New answers tagged

3

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 ...


1

Combining magic items Devlin's ring and the quiver of Anariel can be combined into a lone magic ring using the Magic Item Compendium rules on Improving Magic Items: In most cases, if the item is one that occupies a body slot, the cost of adding any additional ability to that item is 1-1/2 times the value of the added power (or the value of the added ...


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 ...


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 ...


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.


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 ...


0

Play balance is the constant bugbear of game mastering. I try to let my players know if there's a problem, but it's always hard to take away a shiny thing you've given them. In your specific case, 5e has a very good mechanic to apply. If you want to retroactively change the item so that the character with the lower skill gets a significant boost, yet the ...


3

No. Enhancement bonuses give a bonus to damage rolls. If you don't roll for damage, you don't get to add it. (This is why the latest version of Magic Missile specifically calls out that you can add your enhancement bonus, since by default you would not)


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 ...


-1

So, i'm going to ramble a bit first, but trust me I get to the point. In 5th edition, Magic items and Weapons are all generally named. I can't recall the page exactly, but it even goes so far as to point this out. We also see a lot of named magic items in the Adventurer's League (in fact, all available magic weapons and armors available are just that - ...


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 ...


-3

I play an archer and I would still say no, or atleast restrict the magical property to the short range bracket with the logic being that the magical bow/crossbow/sling could leave lingering enchantment on the ammo for the initial duration of its flight. I feel that being able to stack magic bonuses of ammo and weapon more than makes up for the weakness of ...


0

If you you can get your GM to allow Weaponwand onto the Permanency list (permanency explicitly says the GM may add any spell they want to the list, allowing RAW to still be in effect for this) you could acquire Gauntlets of the Weaponmaster. This would allow you to use up to 10 weapons with wands permanently inside of them, retrieving a weapon is a swift ...


0

In-game, ask the Bag's vendor to answer, and to prove their answer with a test. That way the GM can answer with their own 'physicks'.


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.)


0

Anything That Increases AC, HP, or Saving Throws Keeping you alive means improving your chances to not take a hit, and improving your hit points so when you do take a hit, you won't go down. At level 5, the DMG (page 135) suggests you should have "access" to common, uncommon, and rare items. With that in mind, here are some items to keep you alive. +AC ...


3

One of the best magic items for increasing survivability is the periapt of wound closure. It automatically stabilises you at the start of your turn if you're dying, and hit dice recover twice as many hit points. With this item, if you ever get knocked unconscious, you only need to survive until the start of your next turn, at which point you will ...


-1

You can use 1st level spells: Mage Armor: Base AC becomes 13 + its Dexterity modifier. (Lasts 8 hrs). Shield: 1 reaction, which taken when hit by an attack. +5 bonus to AC, including against the triggering attack for 1 round. Your party could have a member select a feat like: Inspiring Leader: Spend 10 minutes inspiring companions ... each creature can ...


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 ...


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 ...


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 ...


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 ...


0

TL;DR: the +1 is tied to the dagger's damage roll The +1 bonus damage is applied to damage rolls "made with this magic weapon." The class ability's 1d6 roll is being substituted for the weapon's damage roll. You can roll a d4 {now 1d6 at lvl 5} in place of the normal damage of your unarmed strike or monk weapon. The 1d6 roll replaces the monk weapon ...


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.


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 ...


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 ...


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, ...


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 ...


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 ...


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 ...


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 ...


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, ...


0

Well, of course it is going to be up to the GM. If it were me, you would need to spread out the hole to its full 6 feet in order to access the extra-dimensional space. So you would need a six-foot shield. Maybe a giant's or something. On the other hand, if you had a portable hole differing from RAW, say 2 feet, yes, it would work. It would be weird, but ...


1

I want to offer a slightly different reading of the text. Here is the description of a portable hole, and some emphasis (mine). Portable Hole: A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up ...


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 ...


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 ...


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 ...


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 ...


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 ...


42

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) ...


22

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 ...



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