Hi all, I'm interested in people's views of 5E versions of Magic items until the DMG comes out, which will clear things up in this regard..
For example, the cloak of Elvenkind:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-elvenkind
I was at first thinking instead of giving +5 to Stealth.
After some thought, I think this should just make stealth checks at Advantage.
Given the spirit of reducing modifiers in 5E.
Opinions?
Feel free to use this thread to ask about magic items as well.
Staff of Striking (from ADnD):
http://phez85.tripod.com/id111.htm
Comes with 20 charges and +3 to hit 1d6+3 damage, increasing the bonus damage per charge.
Not sure if I should use this at all.
It doesn't seem to have made it to PF as far as I can see.
If I had a campaign (sigh) my approach would be to have magic item feats.
IE:
'Feat: I can bind with a magic item!'
Multiple feats can glom up into bigger items, and then 'balance' things with an eye toward what feats normally give you or can do.
So if you want to play a character who relies on innate toughness, do that. If you want to be blinged out, do that. It's all good.
Quote from: Will;791592If I had a campaign (sigh) my approach would be to have magic item feats.
IE:
'Feat: I can bind with a magic item!'
Multiple feats can glom up into bigger items, and then 'balance' things with an eye toward what feats normally give you or can do.
So if you want to play a character who relies on innate toughness, do that. If you want to be blinged out, do that. It's all good.
Can you post an example of what you mean by this?
I don't really understand how this would work in practice.
Here is what I would do for the cloak of Elvenkind.
Cloak of Elvenkind
Wondrous item, rare, requires attunement
While you wear this cloak, you gain the 'Mask of the Wild' racial trait as if you were a Wood Elf. If you already have the 'Mask of the Wild' racial trait, you gain Advantage on all Dexterity (Hide) ability checks.
'For my feat thingie, I'm getting +2 Strength.'
'For my feat thingie, I'm getting the feat: Alert.'
'For my feat thingie, I'm getting 'magic item.' I can now bond with a magic item... say, a belt that gives me +2 Strength, or Alertness, or has some less familiar effect.'
Magic Initiate would be a good starting point for a lot of odd magic items, that let you do various odd things. And, built upon, perhaps let you do other things.
So a magic sword... with 1 magic item feat, it gives +1 Dex, +1 Wisdom. With another magic item feat, it gives you Light and Sacred Flame cantrip use and once per long rest may cast Bless.
(And possibly more iterations)
@ Will.
That "Taking a feat that interprets into a getting a magic item" thing is something that can happen in 4E isn't it?
That probably is not to my tastes if that's what you mean.
I prefer magic items to be acquireable during play, rather than something you get as character progression.
My intent is that taking the 'feat' just gives you the option to bond with an item.
You could have some mechanic for allowing people to temporarily use items in an adventure, and at the end of the session someone with an interest can do (something) to bond with the item. Or possibly 'this item is unreliable/has weird side-effects until you really work out how it works/bind it to you/perform annointing/bla bla bla' (handwaves for 'applies a feat')
But you can only bond with items you manage to actually find (though the DM might allow various heirloom/ancestral items that are exceptions)
(I'm not hugely familiar with how 4e handles things, so... dunno)
Quote from: jadrax;791597Here is what I would do for the cloak of Elvenkind.
Cloak of Elvenkind
Wondrous item, rare, requires attunement
While you wear this cloak, you gain the 'Mask of the Wild' racial trait as if you were a Wood Elf. If you already have the 'Mask of the Wild' racial trait, you gain Advantage on all Dexterity (Hide) ability checks.
Hmm, that's interesting, using the "Mask of the wild" trait.
I do feel that weakens the Elvenkind cloak a lot though, as then it's specific to wilderness, rather than any terrain (for example in a City or Dungeon).
But then perhaps, Given it's an Elven cloak, it might be more inline with the spirit of the cloak design.
I DO like that it works better for those who already have the "Mask of the wild" trait, which will imply it works better for Elves, which it should really.
I'll need to have a think on how to apply this.
Thanks for your input. :)
There could always be a bunch of different elven cloaks, operating differently depending on the maker.
Quote from: Will;791611There could always be a bunch of different elven cloaks, operating differently depending on the maker.
