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1

There's a game mechanic that provides some chance of getting the soul out of the ring, but not by forcing it. A way according to RAW for the soul to leave the ring is if it chooses to. The ring's description states that the soul inside it can remain in the ring or depart for the afterlife. Therefore you could attempt a Persuasion check or a Deception ...


8

It would seem that both RAW and RAI is that it would summon another avatar The text of the card's description says (emphasis mine): It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. Lets look at RAI first. It would seem that the PC has to defeat the avatar on their own, ...


-3

Tasting a potion offers no insight into what it is. Potions, even of the same type, may have various tastes depending on various factors: who made it, how long has it been since it was made, how was it made, and so on. An example is that an elf making a potion wouldn't make it exactly the same as a human or dwarf or another race. Just like food, it can have ...


-1

Let's break down each Holy Avenger component. Remember that Use Magic Device says, "You ignore all class, race, and level requirements on the use of magic items." Holy Avenger: It's listed in the DMG as a Magic Item. So the Thief gets to "use" it. Requires Attunement by a Paladin: No problem here. The Thief even gets extra attunement slots. You gain a +...


2

The answer is no with a but The Rogue and Artificer abilities allow you to ignore the prerequisites for the item attunement. This allows you to attune to the Rod but it would do you no good. The class features does not ignore or alter the magic item abilities. The abilities of the rod give a higher DC and spell attack bonus to Warlock spells. Unless you ...


0

Frame challenge You're trying to create an item that functions as both shield and weapon, which D&D was not designed for. Will this shield function as a weapon for Dual Wielder feat and as shield for Shield Master at the same time? Instead create an item which allows "special ranged attack" to be made with it, basing your wording on Shove attack.


9

Try creating it off of a weapon template such as a javelin I don't think you will be able to create what you want with a shield. However if you made it a weapon template, then added an AC bonus modifier when equipped, it would essentially function as the weaponized shield that you want. Rename the text of the javelin to be your shield so it shows up how ...


3

This might not be possible I'm not a dndbeyond guru, but it seems it isn't possible to get a separate action for this case: I've tried adding Ranged Weapon Attack - Bludgeoning like you've done as well as adding Weapon Property: Thrown. It is probably because of the Armor - Shield base item. But you can still Manage Custom on a character's sheet (Actions ...


1

You can use the sword You can definitely attune the sword. The 'Requires attunement by a Paladin' line is so definitely a class requirement for attunement that no reasonable person will interpret the thief or artificer abilities as not pertaining to that clause. It is unclear if you can use the bigger aura This depends on your definition of 'use' for the ...


-1

No The class features in question allow you to ignore Class, Race, and Level requirements to attune or use magic items. Holy avenger's full description is as follows: Requires Attunement by a Paladin You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. When you hit a fiend or an Undead with it, that creature takes an extra ...


-1

Yes You ignore all class, race, and level requirements As far as the Holy Avenger is concerned you are a 20th level Paladin.


4

Short answer, no The item clearly states that it's benefits are for Warlock abilities. The attunement requirement in this case is simply because other classes have no use for it, so it doesn't make sense for them to be able to attune to it. When it says that it gives a bonus to attacks an DCs of Warlock spells, that means spells learned through warlock ...


4

No - monsters' attacks are not magical unless specifically stated by the stat block In D&D 5e, monsters' weapon attacks are not considered magical unless specifically described as such by the stat block. For example, the pit fiend stat block in the Monster Manual has the "Magic Weapons" trait that says to treat its attacks as magical: Magic Weapons. ...


1

I am not 100% sure about the official rules on this, but there are at least some groups that uses disadvantages or even restrictions regarding sleeping in some types of armor. So if you get woken up in the middle of the night, you will have to fight unarmed or perhaps be considered not getting a full nights rest while sleeping with it on. Since I can't find ...


6

The +1 chain shirt is more durable than a breastplate, but this is a relatively very small difference between them. Consider, for example, that you could have a +1 breastplate nearly as easily as a +1 chain shirt and this becomes quite clear—now the breastplate is again strictly superior. However, all is not lost—any reasonable DM should be happy to let you ...


