Can a mundane shield be used with Mage Armor?

Mage armor:

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

A shield grants a +2 bonus to AC, and is in the list of equipment that can be donned and doffed. Can the spell be cast on someone wielding a shield, and would it end if cast on a person who then dons a shield?

As a sidenote, while this question shares similarities with a previously asked question (Does Mage Armor stack with Shield?), that question deals primarily with whether untyped bonuses can add onto mage armor, and whether the two spell effects can combine, whereas this question queries a specific limitation of the mage armor spell (cannot work with armour) and whether a shield counts as armour in this regard.

Is there any mundane way to travel from the Border Ethereal of a plane to the plane itself?

Say a commoner with no spells, class features, or magic items is Plane Shifted from the Material Plane to the Border Ethereal.

The DMG makes mention of "curtains" that allow travel from the Deep Etheral to the Border Ethereal, but nothing of any portals in the Ethereal plane itself.

Is there any way for this individual to return to the Material Plane?

Can Amazing Tools of Manufacture be used for mundane and/or magic crafting?

The description of the item states, that “The wielder may take raw materials with a value equal to half the price of an object to be crafted…” (for the full description see here).

The ratio of 2:1 for market price vs. costs is normally used for the creation of magic items, therefore this seems to indicate that the creation of magic items is the intended use (for mundane items the ratio is 3:1 or 4:1 using the Unchained Rules).

On the other hand, crafting of mundane items is not specifically excluded, and the text refers to a skill check for an “object to be crafted”.

Could for example a Master Craftsman with at least 6 ranks in Craft(armor) craft a Mithral Full Plate (market price 10.500 gp) with these tools in 6 days for 5250 gp?

What mundane item is used to replicate a Prosthetic Limb or an Arcane Propulsion Arm?

For the artificer’s “Replicate Magic Item” ability, I’m trying to figure out what mundane item you’d need to start with in order to end up with a Prosthetic Limb or an Arcane Propulsion Arm.

These items seem like very specific magic items. Would starting with scrap metal and gears work? Or would you need to start with a severed limb (flesh and blood)? I’m really struggling to understand the intended component parts of these two particular infusions.

Is it easier to wake a character from ‘mundane’ sleep than from ‘magically induced’ sleep?

In DnD 5e, when a character is affected by the spell Sleep, they are:

‘unconscious until [either] the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.’ (SRD p.180)

For parallel stipulations, see also the spells Eyebite and Symbol, and the draconic Sleep Breath ability.

And, an unconscious person:

‘can’t move or speak, and is unaware of its surroundings'(SRD p.359)

So in summary, the only ways to wake up a creature afflicted by magical sleep (with the exception of the high level spell ‘Prison’) are:

  1. to end the spell affecting them;
  2. to do damage to them; or
  3. for another character to use their action to physically wake them.

Things like loud noises, or flashing lights, which might normally be considered to wake a person, in real life, are (RAW) ineffective because they are considered to be ‘unaware of their surroundings’.

RAW, does it require the same level of intervention to wake someone from a mundane sleep, as from a magical one?

Obviously, mundane sleepers are not under the affect of a spell, so can’t be woken by the spell ending. But, is anything else different?

  1. Are characters that are mundanely asleep considered to be Unconscious in the same way as characters that are magically asleep (i.e. immune to the impact of light and noise)?

  2. Are there any ways to wake someone from a mundane sleep other than doing damage to them or using an action?

In my own research, I have found that the Wizard and Ranger spell Alarm is able to wake its sleeping caster (SRD p.114). However, this an example of the sleeper waking themselves, rather than being woken by something external. It also has a very niche application to the broader question of ‘how can I wake mundanely sleeping people?’.

In this question I am interested only in waking people prematurely from their sleep (ie. being disturbed during their sleep).

An in-game reason for waking characters would be the sentry trying to alert the PCs to a night-time ambush upon their camp. In the past I have treated sleeping PCs as ‘surprised’ in the first round of combat but woken by the sentry’s shouting, and able to act in the second round. I now wonder if this was not the correct way to manage the situation.

Can Destroyed Mundane Objects Be Repaired?

I am no doubt being overly pedantic, but the text of the Mending cantrip states:

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

It specifically says magic items. Does this spell not apply to destroyed non-magic items?

Also, in the rules on damaging objects it says:

Damaged Objects

A damaged object remains functional with the broken condition until the item’s hit points are reduced to 0, at which point it is destroyed.

Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells. (eg. make whole or mending)

How to discourage mundane play?

I am freestyling a campaign w/out an °official° system, and I have run into a problem. With certain players, they refuse to play as adventurers, choosing instead to get a steady job, then saying things like: “I sweep the tavern floors every night for three months.” Then, with the subsequent money they obtain from this three-month saving session, they buy awesome gear and easily defeat everything I planned to put in their way. How do I get it into their heads that they are not mundane people and therefore should not act this way?

What is the cost of magic armor over the cost of mundane armor?

In my current campaign the DM is allowing us to use a pricing chart to buy magic items. The cost of a +1 Armor is listed as 1,500gp. For example, plate armor in the PHB is listed as 1,500gp. In order to buy +1 plate armor would the cost be 3,000gp or the +1 armor cost of 1,500gp? Assume I do not already own plate armor. Even if we did not use this chart the DMG has a price range for rarity level. Would we add that price to the armor normal cost?

This question applies to all types of armor and weapons in the same situation. (+1 weapon is 1,000gp on the chart)

How does the Thief’s Fast Hands feature interact with mundane and magical shields?

I have found this Q/A explaining some items a Thief can use through their Fast Hands feature as well as this tweet (though now unofficial) from Jeremy Crawford saying that Fast Hands does work with a shield.
The Fast Hands feature’s description states:

You can use the bonus action granted by your Cunning Action to… take the Use an Object action.

And then the “Use an Object” section states:

When an object requires your action for its use, you take the Use an Object action…

The DMG (page 141) states this about activating magic items in particular:

If an item requires an action to activate, that action isn’t a function of the Use an Object action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

Shields require an action to don or doff and “Shield, +1, +2, or +3” are listed under the “Magic Items” section of the DMG on page 200.
However, it is still unclear to me whether donning/doffing a shield counts as either “Using and Object” or “Activating a magic item”, so I am wondering:

How does Fast Hands interact with mundane and magical shields?