Forgive my naïvety, I wonder if you could shed some light for me. My DM uses Arcana checks to identify Magic Items, including what they can do. Is this the correct use of that skill? I enquire on this because, if that is the case, what is then the purpose of the Identify spell. My character is a kara-turan wise elder, I have the Identify Spell and Detect Magic spell, but I haven't once needed to use them because other party members figure out the stuff with an Arcana check. Considering Identify costs 100gp as is, what is worth this cost if Arcana does it for.
Does anyone have the rules written on this, or where to find them? Or indeed the communities views?
Forgive my naïvety, I wonder if you could shed some light for me. My DM uses Arcana checks to identify Magic Items, including what they can do. Is this the correct use of that skill? I enquire on this because, if that is the case, what is then the purpose of the Identify spell. My character is a kara-turan wise elder, I have the Identify Spell and Detect Magic spell, but I haven't once needed to use them because other party members figure out the stuff with an Arcana check. Considering Identify costs 100gp as is, what is worth this cost if Arcana does it for.
Does anyone have the rules written on this, or where to find them? Or indeed the communities views?
Please advise
Thanks ahead :)
Yes and no to arcana.
that is 1 of the correct uses of it. However it should not be telling them what the weapon/item does exactly. That would be identify.
it also would not/should not be telling them what school of magic is in the item/weapon. That would be detect magic.
arcana would be: “this blade seems magically sharp and you get the feeling it is less likely to chip”
And there's another easy way already RAW that a lot of DMs seem to miss:
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.
But as 5percent said:
Arcana: This seems magical Detect Magic: It's Evocation Identify: This is a Sword of Sharpness Short Rest: This is a Sword of Sharpness.
The_Glimpse gave you an accurate summary of what 5% was saying. So do directly answer your question, you are correct that the DM is mishandling arcana checks.
I allow my players to make arcana checks for figuring out its a +1 bow or something like that. Identify will let you know if there is a curse on the item, or its a +1 but against a goblinoid it will do +3.
Basically, arcana gives you a very baseline assumption.
You're the DM, you can do that but's it's not correct for RAW. Arcana" Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."
Recall Lore
Identify: "it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any."
Learn it's properties
+1 is a property of an item. It's also stated that using a magic item you didn't identify you do not gain the properties of that item. For instance using an unidentified +1 shield, you still get the ac bonus of a shield, not the +1
As the OP was correct in saying if arcana worked that way there would be no need for identify.
But like I said. If that's a house rule and everyone is aware of it, then all good!
I allow my players to make arcana checks for figuring out its a +1 bow or something like that. Identify will let you know if there is a curse on the item, or its a +1 but against a goblinoid it will do +3.
Basically, arcana gives you a very baseline assumption.
Actually Identify cannot reveal curses.
It literally does the exact same thing as what anyone can do on a short rest - it's just faster.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Your DM is doing it wrong. Arcana is not supposed to identify everything. That said, my group does the exact same thing...if the DM even bothers to make us roll the check. For our group, we almost never have a wizard, so that means we can't cast the spells as rituals. Prepping identify and detect magic are wasted spell slots. We simply never had the spells prepared, so when we got stuff, we'd have a bunch of magic crap that we couldn't figure out what it was...so nobody ever used it. That isn't fun for anyone...so we just stopped enforcing the need to detect magic and identify. We've had zero complaints about "what we've lost".
If your DM isn't enforcing that you've got two options: Point out the rule and tell him that your fun is being impacted and you want to use the spells properly...or shut up and color, while preparing other spells instead. If your DM then starts to make you use the spells, don't be surprised if your teammates make YOU pay for all the spell component costs out of YOUR character's money, because YOU ruined the good thing your team had going.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Your DM is doing it wrong. Arcana is not supposed to identify everything. That said, my group does the exact same thing...if the DM even bothers to make us roll the check. For our group, we almost never have a wizard, so that means we can't cast the spells as rituals. Prepping identify and detect magic are wasted spell slots. We simply never had the spells prepared, so when we got stuff, we'd have a bunch of magic crap that we couldn't figure out what it was...so nobody ever used it. That isn't fun for anyone...so we just stopped enforcing the need to detect magic and identify. We've had zero complaints about "what we've lost".
