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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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[GUIDE] So art lies hid by its own artifice - an artificer guide
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<blockquote data-quote="ContrapuntalAnt" data-source="post: 7571599" data-attributes="member: 6988472"><p><u>7. Infusions</u></p><p>Most items are extremely campaign-specific in terms of their usefulness. Significant variables include the make-up of your party, the challenges you regularly face, and the magic items you acquire naturally. For this reason, the ratings in this section are even more subjective than those above.</p><p></p><p>Items which require attunement are marked with (A). Eberron specific items are marked with (E).</p><p></p><p></p><p><u><strong>No pre-requisite</strong></u></p><p><strong><span style="color: rgb(85, 57, 130)">Armour of Magical Strength*</span></strong>: if your GM is constantly knocking you prone this might be useful, but others will be better at Strength checks and Strength saves are rare.</p><p><strong><span style="color: rgb(44, 130, 201)">Enhanced Arcane Focus</span></strong>: not as good as the other basic magic items, because the spells are already magical and this doesn't boost damage. On the other hand as an Artillerist you probably want one for yourself. Maybe as an Alchemist as well, but note it doesn't mesh with your Alchemical Savant ability which requires Alchemical Tools as your focus. If your GM uses an excess of terrain features then it improves in utility.</p><p><span style="color: rgb(44, 130, 201)"><strong>Enhanced Defense</strong></span>: an extremely solid option, if uninteresting.</p><p><span style="color: rgb(26, 188, 156)"><strong>Enhanced Weapon</strong></span>: as above, but ever so slightly more useful than AC or the wand as it likely gives someone a magic attack who wouldn't have it otherwise.</p><p><strong><span style="color: rgb(44, 130, 201)">Homunculus Servant</span></strong>: more of a role-play or utility element. Like a familiar, but slightly less useful as you cannot look through its eyes. Still, it has darkvision and Int 10, so it's quite a good little scout. Now you can get this from level 1 (*Tasha's), you may get a few levels out of its bonus action-directed attack.</p><p><strong><span style="color: rgb(26, 188, 156)">Mind Sharpener*</span></strong> (A): you use a lot of concentration spells. Losing concentration is terrible. Keep that mind sharp!</p><p><span style="color: rgb(26, 188, 156)"><strong>Repeating Shot </strong></span>(A): a strictly better Enhanced Weapon until level 10 if you're using a crossbow, unless you have run out of attunement slots. A solid option.</p><p><strong><span style="color: rgb(44, 130, 201)">Returning weapon</span></strong>: a nice variant for thrown weapons. Probably best to give to your strength-based companions who have few other ranged options.</p><p></p><p><strong><u>Replicate Magic Item - 2nd level</u></strong></p><ul> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Alchemy jug</span></strong>: mostly a ribbon ability.</li> <li data-xf-list-type="ul"><strong>Armblade</strong> (A, E): a neat magic weapon, but the bonuses granted by enhanced weapons are usually more useful than being able to hide it in your arm.</li> <li data-xf-list-type="ul"><strong>Bag of holding</strong>: these are normally easily obtainable for parties in game, but if not then sure.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Cap of water breathing</span></strong>: a useful effect, though from level 6 the cloak is better.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(26, 188, 156)">Goggles of night</span></strong>: particularly important for those without darkvision.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Prosthetic limb</span></strong> (A, E): <span style="color: rgb(26, 188, 156)">amazing</span> if someone in the party needs it!</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Rope of climbing</span></strong>: the Alchemist's Flight Elixir will create most of this effect with a normal rope, without using up an infusion slot.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Sending stones</span></strong>: a nice piece of utility, particularly if your campaign moves around a lot.