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Magic Items

Attunement, identifying and activating items, sentient items, spell scrolls and traps.

Equipment Magic Items

Spell Scrolls

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Spellbooks: A wizard spell on a spell scroll can be copied just as spells in spell books can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Arcana check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Spell Level Rarity Save DC Attack Bonus
CantripCommon13+5
1stCommon13+5
2ndUncommon13+5
3rdUncommon15+7
4thRare15+7
5thRare17+9
6thVery Rare17+9
7thVery Rare18+10
8thVery Rare18+10
9thLegendary19+11

Scribing a Spell Scroll

Scribing takes time and money. In order to scribe one must have proficiency with Arcana and have the spell they desire to scribe prepared throughout the process as well as proficiency with Calligrapher’s Supplies. Part of the cost of the creation process are the material components that are summarized in the cost though your DM will have to determine the availability of certain material components.

Any scribed cantrip works as if the caster was of 1st level.

Spell Level Time (Days) Cost (GP)
Cantrip115
1st125
2nd3100
3rd5150
4th101,000
5th251,500
6th4010,000
7th5012,500
8th6015,000
9th12050,000

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 non magical 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 ft 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. 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.

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 non-humanoid 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.

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.

Spells

Some magic items allow the user to cast a spell from the item. 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.

A magic item, such as certain staves, 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.

Magic Items

Adventures hold the promise but not guarantee of finding magical items. They can be useful, tricky, or can alter the fabric of reality and anything in between.

Identifying A Magic Item

Some magic items are indistinguishable from their nonmagical counterparts while others are conspicuously magical. Handling a magical item is enough to give you a sense that it is extraordinary but learning a magic item’s properties isn’t automatic.

The Identify spell is the fastest way to reveal a magical item’s properties. Alternatively, you can focus on one magic item during a short rest while being in contact with the item. At the end of the rest you learn its properties and how to use them (But you do not detect any curses).

Sometimes an item will have a hint such as a command word inscribed upon it or a design reminiscent of a popular feature like a feather for a Ring of Feather Falling. Wearing or tasting an item can give you a good idea of how it works. Other items might require experimentation.

Attunement

Some magical items require a creature to form a bond - called Attunement - with them before the creature can use the item's magical properties. Without Attunement the creature only gains the non magical benefits of the item unless otherwise stated.

Attune During a Short Rest

Attuning with an item requires you to spend a short rest focused only on that item while being in physical contact with it (This cannot be the same short rest used to identify the item). This can take the form of practice if the item is a sword, or meditation if the item is wand, or another appropriate activity. If the short rest is interrupted the Attunement fails.

No More than Three Items

You can be Attuned to no more than three items at a time. Any attempt to Attune to a fourth item fails. You must end an Attunement with another item before. Additionally, you cannot be Attuned to more than one copy of an item. For example, you cannot be Attuned to more than one Ring of Protection at a time.

Ending Attunement

Your Attunement ends with an item if you no longer satisfy the prerequisites for it, if the item has been more than 100 ft away for at least 24 hours, if you die, or if another creature Attunes to the item. You can voluntarily end the Attunement by spending another short rest focused on the item unless the item is Cursed.

Wearing and Wielding Items

Using a magical item may intel wearing or wielding the item. A magic item meant to be worn must be donned in the intended fashion i.e; 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, magic shields must be secured properly to the arm, a cloak fastened about the shoulders, and a weapon must be held.

In most cases a magical item meant to be worn or held will fit a creature regardless of their build.

Multiple Items of the Same Kind

You can’t wear more than one kind of certain magical items. You 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, or one cloak.

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: having a Boot of Striding and Springing one foot and a Boot of the Elvenkind on the other gains no benefit from either.

Sentient Magic Items

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.

Sentient Magic Items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

Composition

A sentient magical item is composed of the following features: one or more magical abilities, a form of communication, senses to perceive the world, an alignment, a personality (More or less), and a special purpose.

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:

The item insists on being carried or worn at all times.

The item demands that its wielder dispose of anything the item finds repugnant.

The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.

The item demands to be given to someone else.

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:

Make it impossible for its wielder to attune to it.

Suppress one or more of its activated properties.

Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

Traps

A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding and symbols that function as traps.

Detecting and Disabling a Trap

Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.

A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.

Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, dispel magic has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use dispel magic.

In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.

You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.

Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.

Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.