If your DM isn't enforcing that you've got two options: Point out the rule and tell him that your fun is being impacted and you want to use the spells properly...or shut up and color, while preparing other spells instead. If your DM then starts to make you use the spells, don't be surprised if your teammates make YOU pay for all the spell component costs out of YOUR character's money, because YOU ruined the good thing your team had going.
Crazy hawk hit exactly what I was going to say. DM'ing my group in person, meeting roughly once a month for just a few hours, an Arcana check simply expedites things and accounts for the party not having the spell in the first place. Going through the hoops I place in front of the party to find a Magic item in the first place, just letting him/her know through an arcana check what the item is more easily helps to keep the action and fun going. And, it spreads the action around a bit, too, rather than Always needing the one party member with the spell (who because of whatever may not be there that day). Arcana checks, in my opinion, add options.
A Magic wondrous item would be a good opportunity for our resident sorcerer to make an arcana check; the party's bard might be the only person I'd ask an Arcana check from in regards to a music box; a glowing sword is a good opportunity for an arcana check from the battle hardened calvary officer fighter who is more discerning for weapons; for a Magic ring that has elvish script burnt into it, I'm not going to ask the party's tiefling I'd ask the half elf regardless of class.
RAW is fine, and I generally like to apply it in theory for most stuff, particularly in other heat of the moment situations. If anyone in the party actually thought or wanted to go through much more complication and trouble just because he or she wanted to... because it really increased his or her fun... i'd accomodate, so long as it doesn't remove or belittle anyone else's fun.
But because our table's sense of fun doesn't need to include the Identify spell, it isn't needed.
My takeaway advice or consideration is: it might be worthwhile to bring up to to your DM. It could be that the DM really never heard of or considered the spell to be worthwhile or necessary; it could be the DM does, but doesn't consider it fun; is you having the spell increasing your fun? Or would imposing it suddenly create less fun for you and others in your gaming group? The DM's overall role is, in one basic rule, is keep things fun and keep things moving.........
But you don't have to prep a spell. Do you take short rests? Meditate on the item over a short rest. (Although I have a house rule that if you identify an item over a short rest you forgo the other benefits, but that's beside the point) Personally I think not identifying an item, by whatever means, diminishes the impact of getting a magic item. Especially when you get up into very rare and beyond. I don't know, but just an arcana check to identify say a dancing sword cheapens it in my eyes. I'd want to describe the identify and attunement process to make it special for the player receiving it.
Indeed you are right. I didn't know that. According to the DMG:
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.
So really, you don't need identify if your group is taking a short rest or a long rest at the end of the day.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The RAW that anyone can identify a potion by tasting it is really odd to me. Different magical properties have distinct tastes that everyone is aware of? Weird right. Its one of those quality of life changes that make zero sense but help to improve the gameplay I guess!
Yeah, it is kind of odd. In my campaigns most times the characters will spend a short rest instead of tasting a potion though because they know they are just as likely to be poisoned :)
All really valid points, thanks folks. With regards to the conversation with the DM it has been had and he is continuing with anyone can make an Arcana check to identify an item, at which point he recommended I prepare a different spell. Of course the difficulty is I can’t prepare a different spell as Identify is considered always prepared for Knowledge Domain clerics. Ergo we’ve discussed me changing domains. A sad state of affairs as I was looking forward to playing the wise character who could provide the party with the information they need but I can see that was not to be.
I use arcana for lore and detect magic/identify for mechanics. Arcana allows the character to potentially recognize an item and provide some background, but provides no specific details of what a item is (unless that can be inferred). These can all be hooks, references, teasers, or flair to give the world some depth.
Examples:
The maker’s mark on this knife suggest it was made by the previous Grand Vizier of the Colotan Empire. He was known to dabble in minor magics, but his works are fairly well known more due to his position than his skill.
