![]() Additionally, a creature can't attune to more than one copy of an item. Any attempt to attune to a fourth item fails the creature must end its attunement to an item first. 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.Īn 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. If the short rest is interrupted, the attunement attempt fails. This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. ![]() 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.Īttuning 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). Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. ![]() (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. If the prerequisite is a class, a creature must be a member of that class to attune to the item. This bond is called attunement, and certain items have a prerequisite for it. Some magic items require a creature to form a bond with them before their magical properties can be used. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways. Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults.
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