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I've been playing 5e for about a year now and recently started my own campaign DMing for a group of people that have never played before. They took to it immediately! Things have been going pretty well so far and we've been having a great time.
Our group's warlock recently found a Wand of the War Mage +1. He'd like to find a high level wizard who can help him inlay it into a dagger (or, for those more flavour text oriented, a black kris blade). The goal being to then have a functioning dagger that gives a +1 to spell attack rolls. It would still be primarily a spellcasting focus, but would additionally give him a little bit of melee should he be caught in close range and not able to escape (he is a pure caster and not a bladelock so will be doing his best to avoid direct combat most of the time).
I asked my former DM (a very much RAW kind of guy) and he said NO. He didn't really have a good explanation as to why though. I am, however, leaning in the opposite direction, If he's willing to part with his gold I see no reason not to let this happen. Still, is there support for or against this decision?
I don't yet have all the materials myself and was wondering if there is anything outright stated about this type of crafting (inlaying) in RAW. That being said, I would love to hear more opinions, either for or against, from some more experienced DMs.
One of the great things about 5e is how little information they decided to put into the Player's Handbook about crafting. This leaves it entirely in your lap as DM, and more importantly, for your player to discuss with you. Your player has stated that what they want is to:
Then we'll take the two items and consider the "weight" of adding the ability to do melee damage would be to this. To do so, we'll take another magical weapon with similar benefits and compare it's capabilities. You'll find that in the DMG, the general rule of thumb for magical items and rarities is: 1 magic effect = uncommon, 2 = rare, 3 = very rare, 4+ = legendary.
So, we have a sword capable of dealing damage, that also has a bonus to attack rolls and damage, and also deals additional damage in specific circumstances. The DMG lists this item as rare, and as I said before, you will find that it is often the case that when a magical item has 2 properties it will fall in the rare category.
Since a Wand of the War Mage requires an attunement slot (which you are limited to 3 of), I would personally make this a less valuable item, and drop it down into the 501 to 1,000 GP range. In fact, I may even make it uncommon considering the attunement requirement (but that's a personal choice). However, since your player is commissioning somebody else to use it as a material in an attempt to craft a Kris of the War Mage, I would personally double whatever price you set as the price the Wizard is charging for creating the item.
And that's it. At the end, you've given the player a rare item that has an additional function, but at the cost of an attunement slot. It's also opened the door to creative crafting options at your table.
An arcane focus is a special item -- an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item designedto channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10.
Chapter 10 goes on to describe how a focus can be used in substitution for a material component -- and doing so also lets that hand count as free (but oddly only if if there is a material component -- most DMs don't enforce this particular nuance).
The answer to this question is particularly about an Eldritch Knights bonded weapon, but the answer suggests martial/basic weapons can't be foci but raw (except quarter staff) -- but even the creator see no issue with that house rule.
As I was re-reading this something struck my mind. There are rules for improvised weapons. Stabbing or throwing a wand at someone with a wand, would count as an improvised weapon. Doing so would result in 1d4 damage, the same damage dice a dagger does. The only difference is adding proficiency to attack roll. A minor thing like that is certainly doable.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage.
Magic items are the DM's purview, so you decide how they fall into the party's posession. As an option you can allow player characters to craft magic items. (DMG p.129, emphasis mine)
Now we all know that everything's at the DM's option, so just citing "Rule 0" is a pointless argument. But magic items are more-explicitly a part of the game that the DMG expects you to tinker with. The DMG at pp.135-143 will give you some guidance on the different properties that magic items often have; see also "Artifacts" starting at DMG p.219
Technically, the rules imply that a spellcasting focus is "special" but it doesn't say why or how- the items listed appear to be mundane, not magical. (That's an opinion) If you interpret that to mean spellcasting foci are mundane, then using a wand as a spellcasting focus is right out. Clearly, you have already ruled that a spellcasting focus is more broad than that, and that a magic item can be used as one. OK.
Next, about crafting a spellcasting focus into a weapon. If you're already interpreting spellcasting foci to be a broad category that even includes magic items, why not just let him use a dagger as a spellcasting focus? Otherwise, as long as the weapon/focus is a mundane object, if you price it they can craft it, using the crafting downtime activity. (If you let them)
However, if you're trying to take a magic item, (in this case, a wand) and weaponize it, now you're into a whole different ball game. What do you consider to be core rules? If you include variant and optional rules from the DMG as "core" then a PC could use the craft a magic item downtime activity to do it. Again, you'd have to decide its rarity and value first. Otherwise, it can not be done by a PC. (NPCS are another story, see below.)
If it is a magic item that you're letting him use as a spellcasting focus because you have deemed it "special" enough, AND he wants it to be a weapon, you need to stop and consider what that means for balance. In a single hand, he would effectively by holding the full effects of three items. That's a balance issue if I've ever seen one... But what's the difference between crafting a single item, or just tying a wand, focus, and dagger together in such a way that they can be held as one and do not interfere with the pointy bit? Nothing in the rules denies that possibility.
Now, you said that the player wants to hire someone else to make it for them. This also makes a very big difference. Obviously, someone in your world can make daggers, or they wouldn't exist. Same for casting foci and (probably) that magic wand. If that is the case, you could rule any way you like, depending on the nature of your setting! Maybe they need to spend some time researching to find out where they can find a craftsman who could create such an item? Maybe after that they need to go on a quest to find him? Maybe he needs special materials and sends the players on a quest to get those? You could role-play out the the entire thing instead of using a mechanic to make it.
That said there are things to consider; what happens going forward? Will benefits stack and will you be applying the Equal protection/treatment under the law [of the DM]premise? Will this create an untenable advantage? What happens if the thief steals it; can she use it in the same way if she has the use magical item ability?
You could allow the Focus, again using up a slot, but make the item cursed [i.e., when used as wand it is brittle, when used as a dagger the magic can't be used for 3 hours after, or when used at all it nullifies strength, dexterity, constitution, etc. modifiers entirely], losing it is like losing a familiar, iy has to be held in a specific way, is the only item that can be used by the caster if other items are used there's a chance the dagger will explode or cause caster to combust, etc.
I would think emphasizing the rarity of the item [especially if this is done openly at the "mage shop"] would make it attractive for interested ears, and the cost of using it might deter the player, if that is your wish, but truthfully you've just given me a great idea for my next Ravenloft campaign... I see a 7% chance of fleas of madness occurring on every roll of a natural 3 ;)
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