The working of the wood on the wand clearly identifies this as an artifact of high value and supreme craftsmanship. This, plus finding it stored so safely deep in this tower, leaves you to believe that this may be the very wand that Lucor the Wise may have used to incinerate the Orc horde.
All really valid points, thanks folks. With regards to the conversation with the DM it has been had and he is continuing with anyone can make an Arcana check to identify an item, at which point he recommended I prepare a different spell. Of course the difficulty is I can’t prepare a different spell as Identify is considered always prepared for Knowledge Domain clerics. Ergo we’ve discussed me changing domains. A sad state of affairs as I was looking forward to playing the wise character who could provide the party with the information they need but I can see that was not to be.
I feel like homebrewing that your Domain simply provides you with different always-ready spells in your setting would probably be simpler than completely changing your character's subclass and characterization because your DM prefers their homebrew Arcana system.
I would go further with Arcana, and let it suggest properties of an item.
The wand is inlaid with electrum spirals. Your study of Arcana tells you that electrum spirals are usually associated with divination items.
The sword has the elf runes for weather, flying birds and memory carved on both sides of the blade. You know that elven smiths used this combination of runes on items to attack or defend from demons.
The entire roof cap is made out of a magnesium-tungsten alloy. This is usually associated with deep space telemetry devices.
All really valid points, thanks folks. With regards to the conversation with the DM it has been had and he is continuing with anyone can make an Arcana check to identify an item, at which point he recommended I prepare a different spell. Of course the difficulty is I can’t prepare a different spell as Identify is considered always prepared for Knowledge Domain clerics. Ergo we’ve discussed me changing domains. A sad state of affairs as I was looking forward to playing the wise character who could provide the party with the information they need but I can see that was not to be.
This whole post saddens me...
1. You were looking forward to knowledge domain.
2. You were looking forward to how you planned to role play your char.
3. Now you have to essentially trash those 2 things and start completely fresh now essentially just because the DMs lazy, and didn’t discuss his Homebrew changes better prior to the campaign starting.
None of the other players had to completely give up their character ideas or designs and such I take it? Over (what I consider) stupid and lazy DMing.
And it doesn’t even save time....
scenario 1. I cast identify. Boom.
scenario 2. People roll arcana and no one rolls higher than a 8.
the rolling takes more time and isn’t 100%.
ans then, just the whole scenario I get from this DM doing Homebrew differences that he doesn’t share: what else is different that MIGHT force you to have to change your character again?
is wizard even a good class? Is this a low magic world? Are there anti magic fields all over a place to make you useless again?
Aye, but I guess it is what it is. Although this opened a discussion with other players, none of them have really offered an insight short of prepare other spells. There hasn't been an understanding of "Ok, actually, we're not trained in Arcana so I'm not going to make this roll because I wouldn't know" (which would be my approach) or "Wigs has built this character who's purpose is knowledge, I agree with him, I think we should scrap that house rule so he can play the character."
Its more disappointing because, as you sort of touch upon, no one else has to change their character. The Ninja doesn't have to stop being a Ninja because of homebrew stealth rules, the Ranger doesn't have to stop being the Ranger because of homebrew survival wilderness rules, and the Fighter doesn't have to stop waving his great axe around because of homebrew combat rules.
It is what it is though, hopefully one day I'll be able to play this character as described. We shall see.
Thanks for everyones insight though, truly appreciated. It did help me have the conversation, even if I didn't achieve the desired result.
All really valid points, thanks folks. With regards to the conversation with the DM it has been had and he is continuing with anyone can make an Arcana check to identify an item, at which point he recommended I prepare a different spell. Of course the difficulty is I can’t prepare a different spell as Identify is considered always prepared for Knowledge Domain clerics. Ergo we’ve discussed me changing domains. A sad state of affairs as I was looking forward to playing the wise character who could provide the party with the information they need but I can see that was not to be.
This whole post saddens me...
