Top 10 Weirdest Legendary n Artifact Items DnD 5E

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in this video we'll be covering some of the weirder legendary artifact items in DND 5e magic items of this Rarity tend to have effects that are so overwhelmingly powerful that they can change the course of a campaign in an instant which can make them extremely hard or outright impossible to obtain it in normal circumstances so instead we'll be going over some items which have more whacking outlandish effects than other legendary items or artifacts Star notes is listed number 10 we have universal solvent from The Dungeons Masters Guide basically this is a legendary item whose sole purpose is to dissolve up to one square foot of adhesive and is one of the very few ways to dissolve another legendary item it was specifically made for the Sovereign glue there are a few ways you can use this item outside of its intended use however things like spider webs make for a good Target for this item if you find yourself caught up on one for instance or perhaps you find yourself stuck in a mimic and want to get out of it without having to make the ability jacket or to break free from it in other words this is one of those items that is best used for getting out of sticky situations that you might not otherwise be able to get out of very easily and because it's a rarity is is legendary it's technically also a very hard item to come by and should probably be paired up with an item that it was meant to dissolve in the first place in order to be able to get some guaranteed use out of the solvent but the reason why the universal solvent takes number 10 spawn this list and not the Sovereign glue is because the glue itself can actually have multiple uses such as fixing or binding things together maybe you want to glue someone's hand to something to hold them in place while you hold the solvent meant for this creature and because there's no Checkers saved to break out of this adhesive the creature just begalued whatever surface you glued them to Forever until they can actually break out of it using one of the three methods to escape which are the universal solvent oil of etherealness or a wish spell this enforces the reason why the Sovereign glue is a legendary item in the first place it's typically rare for items to have a sort of infinite effect on them and are usually reserved for high level items and abilities including this one the solvent on the other hand doesn't have any sort of special effects that can make it better than what it can already do in fact it's probably better to say save the solvent for something that isn't The Sovereign glue since a creature can remove the effects of the adhesive with the oil of etherealness which is only a rare Magic item rather than a legendary one while this isn't exactly a useless legendary item it is one of those items that feels a bit out of place in comparison to loads of other powerful legendaries you can acquire and at number 9 we have the orb of dragon kind also from The Dungeons Masters Guide there are a lot of effects to explain for this item so we'll start the basics on what this item actually does the first thing of note about this orb is that it's an artifact which houses the essence of an evil dragon that requires you to not only attune to this item in order to gain its benefits but also requires you to use your action in order to attempt to assert your control over the orb using a dc-15 Charisma check and if you do you can control the orb for as long as you're attuned to it as for the Charisma check itself failing the check would instead cause you to become Charmed by the orb once Charmed you can't voluntarily endure a tubement of the orb and you'll have to make a wisdom statement there with a DC check of 18 in order to not succumb to the suggestion spell of the orb will then cast on you where the orb will then begin urging you to fulfill its evil desires which can vary depending on the dragon Essence within the orb however if you do manage to pass the initial Charisma check and gain control the orb there are a lot of different effects that you can make use of the first thing of note is that the Orba Dragon kind possesses a total of four random properties consisting of two minor beneficial properties a minor and major detrimental property which are all determined by a big list of effects of the DM would roll for the beneficial properties are pretty good but not powerful they range from things like increase in armor class or conditional immunity to charm and frighten effects to being able to cast iron spells even if you're not a Caster a bleed with limitations the minor detrimental properties and meanwhile can be a bit debilitating but not so much so that they make you useless in any meaningful way effects such as being blinded when you move more than 10 feet away from the orb or losing your sense of smell while a bit inconvenient aren't outright intrusive on what you can and can't do in most cases however becoming physically ill and having disadvantage in all ability checks and saving throws that you strain their constitution might Act actually be a lot harder to deal with since that means you're a lot more vulnerable to failing saving throws related to poison effects or anything related to pushing or lifting objects as for the major detrimental properties the Europe's gonna have well these mostly range from something small and simple such as taking damage when they tune into the artifact to much more dangerous effects such as vulnerability to all damage forcing you to murder another creature of your alignment before you're able to attune to it or outright calling forth the avatar for gone to take the artifact from you which shares the same alignment as its creator and possesses the stats of an appearance which is a cr-23 creature with a lot of deadly