How valuable is each magic item slot?

For context: I recently made a mid-level gunslinger character who wields a 15 lb. double-barreled shotgun. This is a problem, because this gunslinger only has 7 STR, so their light load is only 23 lbs. I wanted to solve this with an item that gave me continuous Ant Haul, and noticed that there already exists a wondrous item that does exactly this, but it’s a belt slot item, which obviously would interfere with a Belt of Incredible Dexterity.

In theory I could get an item with Ant Haul for a different magic item slot, but putting an existing wondrous item effect on a different item slot has to be very heavily regulated, due to the popularity of each slot, so my question is this: Which item slots would you consider of equal demand to the Belt slot? Or to bring it to a broader scope;

How high in demand would you consider each magic item slot in relation to one another?

ʸᵉˢ ⁱ ᵃᵐ ᵃʷᵃʳᵉ ᵗʰᵃᵗ ᵐᵘˡᵉᵇᵃᶜᵏ ᶜᵒʳᵈˢ ᵉˣⁱˢᵗ

Can magic tattoos be used by warforged, or other constructs such as the battle smith artificer’s steel defender?

Magic tattoos all say things akin to the following:

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

They each appear on the skin, they are applied by being held to the skin. Can the metal body of a warforged use it? If so, the only other item I am aware of that has race specific requirements is the dwarven thrower.

It dawned on me that warforged aren’t considered constructs in 5e (at least I don’t think there is a distinction made for what player characters are). However, I think it should be considered that what would bar constructs from being able to use the tattoos is that the tattoos specifically say how you apply it to the skin, or how it appears on the skin. I think this would be the same disqualifying factor for warforged, or for other ‘constructs.’

Does Dispel Magic Affect Living Spells in any Meaningful Way?

I recently came to a point where I was trying to find a source that talks about Dispel Magic in relation to Living Spells. Living Spells are very similar in a lot of ways to spells with a few notable exceptions obviously, but they are still at their core magical spells from what I can ascertain. Dispel Magic can currently dispel spells with a d20 check sometimes if they spell is of a certain level or higher, but it doesn’t address whether a Living Spell would be affected by Dispel Magic.

How would Dispel Magic work when cast on a Living Spell?

What counts as a sorcerer spell for the purposes of wild magic surge?

Wild Magic Surge:

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

What fulfills the requirements of a "sorcerer spell of 1st level or higher"?

A few options that I can think of for defining a "sorcerer spell"

Any spell that you’ve learned from Sorcerer and that you’re casting through the Spellcasting feature.

This is my idea of the default answer. A sorcerer spell is a spell you’ve learned as a sorcerer and are casting as a sorcerer.

Any spell that you’ve learned from Sorcerer

This is also reasonable. But it opens the door to casting spells through magic items, such as Cape of the Mountebank, triggering wild magic surges.

Any spell on the Sorcerer spell list.

Still reasonable. This would mean that learning the spell Hold Person through Bard’s learned spells and casting it could trigger a wild magic surge, as it’s a spell that’s both on the Bard’s spell list and the Sorcerer’s.

How does the Detect Magic spell see any creature that knows at least one cantrip? [duplicate]

The detect magic spell states (emphasis mine):

you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic

And the definition of a cantrip in the PH is (emphasis mine):

A cantrip i s a spell that can be cast at will […]. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over.

Is a visible creature that knows and can cast at least one cantrip detected as "bearing magic" by the spell detect magic?

How does Detect Magic spell see a Warlock’s use of Devil’s Sight invocation?

I assume Eldritch Invocations are detected as magic, because they are magic:

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

And Detect Magic spell detects magic like this:

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

What does Detect Magic reveal about a visible warlock with Devil’s Sight?

I guess there are two cases: the warlock actually "seeing normally in darkness" with the invocation benefit active, and the warlock being in bright light and invocation not doing anything. Let’s leave the murky details of Devil’s sight interaction with dim light and the warlock having or not having darkvision out of scope.

Healing options for non magic users

Three members of our party want to leave but one of them is a cleric who is our healer. Since we are levelling up to level 4 we could take on feats and there is the feat of Healer or of Magic Initiate, the latter allowing us to learn a first level healing spell.

What would be the best option or are there any other options to replace our healer?

Is there any way to actually impose disadvantage (not just cancel advantage) on saving throws against spells for a creature with Magic Resistance?

Many creatures in D&D 5e have a feature called Magic Resistance. One such is the Archmage:

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

So the Archmage has advantage on saving throws against magical effects. Suppose I wanted to weaken the Archmage’s resistance to magic – I use some effect that gives disadvantage on the saving throw for my spell. Normally, this would balance out to a straight roll, as the rules for advantage and disadvantage say:

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

This seems to set a baseline for a straight roll on saves against magical effects, that the Archmage can never roll at disadvantage against magical effects.

But is there a way to get around this? Keep in mind, such an ability must respect the specific beats general rule:

That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

The general rule here is that advantage and disadvantage balance out to a single die roll, so getting around Magic Resistance must either specifically override the rule for advantage and disadvantage, or eliminate Magic Resistance entirely.

Is there any way (e.g. magic item, class feature, spell, etc.) to force a creature with Magic Resistance to make a save against a magical effect with disadvantage?


While writing this up I did find this closed question which asks generally how to combat creatures with Magical Resistance, I intend this to be a (hopefully) more focused version of that question.