Does The Clockwork Amulet Compensate For A Drawback?

The Clockwork amulet is a magical item that removes all variability due to chance from a single action. It contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. This copper amulet bypasses actually rolling a die entirely, instead ensuring that the attack is treated as if a natural 10 had been rolled. It doesn’t matter whether that 10 is “rolled” on a single die, with advantage, or disadvantage: the attack proceeds as if the d20 used for the attack came up.

The Clockwork Amulet D and D 5e magic item has a straightforward, once-per-day effect. It is a common magic item with a disadvantage on the creature’s own attacks and advantage on all attacks against it.

Clockwork armor provides all the usual protection of the default armor types while also having four charges that function like the clockwork amulet. This armor does not impose disadvantage on Dexterity (Stealth) checks.

In summary, the Clockwork amulet is a magical item that removes all variability due to chance from a single action. It is a common item with a straightforward, once-per-day effect, but it can be used multiple times in one day. The amulet’s disadvantage on the creature’s own attacks and advantage on all attacks against it is a significant drawback.


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Can a wizard cast a spell while holding a shield?

The performance of spells with weapons or shields in one or both hands suggests that the spell’s somatic components are likely to be executed.

Can you use a clockwork amulet after you roll?

The use of an amulet enables the user to make an attack roll without rolling the d20 to obtain a 10 on the die. However, this property cannot be utilized again until the next dawn.

How does the clockwork amulet work?

The clockwork amulet, a copper tool, drew its magic from the Outer Plane of Mechanus and allowed its wearer to invoke exact predictability from a single attack once a day. The amulet contained small internal gears that constantly emitted a faint sound of clicking and whirring. The wearer could use the amulet to ensure that the outcome of the attack was perfectly average, given their abilities. The amulet regained its magic at the next dawn. This information is from Xanathar’s Guide to Everything, edited by Kim Mohan.

How does clockwork work?
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How does clockwork work?

A clockwork mechanism is a device powered by a clockwork motor, which is a spiral torsion spring of metal ribbon. Energy is stored in the mainspring by winding it up, turning a key attached to a ratchet. The force of the mainspring turns the clockwork gears until the stored energy is used up. Examples of mainspring-powered clockwork devices include clocks, watches, kitchen timers, music boxes, and wind-up toys. The earliest known example is the Antikythera mechanism, a first-century BC geared analogue computer for calculating astronomical positions and eclipses.

This sophisticated mechanism indicates a significant history of lesser devices. Clockwork technology was lost or forgotten in Europe, but returned when brought from the Islamic world after the Crusades and other knowledge leading to the Renaissance. Clockwork finally recovered the equivalent of pre-Roman technological levels in the 14th century.

Can you attune to the same item twice?
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Can you attune to the same item twice?

A magic item can only be attuned to one creature at a time and a creature can only be attuned to three items at a time. A creature must end its attunement first and cannot attune to more than one copy of an item. A creature’s attunement to an item ends if it no longer meets the prerequisites, has been away for at least 24 hours, dies, or another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Wearing or wielding items requires proper attire, such as boots, gloves, hats, helmets, rings, magic armor, shields, cloaks, and weapons. The item’s properties can only be used if the creature is able to fulfill the prerequisites for attunement.

Does spirit shroud work on spell attacks?
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Does spirit shroud work on spell attacks?

Spirit Shroud is a spell that grants an additional 1d8 damage to all melee, ranged, and spell attacks of a player character. It can be cast as radiant, necrotic, or cold damage. It also reduces enemies’ movement by 10 feet and prevents them from regaining hit points. This spell is useful for PCs with the Extra Attack feature but is less effective than other spells like Spirit Guardians, Hex, Bless, or Divine Smite. Casting Spirit Shroud causes all PC attacks to deal an additional 1d8 damage when they hit a creature within 10 feet of themselves.

After taking damage, the target creature cannot regain any hit points for a round until the next turn. Additionally, all creatures within 10 feet of the PC have their movement speed reduced by 10 feet until the next turn.

Does a clockwork amulet ignore disadvantage?

The Dark Shard Amulet is a Warlock-exclusive item that allows players to roll a ten instead of a d20 during an attack roll. This allows players to ignore the risk of disadvantage and take the average result, such as a hit with no risk of a Natural One. The amulet is forged from a piece of your Patron’s home realm, such as the Feywild or psychic nightmares. It functions as a spellcasting focus for Warlock spells and allows players to cast a cantrip without knowing the character’s DC 10 Intelligence (Arcana) check. If successful, the cantrip is cast, but failure results in wasted action and requires a long rest before attempting again.

Do you have to roll for all spells?