Yeah true.
The weakest being a "Lesser" Elven cloak, which only offers "The mask of the wild" trait.
The Greater Elven cloak, that offers advantage on all Stealth checks.
And then there's the "ONE Elven cloak" ;)
Quote from: Will;791607My intent is that taking the 'feat' just gives you the option to bond with an item.
You could have some mechanic for allowing people to temporarily use items in an adventure, and at the end of the session someone with an interest can do (something) to bond with the item. Or possibly 'this item is unreliable/has weird side-effects until you really work out how it works/bind it to you/perform annointing/bla bla bla' (handwaves for 'applies a feat')
But you can only bond with items you manage to actually find (though the DM might allow various heirloom/ancestral items that are exceptions)
(I'm not hugely familiar with how 4e handles things, so... dunno)
Interesting, but sounds too complicated for me.
Thanks for the comment though.
It's good to get other people's input.
I know "magic shops" are regarded as the devil in some quarters, but for an Eberron campaign (especially the James Bond + Eberron campaign I'm prepping) they are part of the core assumptions, so I've been putting together a player handout of magic items that can purchased. My assumption is that anything above a certain power level is so difficult to produce that it's almost never for sale. The prices I've set are based on comparisons of the mundane items in the 5e player's handbook and the magic item prices in the 3e books.
The following is a rough and incomplete list. Much of the formatting was lost when I copy pasted it and I don't have time to put it back in. There is a note as to whether the sale and purchase of the item is legal in the tyrannical city of Dar Jin or not.
Augmentation Gear
Legal, cost: 5000gp
(Requires attunement)
These items generally take the form of large worn item like gloves, belts, or headbands. When they are manufactured one of the six ability scores is chosen and cannot be swapped later. As long as you are wearing the item the chosen ability score is set to exactly 19. The item has no effect on your if your ability score is already 19 or higher.
Bag of Holding
Legal, cost: 5000gp
This cloth sack has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents.
Placing an object in the bag follows the normal rules for interacting with objects. Retrieving an item from the bag requires you to use an action.
The bag has a few limitations. If the bag is overloaded, or if a sharp object pierces it or tears it, the bag ruptures and is destroyed. If the bag is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. If a breathing creature is placed within the bag, the creature can survive for up to 10 minutes, after which time that creature begins to suffocate.
Placing a bag of holding inside a portable hole opens a momentary gate to the Astral Plane. Any creature within a 10-foot radius of the gate is drawn to the Astral Plane, the gate closes, and the portable hole and bag of holding are both destroyed.
If a portable hole is placed into a bag of holding, a similar gate appears, but it leads to a random plane of existence.
Castellan's Key
Illegal, cost: 180gp
You can use this key to produce the same effect as the spell Knock, except its Range is "Touch". Once used the key disintegrates.
Dust of Disguise
Illegal, cost: 50gp
When you scatter this powder on yourself it has the same effect as the Disguise Self spell for 1 hour.
Explosive Pack
Illegal, cost: 200gp per 2 lbs.
These small leather satchels are packed with clay and what is essentially supercharged alchemist's fire. They are mostly used to destroy buildings and large objects, and are obviously expended after use. They are activated by pulling a pin out of the clay as an action, allowing air into the mixture. Each pack is set to detonate after a set amount of time (from 10 minutes to a single round).
When the pack explodes it deals 1d6 bludgeoning damage per 2 pounds to everything within a 5 foot radius of it. Each additional 2 pounds adds 1d6 damage to the effect, and each additional 3d6 points of damage increases the radius of effect by 5 feet (maximum 10d6 and 20 feet).
Explosive packs deal double damage to inanimate, untended, stationary objects if specifically set to damage them with a DC 20 Intelligence check to which you can add your proficiency in any tools that are relevant to the object being destroyed. This sort of check can also be used to determine the weakest point of a large structure.
Fallbreaker
Legal, cost: 50gp
This item takes the form of an ornament on your person, such as a necklace or a fancy button. By breaking it off as a reaction you can grant yourself the effect of the spell Feather Fall. The item only functions once.
