Does an Artificer’s Magic Item Savant and a multiclassed Thief Rogue’s Use Magic Device allow them to benefit from a Rod of the Pact Keeper?

The Artificer’s Magic Item Savant feature states the following:

At 14th level, your skill with magic items deepens more:
• You can attune to up to five magic items at once.
• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

The Thief Rogue’s Use Magic Device feature states the following:

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Rod of the Pact Keeper states the following:

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Since these features allow an Artificer or a multiclassed Thief Rogue to ignore “class” requirements when using a Rod of the Pact Keeper, would they ignore all instances of “Warlock” in the text and benefit from the general bonus to spell attack rolls and saving throw DCs, and be able to regain one spell slot?

Related questions:
1. What requirements does the Artificers Magic Item Savant feature ignore?
2. Does an Artificer's Magic Item Savant and a Thief Rogue's Use Magic Device allow them to benefit from a Holy Avenger's 30-foot aura?

Does an Artificer’s Magic Item Savant and a Thief Rogue’s Use Magic Device allow them to benefit from a Holy Avenger’s 30-foot aura?

The Artificer’s Magic Item Savant feature states the following:

At 14th level, your skill with magic items deepens more:
• You can attune to up to five magic items at once.
• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

The Thief Rogue’s Use Magic Device feature states the following:

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Holy Avenger states the following:

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Since these features allow an Artificer or Thief Rogue to ignore “class” requirements when using the Holy Avenger, would they gain the benefit of the 30-foot aura?

Furthermore, since they also ignore “level” requirements when using the Holy Avenger, can they benefit from the 30-foot aura at 14th and 13th level, respectively?

Related questions:
1. What requirements does the Artificers Magic Item Savant feature ignore?
2.

Can a sorcerer spell cast from a magic item trigger a Wild Magic Surge?

A Wild Magic Surge may happen when a Wild Magic sorcerer (PHB, p. 103-104) casts a sorcerer spell of 1st level or higher:

Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

Some magic items let you cast spells that are on the sorcerer spell list. For example, the Staff of the Magi lets you cast enlarge/reduce, which is a sorcerer spell.

Would casting a spell on the sorcerer spell list from a magic item have the potential of causing a Wild Magic Surge (for a Wild Magic sorcerer) ?

Infusing a Magical Item – Artificer D&D 5e

If an item was infused by an Artificer, say using the returning weapon infusion, would it be possible to then add some other magic to the weapon. You cannot infuse a magical item, but does that limit still apply after the infusion has been made? An example might be the Hexblade Warlock’s Hex Warrior feature. Would this be allowed as the RAW seem to imply it would be.

What happens if one no longer meets the requirements for an attuned item?

So, I have a question that’s sort of a what-if situation that applies to many different situations, but what happens if the requirements to attune to an item are lost while that item is attuned to you?

For example, say my lawful evil Paladin has Scather, the lawful-evil sword of answering and draws the Balance card from the deck of many things. Now, Scather requires attunement to a lawful-evil person, and balance causes his alignment to become opposite to what it used to be, now becoming Chaotic-Good with Scather still attuned as this happens. Does Scather automatically unattune, or does it remain attuned?

This can also be applied to other attunement requirements such as race and ability scores

Is it possible for a campaign-specific magic item to be used outside of the campaign it is from?

I am currently planning to run a game for my family.

Is it possible for campaign-specific magic items to be used (not just carried) outside of the campaign they are from? For example, could Saint Markovia’s thighbone from Curse of Strahd be used in a Waterdeep adventure?

Shrink Item and the Oversized Starknife

Related to this question.

Shrink Item is a very interesting spell. It enables you to reduce an item to a tiny fraction of its original size, making it easy to transport. It also enables you to bring the item back to its original size via command word or tossing it on a solid surface:

You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

One could think about using it for arrows or similar, but this detail on Reduce Person seems to block that usage:

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

However, this clause there:

“This means that thrown weapons deal their normal damage”

Seems to indicate that, if a throw weapon is resized during flight to its original size, it will deal damage based on that original size, not on the reduced one. This has curios the implication that the momentum of such resized weapons is changed according to the size, increasing alongside the mass and volume of the throw object.

With that in mind,

Suppose that one creates a massive starknife, as a custom magic item, enchanted in such manner that its wielder can activate or deactivate a shrink effect using a swift action. When shrunk, this weapon is around the size of a normal starknife. When expanded, it becomes four thousand times larger.

The idea is that the wielder of this weapon throws this thing and uses a swift action to enlarge it during midfligth, impacting its target as a gigantic steel star.

Is it possible to make this work, or is this too dependent on DM fiat to pull off?

Can any magic item rod be used as an arcane focus?

Inspired by this question: Multi purpose Arcane Focus?

The premise of the other question is about using the Rod of the Pact Keeper as a focus, and although it implies it can be used as a focus indirectly, I cannot see in the description of the magic item (DMG, pg. 197) anywhere that says it can be used as a focus, nor in any generic text about rods (DMG, pg. 139).

Rod of the Pact Keeper

Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DC of your warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Given that it isn’t explicitly said in the description, I assume it must be possible for all rods to be used as foci. RAW, can any rod be used as a focus?

What magic item benefits are built into the expectation of the game?

I often read that magic item progression is built into the game’s difficulty, and that it’s important for PCs to keep up with the progression in order to not fall behind.

Exactly what progression is “built in” and “necessary” for a PC?

For example, I usually buy an anklet of translocation for most of my PCs around level 5, and I also usually buy a ability-boosting item around level 6. I imagine the game anticipates that ability boost, but it probably doesn’t anticipate the anklet.

Similarly, most players I know like to buy a handy haversack at some point between levels 6 and 12. I don’t imagine the game designers built that into the CR of the monsters.

The Book of Exalted Deeds, on pg 31, provides a chart of progression for characters who take a vow of poverty. Is this about what the game designers had in mind for magic item progression? (And if so, how do you account for the bonus feats?)

Another way of asking this same question is this: there is a published Wealth by Level chart. How much of that gold is sort-of allocated to necessary magic items (resistances, weapon enhancements, ability boosts, etc.) and how much of it is allocated to strange wondrous items don’t directly influence the PC’s numeric values? (like an anklet of translocation, a wand of silent image, a handy haversack, etc.)

In out of the Abyss, one of my characters requires an item yet you start with confiscated items. What should I do?

I am running Out of the Abyss, and there is a cleric in my campaign. This cleric requires his holy symbol to really do anything. However, you do not start with any items in this. I don’t know what I should do about this. Should I give him the holy symbol? Should he find it in a shop? Please help me out.