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

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it's tuesday so that means it's time for another top 10 video this time we're going to be picking the runner up from last week's one that my patrons voted on i was busy with storm-related response due to a hurricane acais that came up the east coast so i needed to uh basically pick the runner up they picked homebrew world creation tools last time this was top 10 worst magic items for fifth edition dungeons and dragons so i do have a couple of qualifying rules as to what can be chosen for this list so if you'd like to see what that is stay tuned it's a pretty bad magic item gamer glasses remember when everybody used to wear these all the time what's going on folks ted from nerd immersion here and let's get those qualifiers out of the way so we can dive into the list so it needs to be an official magic item from an official d d source what do i mean by that well i mean not on earth arcana i mean not homebrew and i mean it needs to exist in something published by wizards of the coast so that means whether it's a physical printed book like this or one of their extra life released adventures something like infernal machine or war machine rebuild lost laboratory of qualish um you know the tortle package any of those things that have come out that are official published sources by wizards that you just have to pick up digitally because they don't have a physical printing game it has to be one of those it could not be a cursed item because i figured a cursed item is its own category of bad uh this is just a magic item that is subpar or you're not getting a lot out of it for the investment of attunement or something like that and i also decided to remove common magic items because common magic items aren't really bad they're just commonplace that's the whole point of it so they're not like over the top great and yes you might have a common magic item that requires a tumen but you know it's a common magic item it's not like you're spending an attunement slot for something you could get at first level in a given class or something like that so i hope that makes sense and i think it will come out as we do the list but i don't know it's also my top 10 list of worst it's opinion it's a top 10 list that's what they are i don't know why i have to explain that to people but i seem to have to do so number ten saint markovia's thigh bone i realize this one's kind of a little funky but i absolutely hate this magic item so i wanted to put it on the list yes it's specific yes it's cursive straw but there's been a lot of cursive straw focus lately so i guess maybe spoilers for curse of straw sort of um but the book's been out for four years so if you don't know by now i'm sorry um but it's a magic item contained in that book but it is a magic item so in theory you could put this in your own game and change the saint and and whatnot but let's talk about why i think it's a worst magic item so it has the properties of a mace of disruption i really like mesa disruption as a magic item i like taking its properties and applying it to other magic items but all in all not bad but you are playing in curse of straw right who's the main villain in cursive straw strawd what is strawd a vampire what else exists in borovia and in several places random encounters and other things vampires if you score if the saint macrobius thigh bone scores one or more hits against a vampire or a vampire spawn a sporn spawn in the course of a single battle it crumbles into dust once the battle concludes let's talk about this oh you know it's if we read the lore it's even worse so markovia followed her heart became a priest of the morning lord uh she proved to be a very charismatic uh very charismatic age of 30 she gained a reputation of allowing no evil to stand before so a pretty powerful force of good in the church of the morning lord uh she long considered stratamad tyrant but only after his transformation into a vampire did she dare to challenge him as she rallied her followers and prepared to march on castle ravenloft he sent a group of vampire spawn to her abby they confronted her and were destroyed to a one suffused with confidence born of righteous victory markovia advanced on castle ravenlove a great battle rage from the catacombs to the parapets in the end markovia never returned to berovia and strod long afterward walked with a limp and a grimace of pain it is said that he trapped markovia in a crypt beneath his castle and her remains linger there yet the markovia's saintliness pass partly into her bones as the rest of her body decompose her remaining thigh bone is imbued with power that inflicts grievous injury on the undead so that is an amazing a piece of lore i love that and i think that that's really really cool and like the fact that straw technically as he stands has a limp because this badass saint priest lady just messed him up hard and he still walks with the limp um so you pick up this epic saintly weapon and you're in an i think you find it in straw's castle because that's what her remains are again maybe spoilers but you pick this thing up and you're like oh man this thing is great against undead boy i hope i only hit one vampire with it one time and that's it because once i do it crumbles to dust and it's gone forever i can beat the crap out of any other undead i can beat the crap out of any other creature with this thigh bone but the second it touches the vampire crumbles the dust it seems like it should be a vampire killer weapon given that its lore dictates that it's so good at killing vampires or she was so good at killing vampires so again i'll give you the mix of disruption real quick hitting undead or fiend it does an extra 2d6 radiant damage again super good uh if it has 25 hit points or less it makes a dc fifth and wiz dc 15 wisdom saving throw or it's flat out destroyed um and if they on a successful save