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4

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 ...


10

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 ...


1

Activating the rod in the air and fixing it in space in whichever world you are in SHOULD affix it to that space IN THAT WORLD (i.e. to the planet or body you are standing on, otherwise it could rip the planet as it moved through it while orbiting a sun). Placing the bag over it causes the extra-dimensional space to move around the bag, not the rod to move ...


21

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 ...


31

It would quickly* rupture. Five-hundred pounds of water is only about 8 cubic feet in volume, so the bag's weight capacity would be overloaded after merely an eighth of its volume capacity was reached — assuming it started empty, as any other items in it would help it reach its weight limit earlier. It would then rupture, scattering its (damp or soaked) ...


21

You're constrained by the narrowest dimension(s) of an object, not the widest You can put anything into a Bag of Holding that you can fit through the mouth of the Bag, so long as it isn't too big to fit in the Bag (64 cubic feet). A human is generally at least 5 feet tall, but in diameter they're usually much smaller. Only very heavy humans would be ...


4

As pointed out by Mike Kellogg in a comment Hand of the mage is a command word item, which means 900 gp actually is the correct price by the formula for command word items (½ × 1 × 1,800 gp). (minor formatting by me) Anyway, if creating an actual continuous item of a concentration-requiring spell, that would imply that its effect ...


1

A long-running Pathfinder campaign in which I was involved that ended when characters were level 14 included—at one point or another—a half-orc inquisitor, a human barbarian, a human cleric, and a vanara druid. The campaign had the PCs as police detectives in the Magic: The Gatering setting Innistrad. Adventures involved a great deal of investigation and ...


5

Nothing in the rules state that double weapons behave differently when targeted by sunder, so I’d expect that a single successful sunder would break the entire weapon. It does not seem possible to fight on with the other end after one has been broken. This inclines me to feel that a weapon, as a singular object, can only have one HP and hardness value.1 ...


-1

From the SRD: Double weapons have separate bonuses for their different heads. additionally A character can fight with both ends of a double weapon as if fighting with two weapons. The game mostly treats double headed weapons as two separate weapons and I would say the same principle applies here and each head has its own hardness and HP. Sunders ...


2

A truism of 3e+ D&D is that the best way to get versatility is to get spellcasting ability. Out of combat (heck, even in combat), movement/bypassing abilities (fly, ddoor, teleport, passwall, freedom of movement...), social (from charisma buffs to charm to dominate), illusions, etc. are all super helpful. You could take a magic item to get one or two of ...


0

You do not mention ranged weapons. You could get a Longbow of Speed or something similar. The versatility would help you counter-attack and survive an opponent that attacks at range. If you really don't want a ranged weapon, a pair of throwing axes or short spears could also offer versatility. It would help to have something that allows you to close to ...


13

Assassin's Action does not trigger Vorpal. Let's look at the wording in Assassin's Action (emphasis mine)... When... you roll a 1, 2 or 3 on any damage die ... that die instead deals 4 damage. ...and in Vorpal weapon (emphasis again mine): Whenever you roll the maximum result on any damage die for this weapon... Assassin's Action doesn't treat ...


5

In the end it turns out it was the paragon guild executioner paragon path feature executioner's action. when you spend an action point to make an attack, and you roll a 1, 2 or 3 on any damage die associated with that attack (including extra damage from assassin's strike or critical hit dice), that die instead deals 4 damage. I had several books ...


8

There is nothing in the item's description that indicates the slippers are at all sticky or would otherwise keep you "stuck" to the ground. When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or ...


6

No The rules The main reason for this is that the Tentacle Rod makes melee attacks, while Divine Smite requires melee weapon attacks. Melee attacks (PHB p. 195) Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A ...


1

The tentacle rod is a weapon that makes melee attacks; the paladin's smite requires melee weapon attacks. So, yes, if you are willing to spend the spell slot you can smite on each hit..


2

I am looking at this table of special abilities and this table for magical weapons. I understand your sentiment about not wanting to stack on top of the critical hit mechanic. Looking through for anything that activates through the to hit roll and with a limited chance of activation They appear all to involve the use of the critical hit ...


5

The Devastating Ki Focus almost does this, 1 and 2 are counted as 3. It is from page 6 of Dragon Magazine #398 - the Heroes of Shadow section which didn't make it into the Heroes of Shadow supplement book. There is also the artifact Heartwood Spear, from Dungeon #187 that turns 1 and 2 into 3. I could not find any weapons or implements that makes 1-3 into ...


4

Yes, Incendiary Ring of Fireblazing works with Magic Missile From PHB1 p159: Magic Missile Special: This power counts as a ranged basic attack. From Mordenkainen's Emporium, p76: Incendiary Ring of Fireblazing Property: When you make a basic attack, that attack can deal fire damage instead of its normal damage type. If you have an ...


4

Yes. The Property for the Incendiary Ring of Fireblazing is as follows: Property: When you make a basic attack, that attack can deal fire damage instead of its normal damage type. This is pretty straightforward. Most items that affect basic attacks also affect powers that count as basic attacks (see: Iron Armbands of Power). This ring and the magic ...


12

Yes, but only if the item hasn't been completely destroyed Mending, and Make Whole per the spell descriptions: The spell can repair a magic item, but the item’s magical abilities are not restored. This means that a magic item can be repaired by the spells, so long as it has it intact enough to still hold magic and continue to function. The rules for ...


14

The Create a Magic Item section on page 284 of the DMG is for the DM not PCs. It's there to help the DM create a homebrew magic item that doesn't already exist in the rules. PCs have to craft magic items in their downtime (if the DM allows them to), rules of which can be found in the Crafting a Magic Item section on page 128 of the DMG.


21

You're missing the general rules for scrolls, on page 139 of the DMG. A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust.


8

The most convenient form would be a continuous wondrous item, something you could wear and it would constantly confer prestidigitation to you, as long as you wear it. As a 0th-level spell (½ for the purposes of calculating costs) at caster level 1st, the guidelines would suggest a cost of ½ × 1 × 2,000 gp = 1,000 gp. Considering ...


4

No The crossbow expertise feat benefit triggers "[w]hen you use the Attack action". However, the wand of magic missile allows you to "…expend 1 or more of its charges to cast the magic missile spell from it. That is the Cast a Spell action, not the Attack action. Since you're not using the Attack action, the benefits don't apply.


4

As per the DMG, activating a magic item does not fall under "Use an Item" (it cannot, for example, be used with Fast Hands). The game doesn't specify exactly what it is classed as, so I just call it the "Activate a Magic Item" action. On the other hand, some magic items let you cast a spell, in which case it comes under the "Cast a Spell" action. (Hat-tip ...


27

Under no circumstances is a wand classified as a one-handed weapon. It does not appear on the weapons table, and all it is capable of doing is letting the user cast the spell contained within: This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile ...


5

The Giant Hunter's Handbook (Jan. 2015) includes the magic weapon special ability resizing (4,000 gp; 0 lbs.) that says A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder’s possession. From ...


0

It really gets use in how soon to introduce items to characters. The rarer the item, the later in a characters life those level of rarity items should be introduced. It's really that simple. It additionally marries with the cost of producing a magic item as well.



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