Some magic items require a creature to form a bond with them before their magical. Rarity Character Level Bonus Value; Common: 1st or higher-50-100 gp: Uncommon: 1st or higher-101-500 gp: Rare: 5th or higher +1: 501 -5,000 gp: Very rare: 11th or higher. The attributes and power of magic items are suppressed in the force field. For example, a +1 long sword is regarded as a non-magic long sword in the force field. The attributes and power of magic.
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
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