1. You were looking forward to knowledge domain.
2. You were looking forward to how you planned to role play your char.
3. Now you have to essentially trash those 2 things and start completely fresh now essentially just because the DMs lazy, and didn’t discuss his Homebrew changes better prior to the campaign starting.
None of the other players had to completely give up their character ideas or designs and such I take it? Over (what I consider) stupid and lazy DMing.
And it doesn’t even save time....
scenario 1. I cast identify. Boom.
scenario 2. People roll arcana and no one rolls higher than a 8.
the rolling takes more time and isn’t 100%.
ans then, just the whole scenario I get from this DM doing Homebrew differences that he doesn’t share: what else is different that MIGHT force you to have to change your character again?
is wizard even a good class? Is this a low magic world? Are there anti magic fields all over a place to make you useless again?
Sorry you had to go through this.
Even if the DM was playing by the numbers, the players could spend an hour with the item on a short or long rest "studying" it, they would be able to learn the abilities without an identify spell necessary. That's not the DM being lazy, that's the DM running it the way the rules state it should be run. Requiring them to use arcana actually makes it more difficult than the rules suggest it needs to be!
There's still a lot there in knowledge to make the character shine. He gets two languages. He gets double prof bonus in two skills (of which arcana is one he can pick). he gets a feature that allows him to use any tool with proficiency for 10 minutes. Need a lock picked and no rogue? Knowledge cleric has it covered. At 6th level he can read someone's mind.
Let's not pretend that Identify not working the way the OP wanted is somehow wrecking an otherwise useful character. He's still going to be the knowledge monkey of his party, and will likely be the one making those arcana checks anyways.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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Hi D&D Beyond and D&D Community
Forgive my naïvety, I wonder if you could shed some light for me. My DM uses Arcana checks to identify Magic Items, including what they can do. Is this the correct use of that skill? I enquire on this because, if that is the case, what is then the purpose of the Identify spell. My character is a kara-turan wise elder, I have the Identify Spell and Detect Magic spell, but I haven't once needed to use them because other party members figure out the stuff with an Arcana check. Considering Identify costs 100gp as is, what is worth this cost if Arcana does it for.
Does anyone have the rules written on this, or where to find them? Or indeed the communities views?
Please advise
Thanks ahead :)
Yes and no to arcana.
that is 1 of the correct uses of it. However it should not be telling them what the weapon/item does exactly. That would be identify.
it also would not/should not be telling them what school of magic is in the item/weapon. That would be detect magic.
arcana would be: “this blade seems magically sharp and you get the feeling it is less likely to chip”
identify: “It’s a sword of sharpness”
https://roll20.net/compendium/dnd5e/Sword of Sharpness#content
detect magic: “this magical sword Seems to have some evocation magic elements to it”
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And there's another easy way already RAW that a lot of DMs seem to miss:
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.
But as 5percent said:
Arcana: This seems magical
Detect Magic: It's Evocation
Identify: This is a Sword of Sharpness
Short Rest: This is a Sword of Sharpness.
The_Glimpse gave you an accurate summary of what 5% was saying. So do directly answer your question, you are correct that the DM is mishandling arcana checks.
That's what happens when you wear a helmet your whole life!
My house rules
I allow my players to make arcana checks for figuring out its a +1 bow or something like that. Identify will let you know if there is a curse on the item, or its a +1 but against a goblinoid it will do +3.
Basically, arcana gives you a very baseline assumption.
You're the DM, you can do that but's it's not correct for RAW. Arcana" Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."
Recall Lore
Identify: "it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any."
Learn it's properties
+1 is a property of an item. It's also stated that using a magic item you didn't identify you do not gain the properties of that item. For instance using an unidentified +1 shield, you still get the ac bonus of a shield, not the +1
As the OP was correct in saying if arcana worked that way there would be no need for identify.
But like I said. If that's a house rule and everyone is aware of it, then all good!
That's what happens when you wear a helmet your whole life!
My house rules
Actually Identify cannot reveal curses.
