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Hexblade, Pact of the Blade, Improved Pact Weapon and Elemental Weapon
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<blockquote data-quote="77IM" data-source="post: 7571536" data-attributes="member: 12377"><p>As for the pact weapon being magical: I could see an argument either way. There's a broad category of things in D&D that are "supernatural" but not quite magical. For example, a ghost. Most people would say that a ghost clearly violates the laws of physics. But, most of us don't think of ghosts as "magical," either. The other classic example is the dragon's breath weapon and the dragon's ability to fly. Neither ability is realistic, but we don't usually think of them as "magical." (Although, even that is open to interpretation. The MM goes on and on about how dragons are inherently magical; lair effects and regional effects are created by "the dragon's magic." So maybe they do fly by magic? Or at least breathe magic fire?) So the pact weapon could be such a thing. OTOH, I tend to interpret "this weapon counts as magical for purpose X" to mean, "this weapon <em>is</em> magical but purpose X is the thing we were thinking about when we wrote this rule."</p><p></p><p>That said, even if the pact weapon is not-quite-magical, it still wouldn't stack with <em>elemental weapon</em>. It's because I view this sentence: "In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls," as invariant with regard to sequence of events. In other words, if you conjure a pact weapon with a +1 bonus, and THEN make the pact weapon magical via a spell or other effect (the paladin has a Channel Divinity that can do it, for example), the "unless" comes into effect retroactively.</p></blockquote><p></p>
[QUOTE="77IM, post: 7571536, member: 12377"] As for the pact weapon being magical: I could see an argument either way. There's a broad category of things in D&D that are "supernatural" but not quite magical. For example, a ghost. Most people would say that a ghost clearly violates the laws of physics. But, most of us don't think of ghosts as "magical," either. The other classic example is the dragon's breath weapon and the dragon's ability to fly. Neither ability is realistic, but we don't usually think of them as "magical." (Although, even that is open to interpretation. The MM goes on and on about how dragons are inherently magical; lair effects and regional effects are created by "the dragon's magic." So maybe they do fly by magic? Or at least breathe magic fire?) So the pact weapon could be such a thing. OTOH, I tend to interpret "this weapon counts as magical for purpose X" to mean, "this weapon [I]is[/I] magical but purpose X is the thing we were thinking about when we wrote this rule." That said, even if the pact weapon is not-quite-magical, it still wouldn't stack with [I]elemental weapon[/I]. It's because I view this sentence: "In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls," as invariant with regard to sequence of events. In other words, if you conjure a pact weapon with a +1 bonus, and THEN make the pact weapon magical via a spell or other effect (the paladin has a Channel Divinity that can do it, for example), the "unless" comes into effect retroactively. [/QUOTE]
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Hexblade, Pact of the Blade, Improved Pact Weapon and Elemental Weapon
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