Which of these two magic daggers is better for a my rogue?

My rogue with 34hp just found a new dagger for the first time. Being new to D&D, I was filled with excitement for my first new weapon. Then I really read the card and now I’m thinking my old store-bought 1d4 + 1d6 fire dagger (needs Attunement) is still better.

Image of Scarlet: a single-edged dagger with a dark red blade on a heavily curved, carved ivory or bone hilt


Dagger, rare (attunement by rogue)

As a bonus action you can imbue the red raded blade with your blood dealing 1d10 necrotic damage to yourself, which cannot be healed. When the blade is imbued with your blood you gain the Aura of Scarlet the Bloodraven. The Aura lasts for 1 minute and can be cast 2 times a day recharged at a long rest.

When affected by the aura, your sneak attack damage can be come necrotic damage, or poison damage.
You gain plus 1 to your AC
You gain resistance to necrotic damage
When you are attacked by a hostile creature you can target that creature with the Bloodravens curse. You deal an extra 1d4 necrotic damage to that creature, and can impose disadvantage on that creatures perception checks on you.

Scarlet is a +1 weapon, but with a 1 min time limit and the fact I have to be targeted and the chance to lose 1/3 of my health permanently for a day.

Am I missing something or is this weapon kinda lacking and more of a cursed item I need to get rid of? Am I better off with my old flame dagger or the new Scarlet dagger? I still don’t know a lot about D&D and magic items — I’m hoping to get advice from more experienced players. Use Scarlet? Try sell it? Etc.

Balance of magic items that are anti-magical

Are there any grave balance problems with the following items? I tried to stick to existing spells where possible, because I am not very experienced in home-brew.

  • Item 1 (Very rare): While wearing this item you can 1/day cast the spell Antimagic Field without expending material components or a spellslot.
  • Item 2 (Rare): This item has 4 charges. You expend one of these charges to cast the spell counterspell at level 3 without using a spellslot. You can expend extra charges to cast the spell at a level equal to 3 + amount of additional charges spent. The item regains 1d4 charges each day at midnight.
  • Item 3 (Shield, Uncommon): When holding this shield, if you are subjected to a magical effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. (taken from Shield master feat)
  • Item 4 (cloak, uncommon): 1/day you can ward yourself against magical attacks for 8 hours. Until the spell ends, any creature who targets you with a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the spell. This spell doesn’t protect you from area effects, such as the explosion of a fireball. If you make an attack, casts a spell that affects an enemy, or deals damage to another creature, the protection ends. (adapted sanctuary)
  • Item 5 (rare): 1/day you can disrupts the concentration of anyone in a 20 foot sphere centered on a point up to 30 feet away. The affected creatures loose concentration without a saving throw. (this is a dangerous one, there is no such spell)
  • Item 6 Brooch of shielding(uncommon, requires attunement)
  • Item 7 (armor, rare, requires attunement): resistance against magical weapon attacks (based on armor of resistance)
  • Item 8 (bracelet, legendary, requires attunement): While wearing this item you have resistance against magical damage from weapons and spells.

Why do I want these items? For my campaign my BBEG wants to remove all magic from the world. Sort of like a permanent anti-magic field that is world wide. To accomplish that he needs to make a ritual with some magic items. I don’t want the items by themselves to be useless, so I want them to be magic items on their own. They combined can erase magic from an entire worlds, so each of them should have some power that is sort of anti-magic. Either stop magic or protect from it or similar. That is how I came up with the 8 items you see on top. If you know any existing items other than the brooch of shielding that fit this theme, I would happily take them over home-brewed items as they are probably better balanced. But I haven’t found any others.

Also the magical rareness of the items is only semi-important, because the party is gonna get all of them sooner or later either while stopping the BBEG or if they are faster. The rareness only helps me decide in what order they get them.

Lastely, I hope this is a valid question for this stackexchange. I have seen other people asking about the balance of their home-brew, so I think it should be fine. If it is not, please explain to me why or how I can change the question to be accepted.

Are those magic Items too strong for lvl 3-4 characters? Are they balanced?