41

The armor itself has resistance to damage, it does not confer this to the wearer As you've quoted, the magic item itself has resistance to damage, but there is nothing that states it gives whomever wears it resistance. Because it doesn't give that property, that property is not provided. It'll just be harder to damage the armor if you track that sort of ...


6

The sword hovers until it makes a fourth attack, however long that may take Your reading of the text of the Dancing Sword seems accurate to me: After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path ...


26

There is a difference between a +1 chain shirt and a breastplate beyond the AC properties. Whether or not it's "strictly better" will be heavily dependent on the campaign, specific environment and party makeup Depending on the situation and your campaign they have pros and cons, so neither is "strictly worse" than the other. I've put together a list of ...


21

There are differences between a magical and a non-magical object (other than the obvious one about a magical object being a priceless artifact) Magical objects are much more resilient to damage than normal ones. This has two potential effects in the game: Magic items have resistance to all damage (DMG pg. 141) Most monsters and spells can't damage magic ...


4

Yes, it has Magic armor is more durable than mundane. Most magic items are objects of extraordinary craftsmanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are ...


5

Given that you can command the snake to guard an area, as per the description: On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a ...


7

You could have fun with this. The player's action seems clearly inspired by recreational drug use. You could rule that the powder behaves in a metaphorical way to this type of consumption, and just as other powders, when ingested, affect brain chemistry, so to does the Dust of Disappearance. So, for example, you could have the character's senses be affected ...


0

Older editions of D&D specifically describe Bags of holding as "always appearing empty", and when you put something into it, it disappears. Based on that, I would say a bag of holding is not an open doorway; it is effectively a permanent teleport spell (or very similar) anchored on the physical bag. So the question becomes whether magically altering the ...


11

The bag becomes larger. The inner dimensions inside of it remains the same. The entrance of the bag is only connecting it to another plane where the items are stored, the bag itself doesn't lend any reflection of its potential contents. You can see from the description of the items which say: Placing the [haversack/hole] inside an extradimensional space ...


9

The Manuals increase the abilities of your natural form only. The reason for this is twofold: 1. The Shapechanged form replaces your Strength, Dexterity, and Constitution. In fact, it replaces everything except the qualities that are specifically exempted (such as your alignment, skill proficiencies, and class features). You become a frost giant, your ...


1

A dispel magic only makes an item normal for 1d4 rounds and them it returns to exactly the way it was before the dispel happened. You can not dispel a magic item or curse and then destroy it or be un-cursed. The spell states after the 1d4 rounds it recovers. In the case of a ring it would reappear on your finger as soon as the dispel time ran out. A curse ...


0

No, you can't. In DnD 5e, there are no rules for enchanting an already-enchanted item. When you create a magic item, you create a specific item; there are no rules for turning e.g. a +1 Longsword into a +2 Longsword, and you can't create something like a +1 Mithral Plate.


1

Adding additional magic to an infused item does not negate the infusion The requirement for infusing an item is: Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. Furthermore, several conditions are given for ending an infusion: Your infusion remains in ...


27

I would say they sneeze a lot and whatever they sneeze on becomes invisible for 2d4 minutes.


14

It can be quite deadly but not really to higher Constitution creatures Do note, the character is only making a couple of saves before falling unconscious and dying with a state that prevents stabilization (guaranteeing death eventually in most cases): [The suffocating creature] can't regain hit points or be stabilized until it can breathe again. ...


8

You would suffer the effects of having snorted dust You would probably end up sneezing and choking due to inhaling dust, but it would not be a magical sneezing and choking. The description states: When you use an action to throw a handful of the dust into the air[...] You have not taken that action and therefore do not get the effects of the magic dust....


84

They get lungs full of dust The dust does what it says: if “you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become Invisible for 2d4 minutes.” If you don’t do that, you just have a pile of dust.


0

Smells Like an Adventure Hook Brewing This instantly made me think of the first level in almost every videogame from the early 2000s: you start off with all your gear, then something happens and you lose it. You spend the rest of the game trying to get your stuff back. Depending on how off-track your DM is willing to go, this could either be an ...