abilities overall it is very important to consider these types of effects when a tuning to the over Dragon kind as this can make for a pretty neat plot device for both players and the DM to utilize over the course of a campaign but the fun doesn't stop there with this item the orb comes with seven charges that recharge of a rate of 1d4 plus three per Dot and you can use your action to expand a different number of charges for different spells expending one charge allows you to cast the daylight spell two charges for death Ward and three charges for scrying or fifth level cure wounds the orb also allows you to can't detect magic without spending any charges as well but the strangest part about this orb and white even makes his list in the first place is what it can do to dragons once per hour at the cost of an action you can have the orbit a telepathic call within 40 miles in every direction in order to call all dragons to the orb evil dragons will have a stronger compulsion to come to the orb in the most direct and efficient way possible while Dragon DDS such as timeout are unaffected while it's not weird for an evil orb to compel evil entities to heat its call it is strange for such a rare artifact to do so in such a malicious manner it compels the dragons to answer its call which might cause the dragon to become hostile towards the party since they didn't willingly come with their own volition the flavor attacks of the item basically implies that the purpose of the orb was to summon dragon's specific location which would be the towers each individual ore would reside in and destroy the dragons with powerful magic so you could use the orb to summon the lone dragon that is terrorized in a town and effectively start your own raid boss on your own terms there aren't many items that allow you to willingly call evil dragons to fight them or even talk to them assuming there's even a slight chance that a dragon might be willing to negotiate after probably waking them up from a nap which is why this item stands out amongst the other artifacts but even if you're not ready to fight a dragon this effect works two-fold in that if you're Charmed by the orb the orb might very well try to compel you to call the dragons against your will in this instance make sure to pack a disintegration spell or a plus three magical weapon since those are the ways to destroy the orb if it ever comes down to that all in all this item comes with a huge amount of risk for very little reward but works as a very dangerous but potentially useful plot item in a dragon based setting and at number eight we have the infernal attack from Modern Caden's Tome of foes this item allows you to bind a nightmare effectively a demon horse to your service The Infernal attack also comes with everything you need to ride a horse including Spurs for yourself which you can use to calm on the nightmare using your action whenever you need it upon doing so the fiend appears within 20 feet of you in your next turn and takes its turn on your initiative count while also acting as your ally once summoned it remains so for one day until that dies or until you dismiss it as an action and just like most fiends and demons that possess Eternal evil if the nightmare dies it reforms the night Hells within 24 hours where it will then be summonable again all of this is well and good as being able to summon your own speed whenever you want isn't an unusual thing at all in fact Wizards can learn the third level spell Phantom Steed as soon as they reach fifth level and casts as a ritual to conserve spell slots whenever they want which effectively does the same thing as a nightmare minus the ability to take willing creatures to the Ethereal plane in back the weird thing about this item is that just having the infernal attack isn't enough for you to properly make use of it you first have to have an evil alignment in order to even attune to the attack in the first place and then you actually have to subdue a nightbeard and place attack on it manually before you can even start the benefit from its effects and even then the nightmare doesn't have to accept its Force servitude willingly but can have its loyalty earned as time goes on this is a very slow burn process however especially when compared to other magical items that just grant you the immediate benefit the infernal attack makes you work for your nightmare companion and even then then you would have to maintain this loyalty in order to even make use of an effective Ally that you can count on whenever you need it so while you can definitely summon your own State through a means of a spell or trainer by a normal horse you could also tame your own demonic course of the nine Hills which might be more fitting to evil characters if you're willing to go through the process and you get a loyal friend to boot and caption number seven spawn this list we have the iron flask from The Dungeons Masters Guide this legendary item effectively Works similar to a Pokeball using the Pokemon games where you attempt to trap a creature that you target within 60 feet of you the targeted creature must come from a plane of existence that is different from yours and they must exceed a DC 17 wisdom semi-throw to not get stuck in the flask once trapped however the creature no longer needs to eat sleep breathe drink or no longer ages while inside the flask Can Only Hold one creature at a time and you can release the creature using your action in order to do so or it will remain friendly to you and your allies for one hour before returning to its normal behavior while the creature is on your side you can give it any command you want so as long as it doesn't result in its death which can include fighting for you otherwise the creature will just defend itself inherently you can't know what creature is inside the flash just by looking at