You can't with RAW. A rapier isn't light, but a dagger is. A lot of DM's allow it, but it technically isn't legal. It does the same average damage as dual wielding scimitars or shortswords, but you can throw the dagger.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Back to the actual topic, even just some of the magic item infusions can be all around useful like bag of holding. Bunches of fun magic items to infuse too. Alchemy Jug can be useful in some groups, it's one I like. Lots of uses for the creative player.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Back to the actual topic, even just some of the magic item infusions can be all around useful like bag of holding. Bunches of fun magic items to infuse too. Alchemy Jug can be useful in some groups, it's one I like. Lots of uses for the creative player.
Have to agree with Alchemy Jug. Being able to create multiple uses of basic poison for coating weapons with is quite handy.
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.
I am eager to ask my DM if he allows attaching a prosthetic limb to my warforged and using it for like 2nd shield.
I just wanted to point out that is not how prosthetic limb or shield works. In particular, the shield rules state you can only get an AC bonus from 1 shield.
I am eager to ask my DM if he allows attaching a prosthetic limb to my warforged and using it for like 2nd shield.
I just wanted to point out that is not how prosthetic limb or shield works. In particular, the shield rules state you can only get an AC bonus from 1 shield.
Exactly why I wouldn't allow it
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Need to get an encampment of dwarves suitably sauced? Alchemy Jug. Need to lubricate a pathway with mayonaise? Alchemy Jug. Need to just not get dehydrated in a desert? The jug is still there for you. Heck the Jug can help you poison your enemies too! Jug is love. Jug is life.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Yes, thank you, I missed the shield restrictions. Hm, prosthetic arm is actually also ment to replace a missing limb, yet I can imagine that my DM would interpret the lack of restrictions for it as a possibility to attach it as extra limb, but yeah, it is already pushing the limits.
The idea of general Grievous though. Now I want to do it :D
Oh, you're right. The creature should be missing a limb to be able to attune to the item, I see. Somehow I only had remembered the second part saying it replaces one (which is more arguable on how to interpret)
Oh well, I'll ask for some homebrew then. Thanks all)
Would a level 14 artificer ignore those restrictions? I doubt it, and wouldn't allow it, but just wanted to check.
Magic item savant says
You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
The limitations on prosthetic are not any of these, so no, you'd still need to be missing a limb to attune and it would still need to be replacing that limb
I'm going to be playing in an Eberron campaign soon with an Artificer.
Nothing jumps out at me but I was wondering what if any infusions work well with other classes (in a greater than the sum cost kind of way).
Returning javelin or handaxe is a good one for martial characters.
Returning dagger is great for rogues, especially if your DM allows you to dual-wield a rapier and a dagger.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Why wouldn’t they?
DCI: 3319125026
You can't with RAW. A rapier isn't light, but a dagger is. A lot of DM's allow it, but it technically isn't legal. It does the same average damage as dual wielding scimitars or shortswords, but you can throw the dagger.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Hrm. Interesting.
EDIT: Wait. A Scimitar is Light but a rapier isn’t?! WTX?!
DCI: 3319125026
Game mechanics. Have to balance that d8.
Back to the actual topic, even just some of the magic item infusions can be all around useful like bag of holding. Bunches of fun magic items to infuse too. Alchemy Jug can be useful in some groups, it's one I like. Lots of uses for the creative player.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Have to agree with Alchemy Jug. Being able to create multiple uses of basic poison for coating weapons with is quite handy.
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.
Also infinite mayonnaise.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I am eager to ask my DM if he allows attaching a prosthetic limb to my warforged and using it for like 2nd shield.
I wouldn't allow it. But if your DM does, why not do 2 prosthetic arms and be General Grievous?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I just wanted to point out that is not how prosthetic limb or shield works. In particular, the shield rules state you can only get an AC bonus from 1 shield.
Exactly why I wouldn't allow it
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Need to get an encampment of dwarves suitably sauced? Alchemy Jug. Need to lubricate a pathway with mayonaise? Alchemy Jug. Need to just not get dehydrated in a desert? The jug is still there for you. Heck the Jug can help you poison your enemies too! Jug is love. Jug is life.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Yes, thank you, I missed the shield restrictions. Hm, prosthetic arm is actually also ment to replace a missing limb, yet I can imagine that my DM would interpret the lack of restrictions for it as a possibility to attach it as extra limb, but yeah, it is already pushing the limits.
The idea of general Grievous though. Now I want to do it :D
There's no lack of restriction on prosthetic limb, it explicitly says:
and
You cannot use a prosthetic limb unless you are already missing some/all of a limb, and it must replace that limb.
No extra limbs.
Find my D&D Beyond articles here
Would a level 14 artificer ignore those restrictions? I doubt it, and wouldn't allow it, but just wanted to check.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Oh, you're right. The creature should be missing a limb to be able to attune to the item, I see. Somehow I only had remembered the second part saying it replaces one (which is more arguable on how to interpret)
Oh well, I'll ask for some homebrew then. Thanks all)
Magic item savant says
The limitations on prosthetic are not any of these, so no, you'd still need to be missing a limb to attune and it would still need to be replacing that limb
Find my D&D Beyond articles here