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Equipment Rules — page 102

Equipment Rules rules and reference.

Item Cost

Comfortable 2 SP Wealthy 3 SP Aristocratic 6 SP

Item Cost

Wine (bottle) Common 2 SP Fine 10 GP Hirelings Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters. Hirelings Service Cost Skilled hireling 2 GP per day Untrained hireling 2 SP per day Messenger 2 CP per mile Spellcasting Most settlements contain individuals who are willing to cast spells in exchange for payment.

If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services Spell Level Availability Cost Cantrip Village, town, or city 30 GP 1 Village, town, or city 50 GP 2 Village, town, or city 200 GP 3 Town or city only 300 GP 4–5 Town or city only 2,000 GP 6–8 City only 20,000 GP 9 City only 100,000 GP Magic Items Adventures hold the promise—but not a guarantee—of finding magic items. Hundreds of magic items are detailed in "Magic Items" later in this document.

Here's what you need to know about using magic items. Identifying a Magic Item Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic.

The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear).

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling.

Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, "Your movement feels strangely fluid." Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well. Attunement Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties.

Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties. Attune during a Short Rest Attuning to an item requires you 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 Wand), or some other appropriate activity.

If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities. No More Than Three Items You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one Ring of Protection at a time.

Ending Attunement Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to

Source & compatibility

Source: System Reference Document 5.2.1 · page 102 · 2024 / SRD 5.2.1.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.