywhere in uh in the books is what does it mean to quote be capable of growing one does that mean that um traditional races like elves can't grow a beard or can they with the belt of dwarven kind it doesn't really say uh and then again the huge benefits if you are not a dwarf advantage on saving throws against poison and resistance to poison damage that's a great supplement for a lot of races you have dark vision out to a range of 60 feet depending on what race you are this could be huge and you can speak read and write dwarvish the only thing i wish was on here was that if you already had dark vision it extended it another 60 feet or something like that because if you already have dark vision when you gain the belt of dwarven kind that little bit of it doesn't do anything for you though you still benefit from everything else number four the knaves eye patch this comes to us from water deep dragon heist and is most notably worn by jar lacks obamay of bringing the air fame but uh yeah it's an attunement magic item and i like it for a couple of reasons one it's advantage on perception checks based on sight you're never gonna not wanna have that two this is the only i believe the only canonical way to ignore sunlight sensitivity we all know and probably your dm and my dm have all done the thing where you make sunglasses essentially an option so that people can avoid sunlight sensitivity that was always a thing you could buy stu you know night sun dark glasses or whatever from older editions that were like a relatively cheap thing you could buy that allowed you to negate sunlight sensitivity this magic item lets you do that and then it also has the following third feature which is you are immune to magic that allows others to read your thoughts or determine when you are lying creatures can communicate telepathically with you only if you allow it this is obviously heavily tied into the character and backstory of jarlaxel but uh you know if you're able to convince your dm to give you access to an eye patch maybe you already have an eye patch and this is just an improvement um or or you know rock your eye patch even though you have both eyes because this does a lot of really cool stuff and i've never i don't think i've ever seen one of these crop up in games outside of again it being on darla axle but i think this would be a really cool item to give out to someone number three i mean do i even need to explain the sunblade it's a lightsaber i mean really i could just stop the video right here and that would be enough of an explanation for a large portion of you but i'll go a little bit further so uh it is uh usable by anyone who is proficient with short sword or long swords uh it also has the finesse property so it functions with strength or dexterity which also means it's usable by folks who would like to use it for sneak attack purposes and it's basically a hilt as you can see there but then when you use a bonus action you activate it and the blade comes out it is a plus two long sword uh and i guess i should say it's not a long sword actually it's a plus two blade uh that deals radiant damage instead of slashing damage so even if the creature you're normally fighting is somehow immune to slashing damage even from magical sources you're only dealing radiant damage and nothing else uh and then again if you happen to hit an undead with it you're gonna deal an extra d8 radiant damage on top of that um i'm sorry it is a long sword my mistake it is a long sword but it just does radiant damage instead of slashing damage uh and then again you have the extra benefit of dealing things to undead it has it illuminates the area as well so it can kind of negate the need for a torch it emits bright light in a 15 foot radius and dim light for another 15 feet the important part here is this light is sunlight so things that are affected by sunlight like vampires or other things have to deal with the fact that this blade that might be piercing their chest next turn is also negating their regeneration because it is sunlight and then while it's up you can use an action to expand that radius uh by five feet each action to a maximum of 30 feet remember that's 30 feet of bright sunlight another 30 feet of dim light or reduce it down to 10 inch it's awesome it's in the basic rules everybody loves a lightsaber end of story number two museum armor this comes to us from guildmaster's guide to ravnica and if you've ever thought to yourself hmm how can i make adamantine armor better well the answer is myself armor uh it is a magical alloy again technically in theory contained only in the world of ravnica but you can import it to your own game if you want so similar and identical to adamantine armor while you're wearing a suit of armor made with this material you are immune to critical hits so critical hits against you become normal hits so you'll still take damage if someone rolls a natural 20 however that damage is just standard nothing will take the wind out of your dm sales than them accidentally rolling a crit on you getting excited to roll all those dice for you to then go but it's just a normal hit on me but then there's more in addition if you are subjected to some sort of magical effect that allows you to make a strength or constitution saving throw to take half damage you instead take no damage on a successful saving throw so it's