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- How Many Magic Items In Dmg 5e 1
- 5e Magic Item Tables
- How Many Magic Items In Dmg 5e 2
- 5e Magic Items Cost
Magic Items A-Z. Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. Adamantine Armor. Armor (medium or heavy, but not hide), uncommon. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. DnD 5e Magic Items: A few common and rare, many uncommon. Insignia of Claws - HotDQ 94. Armor of Gleaming - XGtE 136. Dark Shard Amulet - XGtE 137. Moon-Touched Sword - XGtE 138. Adamantine Armor - DMG 150. Ammunition +1 - DMG 150. Wand of Magic Missiles - DMG 211. Wand of the War Mage +1 - DMG 212.
Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.
- 5Activating an Item
- 6Magic Items
- 7Sentient Magic Items
- 7.1Creating Sentient Magic Items
Attunement
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Wearing and Wielding Items
Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots.
Multiple Items of the Same Kind
Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
Paired Items
Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.
Activating an Item
Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.
Command Word
A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell.
![How Many Magic Items In Dmg 5e How Many Magic Items In Dmg 5e](https://i0.wp.com/theangrygm.com/wp-content/uploads/2019/03/Cost-Summary-1.png?resize=505%2C145&ssl=1)
Consumables
Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
Spells
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. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
![Many Many](http://tribality.com/wp-content/uploads/2014/11/wonder2.jpg)
Charges
Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.
Magic Items
Common
Item | Type | Subtype |
---|---|---|
Potion of Climbing | Potion | |
Potion of Healing (Magic Item) | Potion | |
Spell Scroll | Scroll |
Uncommon
Item | Type | Subtype |
---|---|---|
Adamantine Armor | Armor | medium or heavy, but not hide |
Ammunition, +1, +2, or +3 | Weapon | any ammunition |
Amulet of Proof against Detection and Location | Wondrous item | |
Bag of Holding | Wondrous item | |
Bag of Tricks | Wondrous item | |
Boots of Elvenkind | Wondrous item | |
Boots of Striding and Springing | Wondrous item | |
Boots of the Winterlands | Wondrous item | |
Bracers of Archery | Wondrous item | |
Brooch of Shielding | Wondrous item | |
Broom of Flying | Wondrous item | |
Circlet of Blasting | Wondrous item | |
Cloak of Elvenkind | Wondrous item | |
Cloak of Protection | Wondrous item | |
Cloak of the Manta Ray | Wondrous item | |
Decanter of Endless Water | Wondrous item | |
Deck of Illusions | Wondrous item | |
Dust of Disappearance | Wondrous item | |
Dust of Dryness | Wondrous item | |
Dust of Sneezing and Choking | Wondrous item | |
Efficient Quiver | Wondrous item | |
Elemental Gem | Wondrous item | |
Eversmoking Bottle | Wondrous item | |
Eyes of Charming | Wondrous item | |
Eyes of Minute Seeing | Wondrous item | |
Eyes of the Eagle | Wondrous item | |
Figurine of Wondrous Power | Wondrous item | |
Gauntlets of Ogre Power | Wondrous item | |
Gem of Brightness | Wondrous item | |
Gloves of Missile Snaring | Wondrous item | |
Gloves of Swimming and Climbing | Wondrous item | |
Goggles of Night | Wondrous item | |
Hat of Disguise | Wondrous item | |
Headband of Intellect | Wondrous item | |
Helm of Comprehending Languages | Wondrous item | |
Helm of Telepathy | Wondrous item | |
Immovable Rod | Rod | |
Javelin of Lightning | Weapon | javelin |
Lantern of Revealing | Wondrous item | |
Medallion of Thoughts | Wondrous item | |
Mithral Armor | Armor | medium or heavy, but not hide |
Necklace of Adaptation | Wondrous item | |
Oil of Slipperiness | Potion | |
Pearl of Power | Wondrous item | |
Periapt of Health | Wondrous item | |
Periapt of Wound Closure | Wondrous item | |
Philter of Love | Potion | |
Pipes of Haunting | Wondrous item | |
Pipes of the Sewers | Wondrous item | |
Potion of Animal Friendship | Potion | |
Potion of Giant Strength | Potion | |
Potion of Growth | Potion | |
