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D&D 5E DMG Excerpt: Wonderous Items

I wasn't sure if this was intended as humorous or not, because I don't really know animated shields from earlier edtions, and adamantine armour in AD&D was +5, which is pretty clearly not making a comeback.

If serious, can you elaborate on your objection?

I can see why some people like adamantine armor, but the denial of the chance to crit your pcs...no fun at all. Main use would be to give it to high level NPCs facing barbarian or champion PCs, they would love that. I guess that would be a way for the half-orc in the party to earn it.

Floating/animated shields, pure cheeze whiz, both mechanically in terms of the image they create.
 

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Your constitution score becomes 19. Your hp is calculated from whichever method you use for hp at each level + (your Con bonus * your level). A 11th level fighter with a 16 Con using standard hp changes from max 103 hp (10hp first level + 60 next 10 levels + 33 con bonus) to max 114 hp (10hp first level + 60 next ten levels + 44 con bonus). I would say that only the max hp is affected. Your current hp is unchanged unless you take tha amulet off and your current hp exceeds your new maximum.

What if you current XP are still at maximum?
 

What if you current XP are still at maximum?

I think you meant hp. In the example above, if the fighter was wearing the Amulet of Health and had 114 hp (its max) and removed the Amulet of Health, its max hp would drop to 103 hp and the current hp would be above the new max hp. So the current hp would drop to 103 hp, the max.

Long story short: the current hp cannot be above the max hp. That is what temp hp is for, and this isn't temp hp.
 

but the denial of the chance to crit your pcs...no fun at all. .
Yes, for the PCs who find this useless piece of crap. Really I would take a +1 armor over that any time. Heck, I'd propably sell it even if I don't have another magical armor and buy something useful from the money.
 

Yes, for the PCs who find this useless piece of crap. Really I would take a +1 armor over that any time. Heck, I'd propably sell it even if I don't have another magical armor and buy something useful from the money.

Dice must work different at your table.
 


I wasn't sure about it when I read it. Stuff that teleports PCs to random locations/planes can be pretty hard on both GM and players - potentially very disruptive, and the potential for anti-climactic or just lacklustre play if the GM isn't able to incorporate the random location into the ongoing flow of events in the campaign.

Err, not really.

The DM handed out the amulet. The DM should have at least one, and possible two locations set up before he handed out the item.

The entire reason for handing out the item is to have PCs go to these random locations. The "I use the amulet as an emergency get us out of here teleport" is a side effect of the amulet's true purpose.
 

There are so many shenanigans that could happen with this. Pull the lever that runs it into the water. "Quick! Which level closes the back door?" Or you are underwater and someone who wasn't paying attention opens the back door underwater.

[JaimeHyneman]"It's gonna go into the water!"[/JaimeHyneman]

It has Advantage versus naval yard fences.
 

Yes, for the PCs who find this useless piece of crap. Really I would take a +1 armor over that any time. Heck, I'd propably sell it even if I don't have another magical armor and buy something useful from the money.

It's not totally useless. It's like +0.5 armor. :lol:
 

Dice must work different at your table.

Normal +1 armor stops dice+mods damage plus any riders (like ghoul paralyzation) 5% of the time.

This armor stops extra dice damage (typically) 5% of the time.

So, normal +1 armor is better the vast majority of the time unless you are facing a foe with a better than 5% crit chance and no riders.
 

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