they still become frightened of you to the end of your turn and it sheds light so it's good it's an undead fiend slaying weapon but you're in straud's castle there's no shortage of vampires in straud's castle uh in fact there's some pretty nasty ones in there with his brides and himself and whoever else and if you hit them one of them you could get into a fight with four vampires and one of them is straw you're like well let me take out the lackeys before i get there hit him with the thigh bone it crumbles to dust once the battle concludes i will point that out once the battle concludes so if you're in a fight in theory with schrod you could be wailing on him with this thigh bone the whole time but as soon as the battle ends it's destroyed so you better know somehow that this thigh bone will i don't know if that's a thing you learn from attuning to it maybe as you save it but you have to attune to the magic item to use it and you're like well i've got this magic item i'm tuned to can't use it till we get into a fight with straw though i don't know i just think the concept of a magic item that has an inborn destruction to it after its use for its primary purpose seems like a waste number nine mask of the beast this uncommon magic item was found in tomb of annihilation it looks badass it's like a tiger mask um and you uh can expend as three charges while wearing it you can expend a charge to cast animal friendship as an action and it gains all charges back daily at dawn the reason why is this is something you can find pretty early on and animal friendship in my mind is not a super useful spell especially in chult where everything wants to kill you and a lot of the times you think you might find something and it's actually an undead version of the thing you found therefore it doesn't work uh unless you convince a beast that you mean it no harm choose a beast that you can see within range uh if you can see in here its intelligence must be four or lower otherwise it must succeed on a wisdom saving throw or be charmed for you by the spell's duration if one of your companions harms the target the spell ends um and you can't up cast it so one thing i did want to look up because i forgot about it um so we're going to check it right now is this does not provide you a spell saved dc and there are specific rules and i remember reading them when i was doing my magic item coverage uh but there's a specific rule and we need to know this because this does apply to future um to future magic items so let's go ahead and see if we can find it while i'm talking to you here but certain items that require a spell save will say things like it uses your spell save dc now or it'll say it has a set dc of 15. however certain magic items don't list it and as such it has it uses a standard number and i think it's relatively low um okay and the spell is cast the lowest possible level and caster level doesn't expend any use of its spell slots requires no components uh the spell uses its normal casting time and range duration and the user must concentrate requires concentration many items such as potions don't certain uh okay magic items such as certain stats may require you to use your own spell casting ability when you cast a spell from the item if you have one or more spell casting ability you choose which one to use with the item if you don't have a spell casting ability perhaps you're a rogue with a used magic device feature your spell casting ability modifier is zero for the item and your proficiency bonus does apply so that means it is gonna be uh your proficiency bonus does apply but your spell casting ability modifier is zero so we know that the calculation is eight plus your spell casting ability modifier plus your proficiency bonus so at level 20 the highest you can get if you don't know how to cast any spells will be a 14 8 plus the proficiency bonus of six so that's where you're at so again when you probably get this mask early on your if you don't have a spell casting ability modifier for this because it doesn't say that it uses one uh it's going to be 10. so it's an animal friendship with a dc of 10 in the land of chult where everything wants to eat you um and i feel like that's pretty easy to overcome and that's something i feel like is something to consider a lot folks when you're making magic items or getting magic items that if a magic item doesn't specifically say that it uses your spell cat or it doesn't say the spell casting ability or the dc is this uh if you look at the spell that it will allow you to cast it will say it uses your spell casting ability modifier um and yeah that's what it says right uh yeah wisdom save for the spells duration so if you don't have one it's probably not the best thing for you to hang on to it something to consider number eight mace of terror this is a rare magic item that requires a tuna and i absolutely hate this thing uh there is a little bit of inborn bias and i'll tell you the story at the end but let's talk about it so it has three charges you can expend a charge to release a wave of terror each creature of your choice and a 30-foot radius extending from you must make a dc-15 saving thrower become frightened of you for one minute while frightening this way a creature can spend their turns trying to move as far away must spend their turns trying to move as far away from you as they can and can't willingly move to a space within 30 feet of view it also can't take reactions for its action it can only use the dash action or try to escape from an effect that prevents it from moving but as nowhere i can move the creature can use the dodge action at the end of each of its turns it can repeat the saving throw ending the if it's excuse me ending the effect on a success it gets 1d3 charges daily at dawn so this is essentially like the fear spell more or less in a in a mace but the mace provides you no benefits to hit it does require attunement uh and all you can basically do is