Some spells require an attack roll to determine if the effect hits the target. The attack bonus with a spell attack equals the spellcasting ability modifier + proficiency bonus. Most spells require ranged attacks, but disadvantages exist if within 5 feet of a hostile creature. Academies of magic group spells into eight categories called schools of magic, which scholars apply to all spells, believing all magic functions essentially the same. Schools of magic help describe spells but have no rules of their own, although some rules refer to them.

How does Clockwork Soul work?

A sorcerer of the Clockwork Soul class employs their magical abilities to reestablish order on the battlefield. Their actions include the protection of allies, the destruction of enemy spells, and the removal of adverse effects. As they progress in level, they gain the capacity to cast an additional ten spells. The following information is derived from a text that may contain inappropriate language or content.

What does a clockwork orange criticize?

The criticism of the prison system and the government is based on Kubrick’s deliberate alteration of the portrayal of characters, which reflects the ineffectiveness of the prison system and the indecisive and incompetent nature of the government.

Does a clockwork amulet work on spell attacks?
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Does a clockwork amulet work on spell attacks?

The Clockwork Amulet is a powerful weapon that can be used by Paladins or Rogues to hit hard with weapons or attack spells, making it ideal for a Paladin or Rogue. It can change the tide of battle with a sneak attack, Divine Smite, Inflict Wounds, or Plane Shift. Detect Magic is a first-level spell in D and D 5e that helps with dungeons, traps, combat, and social deduction. The Wand of Magic Detection can give up to three casts per day, making it useful for highlighting loot worth taking or buffing opponents.


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Does The Clockwork Amulet Compensate For A Drawback?
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  • Keep exploring at brilliant.org/DnDShorts Get started for free, and hurry—the first 200 people get 20% off an annual premium subscription! MB on the Amulet of the Drunkard, in the game I’m in, the DM removed the restriction from once per day to once per person! RAW, you can only heal with it once, but we all know you’ll be too high on mayonnaise by that point to mind

  • My party has a artificer with an alchemy jug. He found the contents lacking so I am allowing him to attempt to craft potions into it in an attempt to augment what it can produce with the caveat that any auxiliary potions that the bottle can produce are not persistent, (I.E. potions not used disappear at dawn)

  • The Eversmoking Bottle also has prank potential, because it looks quite similar to an Efriti Bottle. Pull the stopper expecting a plume of smoke followed by a potentially wish-granting spooky dude, and you just get smoke. And it won’t stop until you speak the command word, which is kind of hard to do while choking on smoke.

  • My favorite underated common item is the staff of flowers. It Counts as a magic weapon, and It holds 7 charges and refills 1d6+1 every dawn. As an action You can spend one charge to instantly grow any type of non-magical flower. Initially it just seems like simply a piece of pretty nature RP, until you stop to think about all the different interesting flowers one might grow. For example, some flowers like saffron make potent and valuable spices, many flowers have medicinal properties across a wide range of issues, from pain management to food storage, wound care just to name a few. Cannabis, poppies and hops are all flowers with interesting properties. Garlic is a flower, go fight some vampires. It’s a cool early magic weapon for a way of healing Monk, not only is a staff a monk weapon, but at 3rd level when you get the proficiency in the herbalism kit you can use the staff to spawn herbal flowers for free potion reagents on the go. Maybe make it a side quest to find new types of flowers or recipes for potions.

  • I once pulled the red dragon card from the deck of illusion. and the entire party used the distraction of the red dragon card to defeat a green dragon, as it thought the dragon was real… we even used all out attacks to look like they came from the dragon. It was epic, as my wizard used 6th lvl fireball. And the other attacks came from the same ‘action’ 150 points of damage from an illusionary dragon.

  • I wonder if one could modify an alchemy jug to produce a rather different kind of “acid” and, say, garnish the water supply of an enemy stronghold. Then have the party spellcaster cast a few “stimulating” illusions, after which one could retreat to a safe spot and break out the popcorn as the local denizens go completely “Lucy in the Sky with Diamonds” for a day or so.

  • The jug was the item I chose for free when I made a drunken master, and in that same campaign the party got a bag of tricks. These were really fun! And since they don’t require attunement, we could also loot the ton of homebrew items the DM made (all attunement to avoid decking us out too much too early) The eversmoking bottle was just bought by a player I DM for and they are going to get such a blast from it (I am going to suffer but that’s my fault)

  • I remember in a game when the GM was allowing our players to take their pick of wondrous items as a quest reward. One player requested Boots of Flying while I requested the Decanter of Endless Water. And while this GM was normally an “anything goes” kind of GM, I was surprised to hear him assertively veto the Decanter and not the Boots. Probably because knew just as well as we did that the Decanter had much more destructive potential than the boots did.

