You can reverse more than one action that has been undone. To reverse your last action, press CTRL+Z. To learn about the keyboard shortcuts in the new content editor, see Keyboard shortcut functions. The following are functions that are not displayed as buttons in the toolbar of the text editor, but you can use them with their shortcut key combinations. Otherwise, they're just being unfair giving you literally nothing to play with to continue the game.Undo, redo, and other shortcut key functions it appears the cube can be manipulated to adjust the distribution of colors over the cube." stuff like that. The item has what appears to be script in an ancient language of a civilization upon whose ashes the Library of Answers is built" or "Nope, the item consists of a cube made up of a series of squares, nine to a side, the squares evenly distributed among six colors. I mean, someone could make exploring a magic item a mini game but the DM has to be clear with something like "Nope, arcana and identify aren't working. Otherwise the DM is just sandbagging or stone walling for unclear reasons. If they're not, your table needs a meta moment to determine what the DMs table rules for determining the function of magical items is so the game can stop playing the DM's "guess my mechanics" riddle. If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.ĭM may be sloppily telegraphing this item is some sort of Artifact, requiring legend lore. You then say the character jumps unexpectedly high. For example, if a character puts on a ring of jumping, you could say, “Your steps feel strangely springy.” Perhaps the character then jumps up and down to see what happens. Wearing or experimenting with an item can also offer hints about its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it’s a ring of feather falling. Sometimes a magic item carries a clue to its properties. Potions are an exception a little taste is enough to tell the taster what the potion does. At the end of the rest, the character learns the item’s properties, as well as how to use them. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. The identify spell is the fastest way to reveal an item’s properties. Discovering a magic item’s properties isn’t automatic, however. Whatever a magic item’s appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. that way no one else gets it and if you ever figure out how to use it you can go back for it. If not, just toss the item into the bottom of a lake and ignore it since it is useless :). 5e was designed to use Identify for this purpose and if your DM changes the rules then presumably they will provide some other way to discover the information. However, everything beyond identify and attunement is entirely up to the DM and their game. divination spell - might work - up to the DM legend lore spell - this only works for legendary items but it could give you command words investigation - is the command word coded onto the item itself? Does a close inspection of the decoration reveal letters? research - go to libraries or other stores of arcane knowledge and see if you can find a description of the item If they aren't available through the standard methods then you are left with: Identify is supposed to fill that role in 5e. Then it is up to your DM to come up with ways to provide you with command words. And my DM has ruled that Identify is not sufficient. Monstrous Compendium Vol 3: Minecraft Creatures
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