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<blockquote data-quote="Mistwell" data-source="post: 9482709" data-attributes="member: 2525"><p>Pact Tactics has early access to the DMG and does extensive coverage of Magic Items.</p><p></p><p>1) Some items nerfed, like Cube of Force. Others were buffed, like Sphere of Annihilation.</p><p>2) The DMG has 19 new magic items, and includes most of the old magic items along with items from a variety of supplement books and adventure books.</p><p>3) Wands were nerfed (looks like DCs lower? Not sure what the nerf is), but also there are good crafting rules to make them so they will probably be used more often.</p><p>4) Purchasing magic items is covered. It's not individual but based on rarity.</p><p>5) Rules for crafting Magic Items: Tool proficiency is more useful now for crafting. Takes X days of 8 hours per day to craft an item based on rarity, and time can be cut in half if two people work on it at the same time. Can contribute to the 8 hours during short rests. Material cost and locating materials also covered. Work days do not need to be consecutive.</p><p>6) Enspelled Staff, just a simple magic staff that casts a spell like a wand. Example given was crafting a Staff of Cure Wounds (6 charges per day) would take 10 days to craft, or 5 with help, and cost 205 gold pieces to make (5 for the staff, 200 for the magic). As this is better than potions of healing in terms of cost, Pact Tactics suspects spellcasters will want to make things like this.</p><p>7) Gives example that a wand of magic missile can be used by anyone, doesn't require attunement, has 7 charges and recharges at dawn 1d6+1, and one charge casts a level 1 version, 2 charges a level 2, and 3 charges a level 3. The kind of item a mage will want to be crafting a lot.</p><p>8) Enspelled Armor: Armor must be a spell from the Abjuration or Illusion school. Otherwise similar to wands and staves.</p><p>9) Enspelled Weapon: Weapon must be a spell from the Conjuration, Divination, Evocation, Necromancy or Transmutation school of magic. Otherwise similar to wands, 6 charges, recharges each day, etc.</p><p>10) He calls out that a Rogue (Thief) with a Truestrike Longbow, which would require Woodcarvers Tool proficiency, 200gp for the magic plus the bow, and then 5-10 days work (5 if you have an assistant) and now you can use Truestrike as a bonus action on your turn, then ready an action to attack with the bow as soon as the next turn starts, and get double sneak attack.</p><p>11) Common Magic Items: Gives examples of Bead of Nourishment, Bead of Refreshment, Pole of Angling, Pole of Collapsing, Rival Coin (50% chance target takes 2d4 damage and disadvantage on next attack, 50% change you take 1d4 damage instead), Sylvan Weapon (communicate with fey and 1/day message cantrip)</p><p>12) Uncommon items: Baba Yaga's Dancing Broom (animate broom that attacks for you), Hag Eye (darkvision or see invis), Potion of Pugilism (unarmed strikes do extra 1d6 damage for 10 mins; Monks can craft this),</p><p>13) Rare: Cube of Summoning. Random Tasha's summon appears at 5th level spell, not price and no concentration or attunement.</p><p>14) Very Rare: Lute of Thunderous Thumping (extra 2d8 thunder damage on a hit, bards can use charisma for attacks). Energy Bow (yes that bow, like Restraint, Transport, and Ladder), Hat of Many Spells (Yes that hat), Quarterstaff of the Acrobat (yes that quarterstaff), Shield of the Cavalier (yes that Shield, very powerful), Thunderous Greatclub (yes that club, it's quite good).</p><p></p><p>[MEDIA=youtube]_F71XJHr1co[/MEDIA]</p></blockquote><p></p>
[QUOTE="Mistwell, post: 9482709, member: 2525"] Pact Tactics has early access to the DMG and does extensive coverage of Magic Items. 1) Some items nerfed, like Cube of Force. Others were buffed, like Sphere of Annihilation. 2) The DMG has 19 new magic items, and includes most of the old magic items along with items from a variety of supplement books and adventure books. 3) Wands were nerfed (looks like DCs lower? Not sure what the nerf is), but also there are good crafting rules to make them so they will probably be used more often. 4) Purchasing magic items is covered. It's not individual but based on rarity. 5) Rules for crafting Magic Items: Tool proficiency is more useful now for crafting. Takes X days of 8 hours per day to craft an item based on rarity, and time can be cut in half if two people work on it at the same time. Can contribute to the 8 hours during short rests. Material cost and locating materials also covered. Work days do not need to be consecutive. 6) Enspelled Staff, just a simple magic staff that casts a spell like a wand. Example given was crafting a Staff of Cure Wounds (6 charges per day) would take 10 days to craft, or 5 with help, and cost 205 gold pieces to make (5 for the staff, 200 for the magic). As this is better than potions of healing in terms of cost, Pact Tactics suspects spellcasters will want to make things like this. 7) Gives example that a wand of magic missile can be used by anyone, doesn't require attunement, has 7 charges and recharges at dawn 1d6+1, and one charge casts a level 1 version, 2 charges a level 2, and 3 charges a level 3. The kind of item a mage will want to be crafting a lot. 8) Enspelled Armor: Armor must be a spell from the Abjuration or Illusion school. Otherwise similar to wands and staves. 9) Enspelled Weapon: Weapon must be a spell from the Conjuration, Divination, Evocation, Necromancy or Transmutation school of magic. Otherwise similar to wands, 6 charges, recharges each day, etc. 10) He calls out that a Rogue (Thief) with a Truestrike Longbow, which would require Woodcarvers Tool proficiency, 200gp for the magic plus the bow, and then 5-10 days work (5 if you have an assistant) and now you can use Truestrike as a bonus action on your turn, then ready an action to attack with the bow as soon as the next turn starts, and get double sneak attack. 11) Common Magic Items: Gives examples of Bead of Nourishment, Bead of Refreshment, Pole of Angling, Pole of Collapsing, Rival Coin (50% chance target takes 2d4 damage and disadvantage on next attack, 50% change you take 1d4 damage instead), Sylvan Weapon (communicate with fey and 1/day message cantrip) 12) Uncommon items: Baba Yaga's Dancing Broom (animate broom that attacks for you), Hag Eye (darkvision or see invis), Potion of Pugilism (unarmed strikes do extra 1d6 damage for 10 mins; Monks can craft this), 13) Rare: Cube of Summoning. Random Tasha's summon appears at 5th level spell, not price and no concentration or attunement. 14) Very Rare: Lute of Thunderous Thumping (extra 2d8 thunder damage on a hit, bards can use charisma for attacks). Energy Bow (yes that bow, like Restraint, Transport, and Ladder), Hat of Many Spells (Yes that hat), Quarterstaff of the Acrobat (yes that quarterstaff), Shield of the Cavalier (yes that Shield, very powerful), Thunderous Greatclub (yes that club, it's quite good). [MEDIA=youtube]_F71XJHr1co[/MEDIA] [/QUOTE]
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