it unless you choose to use an identify spell to reveal the creature residing in it this is especially useful if you happen to come across an iron flash just lying around and don't want to use it immediately due to the fact that if you're releasing an especially powerful creature you might have a hard time getting it back into the flask since a creature that has been trapped before will now have advantage on the saving throw however nothing is really stopping you from trying over and over again until the creature finally returns to the flask except time as for the creatures that might be residing in the flask if you come across one by chance they are chosen by the DM rolling a D100 and selected from a long list of possible creatures Roland A1 through 50 resulted in empty flask while everything else can range from something as weak as a salamander to something as strong as a Baler or a solar two very high challenge rating creatures that you don't want to tangle with if they ever exceed the duration outside the flask since creatures always return their normal behaviors and alignments once the duration of classes pass there's a good chance he'll have to fight that creature so if you want to have another creature interpreter flask then have some method of Escape or a good amount of time to prepare for a big fight if you've captured a particularly strong creature although it might just be better to keep the creature in the flask since the powerful Ally will always be a powerful Ally there's not really that much to say about this item other than everything it describes and the overall usefulness of this item depends on what your campaign requires or desires some creatures might be useful for scouting While others are more helpful as Canon fodder or action economy but the concept of being able to capture Crews from other planes of existence while making them your ally even if temporarily is a really neat Concept in lays the groundwork for future expansions if you so desire imagine for example a d d campaign that revolves around all the concepts laid out by the iron flask in fact there was a Pokemon 5D project that's being worked on which gained a lot of traction popularity up until March 12 2021 when the Creator was forced to take down the project by Wizards of the Coast and Nintendo and while it's doubtful the iron flask had anything to really do with the conception of the project they almost definitely would have an item in the project that functioned like an iron flask and at number 6 we have the Nightfall Pearl from the Explorer's guide to Wild Mount this is a jet black orb that contains a simple effect of creating nighttime in a 10 mile area around the orb even if it's still daytime it takes 10 minutes to activate it and the nighttime effect lasts for 24 hours until you cancel it using your action or until you end your Attunement to the orb all of which will result in the orb no longer being usable for 24 hours this can be pretty useful for debilitating any societies that rely on the sun since you can effectively bring forth Eternal Night for as long as you want crops need sun to photosynthesize off of or will start dying after a while for example and changing the time of day to night time can also confuse and scare people into hiding which might make a strongholder village easier to scavenge from although key buildings and structures might be more heavily guarded as suspicion rises in short there are plenty of ways you can use a Nightfall orb to your advantage from the perspective of an evil and more chaotic character and if you combine this with 8th level spell control weather you can even further enhance your control over a particular region by creating nightly snowfalls torrential downpours or even blizzards which might make for an interesting thing to give to a big bad evil guy if nothing else however it is a lot harder to use this item if you're trying to play a more good-natured character as most creatures don't really benefit from the knight in the same way that most vampires do that doesn't mean it's impossible though perhaps you're in a desert and your couple of parties suffering from sunlight sensitivity so use a Nightfall Pearl in order to give them temporary reprieve for a bit but the reason this item takes number six on this list is mostly due to the fact that changing the time of day whenever you want and bring a Perpetual dark to the 10 miles is extremely unique I believe Niche and since the air the orb effects is so huge it might actually be a detriment to the party as more and more people start becoming suspicious and begin to investigate which can be made even worse if others outside the orb's range take notice the Nightfall orb requires proper care and planning before using it but can definitely make things very interesting if nothing else and at number five we have the apparatus of qualis from The Dungeons Masters Guide this isn't necessarily an item so much as is it a vehicle that can carry up to two people inside of at a time appearance wise it looks like a large sealed iron barrel that weighs 500 pounds but upon closer inspection it will reveal a hidden catch that will allow creatures a medium size or smaller to fit in size it has a 20 Armor class 200 hit points and you need a poison psychic damage and has 30 foot movement speed on both land and for swimming but zero feet of speed if the legs and Tails of the apparatus are not extended using the mini lovers available which all do various things depending on whether or not they're flipped up or down the vehicle itself is airtight and watertight will also hold enough air for 10 hours of breathing divided amongst the creatures inside as for how the apparatus operates it can float on water but can submerge itself safely down to a depth of 900 feet moving below that will cause the vehicle to take two D6 pledging damage