Magic Item Slots 5e
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. In 5e, characters can only have three magic items attuned at a time (DMG pg 138). Therefore, unlike 4e, the number of magic item slots available to characters are very limited and magic items must be carefully considered. Jump to: navigation, search This page is incomplete and/or lacking flavor.
Unofficial rules compendium |
This is the table from DMG p 214, somewhat expanded and clarified.
d20 | Body Slot | Normal Gear | Affinity |
1 | Head | Headband, helmet | Mental improvement, ranged attacks |
Phylactery | Morale, alignment | ||
Hat | Interaction | ||
2 | Face | Lenses, goggles | Vision |
3 | Torso | Vest, vestment | Class ability improvement |
Shirt | Physical improvement | ||
4 | Back | Cloak, cape, mantle | Transformation, protection |
5 | Throat | Amulet, brooch, medallion, necklace, periapt, scarab | Protection, discernment |
6 | Arm | Bracers | Combat |
Bracelets | Allies | ||
7 | Hand | Gloves | Quickness |
Gauntlets | Destructive power | ||
8 | Rings | Rings | Protection, spell effects |
9-11 | Body | Armor | Protection |
Robe | Multiple effects | ||
12 | Waist | Belt, Girdle | Physical improvement |
13-15 | Legs | Boots | Movement |
16-17 | Main hand | Main weapon | Weapon enchantments |
18-20 | Off hand | Secondary weapon or shield | Shield, weapon enchantments |
The random location can be used when rolling a 1 on a Saving throw or otherwise when a piece of gear risks damage. A magic item that risks damage because of a 1 on a saving roll always gets a saving throw to negate damage, having a bonus of 2 + (1/2 caster level) in all categories. If no item is carried in a specific slot, there is no additional effect.
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Magic Item Slots 5e Spells
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