Magic item attunement description. Edit: PDF of all item handout templates in 3x3 sheets here. Magic item attunement description

 
 Edit: PDF of all item handout templates in 3x3 sheets hereMagic item attunement description  So the Artificer makes a magical staff

Nov 22, 2015. For example, a Very Rare magic item formula would require 2,000 gp and 2. 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. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its. Some magic items require a creature to form a bond with them before their magical properties can be used. After the first book of the Shattered Star AP some of the PCs already have 3 attuned items each, the limit is a good way to give out items without things going crazy, and not have to worry too much about stacking - eg I can give out multiple AC-boosting items, and as long as they require attunement there's no need for 3e/PF style 'insight. This rechargeable rare item takes the role of a spellcasting focus, and will give Druids a +2 to their spell hit and damage rolls. I'm assuming I have to set the item to Active somewhere, but I don't see an option other than checking the Attuned box in the Magic Items tab for the item and clicking the little shield icon in the Actor sheet to denote that it's equipped, and. That specifies what a "normal" attunement is, but that does not specify what artificer gets. If more than one spell is given as a. Attunement. A little boring, but strong in that it allows for even greater versatility. Therefore, unlike 4e, the number of magic item slots available to characters are very limited and magic items must be carefully considered. It has no effect on you if your Constitution is already 19 or higher. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Magic Item Descriptions The magic items in this section are presented in alphabetical order. There are magic items that you can use freely like. but given that Magic Item Savant specifies attunement, it is more clear that the Thief. A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. 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. Prosthetic limbs no longer require attunement. While wearing these dark lenses, you have darkvision out to a range of 60 feet. Magic Item Descriptions Five legendary magic items from Dungeons & Dragons: Honor Among Thieves are presented here for your enjoyment. Type, Rarity (attunement?) From Dungeon Master's Guide, page 173. 5 Answers. Description []. You ignore all class, race, spell, and level requirements on attuning to or using magic items. If the prerequisite is a class, a creature must be a member of that class to attune to the item. There are magic items that you can use freely like. Found on Magic Item Table F. Basic. While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the prerequisite is a class, a creature must be a member of that class to attune to the item. Items with attunement can be a bit 'better' than normal items as. Artificer Infusions. 1. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways. While you're wearing it, any critical hit against you becomes a normal hit. The Dungeon Master's Guide explicitly mentions that an item which requires attunement can have a class as a prerequisite, on page 136: Some magic items require a creature to form a bond with them before their magical properties can be used. Found on Magic Item Table B. But not all magic items require Attunement, and plenty of really good ones don’t. Barrier Tattoo. You also need to be in physical contact with the item. Holding the drum gives you a bonus to spell attack rolls and saving throw DCs of your Bard spells. Your Intelligence score is 19 while you wear this headband. Test of Wills. CryptoIf a magic item requires attunement, none of its magical properties function without attunement, unless its description says otherwise. Some infusions specify a minimum artificer level. The spell-refueling ring is an artificer infusion that allows an artificer to turn a normal ring into one that can restore a spell slot of up to third level as an action once per day. From Tasha's Cauldron of Everything, page 120. The staff has 20 charges for the following properties. Magic Attunement is a Mage talent that increases the effect of your Amplify Magic and Dampen Magic spells by up to 50% at max rank and increases the range of all Arcane. Perhaps one of the most well-known Druid items, the Staff of the Woodlands is popular for a reason. Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. You have quoted the relevant rule: Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. Items are presented in alphabetical order. ". You gain a +3 bonus to attack and damage rolls made with this magic weapon. 41+ Roll 1d4 times on Magic Item Table I. Compendium - Sources->Tasha’s Cauldron of Everything. When a magic item requires attunement, you must attune to get the magical benefits. Note that I haven't played any tabletop D&D 5e before, so. You can use an action to press the button, which causes the rod to become magically fixed in place. While an attuned creature. )Attunement. Magic items can be used by anyone barring restrictions. Some magic items require a creature to form a bond with them before their magical Properties can be used. This way you don't have a character able to have an unlimited number of powerful items they can use. In most cases, a magic item that’s meant to be worn can. Following any of these steps will bring you to the Create Homebrew Item page, where you’ll have two options: We’re going to use the second option to make my item the Huntress’s Bow. A magic item’s description specifies whether the item is cursed. Considering the normal attunement process doesn't including anything regarding only