per minute from pressure and as an action you or know the creature inside the apparatus can adjust up to two of the 10 levers up or down as needed or they'll reset back to neutral position after being used it's not often that you'll find a vehicle that can work well on both land and sea especially not one that is considered magical even the Airship isn't found the magical item section that can be purchased for a large sum of 20 000 gold the apparatus also Sports some fairly decent defenses and an acceptable form and attack that can deal two D6 bludgeony damage if you need to defend yourself it also comes with a grapple as well which can be used for grappling a Target that won't stay still however the main use for the vehicle appears to be mostly for traveling underwater while you can still use it on land the apparatus is advertised more as an underwater submarine than a walking tank for land travel not only that but there are plenty of ways to safely travel on foot that would be a lot faster unless you're trying to escort a caravan or other important figures while on the road and just want some to deter potential danger while this isn't the strangest vehicle you might encounter it's definitely one that has an appearance that stands out more than most by mimicking the appearance of a large iron Barrel while also resembling a lobster when its legs and arms are extended while also sporting its own stats that other magical Vehicles don't normally have such as a bobbing Lily Pad which is enough to make the apparatus Aquarius take number 5 spot on this list and at number four we have the scroll of taras summoning from the rhyme of the frost made it and it's a magic item that does exactly what it says it sounds a Terrace within one mile of you to an unoccupied space and disappears when hit points drop to zero and just like any tarasque it's hostile towards all creatures that aren't itself and if you're not aware what a tarasque is or what it can do well the tarasque is a cr-30 gargantuan creature the size of a Titan and it's usually considered one of the more deadly creatures you can ever encounter in the game it has immunity to Fire and poison damage as well as immunity to bludgeoning slashing piercing damage and non-magical weapons magic resistance to give an advantage against spells and magical effects that require saving throws a reflective characters to repel magic missiles line spells and other spells that require a range attack roll and legendary resistance and actions they can also swallow a grappled creature hole as a follow-up to its basic bite attack which can cause severe damage or even death as any creatures Fall by tarascals suffer 16 D6 acid damage at the start of each of the Terrace turn unless the taras fails the dc-20 Constitution saving throw when taking over 60 damage turn where will then regurgitate all swollen creatures so if you ever wanted to summon a gargantuan Seed Titan upon a major city of enemies then summoning a Terrace would definitely get the job done however doing so would eventually result in the tarasque moving on from its path of Destruction meaning it will have to be dealt with eventually just like the orbit Dragon kind this is an item that basically summons a Raid Battle for your party to fight if you want to but with the added benefit of destroying an enemy controlled region and having a one mile Head Start and getting out of the immediate vicinity eventually however the taras will become a problem in other regions if it isn't taken care of swiftly thereafter so it's always best to use the scroll responsibly by taking down the tarasque immediately after its fit of Destruction since hopefully your party would be able to take it down with enough prep time luckily the tarasque does lack ranged options so if you could find a high enough plays or you can fly then the fight can work out very much in your favor when fighting it as long as it arranged magical weapon in the ammo for it although this could make the Tarasco lose interest and start focusing attention elsewhere as for the reason why this item takes number 4 spawn this list it's mainly for the same reasons the orbit Dragon kind is also on this list it allows you to call upon one of the most powerful creatures for basically no benefit the biggest difference is that the Orba Dragon kind at least does come with some minor benefits and maybe a way to negotiate with the evil dragons you call upon the orb but the tarasque is just never in the mood to talk no matter what so the benefits of having to scroll to actually summon one ends up being very limited and at number three we have the Ori of The Wanderer from Acquisitions Incorporated this legendary artifact is actually an artifact that also consists of six very rare components that can all be installed and in tune to using a single twoman slot rather than each item using its own slot the Ori comes with two minor and one major beneficial property and one major detrimental property which can all pull from the same table as the orbit Dragon kind except for the major beneficial property which the orb doesn't provide the major beneficial properties allow you to cast strong spells increase your ability scores or even Grant you immunity to status conditions and are all generally very useful as for what components you can install in the ordering we have the chronometer dimensional Loop far gear rotor return a timepiece of travel and the wheel of stars however for the sake of time we won't be going over every item component in their effects in great detail and how you can use them but we will do so for at least one of them just to give an idea of just how strong each component is individually compared to how powerful Ori would be with all of them installed so first up we have the chronometer which grants you a plus one to intelligent saving throws and allows you'll learn a language you didn't know before the first time you tuned to it but can only understand the language while attuned to it in addition to that you're granted two additional abilities you can use both of which were the once per Dawn restriction attached to it which is also a running theme for every component moving forward the first ability is time banded you get a roll of D6 of the beat of your turn and determine what happens based on the outcome this doesn't require any sort of action to do if you roll a one to three you essentially slow down time giving yourself an additional action on your turn and doubling your movement speed until the end of the turn hands since this is an additional action and not an additional attack this also means you can make it a second attack with full benefits of your extra attack similarly having used an action search which also grants you indigenal action and on the four to six you go forward in time to warn yourself of upcoming danger allowing you to re-roll a saving throw attack roller ability check whenever you fail one of those roles and take either result the other ability you can use is called fate swamp which allows you to Grant an additional action to a creature that takes damage that you'd see within 30 feet of you if it is that creature's turn or an action that a creature can use immediately if it's not their turn and since the description of this ability only specifies that it uses your reaction your fighter can make their additional attacks while also having their reaction free for other actions such as casting The Shield spell from a ring of spell story for example and that's just the magical item effects of one component you'll be granted if you were to install the Ori we also have dimensional Loop which makes it harder to hit by invoking disadvantage on attack rolls against you for one minute while also Grant you advantage on stealth checks it also allows you to treat a space within 60 feet of you as if it were five feet away from you for the purpose of movement and attacks which can be a great way to attack enemies from a distance using your melee attack without having to be next to them far gear lets you use conjured Celestial and Bane spells which also function differently to their normal counterparts chondra Celestial actually summons an aberration of cr4 or lower but doesn't require concentration to maintain while Bane will affect any number of creatures in range rather than up to three rotor of return allows you to call forth a mundane item that is worth 50 gold or less which appears in your hand or at your feet this takes the item from somewhere in the world and be a good way to summon an emergency weapon at any time for 10 minutes where it will then vanish the only limitation is that any item Summit is generic meaning you can't cause a specific enemy sword to suddenly vanish into your own hands the rotor also lets you teleport to a fixed point that you've set it to using your bonus action in order to do so however the point must be within 500 feet of you meanwhile the timepiece of travel gives a direction to any known location within 10 miles of you and can also let you cast the teleportation spell the wheel of stars allows you to add or subtract a d10 roll to a creature's attack roll saving throw or ability check as a reaction and also gives you access to the fly spell which you can only use on yourself or the levitate spell which functions as normal all of these components also combine with their own smaller benefits such as grenade plus one to bonus saving throws for different stats and things such as dark vision can traps etc etc however all of these components share the same downside which is they're all unstable and might act sporadically when not installed to the aura Wanderer but if you do manage to get your hands on all six components and install every single one of them into the orrery then you get to have all the benefits from the above components as well as some additional benefits from the order itself as long as they're within 30 feet of you you get a plus one bonus to your AC your alignment also shifts slowly over to chaotic neutral over time and compels you to explore dangerous planner Realms but the biggest prize is if you manage to install all six components into the Ori it will have seven charges that recharge at a rate of 1d4 plus four per Don and can be expended for different spells using your action contact other plane and teleportation Circle both const three charges plane shift costs 5 charges Demby plane cost 6 and gate cost all seven charges the reason why the Ori takes number three spawn this list is because this is an immensely powerful artifact strictly due to the fact that you basically gain the benefits of seven powerful magical items for the price of one Attunement slot which no other artifact or item in the game does the only other item that functions even close to how they already does would be the Lord's Ensemble which still requires you to have all three components in order to receive any of the individual benefits rather than allowing you to benefit from each one of them individually meanwhile with the Ori you basically gain enough abilities and magical effects to create an entirely new character so to speak which can also make for an interesting adventure and at number two we have igles cauldron from Wild beyond the witchlight this cauldron can create a lot of different items which possess different kinds of beneficial effects when certain ingredients are used for it however in order to make use of the cauldron in the first place you must first decide whether or not you want your cauldron to made of iron or gold in the context of Lobby on the witchlight source books you were only able to change the material by talking to one of the two NPCs Baba Yaga or igwilf that can change to material The Cauldron it is made from the second second thing you need to do with the cauldron is to be attuned to it however there are two caveats to this the first is that only spell casters can attune to The Cauldron the second caveat happens once you finish a tune to The Cauldron which is you have to make a dc-15 constitution same without order to not be affected by the Aging Effect The Cauldron has where if you fail to save me throw you're aged up to a decrepit state where your movement is halved your vision in here enrageous reduced at 30 feet and now have disadvantage in all ability checks saving throws and attack rolls but the worst part is that you will now have 3da days to live where you will come to old age and die and the only way to remove this effect is through a wish spell or through divine intervention there's also an additional way for this item to be tuned to though it doesn't really involve the party which is that a coven of three hacks can also attune to The Cauldron simultaneously so as long as the coven doesn't disband while attuned to The Cauldron you gain one minor beneficial and one minor detrimental property as well which we've already covered there are also effects that happen when you destroy or restore The Cauldron which basically boils down to removing the shared spellcasting trait that all tags have while being in a coven from not just all hags in the current plane but the entire Multiverse as for what The Cauldron can do well it depends on the material it is currently made out of the gold cauldron can turn water into stew that feeds up to four people per gallon used transforms wine into an Elixir that grants 10 temporary hit points to any creature that consumes it any unused liquid from within vanishes or you can have a mixture of both components involving 90 gallons of water mixed with 10 gallons of wine in order to allow for The Cauldron to be used as a focusing for a scrying spell with the added benefit of always working and you can even work on creatures and other planes of existence once this spell ends however the liquids vanish lastly dipping bristles of an ordinary broom into The water-filled Cauldron will transform the broom into a broom of flying for three days however you can only use the effect once per Dawn so you can't just make every Brewery come across into a fine one unfortunately the iron cauldron however has effects that differ greatly from the Gold version you can scream Into The Cauldron while it's empty to summon a fully controllable swarm of bats under command and that also shares your Initiative for one minute pouring at least one gallon of blood instant for one minute creates a cloud of smoke that makes all humanoid creatures other than the one attuned to The Cauldron or immune to being Charmed fall unconscious within 100 feet radius per gallon of blood used you can create a wound up polymorph by dipping a dead frog or toad tied to an ordinary Branch then dip it into the water filled cauldron it has three charges that do not come back and crumbles to ashes after last charge is used up and you can't make another one until eight days have passed since using the property of The Cauldron lastly you can touch the caulder with a unicorn horn for one minute while reciting a poem called The Witch Queen's cauldron in order to stop the flow of time to All Creatures within one thousand feet of The Cauldron except for the one attuned to The Cauldron similarly to the time stop spell creatures Frozen in Time cannot be moved harmed or affected by any magic and any conditions and effects of the creatures are suppressed until the time stop effect wears off they are also considered to be incapacitated can't speak age and are unaware of its surroundings or the passage of time and the only way to stop this effect is by sending The Cauldron to another plane of existence destroy enjoying it or touch it with a unicorn's horn and resign the poem again for one minute another way to end the effect on a smaller scale would be to make a creature come into contact with an anti-magic field or touch them with unicorn's horn but only for those creatures this effect in particular is actually very strong since it only affects creatures and doesn't prevent objects from being moved or otherwise carried and unlike time stop where the spell ends if you attempt to make any actions that affects what a creature is wearing or carrying the time stop effect on The Cauldron does not have this sort of special case meaning that you can take valuables off a person while they're frozen in time without any risk of being caught all in all hilco's cauldron is unique in that it has a lot of very good potential effects and comes in two varieties that you can have change by talking to either the two NPCs mentioned before but the reason why this item takes number two spawn this list is because it requires such a dangerous risk in order to attune to it in the first place where if you aren't prepared for the potential consequences you might end up as deadweight at best or dead at worst while 3 Day dates can be plenty of time to find a way to reverse the effects of cauldron it's usually not the preferred unless you already has someone with the wish belt or a level 20 click who can guarantee the success when using their divine intervention in which case the risk of attune to the cauldron are greatly reduced and the benefits this can provide are also amazing since you can transform water or wine into useful Buffs or effects or create temporary magic items or even stop time itself a Wanda polymorph might not seem like much but there is three charges of turning people into Tyrannosaurus Rexes which makes magical item worth having all on its own however combining that with the ability to have a Time stopping effect or a controllable swarm of bats also enforces its place number to spawn this list but what