Glamerweave Clothing
Legal, cost: 130gp
This impressive, attention grabbing outfit has illusions woven into its very threads, so that colors, patterns and vague images of the tailor's choice constantly shift across it. Its full effect cannot be fully appreciated when you are also wearing armor.
Instant Raft
Legal, cost: 80gp
This wooden coin is inscribed with a simple image of a rowboat. If you snap the coin in half and get it wet it turns into a full sized rowboat as long as it has space to do so. The boat cannot be turned back into a coin afterward, is clearly temporary and magical, and falls apart after 8 hours.
Ladder Rod
Legal, cost: 10gp
When you press a button on this six inch wand it extends into a wooden ladder that is 10 to 15 feet tall and has hooks at the top. The ladder cannot be turned back into a wand afterward, is clearly temporary and magical, and disintegrates after an hour.
Magic Armor (+1)
Illegal, cost: The basic value of the armor + 2000gp
The most basic form of magic armor is a superb product of physical and magical craft. You have a +1 bonus to your Armor Class while wearing this armor. A suit of +1 armor never rusts or deteriorates, and it magically resizes to fit its wearer.
Magic Weapons (+1)
Illegal, cost: The basic value of the weapon + 3000gp
Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.
Night Goggles
Legal, cost: 3000gp
When wearing these compact dark lenses you have darkvision in a 60 foot radius. If you already have darkvision, wearing the goggles increases it by 60 feet.
Potion of Flight
Legal, cost: 400gp
When you drink this potion, it gives you a flying speed equal to your normal speed for 1 hour. If the potion wears off while you’re flying, you must use your movement to descend. If you fail to land before 1 minute passes, you fall.
Resistance Accessory
Legal except for the [psychic] version, cost: 2500gp
(Requires attunement)
These items generally take the form of small accessories like rings or earrings. When this item is manufactured a type of damage is chosen from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. While you are wearing this item you have resistance from the chosen damage type.
Spell Scroll
Legality varies based on how dangerous or criminally useful the spell is, cost: varies, see below
A spell scroll bears the magical words of a single spell, written in a mystical cipher. Using an action to read the scroll allows you to cast the spell without components (though the price of consumed components is worked into the price of the scroll).
If the spell written on the scroll appears on your class’s spell list, and the spell’s level is one that you can normally cast, you cast the spell successfully. The scroll then crumbles away, its magic drained.
Otherwise, you must make an Intelligence (Arcana) check to see if you can successfully cast it. The DC equals 10 plus the spell’s level. On a failed check, reading the scroll only consumes its magic with no other effect.
The level of the spell written on the scroll determines its spell’s saving throw DC and attack bonus, as shown below.
Cantrips: cost 15gp, have a Save DC of 13 and an Attack Bonus of +5
1st Level Spells: cost 25gp, have a Save DC of 13 and an Attack Bonus of +5
2nd Level Spells: cost 150gp, have a Save DC of 13 and an Attack Bonus of +5
3rd Level Spells: cost 375gp, have a Save DC of 15 and an Attack Bonus of +7
4th Level Spells: cost 700gp, have a Save DC of 15 and an Attack Bonus of +7
5th Level Spells: cost 1125gp, have a Save DC of 17 and an Attack Bonus of +9
6th Level Spells: cost 1650gp, have a Save DC of 17 and an Attack Bonus of +9
7th Level Spells: cost 2275gp, have a Save DC of 18 and an Attack Bonus of +10
8th Level Spells: cost 3000gp, have a Save DC of 18 and an Attack Bonus of +10
9th Level Spells: cost 3825gp, have a Save DC of 19 and an Attack Bonus of +11
Spray of Invisibility
Illegal, cost: 200gp
This spray is dispensed from a small atomizer and makes the subject invisible (as per the Invisibility spell) for 1 hour.
Stride Boots
Legal, cost: 2500gp
While you are wearing these boots, your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance.
Stored Steed
Legal, cost: 150gp
This item is a coin sized metal statuette of a horse. By unscrewing its two halves as an action you can summon a riding horse next to yourself. The horse is not a true animal but a construct that is clearly artificial in appearance; it cannot fight, does not need to eat, drink, breathe or rest, and fades away after an hour. It is immune to poison and psychic damage, and cannot be charmed, exhausted, frightened, or poisoned.
