I’ve met a lot of people who play D&D and other tabletop RPGs, and they cover a very wide range of play styles, preferences, motivations, etc.
But I don’t think I’ve ever met a player who didn’t get excited when their character finds a magic item.
Whether it’s an intricately carved weapon hilt, a wand or rod, spell scrolls, or an item that positively blazes with a palpable aura of magic, just giving faint clues will typically cause a stir in any group.
The question is: How can characters find out what their item does?
The DMG Answer
The Dungeon Master’s Guide (page 136), suggests casting identify on an item, which is of course the easiest way to go about things, assuming, of course, that the group has a spellcaster who has access to the identify spell.
As an alternative, the DMG suggests that a character can spend an hour as part of a rest, focusing on the item to reveal it’s nature.
As a more difficult variant, the alternative is removed and both experimentation and identify may be required.
My Approach
Casting identify will reveal all information about an item, with the exception of curses that are hidden (which may be hinted at in the history of an item). This is quick, requires no checks, and since it can be done as a ritual, also doesn’t require a wizard to have teh spell prepared or to use a spell slot.
“But,” you say, “my group doesn’t have a wizard. Or a bard. Or a warlock. Or a knowledge domain cleric.”
Well, that may have been a bad choice on the part of your group.
Just kidding. There’s still hope.
Spell Scrolls
Spell scrolls can be automatically read by anyone who can cast them. If a spell is on your character’s spell list, you can read the scroll, although if it’s a higher level than they can cast, I might apply a relevant check to confirm what it is.
For example, if a level 4 cleric finds a scroll of planar binding, they would automatically recognize that it’s a clerical scroll (even if the spell is on other lists), but since it’s 3 spell levels higher than they can cast, I would probably have them make a Religion check DC 13 (10 + the number of spell levels it is above their current ability) to identify it.
Potions
Most of the time characters recognize basic potions like potions of healing and oil. Substances like alchemists’ fire, poison, more advance potions of healing, and other liquids (and related substances) can be identified in various ways.
First of all, if a character is familiar with a substance (alcohol, alchemists’ fire, etc.) because they have used it or encountered it several times, they automatically recognize it.
If a character has proficiency with relevant tools (alchemists’, poisoners’, herbalists’, etc.) then I use the rules below for general magic items, but typically will give them advantage on the check to identify (there may be reasons for exceptions).
Magic Items
I allow characters to make a relevant intelligence check based on the rarity of the item. The check (arcana, history, or religion) is based on the nature of the item.
An item with a storied past, such as a sword that belonged to a specific master, or bearing the mark of a famous smith; or a powerful item made famous by the telling of stories and the singing of songs, may bear a history check to see if the character has heard or read anything about it.
Likewise, an item of religious significance, such as an enchanted holy mace or sword, or book containing prayers to the gods, or amulets of powerful protective magics, might warrant such a check.
I allow arcana checks for all magic items. If you have heard of it or not, somewhere there’s some kind of indication as to what it does.
The DC is set as follows:
Common – DC 10
Uncommon – DC 15
Rare – DC 20
Very Rare – DC 25
Legendary – DC 30
I may also give characters advantage or bonuses if I think there’s justification for it. For example, a dwarven warrior who has a low intelligence score, nonetheless may be more likely to identify a dwarven thrower than a halfling bard is. Paladins and clerics may have advantage on items of religious significance, and bards would have the same on instruments and other tools of performance.
Have fun with it, and don’t be afraid of your party finding out what an item does. I allow one check per item per rest, though sometimes I’ll allow more than one character to do so.
Next time I’ll deal with cursed items.
One reply on “How I Handle Identifying Items”
And if you fail those arcana checks, it’s always fun to just put the item on anyways! The different ways you allow us to check on magical items is great.