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Wand of magic detection</span></strong>: this is quite useful. You have <em>detect magic</em> as a ritual spell, but sometimes you really want to check an area quickly.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Wand of secrets</span></strong>: the range is a bit too small with only 3 charges to cover most dungeons.</li> </ul><p></p><p>[HR][/HR]</p><p><u><strong>6th level infusions</strong></u></p><p><span style="color: rgb(85, 57, 130)"><strong>Boots of the Winding Path</strong></span> (A): far less useful than it could be due to the destination restriction, but teleportation is teleportation. It allows you to hit and run whilst avoiding opportunity attacks should you wish to do so.</p><p><strong><span style="color: rgb(26, 188, 156)">Radiant Weapon</span></strong> (A): a nice little upgrade on Enhanced Weapon until level 10, or a way of infusing two magic weapons at once.</p><p><strong><span style="color: rgb(26, 188, 156)">Repulsion Shield</span></strong> (A): a similar upgrade on Enhanced Defence until level 10, if you're using a shield. A 15ft push can be particularly interesting in certain combat scenarios (rooftop fights anyone...?).</p><p><strong><span style="color: rgb(85, 57, 130)">Resistant Armour</span></strong> (A): if you're spending a lot of time fighting predictable foes, then this may be quite good, but otherwise it's too narrow.</p><p><strong><span style="color: rgb(44, 130, 201)">Spell-Refueling Ring*</span></strong> (A): the action required to activate means this is not something to use mid-combat, but so long as you have more than one combat per day this will be of use. An extra 2nd or 3rd level slot can be quite significant.</p><p></p><p><strong><u>Replicate Magic Item - 6th level</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Boots of elvenkind</strong>: useful for scouting. In of itself sight is a bigger issue than sound, but you probably have access to invisibility by now, so this is an ok counterpoint.</li> <li data-xf-list-type="ul"><strong>Cloak of elvenkind</strong> (A): better than the boots if you don't have easy access to invisibility, otherwise worse.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Cloak of the manta ray</span></strong>: in most circumstances this is simply better than the cap.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Eyes of charming</span></strong> (A): a situational 1st level spell at DC 13 isn't worth it.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Gloves of thievery</span></strong>: just get the <em>knock</em> spell somehow... useful but not quite enough power.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Lantern of revealing</span></strong>: you have <em>see invisibility</em> on your spell list, and can exchange spells on a long rest rather than just on level up. Obviously this works for the whole party, so is better, but it's probably not worth the infusion slot.</li> <li data-xf-list-type="ul"><strong>Pipes of haunting</strong>: not bad - if you have the proficiency in wind instruments. Does your bard?</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Ring of water walking</span></strong>: this will certainly look impressive, but it's not an effect you'll use often.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Wand sheath</span></strong> (A, E): you need both a good wand and a warforged in the party to make this useful.</li> </ul><p></p><p>[HR][/HR]</p><p><u><strong>10th level infusions</strong></u></p><p><strong>Helm of Awareness*</strong> (A): a more limited weapon of warning (restricted just to the wearer) as a hat.</p><p></p><p><strong><u>Replicate Magic Item - 10th level</u></strong> (all require attunement unless marked "NA"):</p><ul> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Boots of striding and springing</span></strong>: by 10th level you want access to flight, not extra jumping.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Boots of the winterlands</span></strong>: aside from resistance to cold damage, these effects are only really useful if you can provide them to the whole party. As a single item, not that useful.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(26, 188, 156)">Bracers of archery</span></strong>: a solid item for an archer. Use yourself if a high elf (or resorting to a shortbow); give to another party member otherwise.</li> <li data-xf-list-type="ul"><strong>Brooch of shielding</strong>: defence to force damage is hard to come by, but then force damage is quite rare in of itself.