Sending Stone (pair)
Legal, cost: 2000gp (or more)
These items usually resemble two lumps of fist-sized stone decorated with metal filigree and inscribed with a symbol related to communication. Once per day, each stone in a pair can send a message (as the Sending spell) to the bearer of the other stone. If the stone's mate is not in a creature's possession, no message is sent and the user knows the message did not go through. If either stone in a pair is destroyed, its mate becomes useless.
At construction the pair's message capacity can be increased at the cost of an additional 2000gp per Sending per day, up to a maximum of 5 per day.
Water Breathing Collar
Legal, cost: 2000gp
This this metal collar locks around your neck and grants you the ability to breathe water. It has no effect on your ability to breathe air.
Some magic items I'm using in my 5E game: ( I just made up the stats for these)
Brandybuck's Ogre Slaying Knife This is a finely crafted knife with a handle fashioned out of ogre bone, complete with a well tooled ogre hide sheath. The knife may be used to inflict piercing or slashing damage and functions in all other respects as a +1 magical dagger.
Anyone attuning to the weapon becomes aware of its true magical nature. The knife functions as a +3 weapon against ogres and scores double damage on any. A critical scored with this weapon vs an ogre will thus inflict 4 X damage.
Wee folk (which include halflings, dwarves, and gnomes) who attune themselves to this weapon may discover other emergent properties under the right circumstances........
When any dwarf, halfling or gnome wields this weapon it will vibrate excitedly when there is an ogre within 60 feet. While attacking the dagger becomes a longtooth and scores 1d6 base damage vs. ogres as a short sword. If maximum damage is inflicted to an ogre it must succeed at a DC 12 CON save or be slain. If maximum damage is scored on a critical hit the ogre is slain instantly!
The weapon was forged hundreds of years ago and wielded famously by Brogo "Mick" Brandybuck, a fearsome Halfling warrior who once slew six ogres single handedly with this weapon.
Ring of Human Control This plain gold ring seems like an ordinary piece of jewelry. If a character attunes to the ring, he or she will discover that the ring has powerful magical properties. The wearer of this ring commands powerful influence over humans (only). The ring normally has 5 charges. Each day at dawn the ring regains 1d4+1 expended charges. For 1 charge, the wearer, as an action can cast a powerful charm person spell (works on humans only). The save DC = 8 + wearer's proficiency bonus+ wearer's CHA modifier. If the victim does not save the spell lasts for 24 hours. For 2 charges the wearer may, as an action, cast a suggestion as per the spell (humans only). The save DC is calculated in the same way. If used on a subject already under the influence of the charm power of this ring, the victim has disadvantage on the saving throw. If a victim under the charm or suggestion powers of this ring suffer ANY damage from any source, the charm/suggestions are dispelled and that particular victim has advantage on any save vs the ring's powers for 24 hours.
Staff of Healing This gnarled wooden staff is engraved with powerful enchantments of life & healing. If a cleric or druid spends time attuning to the staff they may use its powers. The staff confers advantage on all medicine checks made by anyone attuned to it. A fully charged staff has 12 charges. The staff regains 1d10 expended charges each day at dawn. If all charges are expended there is a 1 in 20 chance that the staff cracks and becomes useless instead of regaining charges. Anyone attuned to the staff may use it to power the following spell effects:
1 charge- cure wounds
2 charges- Prayer of Healing, Lesser Restoration
4 charges- Revivify
Elven Boots These finely crafted boots confer stealthy movement benefits upon the wearer. Wearing these boots cancels any stealth penalties for armor or encumbrance. The wearer will only be detected with a listening perception check of 23 or greater.
Elven Cloak This plain looking garment of neutral grey has special properties when worn and the hood is drawn up over the head (which can be done as a move or as an action). If the wearer of the cloak remains still the cloak will conceal their location. A spot perception check of 23 is needed to detect such a cloaked individual using sight. Even if the wearer is moving slowly (half speed or less) the DC required to see the wearer is 16. No benefits can be gained from this cloak if the wearer is moving at full speed.
