Patbfinder Items to Use Agains Groups of Goblines
Most Dungeons & Dragons games end well before the players reach the higher tiers of play. These tiers include levels 11-16: masters of the realm, and 17-20: masters of the world. If you start a game with characters at level one and play weekly, reaching the heights of these later levels over the course of a campaign takes years of gameplay. It's a commitment that most players and dungeons masters find difficult to make, and who can really blame them?
Nonetheless, there are those chosen few groups who manage to reach such heights through a combination of skill, luck, and determination. There are also experienced players who play one-shot adventurers at these high levels, giving them a taste of powers so devastating they ought to be earned. Whatever the cause of your high-level game, you're going to need magic items as intoxicatingly mighty as the players that wield them.
10 Dwarven Plate
This armor is as stubborn as the dwarves that made it. Dwarven plate is plate armor that gives an additional +2 to AC for a total of 20 AC, and that's without a shield. Besides making you very hard to hit, dwarven plate also features an enchantment that lets you keep your footing.
If an effect would move you against your will along the ground, you can use your reaction to reduce the distance you are moved by 10 feet. It's the perfect item for a relentless melee fighter. Being moved against your will isn't an especially common occurrence, but when it does happen you can bet the player with this item will be ecstatic to stand their ground.
9 Horn of Valhalla
Some players just like to roll attacks. As many attacks as they can get their hands on. If you've got someone like this at your table, the horn of Valhalla will make their wildest dreams come true. The horn has a variety of types, with the better of them summoning more allies to make attacks. For the purposes of this article, we'll use the silver type. As an action, you can blow the horn, summoning 2d4 + 2 berserker warrior spirits from the plane of Ysgard.
The berserkers appear within 60 feet of you and disappear after one hour or when they drop to 0 hit points. The horn can't be used again until 7 days have passed. The craziest part? Each berserker has access to reckless attacks, allowing the player to roll at advantage on every attack their allies make.
8 Nine Lives Stealer
Other players prefer a single decisive strike to a barrage of reckless ones. The nine lives stealer gives a +2 bonus to attack and damage rolls made with it. The sword also has 1d8 + 1 charges. "If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 constitution saving throw or be slain instantly as the sword tears its life force from its body."
Constructs and undead are immune to this effect. If this property slays a creature, the sword loses one charge. Once the weapons out of charges, it loses this effect. An assassin type character or champion fighter is a perfect recipient for this item, but anyone who's able to roll at advantage frequently should be happy to put it to use.
7 Ioun Stone (Mastery)
Ioun stones come in a variety of shapes, sizes, and benefits. But the most ubiquitously powerful one among them all is the stone of mastery. No matter what your character's build looks like, you're going to want this little rock orbiting your head. The Ioun stone of mastery increases all proficiencies by 1. Saving throws, skill checks, and attack rolls are all boosted by the presence of this stone.
While it's a powerful boon to provide to a party, it's near equal effectiveness for players across the board is likely to result in a heated argument about who deserves it most. As the DM, sit back and enjoy the fireworks.
6 Ring Of Spell Turning
What could be better than countering a spell? How about reflecting it back to the caster. "This legendary magic item gives the wearer advantage on saving throws against any spell that targets only you. On top of that, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster" using their own statistics.
This item provides a change in gameplay for any spellcaster that likes to use counterspell. Now, when targeted with a spell they are faced with a decision. Counter the spell and move on, or take a chance to high roll a spell reflection.
5 Sword Of Answering
The sword of answering is among the most powerful weapons any melee attacker can obtain. According to the lore of the Greyhawk universe, only 9 of them are known to exist. Each sword features its own alignment, appearance, and name. But all have the same savage effect.
First of all, the weapon provides a +3 bonus to attack and damage rolls made with it. But the sword's real power comes from its second property. While you hold the sword, you can use a reaction to make one melee attack against any creature in your reach that deals damage to you. This attack has an advantage and ignores all damage immunities and resistances. That's a pretty good answer.
4 Rod Of Resurrection
High-level parties face high-level threats. No longer is the party troubled by a measly band of goblins. Instead of goblins, players will face off against a horde of demons led by a dreadful demon general, an ancient dragon who has terrorized the land for centuries, or creatures who bring with them terrors from beyond the stars.
Against such exotic and dangerous opposition, the chances of character death greatly increase. But death isn't the end for characters of such heights! Especially not when you've got access to a rod of resurrection. "The rod has 5 charges. You can use an action to cast heal for 1 charge, or cast resurrection for the full 5. The rod regains 1 charge daily at dawn. If reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance." You can't run from death forever.
3 Ring Of Invisibility
The ring of invisibility does exactly as you would expect. While wearing the ring, as an action you are able to turn invisible. This invisibility remains until you attack, cast a spell, remove the ring, or make yourself visible using a bonus action.
Permanent and unlimited access to invisibility is no small gain, but it's also well within the limits of the game. Many high-level enemies have access to truesight or other features that allow them to see through invisibility. But that won't prevent a player from trying to first hide from every encounter they come across. The ring is a godsend for any player that likes being sneaky.
2 Iron Flask
A boss fight in a bottle! For all the benefits the iron flask might confer, when the players first come across this item it may very well be their undoing. Use an action to speak the flask's command word. A targeted creature within 60 feet must then make a DC 17 wisdom saving throw. On a failure, they are trapped in the flask and remain there until they are released.
Creatures trapped in the flask once before have advantage on the save, and the flask can only hold one creature at a time. You can use an action to release a creature from the flask. That creature is friendly to you and your allies for 1 hour and obeys your commands. After that, who knows what it might do.
1 Luck Blade
The legendary luck blade! This sword has a +1 bonus to attack and damage rolls and gives its owner a +1 bonus to saving throws as well. While you have the sword, you can use its luck to reroll one attack roll, ability check, or saving throw.
This feature can't be used again until the next dawn. Most importantly, though, the sword comes with 1d4 - 1 charges of the best spell in the game: wish. This 9th level spell has the power to bend reality to your whim (pending DM approval). Use your wishes sparingly. They won't come back.
Source: https://www.thegamer.com/dungeons-dragons-10-magic-items-for-a-high-level-party/
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