allowing the creator of the item to attune to an item, or infusions at all, there's no reason to believe it prevents an infusion from being attuned to by someone other than the artificer. At the bottom of the spell list it does have the following message: Magic Items - tot 1, actives: 0. If a magic item requires attunement, only the attuned creature can benefit from that item's effects. ago. There are magic items that you can use freely like. (If the class is a spellcasting class, a monster. Some infusions specify a minimum artificer level. An item's description gives the item's name, its category, its rarity, and its properties. It seems like that would mean a Thief rogue can not attune to a magic item if it has a specific requirement on who can attune to it (e. Magic Item Descriptions Five legendary magic items from Dungeons & Dragons: Honor Among Thieves are presented here for your enjoyment. This bond is called attunement, and certain items have a prerequisite for it. That's purposeful; magical items are much better when even a +1 represents a significant boost to hit. Attunement is an integral part of any character’s journey in Dungeons and. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, if I'm creating a homebrew moonblade, the attunement description needs to read "requires attunement by an elf. While the weapon is on your person, you have advantage on initiative rolls. Alternatively, they Might find someone who is willing to identify their item for 10 gp. Ring of Spell Storing. Wand, rare (requires attunement by a spellcaster). Attunement Some magic items require a creature to form a. Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Items. While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. In the tabletop RPG version of D&D 5E, many magic items require a player to "attune" to them in order to use their magic properties, and players can only do so to three magic items at once. Attunement. According to the rules of the spell: The spell asks you to choose up to 10 non magical items. Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. 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. If the prerequisite is a class, a creature must be a member of that class to attune to the item. The way it works is rather simple. Choad the rule writer says the magical item is still magical. In this case, we change the ATTUNEMENT DESCRIPTION field to, "creature able to use light armour, that also has proficiency in the Stealth skill. feel & backstory all can be likewise changed without creating a functionally different magic item. mike11499 Rogue • 2 yr. Rya. You can't attune and identify an item during the same short rest. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Magic Item Type Rarity Attunement Description Source ; Adamantine. You have a climbing speed equal to your walking speed. Some magical items require the character to attune to the item. A creature can have a number of magic items attuned to it at any time equal to its Charisma modifier (minimum 1). For example, this search for “unarmed” yields six magic items mentioning “unarmed”. This would create some odd scenarios such as having a magic mouth concentrate on spells cast from magic items. This bond is called attunement, and certain items have a prerequisite for it. Staff of the Python. As an aside, the fork being attuned with a plane has absolutely nothing to do with characters being “attuned” to magic items. Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. While wearing this hat, you can use an action to cast the Disguise Self spell from it at will. The way it works is rather simple. From Dungeon Master's Guide, page 172. Attunement is the only requirement for using the tattoo. A D&D creature can use magic items, unless its anatomy or a rule precludes such use. ? The phrase "natural aptitude" suggests nonmagical, but a character could have been using a magic item for years which seems virtually. Some magic items require a creature to form a bond with them before their magical properties can be used. However, majority of strong items require Attunement like: cloak of protection, cloak of displacement, boots of speed, etc. and thought I'd share it with the community. This tag is for questions that relate to this mechanic and its application at the table. Whatever the nature of the magic contained in a scroll, unleashing that magic requires the user to read the scroll. unless its description states otherwise. The way it works is rather simple. Some magic items require a creature to form a bond with them before their magical properties can be used. [ Broche de défense ] Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. That said, the beast companion's description states: The beast obeys your commands as best as it can. The way it works is rather simple. Sword of Answering. Wondrous Item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The idea that magic items need time to attune to a new possessor is, to my understanding, a more modern rule, largely atypical of magic items in Pathfinder and its antecedents,. This is the description of the magic item: Uncommon, requires attunement While you are attuned to this item, you have a +2 bonus to all dexterity based checks (including initiative and skills. Compendium - Sources->Xanathar's Guide to. Cloak of Protection. You have a climbing speed equal to your walking speed. This flat iron rod has a button on one end. 1. Crafting Magic Items. Attune Extra Source; Adamantine Armor: Armor: Uncommon: no: medium or heavy, but not hide:This is the description of the magic item: Uncommon, requires attunement While you are attuned to this item, you have a +2 bonus to all dexterity based checks (including initiative and skills. Description. The Adventurers League FAQ v9. First, I wonder whether a Homunculus Servant can use magic items, especially if they require attunement. Prerequisite: 14th-level artificer. Description: This spear is made from red metal. The item does magical damage. If you reduce the damage to 0,. To attune to this item, you must wear it on. Share. You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. Magic Item Savant. The target's game statistics, including mental ability. Description. If the prerequisite is a class, a creature must be a member of that class to attune to the item. 18th-level feature +1 max magic item attunement (6. First, I wonder whether a Homunculus Servant can use magic items, especially if they require attunement. 