Scroll of Protection from Lycanthropes The magical writings on this scroll, when read as an action will bring into being a protective barrier in a 10 ft. radius around the reader. The barrier moves with the reader. No Lycanthrope can enter or make an attack against anyone within the barrier. If the barrier is moved then lycanthropes in its path will retreat. If forced into an area of no retreat by the circle, the power of the barrier will break. The scroll will protect against up to 25 CR worth of lycanthropes. If more than 25 CR worth of lycanthropes gain access to the barrier, it breaks. Once read the protection afforded by the scroll will last 10-80 minutes unless broken by another means or dispelled before that time.
One thing I am committed to, in 5e, is avoiding the standard 3e/4eisms of magic items.
Personally, if I never, ever, ever see another fucking +1 sword again, I'll be happy. I want magic items to be WEIRD and interesting.
A magic sword of fading -- when invoked, you disappear for 5 seconds. I mean, TRULY disappear -- you don't exist for those 5 seconds. Nothing can affect you (though you also can't DO anything).
Thanks for the posts of the Magic items.
Hmm, looking at the Free PDF of the DMs guide, The one you can download from the Wizards site, I note it still uses + bonus items.
for example:
QuoteGloves of Swimming and Climbing
Wondrous item, uncommon (requires attunement)
While wearing both of these gloves, climbing and
swimming doesn't cost you extra movement. In addition,
you have a +5 bonus to Strength (Athletics) checks you
make to climb or swim.
Note it's +5, rather than say climbing or something at advantage.
so it seems they've not really walked away from offering items that add bonuses.
In addition to that, as we already know,there's still +1 swords, armor and so on.
It's just simpler to say an Elven cloak gives +5 to stealth and that seems to fit in with the design of 5E just fine.
That doesn't mean the ideas presented here are good ideas, I might use them anyway, or all of them, heh.
Quote from: Will;791669One thing I am committed to, in 5e, is avoiding the standard 3e/4eisms of magic items.
Personally, if I never, ever, ever see another fucking +1 sword again, I'll be happy. I want magic items to be WEIRD and interesting.
A magic sword of fading -- when invoked, you disappear for 5 seconds. I mean, TRULY disappear -- you don't exist for those 5 seconds. Nothing can affect you (though you also can't DO anything).
I like that all magic items should have some sort of story or background, sure it could at the end of the day be a +1 sword,
So for example:
The great Druid "Zarniwoop" placed it in a sacred pool on a full moon and imbued it with magic to combat the forces of darkness in the great Orc Invasion of the the Deep Woods of 2300.
10 such swords were made and have distinctive moon runes carved into the blades. For those who understand the Runic Language (Druidic perhaps), they can read the story of the sword's creation.
It's a +1 sword all the time, but on a full moon it glows as well as having a +1 bonus to hit and damage. That sounds a lot more interesting than "It's a +1 sword", but at the same time the functionality of bonus items is still there.
Yeah, but personally I think 'in the end it's a +1 sword' is deeply uninteresting.
Apparently I am not the market, but thankfully there seems to be room in 5e to do it either way.
Quote from: Will;791811Yeah, but personally I think 'in the end it's a +1 sword' is deeply uninteresting.
Apparently I am not the market, but thankfully there seems to be room in 5e to do it either way.
There's no reason not to have it both ways.
DnD is very good in that way. If you want items to have unique special abilities, it's trivially easy to do that.
but if +1 item is good enough with some background and a cosmetic effect as well. That's all good.
And who knows, maybe the cosmetic effect is more than that.
Perhaps on a full moon when you're in the deep woods it has other abilities. such as some sort of Orc slaying ability or something.
cosmetic effects leaves a lot open for the DM later on if he so chooses.
It probably will actually be the case that I'll make up items with all sorts of strange abilities, but at the same time I'm ok with bonus items as well.
I'll always describe them in a unique way though, not just "Well you found a magical sword, it looks really sharp and is magical, oh and BTW it's a +1 sword" .
I've noticed that people often identify with and pursue the meaning behind cosmetic effects on magic items. So even though it doesn't really have a tangible game effect, the RP effect can be dramatic.
Quote from: Shipyard Locked;791650I know "magic shops" are regarded as the devil in some quarters, but for an Eberron campaign (especially the James Bond + Eberron campaign I'm prepping) they are part of the core assumptions,
There's nothing wrong with magic shops at all, if it's appropriate to the setting you're using.
