Is an improvised weapon attack using a magic item considered a magical attack? [duplicate]

This question is an exact duplicate of:

  • Does an improvised attack using a magic item count as a magical attack?

Stemming from this question’s answers, there seems to be ambiguity if a magic item being used for an improvised attack is a magical attack.

The PHB describes an improvised weapon as:

Sometimes characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.

Often, an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.

Is the improvised weapon attack with a magic item considered a “magical improvised weapon” if it doesn’t fall into the second descriptor of being “similar to an actual weapon”?

Some similar, but not exactly the same, questions have been asked, such as attacking with magical gauntlets.

Can a Barbarian/Wizard multiclass trigger a magic item while raging?

My party has a Barbarian who multiclassed to wizard. Levels 3 and 1, respectively.

He has incorporated the Staff of Defense (from Glasstaff, Lost Mines of P) into the handle of his great axe and is attuned to it. He also has Shield in his spellbook.

When raging he loses his ability to cast his Wizard spells, but can he use the Staff’s ability to cast Shield as a reaction while enraged?

When an item can be considered “epic”?

In our current campaign our DM is allowing us to get a single non epic item as a reward. One of the players wanted to get a Cowl of Warding, it’s a very powerful item that’s described in Magic of Faerun. Such item costs 200.800gp but is not listed as an epic magic item (i’m not even sure epic magic items rule existed when Magic of Faerun came out)

Now, the epic magic items page on the SRD ( ) says this:

Epic Magic Items

While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item.

  • Grants a bonus on attacks or damage greater than +5.
  • Grants an enhancement bonus to armor higher than +5.
  • Has a special ability with a market price modifier greater than +5.
  • Grants an armor bonus of greater than +10 (not including magic armor’s enhancement bonus).
  • Grants a natural armor, deflection, or resistance bonus greater than +5.ù
  • Grants an enhancement bonus to an ability score greater than +6.
  • Grants an enhancement bonus on a skill check greater than +30.
  • Mimics a spell of an effective level higher than 9th.
  • Has a caster level above 20th.
  • Has a market price above 200,000 gp, not including material costs for armor or weapons, material component- or experience point-based costs, or additional value for intelligent items.

(Emphasis mine)

While the conditions are clear, it also says that these characteristics describe make a magic item “epic” only “in general” (which I interpret as “not always”).
I used to consider magic items as epic (at least those from the manuals, not the ones made by the players/DM) only those that were described under “epic magic items” (excluding weapons and armors that got enhanchements) and so were explicitly labeled as epic but now the discovery of this item is making me wonder. But cutting to the chase, these are my questions:

  1. Is there a surefire way to tell wheter an item is considered epic or not?
  2. Is the cowl of warding an epic item?

Is there an official treasure generation method to limit magic item rolls based on dungeon level or some other factor?

I’m running an AD&D campaign for a party of usually-three PCs, who were first level until our most recent session. (As for what they are now, we’ll get to that…) I have the 1e DMG (door cover) and Unearthed Arcana, and a Monster Manual that might be older than that, judging by its condition. The players are using the 2e PHB; these are all inherited books, and the previous owner only ever DM’d in 1e and PC’d in 2e.

My issue is with treasure generation– I’ve been using the standard dungeon generation tables from the DMG, and it works well except for the outcome of treasure rolls. Specifically, magic items don’t seem to be segregated by dungeon level. That first-level party happened upon a Mirror of Mental Prowess, which had some fairly powerful effects but nothing game-breaking, and was worth five thousand experience. Divided among the party, this alone was enough to bring the priest and rogue to second level. Combined with the remainder of the treasure, those two reached level three, and the ranger reached level two.

Now building a dungeon for a later adventure, another magic item roll came up, resulting in… a Ring of Three Wishes. I simply vetoed that and re-rolled, getting something more reasonable this time, but now the question is in my mind of whether this is actually correct.

So, the simple version of the question:
Is there a method in AD&D to limit magic item rolls for treasure based on dungeon level or some other factor, or does this need to be created manually by the DM?

Note that this is not the same question as “What can I do when I accidentally gave out an overpowered item?” This relates purely to the RAW methods for generating magical treasures.

5e Familiar using a magic item to cast a concentration spell

As there are items that do not require concentration and allow the casting of spells through them, such as the wind fan, is it possible to have the familiar take the concentration for this spell?