2

Nerf the weapons Treat the cause, not the symptoms, by making the weapons not-overpowered-anymore. The weapons should deal less damage, have smaller areas of effect, and in some cases, should have limited uses per day. Explain Why Explain to the players the actual problem here: Monsters of level-appropriate challenge ratings don't pose an interest, and ...


0

In my opinion there's a good way to deal with this situation. What you think powerful villains and mercenaries would do if they find out that there are a bunch of weak people with powerful weapons? They would steal, of course! But then you think: ok, but the players will get angry and drop the game. Sure. But you can make them trace the thieves and ...


7

This is what we used to call 'Monty Hall' problem back in AD&D. If you take away the cool stuff, players will get bitter. Kill them all they will get really upset, but chances are a compete restart might be the thing. The DM and perhaps the players have to ask themselves a few questions starting with do they like their characters or the stuff their ...


8

The players do about 2.5x more damage; give all the monsters 2.5x their normal hit points The players can do lots of damage (which is fun) but the monsters last about the same number of rounds (3-5 is good for a satisfying combat) and they are not doing any more damage to the PCs as higher CR monsters would. If you double the damage and double hit points ...


-2

Put together a poll vote with the best solutions. If the weapon is hated for being very overpowered, removing it would obviously fix the problem. (Removing a cool weapon you have spent time on is simple but "steals" a brick from the final work.) On the other hand, if the weapon is wanted by most, add a new item for those most vulnerable to it, but instead of ...


12

There are a few options. Option 1: No more toys I would say that the best option is to simply take away the magic items. I know you said that the DM doesn't want to take away the items, but as a DM, he must to learn to say "No" at some point, and this will likely be the healthiest option for the game. Whether it's a Poof! they vanish before the parties ...


1

There are plenty of ways to take away toys from players. theft, this one is just simple, magic items are valuable, roll a stealth check against their passive perception, when they wake up one weapon is just gone. this is even more useful if you need them to go somewhere, let them find a trail and the payers will go ANYWHERE you lead them. great for leading ...


10

The Practical Solution Treat magic items as giving your players +1 or +2 effective levels, and be careful about shunting in monsters who deal too much damage too quickly. Offensive items make PCs deal more damage, but they can't take more. So, if you're level 6 with really potent magic items, treat your party as if they were Level 8 instead for the purpose ...


17

Shift the narrative to fit the needs of fun If monsters getting stomped quickly are no fun, direct the story in a way that puts the characters in the way of stronger enemies. Beefier variants The boon given to the characters makes them special. Use this in the story as a justification for them to go after the stronger or strongest variants of opponents. ...


47

By discussing it with their players "Hey guys, I messed up. I gave you all weapons that are more suited for level 15+ characters, and as a result, you're oneshotting every level appropriate encounter I can throw at you. If we want to keep playing the game as it's intended to, I'm going to have to remove the overpowered weapons I gave you when I didn't ...


36

The attunement ends This can be found in the DMG section for magic items. In the attunement section (DMG p. 138): A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement So if you no longer meet the prerequisites the attunement simply ends


2

From my understanding, the line: "and they provide the required components." would just be referring to components that a focus can't replace, like ones with a cost or that are consumed. As you stated the Mizzium Apparatus is an arcane focus so it automatically accounts for normal (no cost or consumption) materials, and that line in it's rules would just be ...


2

Your attack roll is 1d20 + Strength modifier + Proficiency Bonus The Javelin of Lightning states (possibly spoilers, unsure how much your GM has told you and wants you to know): If you are causing creatures to make the saving throws, then there is no attack roll against them, but the person you actually target with the attack will require an attack roll to ...


4

You can put one inside the other safely. Only Bags of Holding and Portable Holes interact in a way that causes a rift into the Astral Plane. All other items that create extradimensional spaces simply cease to function and become inaccessible when placed inside another such item or space (such as the space created by the spell Rope Trick) A number of ...


3

From the Bag of Holding description: If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. Looking at the description of the Glove of Storing it says it shrinks the item down, rather than shifting it into another dimension. The item is shrunk ...


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