What is the Cost of Ruby of the War Mage 5e in d&d?
- Cost of Ruby of the War Mage 5e is 25 gp, base price 50 gp
- Base Item – Ruby of the War Mage
- Common Item Value
- Price: (1d6+1), x10 gp (20-70 gp), – 50% consumables
- Attune Expendable Items on Use at the cost of a random attuned slot and item.
- Cursed Items can be programmed to automatically attune upon use and replace an attuned slot or item.
- Magical Item – Common – Ruby of the War Mage 50 gp
- Standard: This 1-inch-diameter Ruby is etched with eldritch runes and acts as a focus for spell casting. It can be used to replace a spell component pouch if items are less than 10 gp.
Attunement: This allows you to use a simple or martial weapon to focus on your spells. To make this property work, attach the Ruby to your weapon by pressing down on the Ruby for at least 10 seconds. The Ruby cannot be removed until you remove it as an action or destroy the weapon. It will not fall off if there is an antimagic field. If your attunement ends to the Ruby, the Ruby will fall off the weapon.
Relic: A dragon can use this to replace a spell pouch or items that cost up to 10 gp. It can be used to replace material components up to 10gp per level once per brief rest. It can be attached directly to a scale, claw, or horn, turning your body into the spellcasting focal point.
What does the Ruby of war mage do in dnd 5e?
The Ruby of the War Mage, a common attuned magical item to melee weapons, allows it to serve as an arcane focal. It is similar to attaching a religious symbol to divine casters to armor or shields.
Source: Xanathar’s Guide to Everything
It is a Common Wondrous item (requires an attunement from a spellcaster).
This Ruby, which measures 1-inches in diameter, is etched with eldritch runes. It allows you to use any simple or martial weapon as a focus for spellcasting. To make this property work, attach the Ruby to your weapon by pressing down on the Ruby for at least 10 seconds. The Ruby cannot be removed until the action is taken or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. If your attunement ends to the Ruby, the Ruby will fall off the weapon.
An Eldritch Knight can use a Ruby or the War Mage. Do you know that?
Yes, an Eldritch Knight may use a Ruby-red weapon as a focal point To use a spellcasting focal point, you don’t necessarily need to have a unique feature. A feature that allows you to use X type of item (arcane, druidic, musical instrument, tools etc.) is usually required. As a spellcasting focal. You can use Ruby’s feature.The Component Rules of Spellcasting contain the general rule that governs spellcasting. An individual character can substitute the components for a spell using a component pouch (or a spellcasting focal, found in chapter 5, “Equipment”) instead.
Player’s Handbook Chapter 10: Spellcasting and Casting a Spell; Parts; Material (M).
There isn’t a default spellcasting focus. That is determined by the Spellcasting feature or subfeature for that specific caster.
One such feature is Ruby, which creates a specific rule for the character concerned. It allows you to use the weapon as a spellcasting focal point. It is important to note that it is not the only feature that allows a weapon to focus on spellcasting. Please refer to the College of Swords with their Bonus Proficiencies feature (also available from XGtE) for more information.
Ruby of the War Mage dnd 5e
Wonderous Item (Requires attunement from a spellcaster)
Common: This Ruby, which measures 1-inch in diameter and is etched with eldritch runes, allows you to use any simple or martial weapon as a focus for spellcasting. To make this property work, attach the Ruby to your weapon by pressing down on the Ruby for at least 10 seconds. The Ruby cannot be removed until the action is taken or the weapon has been destroyed. It will not fall off if there is an antimagic field. If your attunement ends to the Ruby, the weapon will still have the Ruby.
Selten: The standard version has all the same benefits. You get a magical +1 to attack and damage on melee attack rolls and +1 for spell attack rolls.
Very rare: The standard version has all the same benefits. You get a magical +2 to attack damage and damage on the melee attack roll and a +2 to spell attack roll. You also gain certain benefits when you cast spells from certain schools. You can gain benefits from certain schools of magic by rolling twice when making this item.
Legendary: The common version has all the same benefits. You get a magical +3 to attack damage and attack on melee attack rolls, as well as +3 to spell attacks rolls. You also get additional benefits when you cast spells from certain schools. Casting a dnd spell from the appropriate magic school will give you all the benefits listed in the table.
|1||Gain a bonus to your AC that equal to half the spell level (rounded up) until the end of your next turn.||Abjuration|
|2||You may teleport to an unoccupied space you can see within 60ft.||Conjuration|
|3||You will gain advantage on the next attack roll you make.||Divination|
|4||You might gain advantage on the next Intelligence, Wisdom, or Charisma saving throw you make.||Enchantment|
|5||You may make one melee weapon attack as a bonus action.||Evocation|
|6||You will become invisible until the end of your next turn unless you make an attack, make a damage roll, or force a saving throw.||Illusion|
|7||You Gain temporary hit points that equal to the double spell level (rounded up).||Necromancy|
|8||Gain resistance to acid or cold, fire, lighting, or thunder damage for rounds equal to the spell level.||Transmutation|