dnd 5e – How do runes work? Can a Rune Knight forge them?

Rules-as-written, runes as described in the Rune Knight’s class feature do not, as you note, create anything that could really be sold. So no, if you want to just like “make a fire rune to sell”, that’s not really an option. However, that said, I always prefer to look for ways to let players do something cool rather than telling them ‘no’, unless there’s a really good reason to refuse them.

This sounds like a great time to flex your DM muscles and let this character use a form of magic item crafting. Pick existing magic items that fit within the conceptual/thematic space of the runes the character knows, enforce all the usual requirements of time and special components, let knowledge of the runes count as the necessary “spellcasting” prerequisite for crafting, and you can either make him hunt down formulas or just declare that he knows some of them based on comparing his level to the rarity of the items in question.

For example, with a Fire rune, he could craft a flame tongue sword, a ring of fire resistance, or other items that are fire-related; with a Cloud rune, he can create items related to weather creation and control, or to illusions. You could also have him inscribing runes on bits of breakable material to create potions and elixirs in an alternate form, if they fit thematically. (I would use this latter as my preferred item if I were carving runes for sale.)

There really shouldn’t be any balance concerns about letting “non-spellcasters” craft magic items. Thematically, a rune knight is clearly connected to physical crafting to harness magical power, if not spellcasting per-se, and the only reason to be concerned about spreading around item-creation capacity would be if you had a lot of PCs trying to all assist with the task in order to reduce the number of days required. You might have to lay down the law at some point to say “your magic is very different from the wizard’s, so you can’t really help each other on crafting projects”, but even that is probably not needed unless it becomes a serious problem.

dnd 5e – How do runes work in D&D 5e? Can a Rune Knight forge them?

One of my players, new to D&D, is playing a Rune Knight, but in his background he’s a son of merchants, and he asked me if he can produce runes to use or sell. Now, I’m aware that from the Rune Knight’s class features there is nothing of the sort, but it does grant proficiency with smith’s tools, so he wanted to know if it would be possible for him to create simple runes. I have my doubts on this, because he’s no spellcaster and usually you need to know the spell to write a scroll of it, but the Rune Knight is affine to the rune magic indeed.
So I wanted to ask: how do runes work in D&D 5e? And, if this isn’t already included in the answer to the first question, could a Rune Knight inscribe one? How, and with what costs and times?

digital ocean – Laravel Forge and Envoyer alternative

I am currently using Laravel Forge and Envoyer to manage my server infrastructure and site publishing on Digital Ocean. I was wondering if there were any alternatives to these. I’d like to have more flexibility to use Digital Ocean’s pre configured servers, specifically the managed database, redis and load balancer.

dnd 5e – Can a forge cleric use Artisan’s Blessing to make diamond rings?

Yes, but it can’t exceed a value of 100 gp

The Channel Divinity is fairly clear (emphasis mine):

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation.

So, a Cleric of the Forge Domain can indeed quite literally convert metal coins into diamond rings, as long as the value of the ring is lower than 100 gp. There are no official diamond jewelry of less than 100 gp of value (the Dungeon Master’s Guide lists
some types of jewelry as Art Objects in Chapter 7), so whether such a low value diamond piece can be created will be up to the GM. There is no direct precedent, but a gold ring set with bloodstones is valued at 250 gp. Bloodstones are valued previously in the chapter at 50 gp which is the lowest value diamond implicitly mentioned in any spell component list. Chromatic orb:

Components: V, S, M (a diamond worth at least 50 gp)

Presumably, a 50 gp diamond set in a material less valuable than gold (for example, silver) would satisfy the 100 gp maximum. However, whether such a ring exists is entirely speculation as there is no reference for a less than 100 gp diamond ring. So a GM is perfectly within his right to deny such a creation (not that he wouldn’t be if there were some obscure precedent).

How strong is it?

Even if you could create a cheap diamond, there are only so many spells it would work with. Presumably, the diamond would be something of lower value than 100 gp (as the ring itself is 100 gp), so we’re stuck with 8 possible spells:

  1. Chromatic orb: as mentioned, only requires a 50 gp diamond (doesn’t consume the diamond, so not really relevant for the “many diamonds” abuse)
  2. Glyph of warding (partly): requires 200 gp of incense and powdered diamond, the latter of which could probably be made up of a lot of cheap diamonds. You still need to get the pricey incense though.
  3. Greater restoration: requires 100 gp of powdered diamond (like part of glyph of warding)
  4. Nondetection: requires 25 gp of powdered diamond (like greater restoration)
  5. Stoneskin: requires 100 gp of powdered diamond (like greater restoration)
  6. Revivify: requires diamonds worth 300 gp total, so a number of cheaper ones would qualify.
  7. True Resurrection: allows multiple diamonds like revivify, but the exorbitant 25,000 gp requirement, makes many cheap diamonds seem unfeasible (besides by the time you are level 17, finding resources shouldn’t be an issue).
  8. Symbol (partly): requires an opal/diamond powder mix of 1000 gp, so the opal would have to be acquired as well.

