Magic Items:
The availability of magic items is completely determined by your DM, and it's best to build your character under the assumption that you won't get any. If you ever do get the ability to choose what magic item you want, here are some to look out for:
Common
Cast-off armor The ability to doff your armor as an action could come in handy if it gets targeted by Heat Metal or similar, plus it's convenient.
Clockwork Amulet If you're optimized, you should be able to hit most targets with a 10 on your d20 roll, so this is almost as good as a free hit once per day. It doesn't even require attunement.
Ersatz Eye If by some terrible misfortune you lose one of your eyes, you can use this as a replacement. Having no eyes (and thus being blinded) makes you next to useless, so it might be a good idea to keep a couple of these around, just in case.
Mystery Key Might take 20 rounds to work, and is destroyed once it does, but this can open ANY lock. Could trivialize a whole campaign.
Ruby of the War Mage Holy Symbols (the Paladin's spellcasting focus) can be inlaid into armor or shields, diminishing the need for this, but it does allow you to cast spells with a somatic component while holding a weapon in both hands. Note that this requires attunement.
Uncommon
+1 Weapon +1 to hit and to damage is great, and being able to ignore resistance to nonmagical attacks is also great.
Rare
Amulet of health It sets your constitution score to 19, which is fantastic. Depending on your previous score, this could be as good as 4 HP per level and +4 to Con saves.
The availability of magic items is completely determined by your DM, and it's best to build your character under the assumption that you won't get any. If you ever do get the ability to choose what magic item you want, here are some to look out for:
Common
Cast-off armor The ability to doff your armor as an action could come in handy if it gets targeted by Heat Metal or similar, plus it's convenient.
Clockwork Amulet If you're optimized, you should be able to hit most targets with a 10 on your d20 roll, so this is almost as good as a free hit once per day. It doesn't even require attunement.
Ersatz Eye If by some terrible misfortune you lose one of your eyes, you can use this as a replacement. Having no eyes (and thus being blinded) makes you next to useless, so it might be a good idea to keep a couple of these around, just in case.
Mystery Key Might take 20 rounds to work, and is destroyed once it does, but this can open ANY lock. Could trivialize a whole campaign.
Ruby of the War Mage Holy Symbols (the Paladin's spellcasting focus) can be inlaid into armor or shields, diminishing the need for this, but it does allow you to cast spells with a somatic component while holding a weapon in both hands. Note that this requires attunement.
Uncommon
+1 Weapon +1 to hit and to damage is great, and being able to ignore resistance to nonmagical attacks is also great.
Rare
Amulet of health It sets your constitution score to 19, which is fantastic. Depending on your previous score, this could be as good as 4 HP per level and +4 to Con saves.
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