not full-blown evasion but if you succeed for a damage effect that would cause half it does zero to you if you can happen to find a way to get yourself access to evasion while also having museum armor you're in a pretty good spot for avoiding pretty common saving throws number one the cloak of displacement this item is also attunement and while i'm sure a lot of you know what it does there's a reason it's so popular and one it also looks really cool with the displacer beast tentacles kind of coming down the sides but this is a tank or a melee combatant character's dream what it does is it projects an illusion of you basically right next to you and this manifests in game mechanics term as creatures have disadvantage on attack roles against you if you take damage the property ceases to function until the start of your next turn and it's suppressed while you're incapacitated restrained or otherwise unable to move so again if you take any damage not just damage from a certain creature so an easy way to get around a cloak of displacement is an area of effect spell or damage effect that doesn't that allows uh you know half on a successful save so if you have a cloak of displacement on someone drops a fireball and you succeed on your saving throw you still take half damage but now you've been damaged so the displacement feature of the cloak um ends for this given turn obviously again a click of displacement on something like a rogue is just bananas because between the cloak of displacement evasion and uncanny dodge you just increased your survivability immensely uh but again folks this is disadvantage on all attack roles against you nothing makes you feel more like a badass than going toe-to-toe with a red dragon and watching them whiff every attack because they have disadvantage and i can speak on that from personal experience because in the one game i was actually able to get a cloak of displacement that exact scenario happened um and again this can also turn things similar we talked about museum armor making you immune to critical hits this is a great way to turn a critical hit into a normal hit or impossibly into a complete critical miss by having them have to roll two dice and watch that natural 20 turn into a three um again you can then do other if you have other means of reducing damage like let's say you happen to have this on a barbarian right your barbarian is raging they have disadvantage on the attack rolls to hit you in the first place then they hit you you're still raging so the damage is reduced there's a ton of ways you can chain the cloak of displacement with other survivability techniques and again while it would be useful on something like a backline archer or maybe a caster from a far distance this would be better suited more often than not to the person that's always running into the fray as they're more than likely the ones who are going to get hit with the melee attacks so um i guess i should say it's also attack rules i i said melee attacks but it's attack rules so this functions the same on ranged attack roles and spell attack roles so no different if you're being struck with a sword shot with an arrow or hit with a fire bolt this effect works just the same so anyway that is it folks for my top 10 rare magic items like i said this list was around 20 when i started and i had to cut things down to get it to 10 because there's a lot of really great rare magic items out there that is also an interesting thing when you look through the list of rare magic items and even look at what i've done on this list you'll see that some things that they all fall under rare things like galder's bubble pipe while it is cool fails a lot in comparison to something like the belt of dwarven kind they're both rare one provides you exceedingly more passive always on useful benefits as opposed to a couple of limited spells per day so thank you all so much for watching be sure to stay tuned next week where we'll go over the next top 10 tuesday uh where again my patrons over on patreon vote for these every week i do a poll and then we do the winner which is this video that you just saw and then next week will be the runner up and then i cycle through and add a new list so if you would like to help be able to influence what content shows up here joining the patreon is uh the best bet for that every tier gets to vote on these polls so uh thank you again to my patrons and thank you to all of you for watching every week and commenting and leaving me all these nice posts and things or constructive criticism as well to help me make these videos better and provide to you what you want to see i'll see you next time [Music]
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Channel: Nerd Immersion
Views: 60,008
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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 and Dragons, Dungeons & Dragons top 10, Dungeons & Dragons, D&D 5e top 10 magic items, DnD 5e top 10 magic items, updated top 10 magic items, magic items, D&D 5e magic items, D&D magic items, Top 10 D&D 5e rare magic items, D&D 5e rare magic items, rare magic items, 5e rare magic items, dungeons and dragons, d&d 5e magic items, d&d magic items
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Length: 29min 54sec (1794 seconds)
Published: Tue Feb 16 2021
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