hold the mace up and use your action to use the sphere effect the dc's 15 which is good at low levels but then things start to get better at the dc and frighten is a pretty easily resisted condition a lot of things are immune to frighten so i don't know how useful this mace is going to be for you in the long term the only benefit of it i'd say from early on is it's a magical mace so you can use it to deal magic damage and bypass magic resistance um i think the effects that it lists here can't use reactions and all that stuff is what the fear spell does i mean i guess i could just look up the fear spell and then we'd find that out without having to guess that's feet let's look up fear um and just see uh become frightened let's take the dash action and move away as far as possible ends eternal location doesn't have psych make a wisdom saving throw okay so it must just use its dash action to get away the safest route here it does have some qualifiers right you can't use reactions that's something different so this is a little bit better but the main reason that i don't enjoy this is in a game the very first fifth edition campaign i was playing in the dm gave us some down time and basically if we rolled well enough we were able to gain any type of rare magic item of our choice and one of the players in our group the cleric in our group chose the mace of terror as his rare magic item he never once swung it to hit and he never once used it for its fear effect so i don't know why he took it um it was a dragon based campaign too so fear effects were pretty common uh so a lot of things were good at resisting it so i don't know i just like he could have taken a plus two mace and it would have been more useful but he was also a tempest cleric so he had proficiency with martial weapons and he was a dwarf so he had proficiency with weapons as well so he had plenty of other options and if you have things like an axe actually he had an axe and that's what he used as his primary weapon but he chose this mace that he attuned to and never used number seven the balance of harmony this is one you're probably unaware of because it's only in one of the adventures contained man they are loud upstairs inside tales from the yawning portal and this is the hidden shrine of i think it's temuacon is how you're technically supposed to pronounce it it's this sort of aztec themed adventure um it's a dungeon crawl and this is one of the items you find it's uncommon it doesn't require two minute which is nice uh and it's a scale right which is a cool magic item i like the idea of like scales like a merchant scale that's like a cool theme especially for like a justice type character you can use the scale to cast detect evil and good as a ritual okay detect evil and good let's take a look detect evil and good is a concentration spell typically it does not have the ritual tag normally uh it's an action to cast and you know if there's an aberration celestial elemental fey feed or undead within 30 feet as well as where it's located similarly you know if there's an object uh is there a place or object within 30 feet of you that has been magically consecrated or desecrated and then it has a typical detect magic penetration we can't go through lead and stuff like that um but yeah if you want to cast it as a ritual you must place the scale down on a solid surface so you have to have access to that then sprinkle the pans with holy water or place a transparent gem worth 100 gold pieces in each pan so i guess sprinkling with holy water is the better option because it's cheaper the scale remains motionless if it detects nothing tips to one side or the other for good concentrated or evil desecrated and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil by touching the scales after casting the ritual you instantly learn any information the spell can normally convey and then the spell ends so a one action first level spell you've now turned into a 10 minute spell with a potentially 200 gold piece material component cost which the original spell does not have you don't get to it doesn't consume them but then like it's kind of fuzzy what everything actually does so i i guess it's uncommon and it's non-magi non-attunement so i guess you could use it because it's don attunement but it just seems like more trouble than it's worth number six gloves of swimming and climbing i honestly didn't even know that these existed if i'm being honest with you i forgot about them they're an uncommon attuned magic item and while you wear them swimming and climbing doesn't cost you extra movement speed you get a plus 5 bonus to athletic checks made to swim or climb there are other magic items i feel like that are better that give you swim speeds or climb speeds that don't require attunement this gives you the benefit of both which is nice but most of the ones that give you a benefit of a swim speed also give you the ability to breathe underwater um and like i'd rather have boots of spider climb or slippers to spider climbing that give me the ability to walk upside down on ceilings for an attunement salon than not it costing me not extra movement and me still having to use my physical strength to be able to climb or swim number five any kind of plus one plus two plus three ammunition i'd rather have a plus one plus two plus three bow crossbow or whatever that will provide me that benefit on every single attack that i make yes i understand if i technically have a plus three longbow and a plus three piece of ammunition i have a plus six to attack and a plus six to damage but i live in a world and i'm sure a lot of you do as well but maybe i'm wrong where i don't really track ammunition like i'll go to a town or if i have my players go to town i'll be like hey you guys gonna buy arrows and they'll just spend some gold and buy an absorbent amount of arrows and i'll be like we're fine you're good you got it covered uh i don't necessarily be like what do you got 20 