So, for the most part, revivify is the only spell they are casting that will affect the game substantively, from my point of view (since they can make the cost up of smaller diamonds), but the rest of the time they are still paying the gold cost so abuse isn’t particularly harmful to the game.

You specifically mentioned raise dead, which would not be eligible as raise dead requires a diamond of higher value (500 gp).

In conclusion: There is really only cause for concern if you expect revivify to be abused during the game to where death becomes less of a threat than you desire in the campaign. Keep in mind that revivify has a 1 minute timer, so it isn’t the most effective resurrection spell especially if conflicts are designed to last longer than 1 minute.

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java – How get I get the hardness and resistance of blocks in Forge 1.7.10?

How do I go about getting the hardness or resistance values of an already registered block? Blocks.iron_block.setResistance(60); changes it, but how do I get the resistance of an already registered block? How can I do something like Blocks.cobblestone.getResistance()? I don’t understand how to input the right parameters or use Blocks.cobblestone.getExplosionResistance(World, BlockPos, Entity, Explosion)?

dnd 5e – Does the +1 AC bonus from the Warforged racial trait Integrated Protection and the Forge Domain cleric’s Blessings of the Forge stack?

The Blessings of the Forge feature requires nonmagical armor to grant a +1 bonus to AC, and although the Warforged racial feature grants +1 to AC, it isn’t armor, nor is it magical. Because the source of this +1 bonus to AC isn’t magical armor, there’s no reason it wouldn’t stack with magical armor whether created via Blessings of the Forge or not.

A good comparison would be the Defense fighting style (available to fighters, paladins and rangers, PHB p. 72, p. 84 and p. 91 respectively):

While you are wearing armor, you gain a +1 bonus to AC.

This, again, isn’t to do with magical armor, it is simply something that you benefit from while wearing armor, even nonmagical armor, so would stack with magical armor, even armor that is only temporarily magical thanks to Blessings of the Forge.

As a counterexample, consider Artificer Infusions

The Artificer class, from Eberron: Rising from the Last War (p. 57), has the class feature Infuse Item, which describes how you apply the class feature to items under “Infusing an Item”:

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item.

If we consider the Artificer Infusion called Enhanced Defense (p. 62), which says:

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. This bonus increases to +2 when you reach 10th level in this class.

So, using the Enhanced Defense infusion on a nonmagical piece of armor turns it into magical armor, and using Blessings of the Forge on nonmagical armor also turns it into magical armor (it says “the object becomes a magic item” in the quote in the question), so these two features cannot be used on the same armor, since as soon as one feature takes effect, the armor becomes magical, and therefore is an invalid target for the other feature, each of which requires nonmagical armor only.

(NB: I’m intentionally restricting myself to a suit of armor here, ignoring shields for the purposes of making this point.)

So, because the Warforged racial ability makes no mention of magical armor (or armor at all, not in that quoted bullet point, at least), there is no reason why this bonus would stack from the bonus granted by Blessings of the Forge.

Why is my warforged Forge Domain cleric starting with too much HP?

I created a Warforged Cleric of the Forge Domain using the official D&D Beyond tool. It came out with 15 HP at level 1. Where did the extra 4 HP come from? I have a Constitution score of 17 (a +3 modifier), so it should be 8+3=11, right?

I also re-made the character using the Fight Club iOS app, and that app shows the character as having 11 HP.

What am I missing?

dnd 5e – Warforged Cleric of the Forge starting with too much HP… why?

Created a Warforged Cleric of the Forge, Using the official D&D Beyond tool. It came out with 15hp at level 1. Where did the extra 4hp came from? I have a 17 CON for a +3 bonus, so it should be 8+3=11, yeah?
I also re-made him using the Fight Club iOS app, and in there he shows up with 11hp.
What am I missing?

Here’s a link to my character sheet: https://ddb.ac/characters/31270418/bpyQtf