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82

Try not to treat the DMG as a shopping list The thing is that it doesn't seem very plausible to get these items. D&D 5e isn't designed as a video game with "must have to beat the game" items. If someone could "get them easily" (your words) then someone else in the game would already have it, not your party. This opens adventure possibilities, ...


27

Nothing in the rules says the bag would keep the water out, so water would probably flood the bag. On the other hand, nothing in the rules says that the air pressure in the bag is always 1 atmosphere. It is entirely possible that the inside of the bag magically matches the pressure of its surroundings. If you want to be "nice", you could rule that the ...


20

From the d20pfsrd.com entry: If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. If you can suffocate in the bag, it is air tight. If it is air tight, it must be water tight. (Though, presumably, both of these conditions are incumbent upon the bag being closed.)


16

The +1 Carries Forward The martial arts class feature (PH page 78), at 5th level, allows you to …roll a [d6] in place of the normal damage of [a]…monk weapon. A dagger is a monk weapon, so its damage is changed. What, then, is the "normal damage" of a weapon? We turn to page 146 of the Player's Handbook: The Weapons table shows the most common ...


15

https://open5e.com/equipment/magic-items/portable-hole.html says a portable hole "...unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a ...


14

Many fantasy stories include a powerful artifact that falls into the hands of an unlikely group of heroes - The One Ring is an immediate example. Artifacts are in the Dungeon Master's Guide because the only way to get one is for the DM to include it as part of the story - they never appear on random treasure tables. But if your DM wants your story to ...


14

Think of the artifacts as MacGuffins - plot devices; objects with qualities that make them desirable or undesirable, and which would motivate characters to find them - whether to use them, give them to someone else, take them out of circulation, or destroy them. Given that these are massively powerful items, there are all kinds of implications coming out of ...


14

Only one puts magic items in the PHB: D&D 4e. All other editions, including D&D 5e, put magic items in the DMG. In nearly every edition, magic items are not only just in the DMG, but are even reserved exclusively for the DM to introduce at their sole discretion. The one exception (other than 4e) is D&D 3.x, where magic items are the province of ...


12

Creating custom items is always a matter of negotiation and judgment; there are no hard and fast rules. The books provide some guidelines, but are always quick to point out that they cannot be relied upon, and that the DM is always going to have to judge suggested custom items on a case-by-case basis. The first guideline is to compare your desired item ...


12

Regarding the Wand of Orcus specifically, Wikipedia (I don't have my books handy) says Orcus will sometimes allow the Wand to get loose in the Prime Material Plane in order to create havoc: "The first edition Dungeon Masters Guide notes that while this "ghastly weapon" is the property of Orcus, "at times it is said that he will allow his Wand to pass into ...


10

If I were to crate a masterwork blue ice long sword, would it be the same as +1 blue ice long sword? (Minus it being magical) +1 to touch and +1 to damage? For the purposes of attack and damage rolls, yes. For most other purposes, no. The issue is that while attack rolls with the weapon have a +1 enhancement bonus, and damage rolls with the weapon have ...


9

(This benefit is not cumulative with similar effects, such as a haste spell.) This line defines speed as “similar to” haste, and states that things “similar to” haste do not stack with it. Since it is, itself, similar to haste, it doesn’t stack with itself. Two speed weapons still only allow you one extra attack, it just means you get to choose which ...


8

No. Jeremy Crawford has clarified that casting a spell from an item is a distinct action than casting the spell yourself. Eric Wykoff asked: Does using a magic item to cast a spell fall under the Use an Object action or Cast a Spell Action? Jeremy Crawford responded: Neither. An action is one of those named actions only if it says it is. My ...


8

The Martial Arts class feature only replaces the damage die of the base weapon, so the +1 feature works as normal, as it is not a part of the weapons damage dice.


8

Dungeon Master’s Guide pg. 288 has this: Adding New Abilities A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of ...


7

There is no fundamental difference between it filing with water and exploding and filling with air and exploding. It is absolutely clear that the whole point of a bag of holding is that normal physics don't apply and that it's a convenient in-game way to be able to carry lots of stuff. Having said that the idea that the magic mag treat water as different ...


7

Creators usually don't roll to create magic items at all Dungeons and Dragons 3.5 creatures usually don't need to make rolls to create magic items. A creature takes an item creation feat, picks an appropriate magic item to create, buys the raw material (usually costing half the price of the magic item), and, if the creature meets the prerequisites, spends ...


7

This is a case of specific trumps general. In general, the PFRPG core book says the following about a composite longbow: All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). However, Ultimate Equipment's adaptive property (an adaptive composite longbow being the more ...


6

You must have a base enhancement bonus to add any magical special ability. A weapon with a special ability must also have at least a +1 enhancement bonus. - Pathfinder RPG, p. 468 In general, special abilities add directly to the effective enhancement bonus. However, there is no special exception for ones that add a linear/direct cost. They're are ...


6

Yes, a masterwork blue ice longsword is mostly equivalent to a +1 longsword. As you said, blue ice slashing weapons give +1 damage, and masterwork weapons give +1 attack. A +1 magic weapon gives +1 damage and +1 attack, so a masterwork blue ice weapon gives the same attack & damage bonuses as a +1 magic weapon of the same type (assuming it's a slashing ...


6

The creature will deal its normal bite damage due to the ring of rat fangs plus the creature's full Strength bonus when the creature uses only its natural attacks. The Universal Monster Rules on natural attacks says Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. However, ...


6

My answer is the same as the related question: the magic is completely separate. So the cost is just one plus the other. They do not get lumped together for pricing. So a +5 enhancement bonus to the shield bonus is 25,000 gp and a +5 enhancement bonus to attack and damage is 50,000 gp; it costs 75,000 gp to add both a masterwork shield (which must be ...


5

According to the rules as written, this is allowable: magic items are objects. Note, however, that true polymorph has changed from the Player's Handbook text quoted above. In the more recent System Reference Document 5.0 v1.1 it reads: If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This makes ...


5

What is Challenge Rating? To begin, "perfectly balanced" is not how challenge ratings are intended to work. Challenge rating is described in the SRD as: A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a ...


5

It doesn't normally interact any differently. However, the artificer must spend a day with the magic item, so it'd be fair to rule he might handle an aligned item that could give him temporary negative levels for that day, which might affect his ability to use Retain Essence on it. Likewise, if he handles a cursed item he could be afflicted with the curse ...


4

Having the magic item to cast the spell gets around the requirement of "must be able to cast any spells that the item can produce since you're, you know, casting the spell. However, the magic item does not provide spell slots for you, so you'd need to acquire them some other way; multiclassing and the magic initiate feat being the two most common methods ...


4

No, the bow can't have adaptive added without adding an enhancement bonus first. From the introduction to Magic Weapon Special Abilities: A weapon with a special ability must also have at least a +1 enhancement bonus.


4

No, shields-as-weapons are completely separate from shields-as-protection even if they are the same physical object. They each have separate +5 enhancement bonus limits and +10 total limits. And they both require separate +1 enhancement bonuses on them before you can add special magic properties.


4

1 and 3 PHB, pg. 196 Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. Crits only double the dice rolled, not the modifiers. It also doubles any and all dice applied to the damage. If a spell or ability added any dice to the attack damage, you roll those twice as well. So, a +1 dagger does 2d4 ...


3

Wondrous Item: This is a catch-all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item Basically a Wondrous Item is any magical item that isn't one of the following: Magic Armor, Magic Weapons, Potions, Rings, Rods, Scrolls, Staves, Runes, Wands They can be small one-use items (ex. Feather Token), or slotted ...



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