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SRD5:Magic Item

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{{OGL Top5esrd}}
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 {{srd5lc|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 {{srd5lc|Class}}, a creature must be a member of that class to attune to the item. (If the class is a {{srd5lc}|Spellcasting}} class, a {{srd5lc|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 {{srd5lc|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 {{srd5lc|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 {{srd5lc|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 Word|command word]]s.
===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 {{srd5lc[[SRD5:Boots of Striding and Springing|Boot of Striding and Springing}} ]] on one foot and a {{srd5lc[[SRD5:Boots of Elvenkind|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 {{srd5lc|Action}} to activate, that action isn’t a function of the {{SRD5|Use an ItemObject}} action, so a feature such as the {{srd5lc|Rogue}}’s Fast Hands can’t be used to activate the item.
===Command Word===
===Spells===
Some magic items allow the user to cast a {{srd5lc}|Spell}} from the item. The spell is cast at the lowest possible {{srd5lc|Spell Level}}, doesn’t expend any of the user’s {{srd5lc|Spell Slot}}s, and requires no {{srd5lc|ComponentComponents}}s, 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 {{srd5lc|ConcentratioConcentration}}n. 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 staffs, may require you to use your own {{srd5lc|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 {{[[SRD5:Rogue#Use_Magic_Device|Use Magic Device}} ]] feature — your spellcasting ability modifier is +0 for the item, and your {{srd5lc|Proficiency Bonus}} does apply.
===Charges===
==Magic Items A-Z==
{{NonSRD|''This section has been seperated into individual articles in this wiki.See: '''[[SRD5:Magic Item List]]''' ''<br /> ==Sentient Magic Items==''See: '''[[SRD5 :Sentient Magic Items (list)Item]]'''.'' ==Types of Magic Items=={{NonSRD|===Armor===Magic armor is {{srd5lc|Armor}} that has been magically enhanced. ===Artifacts===Artifacts are extremely powerful. Rather than merely another form of magic equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures — a quest to recover it, a fight against a opponent wielding it, a mission to cause its destruction, and so on. ===Potions===Magic potions are liquids, gases, or powders that you either drink or apply to your skin to create a magical effect. It usually takes an {{srd5lc|Action}} to drink or apply a potion. ===Rings===Magic rings can hold a multitude of magic. You may wear one magic ring on each hand. ===Rods===A rod is a short staff, too short to use as a walking aid. Rods were often used by officials as a sign of office or authority. Magic rods are rods that have been endowed with magic.  ===Scrolls===A scroll is a piece of paper, parchment, or hide that is or can be written upon. A {{srd5lc|Spell Scroll}} is a scroll on which a spell is inscribed and may be cast by reading. ===Staff===A staff is a long stick that may be used as a walking aid. Magic staves are staves that are magically empowered.  ===Wands===Wands are magic sticks, shorter than rods. ===Weapons===Magic weapons are {{srd5lc|Weapon}}s that have been magically enhanced. ===Wondrous Items===Wondrous items are magic items that do not fit into one of the above categories.}}
==Sources==
* [[SRD-OGL v5.1]]
{{==Related Articles==* [[SRD5 Footer}}:Sentient Magic Item]]* [[SRD5:Artifact]]
[[Category:5e|{{Title OnlySRD5 Footer|Equipment}}{{BASEPAGENAMEDEFAULTSORTKEY:Magic Item SRD5}}}} SRD5[[Category:5e]][[Category:SRD5|{{Title Only|{{BASEPAGENAME}}}} SRD5]][[Category:Magic Item|{{Title Only|{{BASEPAGENAME}}}} SRD5]]
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