1/1/2023 0 Comments Short rest 5e![]() However it does not know how many charges it has, and may not necessarily be able to work out the command word just yet, if it has one. #Short rest 5e PcGenerally speaking I’d use the following scale, with each DC checkpoint passed garnering more information about the item.ĭC 10 – the PC is confident the item is magical, but is unable to ascertain its nature.ĭC 15 – the PC is able to guess the rough properties of the item, and may attempt to use it. How might this work in practice? First I would say that a PC has to spend at least a minute carefully examining an object, and then I’d have them roll an Arcana check, and have a sliding scale of difficulty. So using this skill in these circumstances does seem a good fit. 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 for those planes. Regarding the use of Arcana, the Player’s Handbook (p.177) has the following to say… Identify is a ritual at least, meaning the caster doesn’t need to spend a spell slot, so there’s no issue with managing spell casting resources, but the scenario of not having one of those three classes in your party (as we currently don’t) is frustrating to say the least. Everyone loves a dice roll, whilst having to rely on the wizard, bard or cleric of divination (the only three classes to have access to identify, that I can see) to cast a spell can be tedious. What if no one in the party has identify for example? Arcana Checksįor me the chance to identify a magical object with a successful Arcana check is the best compromise between the official rules and the official variant. Whilst on the other hand, the official variant rule seems a bit too restrictive. #Short rest 5e how toSo there you go… on the one hand the “a character can focus on one magic item during a short rest… At the end of the rest, the character learns the item’s properties, as well as how to use them” does seem all a bit too convenient. If you prefer magic items to have have a greater mystique consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does. You then say the character jumps unexpectedly high. For example, if a character puts on a ring of jumping, you could say, “Your steps feel strangely springy.” Perhaps the character then jumps up and down to see what happens. Wearing or experimenting with an item can also offer hints about its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest it’s a ring of feather falling. Sometimes a magic item carries a clue to its properties. Potions are an exception a little taste is enough to tell the taster what the potion does. At the end of the rest, the character learns the item’s properties, as well as how to use them. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. The identify spell is the fastest way to reveal an item’s properties. On page 136 of the Dungeon Master’s Guide it states: Hell, why should you even know it’s magical in the first place?Īnyway, given that there are quite a few magic items in our current campaign, and I’m now carting around at least two that I don’t have the foggiest about, I thought I’d do some research on what the official rules say, and maybe as well homebrew some rules about how Arcana checks could be used in the identification process (and see if my DM agrees!). Just because you’ve turned up a fancy-looking wand, ring or weapon in a treasure chest, doesn’t mean you should be able to seamlessly brandish it in your next battle as if you crafted it yourself. Recently the DM of our group has been insisting on us using the spell identify before we can use the magic items that we’ve been finding on our dungeon crawls.įrustrating as hell, but it kind of makes sense. ![]()
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