Which of these items should have Attunement?

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#1

Slit518

Jul 03, 2015 9:52:46

Of the items I list below, which of these items should have Attunement?

 

1 - Drift Cape - 2 lbs

  • Resistance to Falling Damage
  • Ignore first 20 feet of fall

 

2 - Ring of Repulsion

  • As a Bonus Action you can push all creatures wihin 5 feet of you 10 feet away, creatures must pass an Athletics check vs a DC of 11 + Prof mod, Large or Larger creatures get Advantage on the roll, Small or Smaller creatures get Disadvantage on the roll, you must finish a Short or Long Rest before using this feature again.

 

3 - Circlet of the Swarm - 1lb

As a Bonus Action you can turn into 1 of 3 swarms, each swarm has a different effect.  During your movement you can move through occupied spaces in the shape of the swarm at your full speed.  At the end of your movement you transform back into yourself, leaving a trail of the swarm where you moved, until the beginning of your next turn.  You must finish a Short or Long Rest before you can use this feature again.

  • Bats - all targets must make a Concentration check vs a DC of 11 + Dex mod, upon a fail they have Disadvantage on their next turn's Attack rolls; Skill checks.
  • Rats - All targets must make an Athletics or Acrobatics check vs a DC of 11 + Strength mod, upon a fail they treat all movement as Difficult Terrain.
  • Spiders - all targets must make a Constitution save vs a DC of 11 + Con mod, upon a fail the target takes 1d4 Poison damage at the start of their turn for 1 minute, they can attempt the save again at the end of their turn.

4 - Boots of the Intrepid Journeyman - 4lbs

  • Grants Advantage on Initiative Rolls
  • Double your Movement for 1 turn, you must finish a Short or Long Rest before using this feature again.

5 - Ring of Warrior's Might

  • All weapon attacks are a die-grade higher, 1d4 > 1d6 > 1d8 > 1d10 > 1d12;2d6 > 2d8

 

6 - Belt of Replenishment - 2lbs

This belt can hold multiple potions, the magical potions replenish after a Long Rest.  The belt can hold up to 7 potions, which 1 can be used as a Bonus Action, more potions appear as you gain levels, or you can store your own potions on the belt, but those ones don't regenerate.

  • Level 1 - Potion of Healing 2d4+2
  • Level 4 - Antidote, Potion of Neutralize Poison
  • Level 7 - Potion of Greater Healing 4d4+4
  • Level 10 - Potion of Heroism
  • Level 13 - Potion of Superior Healing 8d4+8
  • Level 16 - Potion of Invulnerability
  • Level 19 - Potion of Invisibility

7 - Robe of Displacement - 2lbs

  • The first attack against you on an opponent's turn has Disadvantage.

 

8 - Necklace of Absorbtion

  • Before Knowing the result of an Attack or Spell Attack, you can use your Reaction to absorb the damage and heal that amount.  You must finish a Long Rest before you can use this feature again.

 

9 - Ring of Spell Power

  • Choose a 1st level Arcane spell from the Sorcerer's; Warlock's; Wizard's spell list, you can use your Action to cast this spell as an at-will use (unless it's a Reaction spell), Intelligence is your casting stat for this spell, you can cast this spell at it's highest level as if you were a full-caster. (They chose Identify)

 

10 - Handaxe of Returning +2 - 2lbs

  • 1d6+2
  • You can return the axe to you as a Bonus Action

11 - Gloves of Throwing - 2lbs

  • All range increments for throw weapons are now doubled when thrown.
  • Damage is a die-grade higher when weapons are thrown, 1d4 > 1d6 > 1d8 > 1d10 > 1d12;2d6 > 2d8

12 - Bracers of the Master - 1lb

  • +1 Armor class if no armor or shield are used.
  • Gain Advantage on one attack or spell attack, you must finish a Short or Long Rest before using this feature again.
#2

randl

Jul 03, 2015 10:51:09

There are some on the edge that expected rarity would effect.  I don't have my DMG for comparison, but in general if has a refresh type ability (short or long rest) it generally should have attunment.  Number 10 should definitely have attunement (the bond that allows you to summon it back).  Off the top of my head, the following wouldn't:

 

1 - Drift Cape - Worse than Ring of Feather falling.

5 - Ring of Warriors Might - While most rings require attunment, not all do.  This is one that would depend on expected rarity: attument if Rare, no attunement if Very Rare.

7 - Robe of Displacement - Usually worse than Cloak of Displacement (disadvantage until taken damage).

11 - Gloves of Throwing - See 5 Note that if attuned I would add the abilty to draw and throw a thrown weapon as a single attack action (similiar to ammunition).