  • as a DM i see the alchemy jug’s options as guidelines rather than rules: mayonnaise is there as a reference for how much liquid it should be able to make if the players have an “unorthodox” alchemy jug (or if you just let them make any liquids!), you could allow them to make other condiments at the same rate.

  • Funny thing about the Bag of Tricks, it doesn’t specify how long the creatures actually last for as far as rules as written goes. The “until dawn” part refers to when the bag can be used again for pulling out creatures. In my campaign, my rogue had a brown bear that he pulled from the bag that just wouldn’t die, even in the most challenging fights. Eventually they entered the Feywild which gave me an opportunity to get rid of the bear by having a fey creature cast awaken on it when the part left it behind. Since then the bear has read a few special books and now teaches at a prestigious school.

  • 10:55 I strongly agree with everything you say regarding the ESB, but they can’t see you AND you can’t see them, which means no one gets advantage/disadvantage but you/they don’t need physical objects to hide (could even stand where they are, lol). This item is GREAT for Rogues if allies are near the enemy to still get Sneak Attack.

  • I will say – the Mystery Key is straight up busted. As a common magic item that’s single use, it’s super cheap It has a 5% chance of unlocking a lock when used. The thing is, it can be used repeatedly on the same lock, effectively making it a game of ‘how many times do I have to roll before I get a nat 20, and it takes that many turns to open the door’. That makes it similar to a free knock spell, except completely silent. Even better, artificers can take it as an infusion, and so they can make one, for free, every long rest. Not as good when in a rush, but it’s invaluable in a stealth scenario.

  • If someone uses the Deck of Illusions, a good counterpart to use in the campaign (other than magic the gathering cards) is a Deck of Tarot cards or a Poker Deck. You could draw cards for the Tarot deck and use monsters that are in close approximation to a D&D monster. Examples: Death = Lich Strength = Iron Golem Star = Beholder Chariot = Raptors Lover = Vampire/Succubus Just to name a few off the top of my head As for a regular Poker Deck: King, Queen & Jack are all high level monsters, all numbered cards from 10-2 are levelled in intensity. Like a 10 being a T-Rex while a 2 could be a single Ghoul. But an Ace is a 50/50 chance of being a dragon or something weak like a kitten, probably decided by a coin toss. Jokers however would either be freely picked by the caster or completely random. Could also have it be freely picked the first time and Randomly on the second draw. Rolling a D20 to determine the intensity of illusion

  • My DM made the call to allow us to purchase magic items, one of the items was a bag of tricks. I’m playing as a swashbuckler battle master bugbear, one of my friends is playing as a dwarf echo knight, one of my friends is playing an oath of vengeance paladin half elf and one of my friends was playing as a shadow sorcerer human. Essentially our plans revolve around dumping out the bags’ contents and our sorcerer gives two of the smaller animals dragon breath to overlap a funnel of breath damage while the rest of the party circles around the outside for opportunity attacks at our victims who desperately try to get at the animals. Pretty useful item.

  • Bag of tricks saved my party as we sailed on sunless seas in the Underdark. Before they retconned it that the creature disappeared, we brought out several animals and ate them, for that was the only food in that desolate place. We then had an immensity of bone jewelry to sell. Also, there’s only so much acid the market will bear, at some point you’ll be depreciating the value of acid. Then you’ll have the alchemists guild on your arse! (They got a sweet deal going!)

  • You should do a short on how feather fall can’t be used unless you fall over 500′ now that Xanathar’s guide is no longer an optional rule. The verbal component of feather fall can’t start until a targeted creature has started to fall, but verbal components take more time than exactly zero seconds. Xanathar’s guide says that all falling is instantaneous, which means that the target has hit the ground and taken fall damage by the time you’ve finished casting the spell. . . unless they stop 500′ down and you cast the spell on them while you are both falling 500′ below where you started the fall. . .

  • Why is my brain like this? When animal summoning came up and a goat was show all I could think about was the goat fro Shadow and Bone. I Havent Even Seen The Show! Just heard about it. But yeah, I would be summoning cuddly animals to comfort and calm party members, distract people, or use them to appear more approachable and friendly when needed.

  • I really like the tanglefoot bag. It’s one-use and not OP, but it’s very useful and can make a big difference in the right circumstances. If your party isn’t carrying a few of these around, you’re missing out on a potential game-changer. If you’ve got an alchemist in the party, and some downtime, it might be worth the time to make them.

  • Yeah I’ve got the bag of tricks. We have an 11 year old in the party and he got his character killed. (I’m serious about that, the DM warned him but he took the action anyway and died) The kid had the item for only a few sessions and never used it. I inherited the item and have been using it ever since. It works really well since I’m a Druid/totem Barbarian multiclass so I can cast beast sense to use them for scouting.

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