It literally does the exact same thing as what anyone can do on a short rest - it's just faster.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Your DM is doing it wrong. Arcana is not supposed to identify everything. That said, my group does the exact same thing...if the DM even bothers to make us roll the check. For our group, we almost never have a wizard, so that means we can't cast the spells as rituals. Prepping identify and detect magic are wasted spell slots. We simply never had the spells prepared, so when we got stuff, we'd have a bunch of magic crap that we couldn't figure out what it was...so nobody ever used it. That isn't fun for anyone...so we just stopped enforcing the need to detect magic and identify. We've had zero complaints about "what we've lost".
If your DM isn't enforcing that you've got two options: Point out the rule and tell him that your fun is being impacted and you want to use the spells properly...or shut up and color, while preparing other spells instead. If your DM then starts to make you use the spells, don't be surprised if your teammates make YOU pay for all the spell component costs out of YOUR character's money, because YOU ruined the good thing your team had going.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Crazy hawk hit exactly what I was going to say. DM'ing my group in person, meeting roughly once a month for just a few hours, an Arcana check simply expedites things and accounts for the party not having the spell in the first place. Going through the hoops I place in front of the party to find a Magic item in the first place, just letting him/her know through an arcana check what the item is more easily helps to keep the action and fun going. And, it spreads the action around a bit, too, rather than Always needing the one party member with the spell (who because of whatever may not be there that day). Arcana checks, in my opinion, add options.
A Magic wondrous item would be a good opportunity for our resident sorcerer to make an arcana check; the party's bard might be the only person I'd ask an Arcana check from in regards to a music box; a glowing sword is a good opportunity for an arcana check from the battle hardened calvary officer fighter who is more discerning for weapons; for a Magic ring that has elvish script burnt into it, I'm not going to ask the party's tiefling I'd ask the half elf regardless of class.
RAW is fine, and I generally like to apply it in theory for most stuff, particularly in other heat of the moment situations. If anyone in the party actually thought or wanted to go through much more complication and trouble just because he or she wanted to... because it really increased his or her fun... i'd accomodate, so long as it doesn't remove or belittle anyone else's fun.
But because our table's sense of fun doesn't need to include the Identify spell, it isn't needed.
My takeaway advice or consideration is: it might be worthwhile to bring up to to your DM. It could be that the DM really never heard of or considered the spell to be worthwhile or necessary; it could be the DM does, but doesn't consider it fun; is you having the spell increasing your fun? Or would imposing it suddenly create less fun for you and others in your gaming group? The DM's overall role is, in one basic rule, is keep things fun and keep things moving.........
Boldly go
But you don't have to prep a spell. Do you take short rests? Meditate on the item over a short rest. (Although I have a house rule that if you identify an item over a short rest you forgo the other benefits, but that's beside the point) Personally I think not identifying an item, by whatever means, diminishes the impact of getting a magic item. Especially when you get up into very rare and beyond. I don't know, but just an arcana check to identify say a dancing sword cheapens it in my eyes. I'd want to describe the identify and attunement process to make it special for the player receiving it.
That's what happens when you wear a helmet your whole life!
My house rules
^^
Indeed you are right. I didn't know that. According to the DMG:
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.
So really, you don't need identify if your group is taking a short rest or a long rest at the end of the day.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
The RAW that anyone can identify a potion by tasting it is really odd to me. Different magical properties have distinct tastes that everyone is aware of? Weird right. Its one of those quality of life changes that make zero sense but help to improve the gameplay I guess!
Yeah, it is kind of odd. In my campaigns most times the characters will spend a short rest instead of tasting a potion though because they know they are just as likely to be poisoned :)
That's what happens when you wear a helmet your whole life!
My house rules
All really valid points, thanks folks. With regards to the conversation with the DM it has been had and he is continuing with anyone can make an Arcana check to identify an item, at which point he recommended I prepare a different spell. Of course the difficulty is I can’t prepare a different spell as Identify is considered always prepared for Knowledge Domain clerics. Ergo we’ve discussed me changing domains. A sad state of affairs as I was looking forward to playing the wise character who could provide the party with the information they need but I can see that was not to be.