arrows left you better track it that was 19. you just fired one shot that's just i mean maybe that could be really fun and if there's a better way to do it maybe but you know i'm an archer lifelong and i've had a big ass big round quiver that i made out of leather that could hold like 40 to 50 arrows in it if i really wanted to and that's an exorbitant amount of arrows but i highly doubt and i mean in any combat do you really fire 40 to 50 arrows maybe you fire 20 maybe 40 based on the different turns and if it's a really epic battle maybe but i typically don't track ammunition regularly and i just feel like in my mind tracking special plus one ammunition would just be a pain in the ass because it's something that you could easily forget session to session unless you make notes and then like what if you have plus one plus two and plus three ammunition if it's something like an arrow of dragon slang you typically have like one maybe two so you know what it is and it's like it has its one purpose and then it does that but the plus one ammo i don't know i just don't see any real i don't like it uh but i have yet to get a chance to play like a really good archery type character which is something that i really love to do and was one of my favorite old characters from an old edition and i just don't have enough games to play in and uh you know i don't feel like people like archery and bows and that kind of stuff in fifth edition as much as i do so i don't really get a chance to play and enjoy it number four eyes of charming these uh look cool i like the design of them um they fit over your eyes they're a pair of lenses three charges and you can expend a charge as an action to cast the charm person spell with a dc of 13. on a humanoid uh within 30 feet of you provided you can see the target and the target can see each other wait on a humanoid within 30 feet of you provided that you and the target can see each other so you need to be able to see one another and uh the all charges come back daily at dawn well again charm person as a spell is a first level spell it is still the same amount of time to cast it's still the same distance um and let's see i don't think you actually you attempt to charm a humanoid you can see within range so when you cast charmed person as a spell you they don't have to be able to see you you just need to be able to see them this requires attunement and um it's also a dc-13 so that's you know let's see at level one that's a presuming a 16 uh an ability score that's a 16 which is easily achievable so you as a spellcaster could cast a charm person at a dc 13 as long as you have a 16 in your spell casting ability and then you will very quickly outclass these lenses to the point where they become almost useless later on and the fact that you need to see them and they need to see you for this to work also means like if it fails they're like hey mate you just tried to charm me and i saw you do it because of your funky glasses whereas you could be like hidden behind something and be like that guy and they might be like whoa what was that and then you're like i don't know what that was anyway sorry about the absolute cacophony that's happening upstairs that is why i am building a studio on the other side which i will be recording and filming for all of you to see a completely soundproof studio so we don't have to hear kids screaming jumping off couches or literally just walking that was literally walking not even running that you just heard number three staff of the python in theory i really really like this magic item i think it's really cool but i also as i've stated before think a magic item with a built-in means for it to be destroyed forever very easily is a bad idea for item especially when the only thing that item does has the potential to get it destroyed so it's usable by a cleric druid or warlock only and requires attunement it's a kind of funky mix of classes and basically you use an action and you throw your stick and it turns into a giant constrictor snake if you're unfamiliar with giant constrictor snakes they are one of the best best of animals you can summon with uh conjure animals assuming your dm lets you pick but basically it has 12 ac 60 hit points but the big thing you want here is the constrict it's an attack it does a plus 6 to hit does 2d8 plus 4 bludgeoning damage so that's a pretty solid amount of damage and when it hits someone take they take the damage they're immediately grappled and the benefit is while they're grappled they are also restrained uh and then it's a dc 16 every turn to try to break out of it and again as a reminder restraint set your speed to zero as part of grapple attack roles against them have advantage and attack roles that they make are a disadvantage and they have disadvantage on decks saving throws so the good news for that is you can have your snake attack somebody grapple restrain them and then your whole party will have advantage on the attacks they make let's talk about why it's bad though well i should say it's a bonus action to turn it back into a staff and then on your turn you can mentally command it within 60 feet you decide what action it'll take and where it moves on its turn and uh or you could issue just like a general command stay and guard a location um it doesn't actually say uh it becomes under your control has its own initiative count so you just it does its own thing you don't have to use an action to command it which is great however here's the problem if the snake is reduced to zero hit points it dies and reverts to its staff form the staff then shatters and is destroyed if the snake reverts to a staff before losing all of it hit points it regains all of them so that's good you just have to be super critical and mindful of your snake's hit points because if it goes out and it gets attacked uh then you could in theory use a bonus action bam it's back into a staff action now it's a snake again with full hit points so