While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Note that this fan does not require attunement and is a totally stand-alone tool in your familiar’s hands. An octopus, rat or weasel would arguably have the ability to hold and wave such an object around.

How To Get Item Numbers On Google Search? [duplicate]

This question already has an answer here:

  • What are the best ways to increase a site's position in Google? 24 answers

Not sure which stack to put this on so going to start here. I am wondering how do I get my “dyanmic” pages to show up on google search results. I know after I post this posting and go to google, I will be able to find this question no problem and within a few mins.

I want to do the same thing but for my website. I know that my site is small and not like stack so I could be on page 1000 for all I know but right now it seems like I am nowhere to be found.

I have some obscure item numbers, and when I put them in google, I literally will get 1 page back with maybe 5 results yet my website won’t be any of those results.

I take all my item numbers and make the url and put those in sitemaps like this 

I sent my sitemaps to google like 3 months ago so it should be indexed by now.

Is an item that boosts spells for one school of magic overpowered?

I’m toying with the idea of giving a player a wand, and this wand would allow him cast all Necromancy spells as one level higher, if the spell can be cast using a higher level spell slot (e.g., vampiric touch, ray of sickness, animate dead).

I haven’t seen a similar item so it is hard for me to sort this out. I’m happy with this item having uncommon/rare qualities.

Is this Sentient Vine Cloak magic item balanced?

I’ve got a level 8 halfling Circle of the Moon Druid who really enjoys using quirky Wild Shapes at every opportunity she can get. I want to encourage the creative beast choices during combat, and give an alternative to the usual Ankylosaurus → Elephant → Triceratops spam that tends to happen as they get into higher levels.

My approach to a solution for this is a sentient vine cloak that would give an AC boost to Large or smaller creatures (which would work with the Wild Shapes she chooses) and a grasping vine perk that can be cast while in Wild Shape. Does this make the large or smaller Wild Shape beasts competitive vs. huge beasts while staying balanced for other situations?

Chlo’ifeltatoldos, ‘Chloe’
sentient magical cloak, requires attunement

Concept and Description:
While this cloak appears as a simple vine bush when not worn, is actually an old and lost fragment of the Fey Wild. If able to prove themselves capable, Chloe might be convinced to travel with and protect an individual. The vines wrap themselves around the bearer, adding a layer of protection as far as it can stretch. It will even lash out if it’s in trouble… or if it’s angry… or if it’s bored…

+1 AC to any large or smaller creature.
Chloe can cast Grasping Vine at 4th level, centered on itself with a save DC equal to 10 + your Proficiency Modifier. Chloe makes concentration saving throws for this using your Proficiency Modifier. Once this feature is used, it can’t be used again until finishing a short or long rest.

A few notes:

  • This would technically still allow the Grasping Vine ability while in a huge beast form (or any other time).
  • This could create a semi-double concentration situation, as Chloe could be concentrating on the Grasping Vine while the bearer could concentrate on something else.
  • The concentration check that Chloe makes is whenever the bearer is damaged. So there could be a concentration roll for the bearer, and one concentration roll for Chloe.

How do I get a planar traveling party to use survival/spells slots for food/drink instead of an artificer’s replicate magic item feature?

Any solution is welcome. Including just letting the artificer spend his infusion.

Background: I have a planar traveling campaign that sometimes runs into survival issues.

With Eberron coming out I have promised my players can use Artificers. The problem is a level 2 Artificers can make an alchemy jug that would largely invalidate the spell “goodberry”, the spell “create food and drink”, and the player with high survival.

They already have an alchemy jug. But magic items can disappear. I don’t know how to consistently remove a magic item that players can make themselves every day. From what I have read it will not require an item to create, and the player can infinitely replace it.

Add param to cart item url

I am adding custom data to a variable product. On the single product page I have a dropdown (woo controlled variation) and a javascript app that allows the user designs a poster. When the poster is done it is save to a database and an id is returned. I then save the id in the custom field and the customised product can be added to the cart. I display the id on the cart item and on the order as well. But if I want to edit the item after I have added it to the cart (clicking the item in the cart) i only get the variation value (as part of the GET url)

It is more than likely that a customer could have two (or more) items in cart from the same variable product with the same selected variation (but with different custom values). These items would have the exact same url and no way for me to differentiate between them.

I would like to add the value of my custom field to the url.

Is there a way to do that? Or does anyone have a different approach to solve this problem? Thanks in advance