allows its players to build all sorts of unique and fun characters, many of which focus strongly on magical abilities. One such archetype that players often choose is that of the summoner, or conjurer, a mage that uses spells and abilities to create companions and creatures to join them in combat. Because of the way that the action economy works in, more creatures on the player's side is a huge advantage, making these builds very powerful.
Some summoners prefer to focus on one or two powerful allies, while others prefer quanitity over quality. In 5th edition, many of the spells and items around summoning were fairly complicated, and their use could bog down combat. That problem hasn't been entirely solved with the 2024 version of the game's rules, but the spells and items that conjurers use have been streamlined to make them easier to implement and understand. These ten items in the highlight those changes, and are great pickups for any player building a summoner.
First up is the bag of tricks, which comes in several varieties and offers a level of randomization to a summoner's arsenal. Within the bag are fuzzy spheres, which the user can throw up to 20 feet away to spawn an animal ally. The animal is friendly to the bag's owner and its allies, and can be commanded in combat using a bonus action.
Magic items make great rewards in D&D but some should be used with care by DMs as they run the risk of giving low-level characters too much too soon.
The kind of animal is determined by rolling a d8 and referencing a table of beasts, which includes options like an owl, an ape, and a lion. There arethree kinds of bags of tricks: the gray, tan, and rust-colored versions, each with its own table to select beasts from. While the beasts range in their effectiveness in battle, it's always useful to have an extra ally on deck, and the bag can create up to three in a day before needing to recharge. Still, the bag is difficult to control, and conjurers at higher levels can do
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