I use arcana for lore and detect magic/identify for mechanics. Arcana allows the character to potentially recognize an item and provide some background, but provides no specific details of what a item is (unless that can be inferred). These can all be hooks, references, teasers, or flair to give the world some depth.
Examples:
The maker’s mark on this knife suggest it was made by the previous Grand Vizier of the Colotan Empire. He was known to dabble in minor magics, but his works are fairly well known more due to his position than his skill.
The working of the wood on the wand clearly identifies this as an artifact of high value and supreme craftsmanship. This, plus finding it stored so safely deep in this tower, leaves you to believe that this may be the very wand that Lucor the Wise may have used to incinerate the Orc horde.
I feel like homebrewing that your Domain simply provides you with different always-ready spells in your setting would probably be simpler than completely changing your character's subclass and characterization because your DM prefers their homebrew Arcana system.
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I would go further with Arcana, and let it suggest properties of an item.
The wand is inlaid with electrum spirals. Your study of Arcana tells you that electrum spirals are usually associated with divination items.
The sword has the elf runes for weather, flying birds and memory carved on both sides of the blade. You know that elven smiths used this combination of runes on items to attack or defend from demons.
The entire roof cap is made out of a magnesium-tungsten alloy. This is usually associated with deep space telemetry devices.
This whole post saddens me...
1. You were looking forward to knowledge domain.
2. You were looking forward to how you planned to role play your char.
3. Now you have to essentially trash those 2 things and start completely fresh now essentially just because the DMs lazy, and didn’t discuss his Homebrew changes better prior to the campaign starting.
None of the other players had to completely give up their character ideas or designs and such I take it? Over (what I consider) stupid and lazy DMing.
And it doesn’t even save time....
scenario 1. I cast identify. Boom.
scenario 2. People roll arcana and no one rolls higher than a 8.
the rolling takes more time and isn’t 100%.
ans then, just the whole scenario I get from this DM doing Homebrew differences that he doesn’t share: what else is different that MIGHT force you to have to change your character again?
is wizard even a good class? Is this a low magic world? Are there anti magic fields all over a place to make you useless again?
Sorry you had to go through this.
Watch me on twitch
Aye, but I guess it is what it is. Although this opened a discussion with other players, none of them have really offered an insight short of prepare other spells. There hasn't been an understanding of "Ok, actually, we're not trained in Arcana so I'm not going to make this roll because I wouldn't know" (which would be my approach) or "Wigs has built this character who's purpose is knowledge, I agree with him, I think we should scrap that house rule so he can play the character."
Its more disappointing because, as you sort of touch upon, no one else has to change their character. The Ninja doesn't have to stop being a Ninja because of homebrew stealth rules, the Ranger doesn't have to stop being the Ranger because of homebrew survival wilderness rules, and the Fighter doesn't have to stop waving his great axe around because of homebrew combat rules.
It is what it is though, hopefully one day I'll be able to play this character as described. We shall see.
Thanks for everyones insight though, truly appreciated. It did help me have the conversation, even if I didn't achieve the desired result.
Even if the DM was playing by the numbers, the players could spend an hour with the item on a short or long rest "studying" it, they would be able to learn the abilities without an identify spell necessary. That's not the DM being lazy, that's the DM running it the way the rules state it should be run. Requiring them to use arcana actually makes it more difficult than the rules suggest it needs to be!
There's still a lot there in knowledge to make the character shine. He gets two languages. He gets double prof bonus in two skills (of which arcana is one he can pick). he gets a feature that allows him to use any tool with proficiency for 10 minutes. Need a lock picked and no rogue? Knowledge cleric has it covered. At 6th level he can read someone's mind.
Let's not pretend that Identify not working the way the OP wanted is somehow wrecking an otherwise useful character. He's still going to be the knowledge monkey of his party, and will likely be the one making those arcana checks anyways.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha