The Vestiges of Divergence might be powerful magic items, but just as fun are some of the regular, new magic items in Explorer’s Guide to Wildemount.
The Explorer’s Guide to Wildemount is here, and in it you’ll find a host of new player options that expand the game in all kinds of exciting ways. Whether it’s new magic that feels like something D&D should have had for a while, new adventures that bring you into the world, or powerful magic items–we’ve talked previously about the new Vestiges of Divergence. These are powerful magic items that level up and “awaken” as the story progresses. They give you that anime mid-fight powerup feeling that I didn’t realize D&D needed until I read it. But the new book is also full of some incredibly fun regular magic items and we’re going to look at five of the best ones.
Amulet of the Drunkard
This magical amulet lets you regain 4d4+4 hit points once per day whenever you drink a pint of beer, ale, mead, or wine. It is the single most D&D magical item in the world.
This one is just cool–it’s a leather-wrapped rod that normally looks fairly mundane, but if you take bonus action you cause it to project a warhammer head of crackling radiance, transforming it into a magical +2 Warhammer that deals radiant damage instead of bludgeoning, 1d8 extra radiant damage against the undead, and it also lets you cast Sunbeam once per day, but that does deactivate it for the rest of the day.
Last Stand Armor
A lot of the magic items in this book center around characters dying–it’s a little unsettling, but many of these are very cool. The Last Stand Armor, for instance: if you die while wearing this armor, every celestial, fey, and fiend within 30 feet of you must save (DC 15) or be banished back to their home plane.
Potion of Maximum Power
This one feels like something straight out of a video game. It’s a potion, you drink it, and the next damage dealing spell of 4th level or lower (so Fireball) you cast deals maximum damage.
Ring of Temporal Salvation
Another death item–this one lets you cheat death. When you die while wearing it, you instead vanish and reappear within 5 feet of the space you left and have 3d6 + your Constitution modifier hit points. If you died because your HP maximum was reduced to zero, it’s restored to however many hit points you have. You remove one level of exhaustion if you had any, and your teeth are cleaned and shiny. Then the ring is destroyed.
The book is full of fantastic items like these–if you’re looking to add some power to your game, check ’em out.