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Custom Character Backgrounds

Magic Items

Magic items can be found on the Magic Item Log.

Game Mechanics

Following is an “as exhaustive as we can get it” list of rules where how something works in Brightshore differs from out-of-the-box D&D Fifth Edition. In general, the goals here are to stay as close to out-of-the-box as possible, while at the same time accounting for having scores of players and almost a dozen DMs.

Identifying Magical Items

Detect Magic

By using the spell detect magic, or other similar abilities, you learn whether an item in range is magical and the school of magic the enchantment belongs to (if any).


By examining an item and fiddling with it over the course of a short rest, you learn whether the item is magical or not. If the item has any constant properties that don't need to be activated, you can discover them through experimentation. (For example, the ring of swimming doesn't require attunement or use of charges. If a character puts on the ring and goes for a swim, they'll learn that they can swim faster than normal.) Certain items may give a clue as to what they do through their design or runes etched into them.


Whether or not a magical item requires attunement to use, you can attempt to attune to it and get a general sense of the item's properties over the course of a short rest.


In order to learn an item's exact properties, it must be identified. This can be accomplished by using the spell identify or taking it to town to have someone there cast identify for you. In addition to learning all of the mechanics of the item's use, you may also learn bits and pieces of lore behind it. Note that curses are not guaranteed to be revealed by using identify, as per standard Fifth Edition rules.

Identifying Potions

If you find a potion, you may take a small taste to get a general sense of its properties (without consuming a dose of the potion). This requires one action.

Spell Changes & Clarifications

The following spells have the following changes and clarifications (presented alphabetically):

  • Chromatic orb - the component for this spell is a quartz prism worth 50 gp
  • Glyph of warding - the components for this spell are incense, salt and powdered silver worth 200 gp, which the spell consumes. Also, a spell being cast by a Glyph of Warding cannot be the trigger condition of a Magic Mouth or another Glyph of Warding.
  • Greater Restoration - the components for this spell are 100 gp of powdered amber, which the spell consumes
  • Magic Mouth - If you cast Magic Mouth, the words that it speaks when it is triggered will not fulfill the trigger of another Magic Mouth or a Glyph of Warding.
  • Nondetection - the component for this spell is a jeweled lead rod set with amethysts worth 250 gp, which is not consumed
  • Protection from Good and Evil - the components for this spell cost 25 gp
  • Sequester - the component for this spell is a powder composed of ruby, sapphire, emerald, and opal worth at least 5000 gp, which the spell consumes
  • Stoneskin - the component for this spell is a ring made of polished granite set with jade worth 1500 gp, which is not consumed
  • Symbol - the components for this spell are mercury, phosphorous and powdered opal with a total value of 1000 gp, which the spell consumes.
brightshore/homebrew.txt · Last modified: 2020/02/11 15:32 by j4