Dungeons & Dragons: Glory of Rogue There’s a cool new trailer showing off quite a few categories. This time, it seems that many of the villains are magicians, such as the famous red-cloaked mage Sai. Shamans are the best choice for those who like to do magic but don’t like the nerd part.
Mages are naturally good at magic, and while they have the option to learn more, they simply don’t need to spend half the time. However, sometimes a magic item or two will come in handy.
Contents
- 1 armor
- 2 Protection Shield
- 3 Displacement Cloak (requires coordination)
- 4 Astral Fragment (requires coordination)
- 5 Wing Boots (requires coordination)
- 6 Ghost Step Tattoo (requires adjustment)
- 7 Secretary of Defense (requires coordination)
- 8 Power Pearl (requires coordination)
- 9 Ring of Stored Spells (requires coordination)
- 10 Blood Well Vial (requires coordination)
armor
As a full spell player, the player is “softer”, as the player puts it, due to the lower hit rate of the dice. For the reckless witch, the lining on the back won’t cut it. To establish magical dominance, Warlocks need to be able to take a hit or two when needed.
The Miz armor is a great magic item that makes up for many of the wizard’s weaknesses. It increases AC, cancels crit, and provides a fake “dodge” effect, with the exception of Strength and Stamina. Warlocks often drop these two stats, so this is a very useful boon.
Protection Shield
Mages need to be able to move quickly to bring out their full combat ability. Low active ability means more chances of being killed by enemies with one shot. In this case, Sentinel’s Shield is the perfect companion, especially in a beginner campaign.
Not only does it provide additional survivability through the AC boost, but it also offers the advantage of active scrolling and Intelligence testing. Warlocks need to be extremely careful, so being able to strike first with devastating spells is a powerful advantage.
Displacement Cloak (requires coordination)
Not being hit is better than not being hit, and the Cloak of Displacement is pretty good at that. This cloak creates an illusion next to the player. This confusing image means that any attack against the player will be at a disadvantage. This helps a lot with survivability.
Not only is it a solid survival tool, but it is also well suited to the taste of witches. There is nothing more magical than a reflection that keeps appearing on a witch’s shoulder. Combined with other magic items, it only gets better. Any DnD desktop veteran or YouTuber will recommend this great entry for almost any category.
Astral Fragment (requires coordination)
Tasha’s multi-purpose cauldron Several pieces are provided for the wizard to adjust, but of all the pieces, the celestial one is probably the most powerful. This rigid object is attached to one of the sorcerer’s small objects and becomes the focus of the chanting.
This gives the player the ability to teleport anywhere within 30 feet to an empty space after using Metamagic. Due to the frequency with which Mages use Metamagic, this makes it one of the most frustrating classes in boss fights.
Wing Boots (requires coordination)
Certain wizard subclasses have the ability to fly in subsequent levels. However, most games Dungeons and Dragons Occurs on a scale of 1 to 10. This is the perfect item for magicians who want to experience the wonders of flight without looking silly or wasting spell slots on their broomsticks.
Winged Boots grant the wizard a flight speed equal to his own movement speed for a maximum of 4 hours. Being able to fly at will has a lot of benefits, the most obvious of which is that those frantic melee enemies are harder to hit. It also makes spell sniping much easier and is great for throwing fireballs. Just be careful of any powerful creatures in the air.
Ghost Step Tattoo (requires adjustment)
In the Mages’ relentless quest to not get shot, body art could be the solution they’re looking for. Ghost Step Tattoo engraves patterns chosen by the player onto the body of the mage. As an extra action, the player can make himself real until the end of the turn.
During this time, the wizard will be able to resist critical damage, stab and slash from non-magical attacks, cannot grapple or tie, and move around solid objects as if they were simply difficult terrain. The ghost step tattoo is the best panic button a witch could ask for.
Secretary of Defense (requires coordination)
The ultimate defensive tool for weak mages. This particular employee rewards +1 for AC and holds 10 charges. These charges can be used to forge mage armor (1 charge) or shield (2 charges). This also doesn’t require any components.
The ability to generate free shields five times a day can be very powerful, especially for mages. Most mages like to use their spell placements to attack more effectively, so being able to mitigate critical damage for free is great.
Power Pearl (requires coordination)
For magicians, the Pearl of Power is a simple yet extremely powerful magical item. Magic slots are a valuable commodity for mages and the main source of magic points. Power pearls allow to revive a magic tile to level 3 once per day.
Considering how often mages use spells and spell slots, Power Pearl allows players to get tier three spells for free, which is very convenient. Not to mention, there are more magic points on the field that can turn the tide of any fight.
Ring of Stored Spells (requires coordination)
Spell storage rings are the ultimate way for mages to preserve magic cells. Although it requires more preparation than Pearl of Power, it can save more spell slots. Magic items can store up to 5 levels of magic at any given time.
These spells are stored using spells directly on the ring. Then these spells can be used at the best of times. These are usually done before long breaks to maximize spell placements. There is nothing more dangerous than a wizard with extra magic tiles.
Blood Well Vial (requires coordination)
Probably the best magic item for magicians Tasha’s multi-purpose cauldron, Blood Well Vial needs a few drops of witch’s blood to power it. The divine essence stored inside manifests as a bonus for spell attack scrolls and DC for spell saver throws (depending on rarity).
Additionally, Bloodwell Vial restores 5 magic points per day whenever the wizard rolls the Hit dice to restore health. The attack damage boost in itself is great, but the latter feature essentially makes it a must-have for any wizard. 5 magic points is a free tier 3 magic tile, and as a rule, magicians love their magic tiles.