
In older editions, one could not make use of more than one magic item in each of the “slots” listed below: A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.Ĭhange the number of attuned items limit from three to the character’s Proficiency bonus. For example, a creature can’t attune to more than one ring of protection at a time.Ī creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. Additionally, a creature can’t attune to more than one copy of an item. Any attempt to attune to a fourth item fails the creature must end its attunement to an item first.
Magic sword band without masks how to#
Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.Īn item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. If the short rest is interrupted, the attunement attempt fails.

This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.Īttuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. If the prerequisite is a class, a creature must be a member of that class to attune to the item. This bond is called attunement, and certain items have a prerequisite for it. Some magic items require a creature to form a bond with them before their magical properties can be used. 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. You then say the character jumps unexpectedly high. For example, if a character puts on a ring of jumping, you could say, "Your steps fee 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 mighr 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 physica l 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. † Value / Asking Price is halved for consumable items like potions or scrolls. Properties Rarity See also Downtime: Buying a magic item Rarity