Potion of Healing (Magic Item) | Potion | |
Potion of Poison | Potion | |
Potion of Resistance | Potion | |
Potion of Water Breathing | Potion | |
Restorative Ointment | Wondrous item | |
Ring of Jumping | Ring | |
Ring of Mind Shielding | Ring | |
Ring of Swimming | Ring | |
Ring of Warmth | Ring | |
Ring of Water Walking | Ring | |
Robe of Useful Items | Wondrous item | |
Rope of Climbing | Wondrous item | |
Shield, +1, +2, or +3 | Armor | shield |
Slippers of Spider Climbing | Wondrous item | |
Spell Scroll | Scroll | |
Staff of the Python | Staff | |
Stone of Good Luck (Luckstone) | Wondrous item | |
Trident of Fish Command | Weapon | trident |
Wand of Magic Detection | Wand | |
Wand of Magic Missiles | Wand | |
Wand of Secrets | Wand | |
Wand of Web | Wand | |
Wand of the War Mage, +1, +2, or +3 | Wand | |
Weapon, +1, +2, or +3 | Weapon | any |
Wind Fan | Wondrous item | |
Winged Boots | Wondrous item |
Rare
Item | Type | Subtype |
---|---|---|
Ammunition, +1, +2, or +3 | Weapon | any ammunition |
Amulet of Health | Wondrous item | |
Armor, +1, +2, or +3 | Armor | light, medium, or heavy |
Armor of Resistance | Armor | light, medium, or heavy |
Armor of Vulnerability | Armor | plate |
Arrow-Catching Shield | Armor | shield |
Bag of Beans | Wondrous item | |
Bead of Force | Wondrous item | |
Belt of Dwarvenkind | Wondrous item | |
Belt of Giant Strength | Wondrous item | |
Berserker Axe | Weapon | any axe |
Boots of Levitation | Wondrous item | |
Boots of Speed | Wondrous item | |
Bowl of Commanding Water Elementals | Wondrous item | |
Bracers of Defense | Wondrous item | |
Brazier of Commanding Fire Elementals | Wondrous item | |
Cape of the Mountebank | Wondrous item | |
Censer of Controlling Air Elementals | Wondrous item | |
Chime of Opening | Wondrous item | |
Cloak of Displacement | Wondrous item | |
Cloak of the Bat | Wondrous item | |
Cube of Force | Wondrous item | |
Dagger of Venom | Weapon | dagger |
Dimensional Shackles | Wondrous item | |
Dragon Slayer | Weapon | any sword |
Elven Chain | Armor | chain shirt |
Feather Token | Wondrous item | |
Figurine of Wondrous Power | Wondrous item | |
Flame Tongue | Weapon | any sword |
Folding Boat | Wondrous item | |
Gem of Seeing | Wondrous item | |
Giant Slayer | Weapon | any axe or sword |
Glamoured Studded Leather | Armor | studded leather |
Handy Haversack | Wondrous item | |
Helm of Teleportation | Wondrous item | |
Horn of Blasting | Wondrous item | |
Horn of Valhalla | Wondrous item | |
Horseshoes of Speed | Wondrous item | |
Instant Fortress | Wondrous item | |
Ioun Stone | Wondrous item | |
Iron Bands of Binding | Wondrous item | |
Mace of Disruption | Weapon | mace |
Mace of Smiting | Weapon | mace |
Mace of Terror | Weapon | mace |
Mantle of Spell Resistance | Wondrous item | |
Necklace of Fireballs | Wondrous item | |
Necklace of Prayer Beads | Wondrous item | |
Oil of Etherealness | Potion | |
Periapt of Proof against Poison | Wondrous item | |
Portable Hole | Wondrous item | |
Potion of Clairvoyance | Potion | |
Potion of Diminution | Potion | |
Potion of Gaseous Form | Potion | |
Potion of Giant Strength | Potion | |
Potion of Healing (Magic Item) | Potion | |
Potion of Heroism | Potion | |
Potion of Mind Reading | Potion | |
Ring of Animal Influence | Ring | |
Ring of Evasion | Ring | |
Ring of Feather Falling | Ring | |
Ring of Free Action | Ring | |
Ring of Protection | Ring | |
Ring of Resistance | Ring | |
Ring of Spell Storing | Ring | |
Ring of X-ray Vision | Ring | |
Ring of the Ram | Ring | |
Robe of Eyes | Wondrous item | |
Rod of Rulership | Rod | |
Rope of Entanglement | Wondrous item | |
Shield, +1, +2, or +3 | Armor | shield |
Shield of Missile Attraction | Armor | shield |
Spell Scroll | Scroll | |
Staff of Charming | Staff | |
Staff of Healing | Staff | |
Staff of Swarming Insects | Staff | |
Staff of Withering | Staff | |
Staff of the Woodlands | Staff | |
Stone of Controlling Earth Elementals | Wondrous item | |
Sun Blade | Weapon | longsword |
Sword of Life Stealing | Weapon | any sword |
Sword of Wounding | Weapon | any sword |