that's something to keep in mind you can go from snake to staff back and forth turn to turn and you can keep bamping up its hit points to send it back out again it doesn't have uh is let's see it doesn't have any charges and the charges don't like so it can just that's what it does it's a snake the snake does a thing bonus action it's back to a staff action it's a snake again so you can just do that as many times as you want that's unlimited however 12ac is easily hittable and si at higher levels depending on what things can do 60 hit points isn't that much and again it's an action to send it out to use it and a bonus action to call it back i guess in theory you could throw it out have it do its thing and then call it back as a bonus action but it does say it gets its own initiative count so in theory you can't do that have an attack and then call it back it does its own thing on a separate initiative so this prop this i mean 60 points of damage in one hit is not something that'll probably happen too often but all it takes is it to take like a couple little ticks here and there and then all of a sudden one big crit and your staff is destroyed number two helm of brilliance and you may be saying to yourself ted why is that on this list this is a super powerful magic item it's really good i've seen them use it on critical role and other things like that it's great have you ever actually read what this thing does a lot of people read the majority of the bullet points and then they stop reading and unfortunately for you as the potential owner after the bullet points is where the bad stuff comes in so it has a bunch it's very pretty has a bunch of diamonds and gems in it diamonds rubies fire opals and opals ah so that's cool and if you peel the gem off it does a thing so you can use an action to cast spells from it with a dc18 that's a pretty high ac uh it is daylight for an opal a fireball for a fire opal prismatic spray for a diamond and wall of fire for ruby once you pluck that off it is destroyed and gone so first of all the gems in theory are randomly generated so if your dm is rolling those ahead of time and maybe rolls poorly or has you roll and you roll poorly first of all this is a very rare magic item that requires attunement so it might not have a lot of uses because those are missing uh and again each time you're casting a spell you're depreciating the value of your helmet further uh as a long rest uh or sorry as long as it has one diamond in it it emits dim light in a 30 foot radius when at least one undead is within the area any idea that starts its turn in that area takes a d6 radiant damage well that's good uh so it's an undead it'll let you know they're undead around it'll also make you a glowing beacon that there's undead around but they'll take damage in that radius if it has one ruby it gives you fire resistance well fire resistance is pretty useful and as long as the helm has at least one fire opal you can use your action and speak a command word to cause one weapon you're holding to burst into flames they emit light as fire tends to do and are harmless to you when you hit in it with an attack using the blazing weapon and take the enemy takes an extra d6 fire damage the flames last until you use a bonus action to speak the command word again or you drop or stow the weapon so the good news is the diamond the uh the diamond that gives you undead kind of pinging ability and extra damage to undead the resistance to fire and the lighting a weapon on fire to deal extra damage are all things that do not expend the gems the spells are what does that but here's this kicker and the bad part roll a d20 if you're wearing the helm and take fire damage russia roll a d20 if you're wearing the helm and take fire damage as a result of a failed saving throw against a spell on a uh so i'm sorry if you take fire damage as a result of a failed damage roll against a spell or saving throw so remind you that's if you it says failing a saving throw so in theory if you succeed on a saving throw against something like a fireball then you're fine on a roll of a one the helm emits a beam of light from its remaining gems each creature within 60 feet of the helm other than you must succeed on a dc 17 dexterity saving throw or be struck by a beam taking radiant damage equal to the number of gems left in the helm the helm and the gems are then destroyed so fire damage super common in fifth edition a lot of things deal fire damage if you don't have a great dexterity so i guess in theory if you are a rogue or a monk who's wearing this helm then you're probably okay because with evasion chances are you're gonna do all right but even if you fail with evasion you're still gonna take half damage so you're still gonna get the effects of this and if you happen to roll a one on your helmet it will immediately deal damage to each creature including your allies and then it just disappears forever i don't like that again it's another item with an inborn mechanic and i feel like i've seen a ton of people that in various games i played and get a helm of brilliance take fire damage and the thing that happens more often than not is no one makes them make this saving throw or roll because they don't read that part and they never pay attention to it because they just read the bullets because that tells you all the things and they just assume the bottom is like oh it's charges just whatever that's how we charge but they don't so i don't know i don't like it i mean if i had it in a game would i wear it sure if i was a low dexterity character would i be worried about accidentally killing my friends and losing my helmet also sure number one iron stone of language knowledge so this is an iron stone added from last laboratory of qualish so that's something to consider so it's not in a book it's in an adventure but that adventure added new spells and creatures and things to the fifth edition canon so it does count first of all it's an ion