D&D (2024) 2024 Magic Items, Crafting, Etc


log in or register to remove this ad


Do you think a low level bow should allow double attacks for the thief?

I don't think so. Does not seem like a great idea. But whatever floats your boat.
The thief doesn't have much else going for it as a subclass, so yes, I think these are exactly the kinds of shenanigans it's intended for.
 

I figured. Personally, I figure that any sort of supplemental rules like that are on shaky ground, and the older the shakier. So maybe you'll allow it in your campaigns, but I wouldn't take it as a given for anyone else.
You can certainly use (or not use) whatever rules you like :D
I am a little curious about why you consider Xanathar's rules to be "shaky?" What do you mean?
 


I am a little curious about why you consider Xanathar's rules to be "shaky?" What do you mean?
Sorry, I was unclear. I expect that due to backwards compatibility being uneven, more tables will whitelist specifically allowed pre-Revision 5e material rather than blacklisting things they specifically disallow, and that the age of the material will factor into if it's allowed or not. So that Xanathar's, being one of the earliest 2014 5e supplements, will have a higher volume of things that don't mesh well with Revised 5e.
 

5) Rules for crafting Magic Items: Tool proficiency is more useful now for crafting. Takes X days of 8 hours per day to craft an item based on rarity, and time can be cut in half if two people work on it at the same time. Can contribute to the 8 hours during short rests. Material cost and locating materials also covered. Work days do not need to be consecutive.
It requires Arcana skill. I think this is a dumb restriction.
 

Thanks to Pact Tactics on YouTube for this one.

Rod of the Pact Keeper got boosted. Uncommon item (so takes 200gp and 10 days to craft). Still requires a Warlock level to attune it and has a Warlock specific power to it (bonus to attack rolls and saves of your Warlock spells). But now, the "regain one spell slot with Magic Action" once a day portion doesn't say Warlock spell slot.

So Wizard 17, Warlock 1 can regain a 9th level slot with this. They can attune to three of them, so THREE additional 9th level spell slots. They could even take a couple short rests to unattune one and attune a 4th one and then regain more 9th level slots that way. Crazy powerful.

I don't think this was an intended consequence. I think they just wanted to help out multiclass Warlocks, but didn't think through the other potential issues with it.

 

Scroll of Jumping (50gp to purchase, half that to craft, available under Adventuring Gear in PHB): Seems like most PCs that can cast spells, particularly at lower levels, will want this as an emergency escape button. The spell is a bonus action to cast (cast it on yourself or someone you touch), and lets you jump 30 feet for 10 feet of your movement speed expended and lasts for 1 minute.

So lets assume your PC, with 30 feet of movement normally, is in trouble. You got caught next to a baddie and need to withdraw but you're worried if you just disengage and move 30 feet the baddie will just catch right back up to you with its movement of 30 feet. This spell scroll can help.

You disengage and then can jump 30 feet expending 10 feet of your movement speed, and you still have 20 feet of movement left which you can use before or after the jump. It doesn't specify a long jump or high jump so I am unsure how this works with the normal jumping rules (you usually wouldn't want to jump 30 feet up unless your DM allows a Dex check to catch or land on whatever you were aiming for, because gravity). Regardless, if it uses a long jump (unclear in the wording) you just move 10 or 20 feet first then jump the 30 feet and use your remaining movement if you have any after the jump. You've moved 50 feet total with no opportunity attacks.

And now it lasts 9 more rounds.
 

Interesting thing about jump, it's not a movement speed change, its "spending" movement speed for distance. This means things that reduce your speed shouldn't affect our jump distance. A Slowed characters still jump 30ft. Difficult terrain can be jumped over (net gain of 25ft). As written, it would even move people who are heavily encumbered 30ft (assuming they had 10ft of movement to spend after the -20ft)

There will be some "physical restraint" cases where it doesn't 100% work, like possibly the "overgrown" Plant Growth. At the very least, you should move 7.5ft instead of 2.5ft for the 10ft spent, so still a win.

This makes it very useful for a spell-casting item (e.g. armor of jumping). Expect to see halflings, gnomes or other slow races flock to this.
 

Remove ads

Top