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The weapon is usable as a weapon

The wielder either gets the effect of the magic or they do not. The answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the effect

The DMG has a paragraph describing interactions between a character and magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps feefeel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not.

In the case of a weapon with no activation required, the magical bonus is activated simply in the course of using the object as it would normally be used.

Following the DMG guidance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the effect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. TheThe GM could add, "The mace connects with the golem with an unusually crisp ringing. TheThe golem shudders as the strike seems to shake it'sits entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. TheThe DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • IdentifyIdentify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the effect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

The weapon is usable as a weapon

The wielder either gets the effect of the magic or they do not. The answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the effect

The DMG has a paragraph describing interactions between a character and magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not.

In the case of a weapon with no activation required, the magical bonus is activated simply in the course of using the object as it would normally be used.

Following the DMG guidance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the effect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake it's entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the effect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

The weapon is usable as a weapon

The wielder either gets the effect of the magic or they do not. The answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the effect

The DMG has a paragraph describing interactions between a character and magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps feel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not.

In the case of a weapon with no activation required, the magical bonus is activated simply in the course of using the object as it would normally be used.

Following the DMG guidance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the effect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake its entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the effect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

7 added 24 characters in body
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The weapon is useableusable as a weapon

ToThe wielder either gets the effect of the magic or they do not. There The answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the effect

The DMG has a paragraph describing interactions between a character and magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring offeatherof feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not. In

In the case of a weapon with no activation required, the magical bonus is activated simply in the course of using the object as it would normally be used.
Following

Following the DMG guideanceguidance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the effect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake it's entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the effect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

The weapon is useable as a weapon

To wielder either gets the effect of the magic or they do not. There answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the effect

The DMG has a paragraph describing interactions between a character magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring offeather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not. In the case of a weapon with no activation required, the bonus is simply in the course of using the object as it would normally be used.
Following the DMG guideance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the effect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake it's entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the effect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

The weapon is usable as a weapon

The wielder either gets the effect of the magic or they do not. The answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the effect

The DMG has a paragraph describing interactions between a character and magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not.

In the case of a weapon with no activation required, the magical bonus is activated simply in the course of using the object as it would normally be used.

Following the DMG guidance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the effect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake it's entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the effect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

6 added 185 characters in body
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The weapon is useable immediatelyas a weapon

To wielder either gets the effect of the magic or they do not. There answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the bonuseffect

The DMG has a paragraph describing interactions between a character magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring offeather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not. In the case of a weapon with no activation required, the bonus is simply in the course of using the object as it would normally be used.
Following the DMG guideance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the bonuseffect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake it's entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the bonuseffect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

The weapon is useable immediately

Case 1: Flat Modifier

The wielder gets the bonus

The DMG has a paragraph describing interactions between a character magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring offeather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not. In the case of a weapon with no activation required, the bonus is simply in the course of using the object as it would normally be used.
Following the DMG guideance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect

The wielder gets the bonus

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake it's entire body."

Case 3: Activation Required

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the bonus

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

The weapon is useable as a weapon

To wielder either gets the effect of the magic or they do not. There answer depends on the nature of the magic weapon.

Case 1: Flat Modifier (+1/2/3/etc..)

The wielder gets the effect

The DMG has a paragraph describing interactions between a character magic items that might clue them into their properties or how to use them.

DMG page 136

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring offeather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

A straight bonus to attack and/or damage of a magic weapon is present regardless if the character is aware of the bonus or not. In the case of a weapon with no activation required, the bonus is simply in the course of using the object as it would normally be used.
Following the DMG guideance, a GM could offer additional description to a hit such as, "The blade strikes true, and slashes through the hide of the beast with surprisingly little effort."

Case 2: Passive Effect (e.g. mace of smiting)

The wielder gets the effect

The passive effect can be adjudicated in the same fashion as the flat modifier.

In the case of the mace of smiting, a clue to the effect could be in a similar fashion to the boots of jumping example in the DMG. The GM could add, "The mace connects with the golem with an unusually crisp ringing. The golem shudders as the strike seems to shake it's entire body."

Case 3: Activation Required (e.g. dagger of venom)

The wielder cannot use the activated effect

The character must have sorted out how to activate the item before the activated effect can be used. The passive effects that do not require activation would still be applicable immediately. The DMG lists some options of how to do that in the section on identifying magical items. Briefly, the options are:

  • Identify spell
  • Focus on item for short rest
  • Experimentation

Case 4: Attunement Required

The wielder does not get the effect

In the case of attunement, none of the magical properties operate until the character is attuned as per the DMG:

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement...

roll20 section on attunement:

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Sshield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

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4 added another GM description of effect example.
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3 added 417 characters in body
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2 Explicitly answering if the wielder gets the bonus.
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