Bow isn't interested in pieces of wood (wands) or a longsword. Do either the sack or the helmet have any markings that would imply anything about what they do?
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"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
The only limitation I think they mention is on a long rest you only recover spell slots of 5th level or lower (in 1 hour), to recover spell slots of 6th and higher level you need an 8 hour rest.
I'm going to allow attuning over 5 minute short rests.
I wasn't thinking of attuning (yet). More about identification. Unless someone has the spell "identify" prepared 5 times, it's the easiest way.
From Basic Rules, Chapter 14:
Using a Magic Item
A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them.Potions are an exception; a little taste is enough to tell the taster what the potion does.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
This is just to identify the items. You can mix and match them.
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"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike. Helm of Telepathy doesn't do much as it overlaps with class features, but other than that would also be happy with any of the rest - even the Longsword. Z wouldn't actually use the sword in combat (not proficient) but seems like a useful item nonetheless.
OOC: Nothing stands out to Randall except the bag of holding, and he has high enough strength that he doesn't really need it. I suggest the helm of telepathy go to our most skilled/intelligent negotiator, and the other items go to whomever needs them. Randall is most interested in getting better armor if he can find it.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bag of Holding is really more for utility rather than boring regular item transport. E.g. a few PCs could hide in to be smuggled in somewhere. Or smuggle someone/something out. Or wrestle a dangerous beast into it and then turn the bag inside out at the opportune time. Or fill it with 500pounds of rock and then let a familiar empty it over the heads of the opposition. Or fill it with 500pounds of something poisonous.
The possibilities are endless. Very happy to take that if no one else wants it.
Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike.
Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike.
Does this work with Hex?
Hex description stated that the extra damage applies when "you hit it with an attack". A spell is not an attack, so my understanding would be that Hex and Magic Missile or other spells do not work together.
Spells and attacks are both actions, but different. Same reason you can use multiclass Multi-Attack to cast multiple spells
Some spells require you to make an attack roll to hit such as Eldritch Blast or Scorching Ray so those should work, but Magic Missile doesn't have an attack roll so it won't work with the extra d6 damage of Hex.
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"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
— A basic prayer.
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Bow isn't interested in pieces of wood (wands) or a longsword. Do either the sack or the helmet have any markings that would imply anything about what they do?
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor has little use for swords or helmets, so has a closer look at the wands
I wasn't thinking of attuning (yet). More about identification. Unless someone has the spell "identify" prepared 5 times, it's the easiest way.
From Basic Rules, Chapter 14:
So, can we identify in a 5 minute short rest? Or does identify still follow longer timelines?
Petcan plays rock, paper, scissors with Zenodor for a wand and sets about identifying it over the course of a short rest.
Paladin - warforged - orange
((Are we going to see a fight for the wands?:P))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor agrees, plays the game, and then takes whichever one of the wands he won/lost.
(We can if you want, but Petcan will just pick the prettiest one, and trade if Zenodor wants after they figure out what they are.)
just in case.
rock
paper
scissors
shoot!
Scissors
Paladin - warforged - orange
rock
paper
scissors
Paper!
Randall:
Shrugging, Randall rests and tries to identify the magical helmet, since neither of the wands appeared to have significant religious iconography.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Zenodor lost the game fair and square and takes the less attractive of the two unidentified mysterious wands.
@Bow: Bag of Holding
@Petcan: Wand of Entangle
@Zenodor: Wand of Magic Missiles
@Randall: Helm of Telepathy
@Tempe: Weapon of Warning
This is just to identify the items. You can mix and match them.
ooc: I can't use a Longsword I was hoping for a bag of holding,
or the Wand of Entangle
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ooc:
Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike. Helm of Telepathy doesn't do much as it overlaps with class features, but other than that would also be happy with any of the rest - even the Longsword. Z wouldn't actually use the sword in combat (not proficient) but seems like a useful item nonetheless.
OOC: Nothing stands out to Randall except the bag of holding, and he has high enough strength that he doesn't really need it. I suggest the helm of telepathy go to our most skilled/intelligent negotiator, and the other items go to whomever needs them. Randall is most interested in getting better armor if he can find it.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC.
Bag of Holding is really more for utility rather than boring regular item transport. E.g. a few PCs could hide in to be smuggled in somewhere. Or smuggle someone/something out. Or wrestle a dangerous beast into it and then turn the bag inside out at the opportune time. Or fill it with 500pounds of rock and then let a familiar empty it over the heads of the opposition. Or fill it with 500pounds of something poisonous.
The possibilities are endless. Very happy to take that if no one else wants it.
Petcan is happy with whatever, although the helm holds the most appeal.
Does this work with Hex?
Paladin - warforged - orange
Longsword: who is proficient with this?
Hex description stated that the extra damage applies when "you hit it with an attack". A spell is not an attack, so my understanding would be that Hex and Magic Missile or other spells do not work together.
Spells and attacks are both actions, but different. Same reason you can use multiclass Multi-Attack to cast multiple spells
Some spells require you to make an attack roll to hit such as Eldritch Blast or Scorching Ray so those should work, but Magic Missile doesn't have an attack roll so it won't work with the extra d6 damage of Hex.