Dec 12, 2016 Attunement Slots are the player's maximum equipped number of Sorceries, Pyromancies and Miracles. Attunement slots are based on Attunement at level 10 Attunement the player gains his first Attunement Slot. Extra Attunement Slots come at Attunement level 10, 14, 18, 24, 30, 40, 50, 60, 80 and 99. Aug 21, 2014 As with many things we're designing for D&D, the drawbacks of attunement are another tool that DMs can make use of to encourage roleplaying and bring the campaign to life. Though named artifacts such as the Hand of Vecna will come with specific attunement drawbacks, general magic items lack them.
So Peter D (Dungeon Fantastic) had a thoughtful post on attunement. I read it and then reconsidered my thinking on attunement in my own Montporte Dungeon campaign, which we switched to D&D 5e five sessions ago. I read Peter D's post and thought, 'Hmmm. Maybe I shouldn't ditch this rule' (see my earlier post about attunement).So here is what I am thinking..and mind you, this could change by time we play on Monday night (or it could change by time I am writing the post)
Provisions of House Rule
All magic items require attunement. The two general exceptions are alchemy items (potions, powders, oils, bubble bath, body lotion, etc) and scrolls. Many gnome devices, clockwork or otherwise, do not require attunement. The finder's lens (purchased by the player characters in Session 9, it is actually an alchemy item) does not require attunement, nor does the transportation vehicle control amulet (found inSession 41, attunement is instant and automatic). However, the Chalice of Doluth (creates healing potions) does require attunement.
There is no limit to the number of items to which a character can be attuned.
Some items, particularly intelligent items, may have the power to unattune (detune?) other items in the character's possession (cue evil DM laugh). This would suck, but it makes it interesting for the DM. This is what matters to me.
Some items may only be attuned by a particular class or race. Or there may be limitations placed on its use when a particular class is using it.
Attunement to one item can be done during one short or one long rest. A few items may be created with the feature that it instantly attunes on contact or another condition.
Most items require a dice roll for attunement. The Difficulty Class for low power common items is 10 (easy). Characters add their Charisma modifier, plus their proficiency bonus, to the die roll. If the die roll succeeds, the character is attuned to the item. If the die roll fails, then the attunement fails..and, more importantly, the character can never attune to that item (short of a wish spell, divine intervention or DM whim).
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Limitations on Magic Item UseWe will follow the AD&D 1e rules regarding limitations on number of items used at any one time: 2 rings, 1 set of armor, 1 magic cloak, 1 pair of boots, 1 pair of gloves, etc. This is not part of the attunement rule per se, but it is related to it as it applies to magic item use (thanks to Peter D for the reminder on this set of AD&D 1e
Implementation of House Rule
We will assume that the player characters have successfully attuned to all of the items that they currently possess.
I can think of two items, the Chalice of Doluth and the Lens of Melnar, that we need to identify an owner for attunement.
Magic Items are gleaned from the hoards of conquered Monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.
Attunement
Some Magic Items require a creature to form a bond with them before their magical Properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a Spellcasting class, a monster qualifies if it 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.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. 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.
Attuning 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). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails. 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.
An 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. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one Ring of Protection at a time.
A 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. A creature can also voluntarily end attunement by spending another Short Rest focused on the item, unless the item is Cursed.
Wearing and Wielding Items
Using a magic item's Properties might mean wearing or wielding it. All craps bets explained. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
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In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a Yuan-ti with a snakelike tail instead of legs can't wear boots.
Multiple Items of the Same Kind
Use Common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
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How Many Attunement Slots 5e Homebrew
Limitations on Magic Item UseWe will follow the AD&D 1e rules regarding limitations on number of items used at any one time: 2 rings, 1 set of armor, 1 magic cloak, 1 pair of boots, 1 pair of gloves, etc. This is not part of the attunement rule per se, but it is related to it as it applies to magic item use (thanks to Peter D for the reminder on this set of AD&D 1e guidelines).
Implementation of House Rule
We will assume that the player characters have successfully attuned to all of the items that they currently possess.
We won't worry about the current bags of holding and portable holes for now. I don't want to waste precious game session time on figuring this out. We will just hand wave it for now.
I can think of two items, the Chalice of Doluth and the Lens of Melnar, that we need to identify an owner for attunement.
Magic Items are gleaned from the hoards of conquered Monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.
Attunement
Some Magic Items require a creature to form a bond with them before their magical Properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a Spellcasting class, a monster qualifies if it 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.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. 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.
Attuning 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). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails. 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.
An 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. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one Ring of Protection at a time.
A 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. A creature can also voluntarily end attunement by spending another Short Rest focused on the item, unless the item is Cursed.
Wearing and Wielding Items
Using a magic item's Properties might mean wearing or wielding it. All craps bets explained. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
How Many Attunement Slots 5e Dnd
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a Yuan-ti with a snakelike tail instead of legs can't wear boots.
Multiple Items of the Same Kind
Use Common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
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Paired Items
Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.
Activating an Item
Activating some Magic Items requires a user to do something Special, such as holding the item and uttering a Command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.
Command Word
A Command word is a word or phrase that must be spoken for an item to work. A magic item that requires a Command word can't be activated in an area where sound is prevented, as in the area of the Silence spell.
Consumables
Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
Some Magic Items allow the user to Cast a Spell from the item. Tonybet casino no deposit. The spell is cast at the lowest possible spell level, doesn't expend any of the user's Spell Slots, and requires no Components, unless the item's description says otherwise. The spell uses its normal Casting Time, range, and Duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's Effects, with their usual Duration. Certain items make exceptions to these rules, changing the Casting Time, Duration, or other parts of a spell.
magic item, such as certain staffs, may require you to use your own Spellcasting Ability when you Cast a Spell from the item. If you have more than one Spellcasting Ability, you choose which one to use with the item. If you don't have a Spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your Spellcasting Ability modifier is +0 for the item, and your Proficiency Bonus does apply.
Charges
Some Magic Items have charges that must be expended to activate their Properties. The number of charges an item has remaining is revealed when an Identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.