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(26, 188, 156)">Cloak of protection</span></strong>: you really can't go wrong with this. Boosts to AC and saving throws will be useful your entire career.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Eyes of the eagle</span></strong>: you probably don't have the best of Wisdom scores, but someone in your party will. Give this to them.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Gauntlets of ogre power</span></strong>: the problem with these stat-changing items is that by level 12 you already have your primary stats up to 18 or 20, and if you haven't by level 10 then you'll be close. Strength isn't always very useful unless it's an attack stat for you (although it does at least give you grapple options), but nevertheless fixing a stat at 19 is change in power can be significant.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Gloves of missile snaring</span></strong>: who needs decades of training as a monk, when you can just put on some gloves? You're probably a Dex-based class yourself. These are useful and cool.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Gloves of swimming and climbing</span></strong>: useful, but it feels like you should get more at level 10.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Hat of disguise</span></strong>: disguise self can be very useful, but you don't need it that often, and it's on your spell list. Not worth an infusion slot.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Headband of intellect</span></strong>: much like the gauntlets of ogre power. Changing a stat to 19 is undeniably powerful, but you may not have need for this effect. Intelligence is limited in use, like strength is.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Helm of telepathy</span></strong>: this is a pretty cool item. It's a shame the DC is so low, but you'll get some use out of it just by sending telepathic messages between you and the party.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Medallion of thoughts</span></strong>: strictly worse version of the helm of telepathy (save for how visually prominent a helm is by comparison to a medallion).</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Necklace of adaptation*</span></strong>: very campaign-dependent.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Periapt of wound closure</span></strong>: depends entirely on the amount of healing available to you and your party, but this is probably underwhelming at this level.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Pipes of the sewers</span></strong>: swarms of rats aren't really strong enough to be worth your attention at this point. Unless your campaign will provide a strong diplomatic bonus for you ridding the town of an infestation in a non-violent fashion...</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Quiver of Ehlonna</span></strong> (NA): this is a cool variant on items of holding, but most builds don't need that many weapons on hand.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Ring of jumping</span></strong>: see the boots above. If <span style="color: rgb(85, 57, 130)">flight isn't available to you</span> then this gets better.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(26, 188, 156)">Ring of mind shielding</span></strong>: an excellent item for campaigns where the NPCs intelligently utilise magic like real people would.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Slippers of spider climbing</span></strong>: this is far more interesting than the other jump/climb items, but I would still prefer flight.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Ventilating lung</span></strong> (E): extremely situational.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(26, 188, 156)">Winged boots</span></strong>: and here we are. This is just better than many of the other 'movement' items. Be your best Hermes and put on those boots.</li> </ul><p></p><p>[HR][/HR]</p><p><u><strong>14th level infusions</strong></u></p><p><strong><span style="color: rgb(85, 57, 130)">Arcane Propulsion Armour*</span></strong> (A): similar to the Armourer's 3rd level subclass ability, reasonable for the other subclasses but not exciting – <span style="color: rgb(251, 160, 38)">unless you're missing a limb</span>, in which case it is an upgrade on Eberron's prosthetics.