stone which is stones in themselves have sort of a weird funky thing and that they're one of the only magic items that can just be flat out taken from you or destroyed again so i'll read about iron stones and then we'll talk about the item so use an action to throw it in the air or i guess you keep an action and it kind of bent it spins it orbits your head in a range of a d3 feat you must use an action to grab it or net it to separate it from you either by making a successful attack against a d so another creature can try and take this from you they can try and grab it they can try and net it by making an assess successful attack role against ac24 or a successful dc24 acrobatics check to seize the stone ending its effect so ac24 and dc24 for the attack roll or the acrobatics check to grab it is high don't get me wrong it's doable but it's high but in theory if they grab or net this thing and take it from you you immediately lose its effect so your whatever it prefer if you know bestows upon you it's gone the uh stone also has an armor class of 24 and 10 hit points and resistance to all damage so if someone throws a fireball at you and it blows up the iron stone if they roll 20 damage or more on that fireball the ion stone doesn't have a dexterity so it immediately fails its saving throw sure it has resistance to all damage but it only has 10 hit points you get hit with a breath weapon you get hit with a spell some sort of aoe effect and in theory if your ion stone is orbiting your head and it takes 10 damage after that resistance your iron stone is destroyed uh and then it's gone for good the only thing it says here it is it is considered to be an object that is being worn while it orbits your head so things that don't affect stuff that's being worn or carried it doesn't affect that or things that don't affect objects right certain spells only affect creatures not objects but fireball does not discriminate so in theory a 20 damage fireball which is lower on the fireball scale immediately destroys your ion stone if it's orbiting your head so all of those are downsides of iron stones in general but let's see what the einstein of language knowledge does for you you learn one additional language while this orbits your head the dm chooses the language it bestows upon you this folks on top of all those negatives i just talked about is an attunement slot you're gonna use an attunement slot to have a magic item that can be stolen or destroyed from you and all it does is give you a language and you don't even get to pick what that language is which is also potentially another downside because it depends on your dm is your dm benevolent and nobody in the party can speak draconic and you're dealing with a lot of people who can and they make it teach you draconic so that's a benefit to you or does your dm just roll on a table or just purposefully choose something that's probably not going to be useful to you i don't know i don't know your dm i hope they're not vindictive like that but i wouldn't be surprised if some dm out there is and just picks pick something that they don't think will come up or i mean i think more realistically if you roll it at random or just pick you're like yeah well you're super useful someone knew draconic ironstone that teaches draconic but again downsides so thank you all so much for watching again i don't really love doing worst videos here but that's what people voted for out of the pre-written list that i come up with so i take a bunch of topics that i have in a google drive document from suggestions people have made also feel free to leave suggestions in the comments down below for future top 10 videos you'd like to see and i throw this up on my patreon typically a week before or a couple days before tuesday and i have my poetry uh my patrons my patrons vote on all the different choices and whatever comes out on top is what i make the top 10 tuesday video on so in theory if you want to be a part of this and help influence what top 10 videos come out well you can uh become a patron if you want and that will help you do so so i thank you to all of them for voting for this uh let me know what your thoughts are have you ever gotten and i don't really want to talk homebrew because obviously dms can do many things either super great or super bad for you but let me know what do you think is the worst magic item in fifth edition uh and by worst i mean like this is kind of how i've seen it in my video here is it costs me an attunement slot one of my precious three attunement slots and i don't really get a lot of bang for my buck for that attunement slot or even some of these magic items don't require attunement and it's just like a first level casting of that spell is better than being like if i can cast that spell it's better for me to be able to cast charm person or animal friendship than it is for me to actually have this magic item that lets me do so um but anyway i want to hear your thoughts in the comments down below sorry this video is now out on a wednesday uh you know real life man sometimes it happens hopefully i'll be back on track with a regular schedule as i'm starting to recover from my many many night shifts but thankfully our folks have their power back on that's exciting anyway thank you all so much for watching i'll see you next time
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Channel: Nerd Immersion
Views: 64,860
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Keywords: Nerd Immersion, top 10, 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, nerd immersion top 10, top 10 nerd immersion, D&D 5e magic items, nerd immersion magic items, top 10 worst magic items, worst D&D 5e magic items, worst D&D magic items, D&D 5e worst magic items, D&D 5e top 10 worst magic items
Id: m1FANZYs06M
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Length: 36min 9sec (2169 seconds)
Published: Wed Aug 12 2020
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