Vicious Weapon | Weapon | any |
Wand of Binding | Wand | |
Wand of Enemy Detection | Wand | |
Wand of Fear | Wand | |
Wand of Fireballs | Wand | |
Wand of Lightning Bolts | Wand | |
Wand of Paralysis | Wand | |
Wand of Wonder | Wand | |
Wand of the War Mage, +1, +2, or +3 | Wand | |
Weapon, +1, +2, or +3 | Weapon | any |
Wings of Flying | Wondrous item |
Very Rare
Item | Type | Subtype |
---|---|---|
Ammunition, +1, +2, or +3 | Weapon | any ammunition |
Amulet of the Planes | Wondrous item | |
Animated Shield | Armor | shield |
Armor, +1, +2, or +3 | Armor | light, medium, or heavy |
Arrow of Slaying | Weapon | arrow |
Bag of Devouring | Wondrous item | |
Belt of Giant Strength | Wondrous item | |
Candle of Invocation | Wondrous item | |
Carpet of Flying | Wondrous item | |
Cloak of Arachnida | Wondrous item | |
Crystal Ball | Wondrous item | |
Dancing Sword | Weapon | any sword |
Demon Armor | Armor | plate |
Dragon Scale Mail | Armor | scale mail |
Dwarven Plate | Armor | plate |
Dwarven Thrower | Weapon | warhammer |
Efreeti Bottle | Wondrous item | |
Figurine of Wondrous Power | Wondrous item | |
Frost Brand | Weapon | any sword |
Helm of Brilliance | Wondrous item | |
Horn of Valhalla | Wondrous item | |
Horseshoes of a Zephyr | Wondrous item | |
Ioun Stone | Wondrous item | |
Manual of Bodily Health | Wondrous item | |
Manual of Gainful Exercise | Wondrous item | |
Manual of Golems | Wondrous item | |
Manual of Quickness of Action | Wondrous item | |
Marvelous Pigments | Wondrous item | |
Mirror of Life Trapping | Wondrous item | |
Nine Lives Stealer | Weapon | any sword |
Oathbow | Weapon | longbow |
Oil of Sharpness | Potion | |
Potion of Flying | Potion | |
Potion of Giant Strength | Potion | |
Potion of Healing (Magic Item) | Potion | |
Potion of Invisibility | Potion | |
Potion of Speed | Potion | |
Potion of Vitality | Potion | |
Ring of Regeneration | Ring | |
Ring of Shooting Stars | Ring | |
Ring of Telekinesis | Ring | |
Robe of Scintillating Colors | Wondrous item | |
Robe of Stars | Wondrous item | |
Rod of Absorption | Rod | |
Rod of Alertness | Rod | |
Rod of Security | Rod | |
Scimitar of Speed | Weapon | scimitar |
Shield, +1, +2, or +3 | Armor | shield |
Spell Scroll | Scroll | |
Spellguard Shield | Armor | shield |
Staff of Fire | Staff | |
Staff of Frost | Staff | |
Staff of Power | Staff | |
Staff of Striking | Staff | |
Staff of Thunder and Lightning | Staff | |
Sword of Sharpness | Weapon | any sword that deals slashing damage |
Tome of Clear Thought | Wondrous item | |
Tome of Leadership and Influence | Wondrous item | |
Tome of Understanding | Wondrous item | |
Wand of Polymorph | Wand | |
Wand of the War Mage, +1, +2, or +3 | Wand | |
Weapon, +1, +2, or +3 | Weapon | any |
Legendary
Item | Type | Subtype |
---|---|---|
Apparatus of the Crab | Wondrous item | |
Armor, +1, +2, or +3 | Armor | light, medium, or heavy |
Armor of Invulnerability | Armor | plate |
Belt of Giant Strength | Wondrous item | |
Crystal Ball | Wondrous item | |
Cubic Gate | Wondrous item | |
Deck of Many Things | Wondrous item | |
Defender | Weapon | any sword |
Hammer of Thunderbolts | Weapon | maul |
Holy Avenger | Weapon | any sword |
Horn of Valhalla | Wondrous item | |
Ioun Stone | Wondrous item | |
Iron Flask | Wondrous item | |
Luck Blade | Weapon | any sword |
Plate Armor of Etherealness | Armor | plate |
Potion of Giant Strength | Potion | |
Ring of Djinni Summoning | Ring | |
Ring of Elemental Command | Ring | |
Ring of Invisibility | Ring | |
Ring of Spell Turning | Ring | |
Ring of Three Wishes | Ring | |
Robe of the Archmagi | Wondrous item | |
Rod of Lordly Might | Rod | |
Scarab of Protection | Wondrous item | |
Sovereign Glue | Wondrous item | |
Spell Scroll | Scroll | |
Sphere of Annihilation | Wondrous item | |
Staff of the Magi | Staff | |
Talisman of Pure Good | Wondrous item | |
Talisman of Ultimate Evil | Wondrous item | |
Talisman of the Sphere | Wondrous item | |
Universal Solvent | Wondrous item | |
Vorpal Sword | Weapon | any sword that deals slashing damage |
Well of Many Worlds | Wondrous item |
Artifacts
