Interesting choice of multiclass, but the answer is still no.
Raging barbarians are subject to the following requirement as you know:
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Note that it does not make exception for how you are able to cast a spell. Off the cuff spellcasting ability could stem from ...
Your attack roll uses a specific weapon; when dual-wielding you will use one weapon and then the other
The rules on Two-Weapon Fighting state:
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. ...
No, you can't cast shield while raging.
Rage specifically states (emphasis mine):
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
While the Staff states (emphasis mine):
you can use your action to cast one of the following spells from the staff
You probably use your own spell save DC, but RAW is unclear
The description of the Ring of Shooting Stars (DMG, p. 192) does indeed not give a spell save DC for faerie fire. It also gives access to dancing lights and light, the latter of which may also require a spell save DC ("if you target an object held or worn by a hostile creature"), which the item's ...
No, it would not be unbalanced
In my opinion, it would not be unbalanced for several reasons:
Firstly, most wands require an action to use. This means that they are either going to make an attack with their weapon or with their wand, they can’t do both in the same turn. This quickly curbs any possible issues about them getting multiple attacks per turn, as ...
To infuse an item, you need the nonmagical version of that item.
The artificer's Infuse Item feature states (E:RftLW, p. 57; emphasis mine):
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. [...] Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, ...
You don't add your weapon damage bonus to spells it grants you.
Since it's a homebrew item, its function is up to your DM.
However, the only relevant damage bonus to either greataxes or call lightning are the Strength modifier to damage, and any magic weapon bonus.
As per Player's Handbook p.14, under "Weapons", Strength modifier to attack and damage only ...
You cannot cast another spell as a bonus action.
The description for spell scrolls says
Casting the spell by reading the scroll requires [...]
This means you're still casting the spell, so it counts for the casting limitations in the bonus action spells. Now for the case where the spell fails:
If the spell is on your class’s spell list but of a ...
There are two official optional rulesets for crafting
Both are optional and require that you work with your DM as to if they're an option and how they'd work. In either place that these rules appear, they are optional variants to the base rules.
Dungeon Master's Guide
The first official optional rules released appear in the Dungeon Master's Guide in ...
There is no general rule for how ammunition loses its magic
While true that (at least most) magical ammunition is consumable in the sense that it loses its magic after some amount of use, the actual conditions for which this is done depends on the specific magic item description. A few examples:
Once it hits a target, the ammunition is no ...
The imp can't survive for long even transformed
The imp inside the bag of holding has 10 minutes of air as usual, according to the bag of holding description:
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Note how it ...
Using an 8th level Barbarian with the Dual Wielder feat you would have the following option while using a pair of +1 long swords:
Use the Attack action to attack twice (level 5+ Barbarian) with your main hand weapon at a +3(proficiency)+STRmodifier+1(magic sword) dealing damages of 1d8+STRmodifier+1(magic sword) on each hit.
Use your bonus action, per two-...
The DMG has a section on estimating rarity as well, on pages 284-285, which is slightly different and also addresses some questions of usability -- for example, I don't think requiring attunement should just be a blanket -1 rarity, because attunement is needed for some items and not for others There are reasons beyond rarity to use it, and it shouldn't be ...
Most likely, Charm Person would not work because it could be classified as a harmful effect, but in all honestly, the magic item is pretty poorly written out, because the creatures created are an illusion, but it "appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm.".
This sort of implies ...
Assuming it hasn't asphyxiated, the imp-spider will have to use its action to Shapechange back into its normal form.
Shapechange: The imp can use its action to Polymorph into a beast form [...] or back into its true form.
The next turn, it will have to use the invisibility action.
Two actions, two turns. Your party will have a chance to react to the ...
No. The infusion simply adds traits to an item as per what the infusion itself does. The item it must be applied to is a normal version of that item. So a bag of holding could be made out of a regular belt pouch, a +1 dagger out of a normal dagger, and cast-off chain mail out of normal chain mail. I can see where the question here is coming from due to a ...
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.
Identifying a Magic Item (DMG p. 175)
The identify spell is the fastest way to reveal ...
There are examples of weapons with no modifiers to attacks/damage but that offer other bonuses like the Weapon of Warning (DMG, 213).
With the release of the Eberron: Rising from the Last War, there is also a weapon available that offers mundane damage but provides an extra bonus action attack: the double-bladed scimitar.
So what you've got ...
There are four fundamental problems with that approach (though they are not even close to strong enough to render the approach invalid):
It is more systematic than the actual rarity of official magic items
seems to be, and official items may not follow it very strongly
It attempts to balance items from an overall game-mechanical
perspective, which given the ...
There are two versions of official rules for crafting
Both require that you work with your DM. In either place that these rules appear, they are optional variants to the base rules.
Dungeon Master's Guide
The first official optional rules released appear in the Dungeon Master's Guide in chapter 6 as part of the "Downtime Activities" section:
This DM wouldn't adjust the cowl of warding
While the Epic Level Handbook on Epic Magic Items does provide a list of "typical characteristics of an epic magic item," and the cowl of warding (Magic of Faerûn 156) (200,800 gp; 0 lbs.) possesses at least one of those characteristics—a market price of just barely greater than 200,000 gp—, on Market Price later ...
According to Jeremy Crawford (unofficially via twitter)
Dispel magic can be used against a spell effect created by a potion, but a potion can't be robbed of its magic by it.
Also, the accepted answer to the question you link states the same thing.
This means that, though the potion itself cannot be dispelled of its magical properties, someone who ...
When you talk about magical tinkering, it says this:
You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that ...
The rules do not explicitly address this situation, but I would rule that Damaging the tree will not damage the staff, however, destroying it will destroy the staff as well.
I will first discuss why and then follow up with a discussion of possible pitfalls.
How to damage or destroy magical items
Based on the DMG, damaging most magical items is fairly easy;...
The book Eberron: Rising from the Last War includes the prosthetic limb magic item (page 278):
This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and ...
While sdjz's answer nicely handles the "it'll suffocate" part, I have an alternate scenario.
Since the form of the imp doesn't matter, why be a spider at all?
Given that, regardless of shape/form the imp is using, it can only exist a certain amount of time, then why shape change at all?
Keep the imp as an imp, but stay invisible in the bag. When the bag ...
A lance is a one-handed weapon, so yes, it can be an Armblade
I asked the following question "Are lances and nets and versatile weapons considered one-handed weapons?" and the current answers there both state that lances are in fact one-handed weapons. This is because they do not have the Two-Handed property. The only requirement for the Armblade is that it ...
You save against Ball Lightning but not against spark shower.
DMG, p. 214:
Magic items produce spells or spell-like effects. For a saving throw
against a spell or spell-like effect from a magic item, the DC is
10+the level of the speell or effect + the ability modifier of the
minimum ability score needed to cast that level of spell. For example,
By comparison to the pre-existing Instruments of the Bards, the first is balanced, the second may be slightly too strong but is probably alright
Let's compare your proposed spell lists to the pre-existing sets from the Instruments of the Bards of equal rarity:
Mac-Fuirmidh Cittern (Uncommon):
barkskin, cure wounds, fog cloud.
Fochlucan Bandore (...
Spell completion is the activation method for scrolls. In the Core Rules it says:
A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on).