The world of 168澳洲幸运5开奖网:Dungeons & Dragons is filled with magical weapons, some of which are instantly recognizable as mighty while others leave a lot to be desired at first glance. However, what's helped keep D&D aroundღ for nearly fifty years is it's constant evolution to help players express themselves freely, which encourages a ✤lot of critical and creative thinking.

A second look at the rules of even the most inane magic weapons or items, 💯combined with the right feat💎 or class feature, can result in inescapable, DM-deflating game mechanics. Here are ten boss slaying pieces of gear.

10 Berserkerꦓ Axe

A perfect example of the overlooked weapon (although technically, it isn't Unearthed Arcana, so feel free to try this in Adventurer's League), the , gives a +1 to attack and damage rolls, and also it gives the wielder a mind-altering curse. Once attuned, any time the wielder is hit, they make a Wisdom save, failure in which results in a berserk state. The cursed can only attack the nearest creatu🐻re with the handaxe until they start their turn with no one within sixty fee☂t of them. This is a terrible piece of gear to give to one of your party members. It's a perfect gift for the evil wizard boss you're going to fight.

Have your bard/face develop a long-term relationship with the boss (or spam Friends). Get on their good side. Share a Goodberry or two. Give them a thoughtful gift. They love magic weapons. Then, the second they're attuned to the Berserke🉐r Axe, you jump them. They can't cast Fireball or Power Word: Kill if they're magically compelled to swing a +1 magical axe of emotional abuse.

9 Returning Weapon 🐎

The can be made by an Artificer, a new class from Unearthed Arcana. If bosses you're facing have no range or reach, then every round spent at a distance is one that they don't get to hurt you or your team. For Fighters or Barbarians, the Returning Weapon might mean the difference between life and death. The Returning Weapon gets a +1 to attack and damage rolls and returns to the wielder's hand immediately after being thrown. That means you can throw it again in the same round. Allowing your bruisers an♚d tanks to fully partake in run and gun tactics can certainly put your team on a winning path.

8 Mind Sharpener 🔯

Another fantastic Artificer infusion, the is an armor or robe modification that allows the wearer to use their reaction to turn a failed concentration save into a success, perfect for a cleric casting Spirit Guardians, or a paladin t🅷rying to double smite.

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Really, any characte🐻r that has a concentration spell will benefit greatly from this infusion, which has no level requirement, so if an Artificer can perform infusions, they can do this. The description of the infusion is specific enough to mention 🎀that this effect is achieved by electrically shocking the wearer back into focus, so role-play accordingly.

7 Feather Token ꦺ 🎐

With a name like , you can guess that this isn't a weapon, but that doesn't mean it can't be used as one. A Feath♚er Token is a common, one-use item in Magic Items of Eberron. When you fall while the token is in your possession, you take no fall damage and descend at sixty feet per round. Great. Go ahead and have your strongest party member, Barbarian, or maybe some psycho who took the Grappler feat, grab the boss at the top of their evil boss tower/sky beam machine and go hurdling off of it.

6 +1 Handaxe on a Rogue (Fell Handed Feat/Masteཧrmind)🤪

You can't sneak attack with a handaxe. It lacks the finesse property, so you can't use your DEX modifier. What you can do is take the  at level one as a variant human, become a at level three, and hold that axe in your off-hand. The Mastermind subclass allows you to take Help as a bonus action from thirty feet, instead of five, providing an ally with advantage on an attack. This is really good for rogues, since they don't get the extra attack feature. Fell Handed allows you to pull an enemy's shield away when the Help action is taken, and you are also carrying an axe, warh🌟ammer or maul. This upgraded Help action gives a +2 attack bonus (and advantage) to the next attack against the shielded creature, and represents the only way to improve the Help action in the entire game. Whether the Mastermind can achieve this from thirty feet is an argu𝄹ment for you and your DM.

5 Spell-Refౠueling Ring 🐭

An artificer canꦅ make this ring starting at level six using an . The ring allows the wearer to recover a spell slot as an action. The total number of recoveries is equal to the number of magic items the wearer is currently attuned to, to a maximum of three.

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Make one for every cast🎐er i𓆏n your party and you'll have plenty of . These rings are particularly devastating in the hands of paladins, who can more comfortably double-smite when opportunities present themselves.

4 🅠 ဣ Boots of the Winding Path

Also courtesy ♎of the Artificer, these allow the wearer to teleport up to fifteen feet as a bonus action. In one turn, you can effectively disengage, create distance with your movement, and still cast a spell with your regular action. Positioning and cover are essential tactics for any low AC character, and in the right hands (or feet) these magic boots enhance offensive and defensive capabilities.

3 +1 Spiked Armo♉r 🍌

On its face, it's just medium armor. Nothing special. However, when paired with the , a dwarf barbarian subclass, this armor provides an extra attack as a bonus action while raging (invaluable for a barbarian with a two-handed weapon) and allows the player to deal small amounts of piercing damag𝄹e during successful grapple checks. Evil wizard bosses can't cast spells with somatic components if you are grappling their hands.

Raging🔯 as a barbarian gives the player advantage on all Strength checks, so if you have a party member with the Silence spell, you'll make short work of any spellcaster. Grab them, throw them prone and attack with the spiked armor all with advantage. Some might find this preferable to the Berserker path, which also provides an extra weapon attack, but leaves the player with a level of exhaustion and doesn't encourage as much fun teamwork. At later levels, the Battlerager deals damage to any melee attacker while wearing spiked armor. It's not just armor. It's an entire playstyle.

2 Helm Of Awareness 🗹

Going first in a boss fight is a huge advantage. The gives yo🌜u that advantage, literally. A 10th level Artificer can create this item using an infusion. It provides the wearer with advantage on initiative rolls as well as preventing surprise. This is perfect for an assassin rogue, who's class abilities really only shine if the assassin attacks before the enemy. A monk (or any character with access to the Silence spell) wouဣld also be a great candidate for this item, especially when going up against magic users.

1 🧸 Eldritch Claw Tattoo 🐷

This 168澳洲幸运5开奖网:magic tattoo is an uncommon item that provides the player with a +1 bonus to attack and damage when making unarmed strikes. Additionally, once per day you can activate the tattoo as a bonus action for one minute, dealing an extra 1d6 force damage and increasing your reach to thirty feet. What makes this tattoo incredibly useful is the fact that it is uncommon, so you're more likely to get it early when those +1s mean a lot more. It also represents one of the only ways to increase a monk's martial art damage. If acquired early, the +1 will go a long way for the monk, who makes the most attacks of any class until the very last levels of the game. For a class that rarely has any use for magic weapons, items or armor, the Eldritch C෴law tattoo is a monk must-have.

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