</p><p></p><p><strong><u>Replicate Magic Item - 14th level</u></strong> (all require attunement unless marked "NA"):</p><ul> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Amulet of health</span></strong>: setting a stat to 19, but constitution is probably a much better stat to do this with, it being helpful to everyone but not a primary stat so probably not 20 through ASIs. That's no doubt the reason why this comes at level 14 instead of level 10. A solid choice to give to the party member with the lowest Con score.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)"><s>Arcane propulsion arm</s></span></strong><s> (E): an upgrade on prosthetic limb, for anyone who needs one.</s> Superseded by arcane propulsion armour.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(26, 188, 156)">Belt of hill giant strength</span></strong>: a strict upgrade to the gauntlets of ogre power.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Boots of levitation</span></strong>: if you need to fly at short notice (e.g. in combat) then using an action makes this worse than the winged boots. This is still effectively flight though, with no 4h limit like the boots.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Boots of speed</span></strong>: I would choose the winged boots over these, but the effect is ok.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Bracers of defence</span></strong>: an excellent item <span style="color: rgb(26, 188, 156)">if you have a monk</span>, or similar unarmoured companion. Monks are probably the only such that will be in the front line, hence the 'situational' general rating.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Cloak of the bat</span></strong>: this is a fun item. Advantage on stealth checks is an ok bonus for a scout. <em>Polymorph</em> into a bat is the most interesting feature. The non-bat fly speed would be great in places such as the underdark, save the need to use both hands.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Dimensional</span> <span style="color: rgb(26, 188, 156)">shackles</span></strong> (NA): this is campaign-dependent, but is an amazingly useful and unique effect if you need it.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(44, 130, 201)">Gem of seeing</span></strong>: true-seeing is very powerful, but the combination of needing an action and a 10min duration stops this item being perfect.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Horn of blasting</span></strong> (NA): for me the 1/5 chance of blowing yourself up is too high, considering the effect is a level of damage that can be replicated by most full spellcasters at this level. The loss of the item isn't a problem, because you could make another, but 10d6 damage during combat is dangerous.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(85, 57, 130)">Ring of free action</span></strong>: how often does your GM use the paralysed or restrained conditions on you? If regularly then you may well want this.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(26, 188, 156)">Ring of protection</span></strong>: another copy of the cloak you obtained at level 12, albeit a ring is more convenient.</li> <li data-xf-list-type="ul"><strong>Ring of the ram</strong>: this is interesting as an attack, as a) force damage is rarely resisted, and b) the push provides battlefield control. 6d10 damage + a 15ft push isn't bad, though at level 16 the +7 roll to hit leaves much to be desired.</li> </ul></blockquote><p></p>
[QUOTE="ContrapuntalAnt, post: 7571599, member: 6988472"] [U]7. Infusions[/U] Most items are extremely campaign-specific in terms of their usefulness. Significant variables include the make-up of your party, the challenges you regularly face, and the magic items you acquire naturally. For this reason, the ratings in this section are even more subjective than those above. Items which require attunement are marked with (A). Eberron specific items are marked with (E). [U][B]No pre-requisite[/B][/U] [B][COLOR=rgb(85, 57, 130)]Armour of Magical Strength*[/COLOR][/B]: if your GM is constantly knocking you prone this might be useful, but others will be better at Strength checks and Strength saves are rare. [B][COLOR=rgb(44, 130, 201)]Enhanced Arcane Focus[/COLOR][/B]: not as good as the other basic magic items, because the spells are already magical and this doesn't boost damage. On the other