The is out, and with it came hundreds of magic items to use in . Some are returning from old source books, while others are entirely new. And some, while familiar, have receivedimportant changes to their rules and wording that may affect how players use them.
Of course, many spells and items had their rules changed with the introduction of the «magic» action, which is now how many effects are activated. But these changes deal more with the minutiae of the items being altered,tweaking their damage output or increasing their requirements from player characters. These ten items best sum up the changes that came to magic items in the new book.
One important change came to many of the items related to summoning, including the bowl of commanding water elementals. The bowl is one of four similar wondrous items that, in the old rules, allowed creatures to summon either a water, fire, earth, or air elemental once per day. This relied on the spell «conjure elemental,» which requires concentration to maintain even with these magic items. Not only that, but losing concentration could actually result in the elemental turning on the summoner.
The Material Plane of the Dungeons & Dragons multiverse is surrounded by the four Inner Planes, which are composed of air, earth, fire, and water.
The new version of these items avoids that issue by not relying on a spell; rather, the item states that it summons an elemental for one hour that takes its turn after the summoner. This means no concentration is required, andthere's no chance of the elemental attacking the party. This change is reflected across many items, allowing users to concentrate on other spells while summoning help.
Another change seen across multiple items is that unique weapons aren't restricted to a certain weapon type anymore. Take the Moonblade, for example: a legendary longsword that bonds to its wielder and possesses runes that correspond to certain powers. Within the new rules, however,the Moonblade could be a
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