6 lbs. Attunement to any given item can end if the creature is more than 100ft from the item for more than 24 hours. Replicate Magic Item. Staff Of The Woodlands Is A Druid Staple In D&D. Let's take a look at the Antimagic Field spell and the item attunement rules. Magic Item Name. The description of each infusion tells you the type of item that can receive it. 1. Attunements last until you spend 24 hours 100 ft away from an item, die, the item gets attuned by someone else or you unattune. ) Please include as much detail as possible in order for these magic items to be useful and helpful to others. Description [] Wondrous item, uncommon (requires attunement). Top 10 Magic Items for Artificers. Even if you aren't attuned to the sword, you gain a +1 bonus on attack and damage rolls made with this weapon. The "Using a Magic Item" section of the rules explains what "using a magic item" entails: A magic item’s description explains how the item works. What this means is to fully. Ok. Found on Magic Item Table B. Attunement. 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. It is used to make sure players can get a lot of magic items, but limits how many of them they can have active at the same time. For the rules on magic items, see the Dungeon Master’s Guide. From Dungeon Master's Guide, page 159. Attunement is a mechanic from tabletop 5e. So, most folks think the major point of this spell is to limit over-abundance of magic items by imposing a per-character maximum (3 attunements at a time) and to prevent players from sharing around a. covering other materials, tools, and so on, based on the item’s rarity. Stone of Good Luck. There are many very cool and some incredibly strong magical items that require 0 attunement and therefore don't take up a slot. You ignore all class, race, spell and level requirements on attuning to or using a magic item. The description of the tattoo outlines how to attune to the tattoo. You can’t attune to items of the same name. I die, thus ending attunement to it. Attunement Some magic items require a creature to form a bond with them before their magical properties can be used. So the Artificer makes a magical staff. Attunement. Since an Awakened tree uses the stat block in the monster manual it certainly qualifies as a creature. The description of each item category. However, the rules for custom magic items on DMG 284-5 do mention attunement. Attunement is a mechanic from tabletop 5e. Found on Magic Item Table F. In this case, we change the ATTUNEMENT DESCRIPTION field to, "creature able to use light armour, that also has proficiency in the Stealth skill. The Dungeon Master’s Guide provides guidelines for magic item creation, which are a good start. RAW uncertain, RAI no attunement transfer. The attuning character also gains an entirely new personality. page 210. This effect is akin to cursing the magic item, but it can reflect just how powerful the item is compared to its low-level wielder. At the end of the rest, the character. Magic Item Attunement. It then specifies three ways for them to learn what a magic item does: Casting the identify spell; Focus on the item while in physical contact during a short rest Identifying spell effects currently affecting an item/creature or spell origins of an item, learning the number of charges of a magic item, and dramatically reducing the time expense. Magic Item Savant. Found on Magic Item Table I. Staff of Defense – A great way to get free mage armor, and shields while also granting Wizards a bonus to armor class. To learn more, a. Since I haven't been able to find a list like this already I decided to make a list to be able to quickly look up items for specific classes/races/etc. Artificer Infusions. As well as using more permanent magic items, per this unofficial tweet: The magic item attunement of your companions has no effect on the number of. If the campaign is magic-heavy enough that PCs can buy +1 armors and such on demand, then you might consider limiting Steel Defender to 1 or 0 Attunement slots. Create a magic item from scratch. The Sun Blade longsword hilt radiates energy to form a blade. Artificer Infusions. Becoming attuned to it extends the curse to you. Description [] Wand, rare (requires attunement by a spellcaster). The Artificer class table lists the maximum number of infused items you can have at any one time. If you want to use any of the content, please read the. Periapt of Proof Against Poison: Poison can really mess you up. A collection of random generators for Dungeons & Dragons and other tabletop role-playing gamesAt 14th level, your skill with magic items deepens more: You can attune to up to five magic items at once. From Dungeon Master's Guide, page 184. Attunement. Basically if I understand, the only restriction is the specific restrictions listed on specific Attunement descriptions (eg, Robe of the Archmagi requires an arcane magic user of a specific alignment). A Ring of Protection is a rare magic item that grants any wearer attuned to it a +1 bonus to their Armor Class. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. The worst level 20 wizard had a higher to hit than. . Tattoo Attunement. This bond is called attunement, and certain items have a prerequisite for it. If you are flying when the duration expires, you descend. Wearing this blindfold causes the wearer to go blind, however they gain Blindsense out to 30 feet while it is worn. You ignore all class, race, spell, and level requirements on attuning to or using a magic item. Attunement is a mechanic from tabletop 5e. Found on Magic Item Table G. You can increse the spell slot level by one for each additional charge you expend. It has no effect on you if your. Remember, BAB was one per level for martial in 3. So my questions is when (or what) items require attunement in order to…5. Magic Item Name. Yes. Wondrous item, uncommon (requires attunement). This bond is called attunement, and certain items have. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Attunement. Magic Attunement is a Mage talent that increases the effect of your [Amplify Magic] and [Dampen Magic] spells by up to 50% at max rank and increases the range of all Arcane. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Wondrous item, rarity varies (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Uncommon magic item, no attunement. From Dungeon Master's Guide, page 194. The descriptions of those features appear in the. This method requires an Arcana check for non humans to tell if something is magical. It requires attunement. For example, the Staff of the Woodlands requires attunement by a Druid, so you need to have at least 1 level in Druid in order to attune to the item. However, as the illusion magic takes effect, the visage shifts to show the viewer's deepest desires or fears. The spell brings to your mind a brief summary of the significant lore about the thing you named. martial weapon, longsword. If the attunement has a. - Including rules to make Vestiges of Divergence from Explorer's Guide to Wildemount, Hoard Magic Items from Fizban's Treasury of Dragons, and Franchise Equipement from Acquisitions Incorporated. Note, of course, that some items make for better. Like all aspects of D&D, attunement comes with its own set of rules. After a long rest, you can infuse more than one nonmagical item. The spell ends if the hat is removed. Naturally, items that are good and do not require attunement will be given greater consideration. Magic items are technically an optional rule, and DnD 5e is (allegedly) balanced so that the game works without magic items. For instance, a Bard trying to attune to a magical lute could spend a short rest messing around with the tuning of the lute to become familiar with the item and forge that bond. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. According to the rules on attunement: A creature's attunement to an item ends if the. Weapon (any), uncommon (requires attunement). Replicate Magic Item. As a bonus action, you can retract the armblade into your forearm or extend it from there. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. However, the rules for custom magic items on DMG 284-5 do mention attunement. DMs can provide monster loot with magic wands without breaking the game because wands won’t cast any spell the DM isn’t ok with. While it is extended, you can use. Replicable Items (2nd-Level Artificer) Magic Item Attunement. Attunement Some magic items require a creature to form a bond with them before their magical properties can be used. The descriptions follow the same pattern overall, but the details will vary to create different magic systems. Staff, rare (requires attunement by a bard, cleric, or druid). So we need to change it. 8) So, make sure you are abiding by your 3 item attunement limit. Any such conflict is resolved as a Charisma contest between the magic item and its user. DMG wording - Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. You ignore all class, race, spell, and level requirements on attuning to or using a magic item. Brooch of Shielding. The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores. Here's the Remove Curse description: At your touch, all curses affecting one creature or object end. The staff has 10 charges, which are used to fuel the spells. " Once the item is created, text entered into that field shows up as: "requires attunement by a [whatever]. 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. Wondrous Item, uncommon. Using an action lets you touch the item, transforming it into any type of Artisan’s tool. To attune to a magic item, you just have your character spend an hour studying how it works. Depends on the actual description. Description [] Wondrous item, uncommon. Rather than have a legendary magic item take up one attunement slot, have it take up all of their slots. Magic Item Savant. Most of the classes get only 3 slots to attune to, with the exception of Artificer. The way it works is rather simple. Using a Magic Item. Attunement costs a number of points, usually between 1-3, with 2 points being the value of “normal” 5e attunement. It is used to make sure players can get a lot of magic items, but limits how many of them they can have active at the same time. As you note, the item's description states that the first time one attunes to the sword, they are transformed and no magic can reverse it, not even divine intervention. A simple screwdriver that can turn into a variety of tools. We tend toward resource-intensive situations so extra attunement slots will definitely make the wizard and simulacrum more powerful, and make the party more powerful. Description. Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. This description generator will generate a fairly random description of a the way magic works in a random world. Attunement. Most of the classes get only 3 slots to attune to, with the exception of Artificer. I'd say ask your DM, but since it's AL, you don't have that option to tweak RAW. Every Shield Guardian has an amulet magically linked to it. The character he is talking about is the main characters friend/pet who is a pig. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. And an item. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. apply a −10 penalty for low magic campaigns or a +10 bonus for high magic campaigns. Some magic items require a creature to form a bond with them before their magical properties can be used. Type. Casters don't need a +1 focus to be effective. Item: A simple or martial weapon (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. A comprehensive list of all official magic items for Fifth Edition. It is specified who can attune to the item in an item's description. This weapon can have its curse removed by casting the banishment spell on it, but only because it's description explicitly describes that it is possible. The more powerful a magic item is, the more likely it will require the player to attune themselves to it to reap all of its benefits. Furthermore,. The intent seems to be that you can only attune to magic items that require it. The ability to have multiple tattoos attuned with a single attunement slot seems like they are going against some of the things that will break the game; concentration and increased magic item attunements. Wondrous item, uncommon. Attunement. Using a Magic Item. Prosthetic limbs no longer require attunement. Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. Best Magic Items for the Wizard in 5e 15. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. The way it works is rather simple. So you couldn't just hand over your items and have them already be attuned, or have a spell that targets self also. ] The tooth can't be removed while you are attuned to the teeth and you can't voluntarily end your attunement to them. Item Tags: Warding Outerwear. Armor (medium or heavy, but not hide), uncommon. Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. Compendium - Sources->Basic Rules. An infusion works on only certain kinds of objects, as specified in the infusion’s description. From there, you can select “Create a Magic Item. This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. A white. 5 workweeks to reproduce. The description of each item category or individual item details how an item is activated. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. I've managed to create a homebrew magic item based on this so it has the correct Spell Attack Modifier (+5) but was wondering why the base did not already have this included. Most of the classes get only 3 slots to attune to, with the exception of Artificer. Found on Magic Item Table F. You ignore all class, race, and level requirements on the use of magic items. Compendium - Sources->Tasha’s Cauldron of Everything. Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. This item requires attunement twice before its magical properties apply. Please include as much detail as possible in order for these magic items to be useful and helpful to others. It will end if the attuned creature dies. So the rules are that creatures can attune magic items. Compendium - Sources->Basic Rules. Some infusions specify a minimum artificer level. You can use the identify spell to identify any spell effects an item or creature is currently being affected by or the spell used to create an item (see the spell. Requires attunement. Starshot Crossbow. The description of each of the following infusions details the type of object. While the blade exists, this magic longsword. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. Artificers have invented numerous magical infusions that rapidly create magic items. Except for potions, you need a short rest to identify the item or use the identify spell. Item: A simple or martial weapon (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it. (no description was given in game that I recall) Once per day the wearer can cast Finger of Death. If you are not attuned to Hazirawn, you deal an extra 1d6 necrotic. Amulet of Health (Requires Attunement) The Amulet of Health is yet another simple but powerful magic item for martial characters. Please include as much detail as possible in order for these magic items to be useful and helpful to others. These gloves seem to almost meld into your hands when you don them. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. Armor (medium or heavy, but not hide), uncommon. The drum’s rarity determines the bonus. For example, the steel defender is a creature that can reasonably use many different magic items. The rules for attunement are unambiguous: Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. While you're wearing it, any critical hit against you becomes a normal hit. the holy avenger). This bond is called attunement, and certain items have a prerequisite for it. Decide whether the item requires a character to be attuned to it to use its properties. Aside from that it's all fair game. See full list on tabletopjoab. Rarity – Uncommon (+1), Rare (+2), Very Rare (+3) (all requiring attunement) Item Type – Wondrous item. No Wand sheath (detailed in chapter 5) Yes Replicable Items (10th-Level Artificer) Magic Item Attunement Boots of striding and springing Yes Boots of the winterlands Yes. Dungeon Master´s Guide (SRD) → DnD 5e Magic Items. Dungeon Master´s Guide (SRD) Alchemy Jug: Wondrous item: uncommon: Dungeon Master´s Guide (BR) Ammunition +1, +2, or +3: Weapon : uncommon (+1) rare (+2.