hand as an Artillerist you probably want one for yourself. Maybe as an Alchemist as well, but note it doesn't mesh with your Alchemical Savant ability which requires Alchemical Tools as your focus. If your GM uses an excess of terrain features then it improves in utility. [COLOR=rgb(44, 130, 201)][B]Enhanced Defense[/B][/COLOR]: an extremely solid option, if uninteresting. [COLOR=rgb(26, 188, 156)][B]Enhanced Weapon[/B][/COLOR]: as above, but ever so slightly more useful than AC or the wand as it likely gives someone a magic attack who wouldn't have it otherwise. [B][COLOR=rgb(44, 130, 201)]Homunculus Servant[/COLOR][/B]: more of a role-play or utility element. Like a familiar, but slightly less useful as you cannot look through its eyes. Still, it has darkvision and Int 10, so it's quite a good little scout. Now you can get this from level 1 (*Tasha's), you may get a few levels out of its bonus action-directed attack. [B][COLOR=rgb(26, 188, 156)]Mind Sharpener*[/COLOR][/B] (A): you use a lot of concentration spells. Losing concentration is terrible. Keep that mind sharp! [COLOR=rgb(26, 188, 156)][B]Repeating Shot [/B][/COLOR](A): a strictly better Enhanced Weapon until level 10 if you're using a crossbow, unless you have run out of attunement slots. A solid option. [B][COLOR=rgb(44, 130, 201)]Returning weapon[/COLOR][/B]: a nice variant for thrown weapons. Probably best to give to your strength-based companions who have few other ranged options. [B][U]Replicate Magic Item - 2nd level[/U][/B] [LIST] [*][B][COLOR=rgb(85, 57, 130)]Alchemy jug[/COLOR][/B]: mostly a ribbon ability. [*][B]Armblade[/B] (A, E): a neat magic weapon, but the bonuses granted by enhanced weapons are usually more useful than being able to hide it in your arm. [*][B]Bag of holding[/B]: these are normally easily obtainable for parties in game, but if not then sure. [*][B][COLOR=rgb(85, 57, 130)]Cap of water breathing[/COLOR][/B]: a useful effect, though from level 6 the cloak is better. [*][B][COLOR=rgb(26, 188, 156)]Goggles of night[/COLOR][/B]: particularly important for those without darkvision. [*][B][COLOR=rgb(85, 57, 130)]Prosthetic limb[/COLOR][/B] (A, E): [COLOR=rgb(26, 188, 156)]amazing[/COLOR] if someone in the party needs it! [*][B][COLOR=rgb(85, 57, 130)]Rope of climbing[/COLOR][/B]: the Alchemist's Flight Elixir will create most of this effect with a normal rope, without using up an infusion slot. [*][B][COLOR=rgb(44, 130, 201)]Sending stones[/COLOR][/B]: a nice piece of utility, particularly if your campaign moves around a lot. [*][B][COLOR=rgb(44, 130, 201)]Wand of magic detection[/COLOR][/B]: this is quite useful. You have [I]detect magic[/I] as a ritual spell, but sometimes you really want to check an area quickly. [*][B][COLOR=rgb(85, 57, 130)]Wand of secrets[/COLOR][/B]: the range is a bit too small with only 3 charges to cover most dungeons. [/LIST] [HR][/HR] [U][B]6th level infusions[/B][/U] [COLOR=rgb(85, 57, 130)][B]Boots of the Winding Path[/B][/COLOR] (A): far less useful than it could be due to the destination restriction, but teleportation is teleportation. It allows you to hit and run whilst avoiding opportunity attacks should you wish to do so. [B][COLOR=rgb(26, 188, 156)]Radiant Weapon[/COLOR][/B] (A): a nice little upgrade on Enhanced Weapon until level 10, or a way of infusing two magic weapons at once. [B][COLOR=rgb(26, 188, 156)]Repulsion Shield[/COLOR][/B] (A): a similar upgrade on Enhanced Defence until level 10, if you're using a shield. A 15ft push can be particularly interesting in certain combat scenarios (rooftop fights anyone...?). [B][COLOR=rgb(85, 57, 130)]Resistant Armour[/COLOR][/B] (A): if you're spending a lot of time fighting predictable foes, then this may be quite good, but otherwise it's too narrow. [B][COLOR=rgb(44, 130, 201)]Spell-Refueling Ring*[/COLOR][/B] (A): the action required to activate means this is not something to use mid-combat, but so long as you have more than one combat per day this will be of use. An extra 2nd or 3rd level slot can be quite significant. [B][U]Replicate Magic Item - 6th level[/U][/B] [LIST] [*][B]Boots of elvenkind[/B]: useful for scouting. In of itself sight is a bigger issue than sound, but you probably have access to invisibility by now, so this is an ok counterpoint. [*][B]Cloak of elvenkind[/B] (A): better than the boots if you don't have easy access to invisibility, otherwise worse. [*][B][COLOR=rgb(85, 