So i’m running my first ever campaign. The party of 4 are trying to unite a valley commuity (kobolds tribe, human village and dwarven expedition) together against the incoming orc invasion.If they ever succed, I wanted to gift them some magic items from the communities. But I’m afraid that they’re too strong for lvl 3-4 and maybe one is too strong compared to the others.

To the warrior a gift from the dwarves: a really big, high quality 2h sword: -Reach -if it kills something it damages another nearby enemy for 1d6.

To the dragonborn Paladin a gift form the kobolds – a Shield made from Egg Shells that we’re broken by the orcs (The idea is that kobols eggs are really hard at first, and they become softer and softer toward the end to let the kobold get out.) +1AC when under half hp. -1 physical damage

To the fat Halfling Life Cleric a magic mace: when you heal somebody, the weapons becomes +1 for one turn.

To the Mage an amulet from the alchemist daughter: Once per day you can cast a spell as it was one spell slot higher.

Does a Dispel Magic on a True Polymorphed Helmed Horror dispel all magical effects, or only those cast on the polymorphed form?

Kind of a weird question, but hear me out:

Imagine you have cast True Polymorph to turn an object into a Helmed Horror with spell immunity to Dispel Magic. You cast True Polymorph on the Helmed Horror again, and turn it into something that does not have immunity to Dispel Magic. Now, presumably you are able to affect the True Polymorphed creature with Dispel Magic. But what exactly happens when you hit the creature with Dispel Magic? Does it undo both layers of True Polymorph, bypassing the Helmed Horror and reverting the creature back into an object? Or does the first layer get dispelled and then the Helmed Horror immunity to Dispel Magic kicks in to prevent the second layer of True Polymorph from being dispelled?

Are there any lower-level spells or magic items that could be used to copy a work of art?

Are there any spells or magic items in D&D 3.5 that would allow the caster/user to copy a work of art?

In my current campaign, there is an artist (painter) who has been magically making duplicates of his work and selling them as the originals. I need a plausible mechanism for him to do this. The artist himself is not an exceptional magic user, meaning he couldn’t cast high-level spells in order to duplicate paintings.

Buying A Magic Item Downtime Activity – Opportunity to purchase later

I’m DM’ing using the downtime activity rules in Xanathar’s Guide to Everything and I was wondering if there are any rules (or suggested approaches) to allowing my players to purchase one of their discovered magic items at a later date.

For instance, one of the players rolled for a Saddle of the Cavalier but none of the party has a horse. Do the rules allow the player to track down the merchant at a later date to buy the item? Or is this more of a DM’s discretionary decision?

Does non-Athasian magic work on Athas?

Magic on Athas functions solely by defiling, or life draining. Even preserving magic works the same way, only the consequences are less severe.

But magic on other Primes doesn’t function this way. One wonders if “Magic is Different” in different locales. If so, one wonders if such differences could be learned and trained in.

Should a being from another Prime (Greyhawk, Birthright, Spelljammer, Forgotten Realms, Dragonlance, Mystara, Ravenloft, and so forth) or other non-Athas plane (the astral, ethereal, shadow, foreign elementals or outer planes, etc., ) somehow arrive on Athas, would their magic still work and how (ie: impeded, boosted, other)?

Looking for answers from the source materials, regardless of contradictions.

Character Building- Should a magic user (sorcerer) have all magic attacks?

I am knew to character building, and as I am creating a sorcerer, I am a little confused about the spell vs. attack aspect. I understand there is a separate page for spells, but I am wondering how I should fill my attacks and spellcasting box. Should it be a combination of both spells and attacks? My character has a light crossbow and longsword in equipment. Also, how do I know which spells to choose from for the attacks and spellcasting section? Thanks in advance.

What is the best build for mounted archer with magic (divination school) starting fromg 1lvl fighter? (i know it maybe weird)

I have air genasi 1lvl fighter with STR 12 AG 19 CON 14 INT 14 WIS 10 CHA 7

how can i build mounted archer/caster (divination) from it? it maybe not effective, but i’m in search of best options just in this condition. Thanks for help!