14th level Artificer (Magic Item Savant) + Metamagic Adept items to regain sorcery points

Considering a 14th level artificer with the Metamagic Adept feat in D&D 5e:

  • I’m assuming that the feat does not grant the ability to restore sorcery points by expending spell slots (since it doesn’t grant the Flexible Casting feature)
  • It seems to me that an artificer could use the Bloodwell Vial to regain the sorcery points when they roll a Hit Dice, but they would only regain 2 (since that’s their maximum amount)
  • Are there other items/ways to regain expended points?

Thanks!

Letting the player create a combination of any 4 items that the game will then give the player on a set timer

Okay, so I’ve researched scriptable objects and I’ve realized that it’s something that might be very useful for the kind of game I’m making. I’ve managed to create my own scriptable object for weapons that is able to hold weapon upgrades, range, damage, and other special stuff. I was told scriptable objects are much better for larger scales than enums so that I can hold data for each weapon. I do know how to implement them into

 [CreateAssetMenu(fileName = "New Weapon", menuName = "Weapon")]  public class Weapon : ScriptableObject  {      public new string name;      public string _discription;        public Sprite _artwork;            public int _range;      public int _damage;      public int _upgrades;      public int _element;        public void Print()      {          Debug.Log(name + ": " + _discription + " The weapon does:  " + _damage + "damage.");      }      } 

I’ve researched how to show these on the UI, but is there any hint you could give me on getting scriptable objects working with an inventory system, and point me in a direction on how I can give the player control of the order of weapon in the inventory that the game will use to give said weapons in the same order the player set for themselves.

For Example, I want the player to be able to take any of the four weapons: Katana, Spear, Axe, Chakram, and be able to set them in any order. Even using multiple of itself. Eg. (Chakram, Spear, Spear, Axe) and then the game will then give the player the items list they created on a set timer. (Weapons are one-time use, and the player can only hold one weapon at a time, and the timer won’t start until the player has used up their current weapon)

 public class Weapon  {      public WeaponType type { get; set; }  }    public enum WeaponType  {      Katana,      Axe,      Spear,      Chakram  }  public class WeaponCycle: MonoBehaviour  {      [SerializeField] private Weapon[] _weapon;        public Weapon[] weapons = new Weapon[4];        List<Weapon> InventoryWeapons = new List<Weapon>();        // Start is called before the first frame update      void Start()      {          for (int i = 0; i < weapons.Length; i++)          {              weapons[i].type = (WeaponType)Random.Range(0, 3);          }            StartCoroutine(GiveWeapons(1));      }        IEnumerator GiveWeapons(float delay)      {          for (int i = 0; i < weapons.Length; i++)          {              yield return new WaitForSeconds(delay);              InventoryWeapons.Add(weapons[i]);          }      }  } 

Sorry if it feels like I’m asking for too much, but I’m a beginner when it comes to C# and I’m trying to learn as efficiently as I can.

How are clockwork prosthetics and necrografts affected by effects that cause magic items to stop working?

Clockwork prosthetics and necrograft arms and legs are the rare examples of magic items to fully replace humanoid limbs, and unless they have a special ruleset on the matter they are as susceptible to antimagic fields or disjunction spells as any other magic item.

For any other magic item, it’s easy to predict what happens when they get affected by an effect that suppresses their magic : magic weapons revert to mundane masterwork weapons and other magic items stop having any effect and are totally useless. However, there are no rules about losing limbs except for some rules added by 3rd party publishers (that I tend to avoid except for a few rare exceptions) or I probably missed them, and the rules on prosthetics don’t explain what happens either.

If a magic prosthesis gets its magic suppressed does it :

  • totally stop working altogether and become inert (and apart from obvious penalties like not being able to wield weapons, how does it affect the wearer ?) ?

  • stop giving its specific benefit and still do its job as a limb replacement, imposing no additional penalty to the wearer ?

If you use the Investment of the Chain Master Eldritch Invocation, does your familiar get a bonus to its saving throw DC from your own magic items?

The Investment of the Chain Master Eldritch Invocation states:

[…] When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: […]

[…] * If the familiar forces a creature to make a saving throw, it uses your spell save DC. […]

My question is, if the warlock has a Rod of the Pact Keeper, or Wand of the War Mage or something else which raises their saving throw DC, does the familiar inherit this when it triggers a saving throw? For example: If I had a DC 14 save with no gear and a DC 15 save with my +1 magic item, would the familiar use a 14 or a 15 for its save DC?

What features, items, or spells allow dodging as a bonus action other than Monk’s Patient Defense?

I’m looking for features, spells, or items that trigger Dwarven Fortitude without the use of Ki points.

Dwarven Fortitude:

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

The feat requires performing the Dodge action. As such, Sword of the Paruns, Blur, Foresight, or any other thing that gives the benefits of the Dodge action would not trigger the feat, as far as I’m aware.

Can a creature activate multiple items at once with the same command word?

Say a creature owns multiple items with wording similar to this:

As an Action, you may speak the command word to […]

Say the creature has deliberately obtained such items, perhaps by creating them itself, to have the same command word.

Can this creature use one action to speak the shared command word and activate multiple items at once?

The purpose of this question is not to cheese my DM. I am writing a short story and like to keep my D&D fiction as close to rules-accurate as possible.

Does the player know exactly what the items depicted on a patch from the Robe of Useful Items are?

I am aware of this question detailing whether a character can tell what is depicted on a particular patch on a Robe of Useful Items.

It makes complete sense for the user to be able to tell what type of item they are activating otherwise it wouldn’t really deserve the moniker of useful.

What I want to know if there is any rules one way or another explaining whether the character would know the exact properties of the item the patch will create. For example when picking the random patches rolling a 31-44 determines a patch of a Wooden Ladder (24 feet long). Unless this patch has the words 24ft (or similar) written on it would the character know this was any different to the 10ft ladder available in the PHB list of items?

I have considered asking for an Arcana check to determine how much of the item’s nature the character wearing is able to establish but I also don’t want to be handicapping the player if there are rules that detail this scenario.

What items give a +1 to saving throws?

My DM gave a few magic items to the party after a particularly rough encounter with a dragon a month or so ago. One player was missing, so we only had 3, and one player died. The result of this is that my greedy gnome criminal and the guileless half-orc fighter where the only 2 alive. Of course, I took all the magic items.

My DM can’t remember what one of the items was and neither can I. All we know is it gave a +1 bonus to saving throws, and was in the DMG. What magic items give +1 bonus to all saving throws?

Is there a specific int level that is neccesary to attune or use magic items? [duplicate]

In a campaing I’m currently in, I want to give my owl that I tamed(the dm allows taming wild animals) a ring of spell storing so it can cast spells, but before doing so is there anything mentioned about needing a high enough int to attune or use magic items, or can you use them no matter how low your int is? From what I can find it seems to only require that the creature spends a short rest focused on the item, but I may be missing something.