Of course some people don't like them and expect will be running a campaign where they don't exist, which is totally fine.
But so is running a campaign where there's a magic shop on every corner.
As long as people are having fun, it doesn't matter at all. It's just a game.
I can imagine for example I'd have a lot of fun with a DnD game set in a Harry Potter setting where you can goto Diagon Alley and buy all sorts of magic items (if you have the Galleons) and it would feel perfectly appropriate.
Well, system matters.
If you are a melee sort in 3e and go for 'funky interesting magic items' instead of enhanced armor/weapons/cloaks/etc., you are cutting yourself off at the knees.
I think 5e nicely helps balance that stuff out.
Quote from: Will;791837Well, system matters.
If you are a melee sort in 3e and go for 'funky interesting magic items' instead of enhanced armor/weapons/cloaks/etc., you are cutting yourself off at the knees.
I think 5e nicely helps balance that stuff out.
I don't think that matters so much in 5E.
All classes have great options to progress equally and have decent abilities and powers.
I think in a campaign with very rare or NO magic items, a fighter can still do very well for example.
Alternatively, Funky/weird magic items in the right sort of campaign could be completely doable. It depends on the players and the DM really.
One thing I like about 5e's magic items so far is how terse the write-ups are again.
Quote from: danskmacabreI don't think that matters so much in 5E.
All classes have great options to progress equally and have decent abilities and powers.
I think in a campaign with very rare or NO magic items, a fighter can still do very well for example.
I'll confess I play favorites when it comes to magic item placement; I drop way more cool stuff for non-casters because I feel a need to even things out. We're talking plate armor that grants flight, bows that dispel magic, warhammers that provoke earthquakes, etc. I have yet to receive any complaints that I'm "impinging on casters' niches". It never seems to matter if you impinge in that direction.
Quote from: Shipyard Locked;791859One thing I like about 5e's magic items so far I'll confess I play favorites when it comes to magic item placement; I drop way more cool stuff for non-casters because I feel a need to even things out. We're talking plate armor that grants flight, bows that dispel magic, warhammers that provoke earthquakes, etc. I have yet to receive any complaints that I'm "impinging on casters' niches". It never seems to matter if you impinge in that direction.
I guess that's the difference between casters and non-casters.
Casters tend to excel in ability for a while and then once their stuff runs out, such as spells and so on.
So for a bit they can do all sorts of wacky stuff with their spells.
I've noticed that with the fighter, whilst at low level he doesn't that much in the way of special abilities and no spells (depending on your class path), they are consistently pretty darn good.
Good HPs, Good AC, Decent weapons and damage output.
Adding some well designed items with bells and whistles and interesting effects could bring them into the realm of being able to do some of the crazy stuff casters can do without unbalancing things.
A caster isn't necessarily going to be that bothered if not as much effort is put into caster items, as they have such great possibilities to do odd things with spells.
Still, I was think of putting in a "Wand of Wonder" for a laugh into my campaign as part of a treasure for a caster to use.
Hmm, I got something else wrong. That's what comes of skimming the rules in eagerness to run a game.
There's a character that's a Halfling Sorceror with Wild Magic path in my campaign.
Halflings reroll 1's on attacks, saves, Ability checks
However the Wild magic has the following ruling:
QuoteWild Magic Surge
Starting when you choose this origin at 1st level, your
spellcasting can unleash surges of untamed magic.
Immediately after you cast a sorcerer spell of 1st level
or higher, the DM can have you roll a d20. If you roll a
1, roll on the Wild Magic Surge table to create a random
magical effect.
I read this wrongly, assuming whenever the Sorceror rolls a 1 with a spell, or attack or skill (which it clearly does NOT say that).
However the Halfling rerolls 1s, so it never happened with the wild magic.
Of course, reading this properly it's a special roll that's made after casting any spell.
The Halfling lucky ability:
QuoteLucky.
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Fortunately, as this ability is specific to Attack rolls and, ability checks and Saves, this special d20 wild magic roll after casting a spell (1st level and above) is exempt from the Halfling reroll ability.