I'm A Banana
Potassium-Rich
It seems to me like the divide between magic and mundane in 5e is significantly more open to DM interpretation than it has been in the past.
There are a few magic-suppression abilities in 5e - counterspell, dispel magic, and antimagic field are the most prominent. These seem to be quite specific about what they do and do not suppress.
In addition to those explicit things, antimagic sphere includes a catch-all "magical effect" category. What this applies to seems to be pretty much up to the individual DM.
There's a lot of potentially surprising things that are up for DM interpretation when you might presume otherwise. These abilities might be magical or they might just be awesomeness at work, depending on how a DM rules.
Interesting Things That Are Not Necessarily Magical
Interesting Things That Are Definitely Magical
It seems that in most cases, things are made explicitly magical if they are. If they're not explicitly magical, they are martial/mundane/nonmagical/OTHER, even if they are remarkable or amazing or extra-natural in some way. A DM has the flexibility to declare something magical if they want to, but I like the range of presumably-nonmagical things in the game, and how curiously "unnatural" they are. As someone who reads a lot of legalistic language, I respect the divide between "gain the effect of (Spell X) a number of times per day" and "can cast (Spell X) a number of times per day."
And it makes me want a spell-less paladin, too, because that class is a few minor class abilities away from being a dang good completely mundane inspirational leader-style class.
There are a few magic-suppression abilities in 5e - counterspell, dispel magic, and antimagic field are the most prominent. These seem to be quite specific about what they do and do not suppress.
- Spells are pretty obviously magical. Cast a spell, you're using magic. This would seem to include ritual versions of that spell.
- Summoned Creatures and Objects aren't magical inherently, but are sustained in this world by magic. Without magic, they wink out.
- Magic Items are magical, even if they're created without magic. You can make a potion of healing with herbs, but when you do that, you make it magical, even if you don't know a single spell.
- Teleportation and Planar Travel are magical, so a portal to hell only works as long as magic tears it open.
In addition to those explicit things, antimagic sphere includes a catch-all "magical effect" category. What this applies to seems to be pretty much up to the individual DM.
There's a lot of potentially surprising things that are up for DM interpretation when you might presume otherwise. These abilities might be magical or they might just be awesomeness at work, depending on how a DM rules.
Interesting Things That Are Not Necessarily Magical
- Bardic Inspiration isn't called out as magical. It's simply music and charisma at work.
- Song of Rest is non-magical healing, at least out of combat.
- Channel Divinity and Divine Intervention are non-magical. CD lets you heal hit points, charm animals and plants, create illusory duplicates, all without it explicitly being magical. DI actually lets you back-door some non-magical spells: you simply create "the effect" of a spell. I guess the power of gods isn't subject to magic!
- An EK's Weapon Bond isn't automatically magical. Teleporting the blade is, but not being disarmed is I guess just because you friggin' love your sword...
- Wholess of Body, Tranquility, and Cloak of Shadow are not magical, letting you heal your own hp, "gain the effect" of sanctuary, and go invisible without using magic. MOST monk abilities are magical, though (see below).
- Divine Sense, Lay on Hands, Divine Smite, and most other Paladin abilities are not magical. You're just so friggin' empowered with your cause that it happens. With paladins not being explicitly beholden to deities in 5e, this draws some interesting parallels with the fact that divine intervention (such as CD) isn't automatically magical. Divine Smite is especially interesting, since it lets you use (magical) spell-slots for (nonmagical) extra damage. For those looking for non-magical martial healing, I'd say the Paladin has got your number.
- Perhaps not as shocking as the Paladin, but most Ranger abilities are non-magical, too, including Primeval Awareness.
- Most sorcerer abilities are magical (see below), but Tides of Chaos isn't automatically magical. It does make an avenue for always-magical Wild Surges, though.
- Blade Pact and Tome Pact abilities, as well as most patron abilities are not magical. You can pull out your Pact Blade in an area utterly devoid of magic. You can plunge a creature into an illusory realm, gain hit points from a sacrifice, or use telepathy without one magical bit of pixie-dust. Debatably, even Hurl Through Hell works just fine (it's flavored as planar travel, but it isn't described as such, merely saying it is a "nightmare landscape").
- Many (but not all) Arcane Tradition abilities fall outside of the magical definition as well. Diviners get portents and see in the dark just fine in an anti-magic area, and a transmuter can turn wood to silver without a bit of magic.
Interesting Things That Are Definitely Magical
- Most (but not all) Totem Barbarian Features: 6th and 14th level features are explicitly magical, even if it's something as simple as "you knock them prone." The 3rd level ability, however, is not.
- Wildshape: not a lot that any druid can do in an antimagic sphere, I suppose!
- Ki is explicitly magical, so any effect that relies on using it (deflecting missiles, flurry of blows) is magical. This means most other monk abilities are probably magical, as they reference using ki somehow (proficiency in all saves = magical), though there might be some semantic wiggle-room there. Evasion and Stillness of Mind are not magical, though!
- Sorcerery Points. It seems that by saying sorcery points allow you to "create a variety of magical effects," anything using SP is magical, including casting a spell without Verbal or Material components!
- All Invocations and Mystic Arcanum. Invocations are all "abiding magical abilities." This suggests that your Book of Ancient Secrets rituals disappear in an area of anti-magic, even if the book itself does not (see above). Likewise, the high-level warlock slots you have vanish in such an area (not that you could use them anyway).
It seems that in most cases, things are made explicitly magical if they are. If they're not explicitly magical, they are martial/mundane/nonmagical/OTHER, even if they are remarkable or amazing or extra-natural in some way. A DM has the flexibility to declare something magical if they want to, but I like the range of presumably-nonmagical things in the game, and how curiously "unnatural" they are. As someone who reads a lot of legalistic language, I respect the divide between "gain the effect of (Spell X) a number of times per day" and "can cast (Spell X) a number of times per day."
And it makes me want a spell-less paladin, too, because that class is a few minor class abilities away from being a dang good completely mundane inspirational leader-style class.
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