Attune to magical item

Post/Author/DateTimePost
#1

Sorxores

Oct 12, 2014 16:20:19

in the DDEX, the starter kit and teh HotDQ we have multiple item that require attunements. but there is no rule about attunement other then it take 1 short rest to attune to a weapon.

 

Back in the playtest, you had a maximum number of attunement possible. you could attune only to a number of item equal to your Charisma Modifier (minimum 1). Did this rule got removed from the game? or are we just waiting on the DMG to see it?

 

Then some item, You must be a bard, sorcerer, warlock, or wizard to become attuned to this it (like the staff of fire). but other item like staff of defense or the spider staff still need attunement but no such class restriction exist, anyone know what is happenign with this?

 

In order to use a scroll you need the spell on your spell list or you need to succeed in a spellcasting check. but wand seem to be useable by everyone, so the barbarian can use the wand of magic missile in order to have a range option?

#2

JerboaTheFeared

Oct 12, 2014 17:30:35

It's there, in the DM guide basic rules pdf. Page 59: "A creature can be attuned to no more than 3 magic items at any given time."

 

Good question about the wand. Depending on how you read it, either everyone can cast the spell, or it enables casting the spell without using material components or spell slots. (i.e. only useful if you can already cast the spell.) I would probably lean to the first option and hope that the DMG is clearer about it. The wand of magic missile only has 7 charges per day anyway.

 

#3

Sorxores

Oct 13, 2014 5:27:51

and is there a limit of non magical item you can wear? like in past edition you could only have 1 armor, 1 cloak, 1 helm, 1 necklace/brooch, 2 ring etc...

 

but I didn't see such limitation yet. so could I wear 10 rings? or even 20 (2 on each finger) could I wear 3 magical armors (considering that a full plate is the combination or a padded armor, a chain shirt and the plating) so if I get a full plate +1 of glamour(can change it's appearance), a padded armor +1 of shadow (armor do not give you disavantage on stealth) and a chain shirt+1 of fire resistance (give you fire resistance) would result into a full plate +3 of glamour/shadow/fire resistance?

 

can I cover my armor with broochs?

 

Can I have 2 cloaks?

I understand you cannot have 2 boots (unless one is specially made to cover an other like shoe covers) but those that could reasonably have more then 1 together (like rings or composite armor)

#4

Nevvur

Oct 13, 2014 7:11:27

Plate armor may consist of those different layers, but  I would consider the enchantment to be woven into the sum. Take out the chain and padding and you've taken out the enchantment. 

 

But to cover all those examples, I say this... For out of character reasons, namely balance/anti-munchkinism, keep to one functioning magic item per 'slot' (two rings). In character, the DM can explain the magical effects as disrupting one another, or something. You certainly can wear two cloaks and twenty rings. However, this is an instance of mechanical balance trumping what's realistically possible. If the items are nonmagical, it's purely a matter of fashion sense.

 

On further thought, I might distinguish between passive and active effects. For instance, I'd probably allow a ring of frost resist and a ring of fire resist to continue functioning if the wearer also had a ring of magic missiles he wanted to fire. But as previously stated, the guide says only three attuned items at once.

 

On the wand question, the magic items I've seen state their requirements in the description, to include race or class restrictions. Example from HotDQ:

 

Staff of Fire
Staff, very rare, requires attunement
You must be a bard, sorcerer, warlock, or wizard to 
become attuned to this staff.

While you hold this staff, you have resistance to 
fire damage. In addition, you can use an action to 
expend some of the staff’s 10 charges to cast one of the 
following spells without using any components, using 
your spell save DC: burning hands (1 charge), fireball (3 
charges), or wall of fire (4 charges)
The staff regains 1d6 + 4 expended charges each day 
at dawn. However, if you expend the last charge, roll a 
d20. On a 1, the staff blackens, crumbles into cinders, 
and is destroyed.

 

So if the wand doesn't have a class requirement, your barbarian can use it. 

(Reply to #4)

Sorxores

Nevvur wrote:
(Reply to #3)

Coredump00

Sorxores wrote:
#7

Timborama

Oct 13, 2014 11:26:48

Yet another example of:

 

Dangit guys, just wait until the DMG before you start spouting weird nonsense for rules that don't even exist yet

 

For now DMs will adjucate (per usual) and stop silly shenanigans from existing where the rules don't exist. Then the rules will exist and stop these silly shenanigans from existing in the first place...Well...hopefully!

#8

Illithidbix

Oct 14, 2014 15:32:32

Seems fairly clear to me.

 

Using a Magic Item
A magic item’s description explains how the item works.
Handling a magic item is enough to give a character a sense that something is extraordinary about the it.
Casting the identify spell on the item then reveals its properties. Alternatively, a character can concentrate on the item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Certain magic items require a user to attune to them before their magical properties can be used. Attuning to a magic item requires that you spend a short rest concentrating on it (this can’t be the same short rest used to learn an item’s properties). Depending on the nature of the item, this concentration can take the form of prayers, weapon practice, or meditation. In any case the concentration period must be uninterrupted.
Once you are attuned to an item, you can use its magical properties.
An item can be attuned to only one creature at a time.
A creature can be attuned to no more than three magic items at any given time, and you can attune yourself to only one item during a short rest.
Your attunement to an item ends when the item has been more than 100 feet away from you for 24 hours and when you die. You can also voluntarily end your attunement to an item with another short rest.

#9

Theros

Oct 15, 2014 6:28:23

Timborama wrote: