I need some magic item choices, ranging from common to very rare.
Mainly this campaign is about being creative and using things in situations wisely, even in normal mundane social situations where high charisma won't always get you out of trouble. That's sort of the idea of it.
Any ideas? Am playing a sorcerer, no need for flying items as im playing a winged variant of Aasimar.
It depends on your definition of "flexible" and what situations you're hoping the item will flex in. Generally the most flexible items in terms of "Hey, Erl! Check this out!" are the ones that hack physics, like the immovable rod. The uses of those items are generally limited only by the imagination of the user - a friend of mine turned the Immovable Rod into a deadly weapon in a train heist game, while one of my regular play group considers it the ultimate climbing tool - provided you have Man of Literal Steel muscles and can Samson's Ladder your way to any height you please. There's a number of possibilities that open up when you have something that can defy basic physics in a concrete, predictable way.
Personally, I'm a fan of the horn of silent alarm. It's targeted, silent (to everyone else) communication over a decently wide area, and it also has the advantages of being a regular hunting horn as well. It's an excellent choice to use as a signal for heist plans, or to give to the rogue as an "OH SHIT OH SHIT OH SHIT IT WENT BUST Y'ALL SAVE ME" option. You can also use it to target an enemy, making them and only them hear the horn and freak shits while confusing the rest of the band that enemy is with. Mind games ahoy, for four charges at least. If your sorcerer is good at stealth and operates away from the group regularly, could be a cool use of a Common slot.
The Ring of Obscuring could be a fun tool for a flying sorcerer. You can fly into enemy formations, pop a Ninja Vanish smoke bomb, then fly up and out of it and leave the enemy in disarray. Great tool for hindering enemy archers who are otherwise in a threatening high ground position and may not be vulnerable to being blasted out of it - drop smoke on their hide and force them to abandon it if they want to keep shooting. On top of, y'know, having the ability to ninja vanish at need.
Shiftweave can also be really cool for infiltrators both social and otherwise. It's basically Instant Disguise, provided one of your five outfits is an appropriate disguise for whatever you're doing. Careful selection of the five outfits embedded in shiftweave can make for a super handy item - and it's also great for when you want to make a Magical Girl character, complete with transformation. Heh, get your DM on board with making your Magical Girl outfit be uncommon glamerweave with disguise-y effects and you can just straight-up Mahou Shoujo folks. If that's a thing in your games, anyways.
Insofar as Fancier Shyte goes, the ring of telekinesis is an obvious top-dollar pick. Telekinesis at will is huge. Absolutely huge. Almost game-breaking if a player is sufficiently clever and the DM isn't clever enough.
I need some magic item choices, ranging from common to very rare.
Mainly this campaign is about being creative and using things in situations wisely, even in normal mundane social situations where high charisma won't always get you out of trouble. That's sort of the idea of it.
Any ideas? Am playing a sorcerer, no need for flying items as im playing a winged variant of Aasimar.
Dyrrn's Tentacle Whip is very bendy and flexible.
har.
actually i really enjoy the Decanter of Endless Water
Guide to the Five Factions (PWYW)
Deck of Decks
Alchemy Jug maybe?
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Immovable rod, not for social but crazy useful.
Hat of disguise, now that’s for social.
It depends on your definition of "flexible" and what situations you're hoping the item will flex in. Generally the most flexible items in terms of "Hey, Erl! Check this out!" are the ones that hack physics, like the immovable rod. The uses of those items are generally limited only by the imagination of the user - a friend of mine turned the Immovable Rod into a deadly weapon in a train heist game, while one of my regular play group considers it the ultimate climbing tool - provided you have Man of Literal Steel muscles and can Samson's Ladder your way to any height you please. There's a number of possibilities that open up when you have something that can defy basic physics in a concrete, predictable way.
Personally, I'm a fan of the horn of silent alarm. It's targeted, silent (to everyone else) communication over a decently wide area, and it also has the advantages of being a regular hunting horn as well. It's an excellent choice to use as a signal for heist plans, or to give to the rogue as an "OH SHIT OH SHIT OH SHIT IT WENT BUST Y'ALL SAVE ME" option. You can also use it to target an enemy, making them and only them hear the horn and freak shits while confusing the rest of the band that enemy is with. Mind games ahoy, for four charges at least. If your sorcerer is good at stealth and operates away from the group regularly, could be a cool use of a Common slot.
The Ring of Obscuring could be a fun tool for a flying sorcerer. You can fly into enemy formations, pop a Ninja Vanish smoke bomb, then fly up and out of it and leave the enemy in disarray. Great tool for hindering enemy archers who are otherwise in a threatening high ground position and may not be vulnerable to being blasted out of it - drop smoke on their hide and force them to abandon it if they want to keep shooting. On top of, y'know, having the ability to ninja vanish at need.
Shiftweave can also be really cool for infiltrators both social and otherwise. It's basically Instant Disguise, provided one of your five outfits is an appropriate disguise for whatever you're doing. Careful selection of the five outfits embedded in shiftweave can make for a super handy item - and it's also great for when you want to make a Magical Girl character, complete with transformation. Heh, get your DM on board with making your Magical Girl outfit be uncommon glamerweave with disguise-y effects and you can just straight-up Mahou Shoujo folks. If that's a thing in your games, anyways.
Insofar as Fancier Shyte goes, the ring of telekinesis is an obvious top-dollar pick. Telekinesis at will is huge. Absolutely huge. Almost game-breaking if a player is sufficiently clever and the DM isn't clever enough.
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No mention of the Robe of Useful Items? How about a nice Chime of Opening for dealing with that locked door or chest when the Rogue isn't handy? Daern's Instant Fortress might be nice. If you want to get away from it all do the Ninja thing and use some Dust of Disappearance. If you just want to kick back at the end of the day, bring a Tankard of Sobriety with you.
<Insert clever signature here>
The Robe is one of my favorite items.
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You can't beat a
Sonic ScrewdriverAll-Purpose Tool for a magic item that can do anything.Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
One of my favorites is pole of collapsing. There are lots of great uses for that. As well as eversmoking bottle, rope of mending, rope of entanglement, rope of climbing, cauldron of plenty, driftglobe, folding boat, portable hole, rod of lordly might
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