really takes the cake is the fact that destroying The Cauldron just weakens all hags in the entire Multiverse by taking away a key trait of theirs which is something that not many items if any at all possess so if you find yourself having a hack problem then maybe consider looking for igles cauldron in your Homebrew games for no other reason than to every coven of hags you come across in the future and for our number one pick we have the deck of many things from the dungeons Masters Guide this legendary item is quantifiably one of the strong ranges items in the game because there's nothing like it in terms of mechanics or magical effects the first thing of note is that the deck either has 13 cards or 22 depending on how lucky you are when finding the deck this is strange because the deck will require you to draw random cards from it one at a time and since a D20 only has so many sides it makes it a bit hard to choose randomly so most players will instead use a modified deck of playing cards represent the deck of many things something that no other magical item requires you to do the second reason why this item is not only strange but also the reason why it's one of the most notorious items in the entire game is due to the sheer randomness of the deck basically each card has its own suit and you draw cards based on how many you are declaring to draw beforehand if you draw more than what you declare the access cards will have no effect however you must draw the number of cards you've chosen no more than one hour after the previous draw otherwise the remaining number of cards will fly from the deck on their own and take effect all at once as for the effects this is where things really get interesting for this item you see the effects of this item are so powerful and so potent that may many tables outright ban this item from being obtained purely because of how much you can modify the game in absolutely outrageous ways while there are far too many effects to go over will at least show off a few examples as to what this deck can do the sun card has a simple effect of automatically granting 50 000 experience points as well as a wondrous item the DM determines random to appear in your hands which isn't that bad or strange the star can increase one of your ability scores by two but not exceeding 24 which is also not so bad or strange since there's no other ways to increase your ability score outside of the deck of many things the moon however can grant you the ability to cast a wish three times which is incredibly useful since it is undoubtedly the most overpowered spell in the game if it's used rules as written but then there are some effects that are just outright broken the vision card allows you to within one year of drawing this card ask a single question or meditation and basically get the answer you're looking for no strings attached if you want to know how to defeat the big bad evil guy or a solution to a complicated puzzle then you have your answer including how to solve whatever Del dilemma you're facing the fates basically allows you to erase or avoid any one event that has happened meaning your Dean would have to figure out a way to fit that into the store or campaign now so if a major character kickstarted the events of your campaign there is nothing to stop you from saying that that never happened in the first place meaning that your campaign might end up going in a different direction than before or just outright prevent the impending doom of the world the void basically traps your soul inside a random object somewhere in the world that your DF chooses and is so potent that not even the wish spell can reverse the process although this spell does tell you the location and the object your soul is trapped in and the list goes on and on there's no magical item which holds effects as powerful as a deck of any thinks but the biggest reason it takes number one spawn this list is due to the mixture of how you draw the cards in the first place as well as having the facts that either break the game in half or make you a powerful force of the divines with the very little in between yes there are some cards that don't have nearly as bad effects such as The Idiot card that lowers your intelligence stat permanently by 1d4 plus one since intelligence isn't widely used but then you have effects such as the talons card which causes all magic items you're wearing or carrying to disintegrate or disappear if they were artifacts but effects that allow you to change the entire outcome of a game and shift your Destinies as drastically as the Fate cards or even just cheat out the win condition of the game by asking a question and receiving an honest answer with even step-by-step instructions on how to achieve a solution are just way too powerful and worth risking everything just for these amazing powerful effects out of every legendary artifact item this game has there just really isn't anything that compares to the uniqueness the randomness or the powerfulness of the deck of many things alright and that's the list what legendary items or artifacts do you find weird and strange to use in your games and do you have any ideas for future videos just like this one if so I'd love to hear about them down in the comments below and take care thank you
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Channel: TheD&DLogs
Views: 47,630
Rating: undefined out of 5
Keywords: D&D, Dungeons and Dragon, s Dungeon & Dragons, D&D Beyond, DnD, Wizards of the Coast D&D, Heroes Campaign RPG, tabletop, gaming, roleplaying, rule, rules, d20, d12, d10, d8, d6, d4, DM, PC, tips, tricks, advice, guide, dice, book, PHB, VGTM, dungeons and dragons, 5th edition, best, overpower
Id: 5heUqxWRSxY
Channel Id: undefined
Length: 31min 58sec (1918 seconds)
Published: Sat Sep 09 2023
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