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Dungeon Master's Guide

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Dwarves might make items usable only by dwarf-sized<br />

and dwarf-shaped characters.<br />

When a nonhumanoid tries to wear an item, use your<br />

discretion as to whether the item functions as intended.<br />

A ring placed on a tentacle might work, but a yuan-ti<br />

with a snakelike tail instead of legs can't wear boots.<br />

MULTIPLE ITEMS OF THE SAME KIND<br />

Use common sense to determine whether more than<br />

one of a given kind of magic item can be worn. A<br />

character can't normally wear more than one pair of<br />

footwear, one pair of gloves or gauntlets, one pair of<br />

bracers, one suit of armor, one item of head wear, and<br />

one cloak. You can make exceptions; a character might<br />

be able to wear a circlet under a helmet, for example, or<br />

be able to layer two cloaks.<br />

PAIRED I T EMS<br />

Items that come in pairs- such as boots, bracers,<br />

gauntlets, and gloves-impart their benefits only if both<br />

items of the pair are worn. For example, a character<br />

wearing a boot of striding and springing on one foot and<br />

a boot of elvenkind on the other foot gains no benefit<br />

from either item.<br />

ACTIVAT I NG A N I TEM<br />

Activating some magic items requires a user to do<br />

omething special, such as holding the item and uttering<br />

a command word. The description of each item category<br />

or individual item details how an item is activated.<br />

Certain items use one or more of the following rules for<br />

their activation.<br />

If an item requires an action to activate, that action<br />

isn't a function of the Use an Item action, so a feature<br />

such as the rogue's Fast Hands can't be used to<br />

activate the item.<br />

C OMMAND WORD<br />

A command word is a word or phrase that must be<br />

poken for an item to work. A magic item that requires<br />

a command word can't be activated in an area where<br />

ound is prevented, as in the area of the silence spell.<br />

C ONSUMABLES<br />

Some items are used up when they are activated. A<br />

potion or an elixir must be swallowed, or an oil applied<br />

to the body. The writing vanishes from a scroll when it is<br />

read. Once used, a consumable item loses its magic.<br />

MAGIC ITEM FORMULAS<br />

A magic item formula explains how to make a particular<br />

magic item. Such a formula can be an excellent reward if you<br />

allow player characters to craft magic items, as explained in<br />

ch apter 6, "Between Adventures."<br />

You can award a formula in place of a magic item. Usually<br />

written in a book or on a scroll, a formula is one step rarer<br />

tha n the item it allows a character to create. For example,<br />

the formula for a common magic item is uncommon. No<br />

fo rmulas exist for legendary items.<br />

If the creation of magic items is commonplace in your<br />

ca mpaign, a formula can have a rarity that matches the<br />

rar ity of the item it allows a character to create. Formulas for<br />

common and uncommon items might even be for sale, each<br />

with a cost double that of its magic item.<br />

SPELLS<br />

S ome magic items allow the user to cast a spell from<br />

the item. The spell is cast at the lowest possible spell<br />

level, doesn't expend any of the user's spell slots, and<br />

requires no components, unless the item's description<br />

says otherwise. The spell uses its normal casting time,<br />

range, and duration, and the user of the item must<br />

concentrate if the spell requires concentration. Many<br />

items, such as potions, bypass the casting of a spell<br />

and confer the spell's effects, with their usual duration.<br />

Certain items make exceptions to these rules, changing<br />

the casting time, duration, or other parts of a spell.<br />

A magic item, such as certain staffs, may require<br />

you to use your own spellcasting ability when you<br />

cast a spell from the item. If you have more than one<br />

spellcasting ability, you choose which one to use with<br />

the item. If you don't have a spellcasting ability-perhaps<br />

you're a rogue with the Use Magic Device feature- your<br />

spellcasting ability modifier is +0 for the item, and your<br />

proficiency bonus does apply.<br />

CHARGES<br />

Some magic items have charges that must be expended<br />

to activate their properties. The number of charges an<br />

item has remaining is revealed when an identify spell<br />

is cast on it, as well as when a creature attunes to it.<br />

Additionally, when an item regains charges, the creature<br />

attuned to it learns how many charges it regained.<br />

MAGIC I T EM R ESILIENCE<br />

Most magic items are objects of extraordinary<br />

artisanship. Thanks to a combination of careful crafting<br />

and magical reinforcement, a magic item is at least as<br />

durable as a nonmagical item of its kind. Most magic<br />

items, other than potions and scrolls, have resistance<br />

to all damage. Artifacts are practically indestructible,<br />

requiring extraordinary measures to destroy.<br />

SPECIAL FEATURES<br />

You can add distinctiveness to a magic item by thinking<br />

about its backstory. Who made the item? Is anything<br />

unusual about its construction? Why was it made, and<br />

how was it originally used? What minor magical quirks<br />

set it apart from other items of its kind? Answering<br />

these questions can help turn a generic magic item,<br />

such as a +llongsword, into a more flavorful discovery.<br />

The tables that follow can help you come up with<br />

answers. Roll on as many of these tables as you like.<br />

Some of the table entries make more sense for certain<br />

items than for others. Some magic items are made<br />

only by certain kinds of creatures, for instance; a cloak<br />

of elvenkind is made by elves, rather than dwarves. If<br />

you roll something that doesn't make sense, roll again,<br />

choose a more appropriate entry, or use the rolled detail<br />

as inspiration to make up your own.<br />

VARIANT: WANDS THAT DoN'T RECHARGE<br />

A typical wand has expendable charges. If you 'd like wands to<br />

be a lim ited resource, you can make some of them incapable<br />

of regaining charges. Consider increasing the base number of<br />

charges in such a wand , to a maximum of25 charges. These<br />

charges are never regained once they're expended.<br />

CHAPTER 7 I TREASURE

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