57, 130)]Cloak of the manta ray[/COLOR][/B]: in most circumstances this is simply better than the cap. [*][B][COLOR=rgb(184, 49, 47)]Eyes of charming[/COLOR][/B] (A): a situational 1st level spell at DC 13 isn't worth it. [*][B][COLOR=rgb(85, 57, 130)]Gloves of thievery[/COLOR][/B]: just get the [I]knock[/I] spell somehow... useful but not quite enough power. [*][B][COLOR=rgb(85, 57, 130)]Lantern of revealing[/COLOR][/B]: you have [I]see invisibility[/I] on your spell list, and can exchange spells on a long rest rather than just on level up. Obviously this works for the whole party, so is better, but it's probably not worth the infusion slot. [*][B]Pipes of haunting[/B]: not bad - if you have the proficiency in wind instruments. Does your bard? [*][B][COLOR=rgb(85, 57, 130)]Ring of water walking[/COLOR][/B]: this will certainly look impressive, but it's not an effect you'll use often. [*][B][COLOR=rgb(85, 57, 130)]Wand sheath[/COLOR][/B] (A, E): you need both a good wand and a warforged in the party to make this useful. [/LIST] [HR][/HR] [U][B]10th level infusions[/B][/U] [B]Helm of Awareness*[/B] (A): a more limited weapon of warning (restricted just to the wearer) as a hat. [B][U]Replicate Magic Item - 10th level[/U][/B] (all require attunement unless marked "NA"): [LIST] [*][B][COLOR=rgb(184, 49, 47)]Boots of striding and springing[/COLOR][/B]: by 10th level you want access to flight, not extra jumping. [*][B][COLOR=rgb(85, 57, 130)]Boots of the winterlands[/COLOR][/B]: aside from resistance to cold damage, these effects are only really useful if you can provide them to the whole party. As a single item, not that useful. [*][B][COLOR=rgb(26, 188, 156)]Bracers of archery[/COLOR][/B]: a solid item for an archer. Use yourself if a high elf (or resorting to a shortbow); give to another party member otherwise. [*][B]Brooch of shielding[/B]: defence to force damage is hard to come by, but then force damage is quite rare in of itself. [*][B][COLOR=rgb(26, 188, 156)]Cloak of protection[/COLOR][/B]: you really can't go wrong with this. Boosts to AC and saving throws will be useful your entire career. [*][B][COLOR=rgb(44, 130, 201)]Eyes of the eagle[/COLOR][/B]: you probably don't have the best of Wisdom scores, but someone in your party will. Give this to them. [*][B][COLOR=rgb(44, 130, 201)]Gauntlets of ogre power[/COLOR][/B]: the problem with these stat-changing items is that by level 12 you already have your primary stats up to 18 or 20, and if you haven't by level 10 then you'll be close. Strength isn't always very useful unless it's an attack stat for you (although it does at least give you grapple options), but nevertheless fixing a stat at 19 is change in power can be significant. [*][B][COLOR=rgb(44, 130, 201)]Gloves of missile snaring[/COLOR][/B]: who needs decades of training as a monk, when you can just put on some gloves? You're probably a Dex-based class yourself. These are useful and cool. [*][B][COLOR=rgb(85, 57, 130)]Gloves of swimming and climbing[/COLOR][/B]: useful, but it feels like you should get more at level 10. [*][B][COLOR=rgb(184, 49, 47)]Hat of disguise[/COLOR][/B]: disguise self can be very useful, but you don't need it that often, and it's on your spell list. Not worth an infusion slot. [*][B][COLOR=rgb(44, 130, 201)]Headband of intellect[/COLOR][/B]: much like the gauntlets of ogre power. Changing a stat to 19 is undeniably powerful, but you may not have need for this effect. Intelligence is limited in use, like strength is. [*][B][COLOR=rgb(44, 130, 201)]Helm of telepathy[/COLOR][/B]: this is a pretty cool item. It's a shame the DC is so low, but you'll get some use out of it just by sending telepathic messages between you and the party. [*][B][COLOR=rgb(85, 57, 130)]Medallion of thoughts[/COLOR][/B]: strictly worse version of the helm of telepathy (save for how visually prominent a helm is by comparison to a medallion). [*][B][COLOR=rgb(85, 57, 130)]Necklace of adaptation*[/COLOR][/B]: very campaign-dependent. [*][B][COLOR=rgb(85, 57, 130)]Periapt of wound closure[/COLOR][/B]: depends entirely on the amount of healing available to you and your party, but this is probably underwhelming at this level. [*][B][COLOR=rgb(184, 49, 47)]Pipes of the sewers[/COLOR][/B]: swarms of rats aren't really strong enough to be worth your attention at this point. Unless your campaign will provide a strong diplomatic bonus for you ridding the town of an infestation in a non-violent fashion... [*][B][COLOR=rgb(85, 57, 130)]Quiver of Ehlonna[/COLOR][/B] (NA): this is a cool variant on items of holding, but most builds don't need that many weapons on hand. [*][B][COLOR=rgb(184, 49, 47)]Ring of jumping[/COLOR][/B]: see the boots above. If [COLOR=rgb(85, 57, 130)]flight isn't available to you[/COLOR] then this gets better. [*][B][COLOR=rgb(26, 188, 156)]Ring of mind shielding[/COLOR][/B]: an excellent item for campaigns where the NPCs intelligently utilise magic like real people would. [*][B][COLOR=rgb(85, 57, 130)]Slippers of spider climbing[/COLOR][/B]: this is far more interesting than the other jump/climb items, but I would still prefer flight. [*][B][COLOR=rgb(184, 49, 47)]Ventilating lung[/COLOR][/B] (E): extremely situational. [*][B][COLOR=rgb(26, 188, 156)]Winged boots[/COLOR][/B]: and here we are. This is just better than many of the other 'movement' items. Be your best Hermes and put on those boots. [/LIST] [HR][/HR] [U][B]14th level infusions[/B][/U] [B][COLOR=rgb(85, 57, 130)]Arcane Propulsion Armour*[/COLOR][/B] (A): similar to the Armourer's 3rd level subclass ability, reasonable for the other subclasses but not exciting – [COLOR=rgb(251, 160, 38)]unless you're missing a limb[/COLOR], in which case it is an upgrade on Eberron's prosthetics. [B][U]Replicate Magic Item - 14th level[/U][/B] (all require attunement unless marked "NA"): [LIST] [*][B][COLOR=rgb(44, 130, 201)]Amulet of health[/COLOR][/B]: setting a stat to 19, but constitution is probably a much better stat to do this with, it being helpful to everyone but not a primary stat so probably not 20 through ASIs. That's no doubt the reason why this comes at level 14 instead of level 10. A solid choice to give to the party member with the lowest Con score. [*][B][COLOR=rgb(85, 57, 130)][S]Arcane propulsion arm[/S][/COLOR][/B][S] (E): an upgrade on prosthetic limb, for anyone who needs one.[/S] Superseded by arcane propulsion armour. [*][B][COLOR=rgb(26, 188, 156)]Belt of hill giant strength[/COLOR][/B]: a strict upgrade to the gauntlets of ogre power. [*][B][COLOR=rgb(44, 130, 201)]Boots of levitation[/COLOR][/B]: if you need to fly at short notice (e.g. in combat) then using an action makes this worse than the winged boots. This is still effectively flight though, with no 4h limit like the boots. [*][B][COLOR=rgb(85, 57, 130)]Boots of speed[/COLOR][/B]: I would choose the winged boots over these, but the effect is ok. [*][B][COLOR=rgb(85, 57, 130)]Bracers of defence[/COLOR][/B]: an excellent item [COLOR=rgb(26, 188, 156)]if you have a monk[/COLOR], or similar unarmoured companion. Monks are probably the only such that will be in the front line, hence the 'situational' general rating. [*][B][COLOR=rgb(44, 130, 201)]Cloak of the bat[/COLOR][/B]: this is a fun item. Advantage on stealth checks is an ok bonus for a scout. [I]Polymorph[/I] into a bat is the most interesting feature. The non-bat fly speed would be great in places such as the underdark, save the need to use both hands. [*][B][COLOR=rgb(85, 57, 130)]Dimensional[/COLOR] [COLOR=rgb(26, 188, 156)]shackles[/COLOR][/B] (NA): this is campaign-dependent, but is an amazingly useful and unique effect if you need it. [*][B][COLOR=rgb(44, 130, 201)]Gem of seeing[/COLOR][/B]: true-seeing is very powerful, but the combination of needing an action and a 10min duration stops this item being perfect. [*][B][COLOR=rgb(184, 49, 47)]Horn of blasting[/COLOR][/B] (NA): for me the 1/5 chance of blowing yourself up is too high, considering the effect is a level of damage that can be replicated by most full spellcasters at this level. The loss of the item isn't a problem, because you could make another, but 10d6 damage during combat is dangerous. [*][B][COLOR=rgb(85, 57, 130)]Ring of free action[/COLOR][/B]: how often does your GM use the paralysed or restrained conditions on you? If regularly then you may well want this. [*][B][COLOR=rgb(26, 188, 156)]Ring of protection[/COLOR][/B]: another copy of the cloak you obtained at level 12, albeit a ring is more convenient. [*][B]Ring of the ram[/B]: this is interesting as an attack, as a) force damage is rarely resisted, and b) the push provides battlefield control. 6d10 damage + a 15ft push isn't bad, though at level 16 the +7 roll to hit leaves much to be desired. [/LIST] [/QUOTE]
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