Artifact | Type | Subtype |
---|---|---|
Orb of Dragonkind | Wondrous item |
Sentient Magic Items
Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.
Creating Sentient Magic Items
When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.
Abilities
A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.
Communication
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
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Senses
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
![Items Items](https://i.pinimg.com/originals/3b/59/65/3b5965983fa8077b574e3b04e2f52ad7.jpg)
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Alignment
A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.
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Special Purpose
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
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Conflict
A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:
How Many Magic Items In Dmg 5e 1
- The item insists on being carried or worn at all times.
- The item demands that its wielder dispose of anything the item finds repugnant.
- The item demands that its wielder pursue the item's goals to the exclusion of all other goals.
- The item demands to be given to someone else.
If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:
- Make it impossible for its wielder to attune to it.
- Suppress one or more of its activated properties.
- Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.
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5e Magic Item Tables
This is part of the 5e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith. |
How Many Magic Items In Dmg 5e 2
Magic Items are gleaned from the hoards of conquered Monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.
Attunement
5e Magic Items Cost
Some Magic Items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a Spellcasting class, a monster qualifies if it has Spell Slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Shield that requires attunement provides the benefits of a normal Shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails. Otherwise, at the end of the Short Rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three Magic Items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one Ring of Protection at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the Prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another Short Rest focused on the item, unless the item is Cursed.
Wearing and Wielding Items
Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a Yuan-ti with a snakelike tail instead of legs can’t wear boots.
Multiple Items of the Same Kind
Use Common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
Paired Items
Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.
Activating an Item
Activating some Magic Items requires a user to do something Special, such as holding the item and uttering a Command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.
Command Word
A Command word is a word or phrase that must be spoken for an item to work. A magic item that requires a Command word can’t be activated in an area where sound is prevented, as in the area of the Silence spell.
Consumables
Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
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. The spell uses its normal Casting Time, range, and Duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s Effects, with their usual Duration. Certain items make exceptions to these rules, changing the Casting Time, Duration, or other parts of a spell.
magic item, such as certain staffs, may require you to use your own Spellcasting Ability when you Cast a Spell from the item. If you have more than one Spellcasting Ability, you choose which one to use with the item. If you don’t have a Spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your Spellcasting Ability modifier is +0 for the item, and your Proficiency Bonus does apply.
Charges
Some Magic Items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an Identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.