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feat: Add magic item attunement, wielding, and activation rules (#527)
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feat: Add magic item attunment, wielding, and activation rules

SRD 5.1 added usage rules for magic items that were omitted from
SRD 5.0.
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oznogon authored Feb 3, 2023
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18 changes: 18 additions & 0 deletions src/5e-SRD-Rule-Sections.json
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"desc": "## Poisons\n\nGiven their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.\n\nPoisons come in the following four types.\n\n***Contact.*** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.\n\n***Ingested.*** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\n\n***Inhaled.*** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.\n\n***Injury.*** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\n\n##### Poisons\n\n| Item | Type | Price per Dose |\n|--------------------|----------|----------------|\n| Assassin's blood | Ingested | 150 gp |\n| Burnt othur fumes | Inhaled | 500 gp |\n| Crawler mucus | Contact | 200 gp |\n| Drow poison | Injury | 200 gp |\n| Essence of ether | Inhaled | 300 gp |\n| Malice | Inhaled | 250 gp |\n| Midnight tears | Ingested | 1,500 gp |\n| Oil of taggit | Contact | 400 gp |\n| Pale tincture | Ingested | 250 gp |\n| Purple worm poison | Injury | 2,000 gp |\n| Serpent venom | Injury | 200 gp |\n| Torpor | Ingested | 600 gp |\n| Truth serum | Ingested | 150 gp |\n| Wyvern poison | Injury | 1,200 gp |\n\n#### Sample Poisons\n\nEach type of poison has its own debilitating effects.\n\n***Assassin's Blood (Ingested).*** A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.\n\n***Burnt Othur Fumes (Inhaled).*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.\n\n***Crawler Mucus (Contact).*** This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n***Drow Poison (Injury).*** This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n***Essence of Ether (Inhaled).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n***Malice (Inhaled).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.\n\n***Midnight Tears (Ingested).*** A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.\n\n***Oil of Taggit (Contact).*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.\n\n***Pale Tincture (Ingested).*** A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.\n\n***Purple Worm Poison (Injury).*** This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\n\n***Serpent Venom (Injury).*** This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.\n\n***Torpor (Ingested).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.\n\n***Truth Serum (Ingested).*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a *zone of truth* spell.\n\n***Wyvern Poison (Injury).*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.",
"url": "/api/rule-sections/poisons"
},
{
"name": "Attunement",
"index": "attunement",
"desc": "## Attunement\n\nSome 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.\n\nWithout 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.\n\nAttuning 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.\n\nAn 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.\n\nA 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.\n",
"url": "/api/rule-sections/attunement"
},
{
"name": "Wearing and Wielding Items",
"index": "wearing-and-wielding-items",
"desc": "## Wearing and Wielding Items\n\nUsing 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.\n\nIn 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.\n\nWhen 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 serpentfolk with a snakelike tail instead of legs can't wear boots.\n\n### Multiple Items of the Same Kind\n\nUse 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.\n\n### Paired Items\n\nItems 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.\n",
"url": "/api/rule-sections/wearing-and-wielding-items"
},
{
"name": "Activating an Item",
"index": "activating-an-item",
"desc": "## Activating an Item\n\nActivating 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.\n\nIf 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.\n\n### Command Word\n\nA 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.\n\n### Consumables\n\nSome 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.\n\n### Spells\n\nSome 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.\n\nA 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.\n\n### Charges\n\nSome 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.\n",
"url": "/api/rule-sections/activating-an-item"
},
{
"name": "Sentient Magic Items",
"index": "sentient-magic-items",
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15 changes: 15 additions & 0 deletions src/5e-SRD-Rules.json
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"index": "poisons",
"url": "/api/rule-sections/poisons"
},
{
"name": "Attunement",
"index": "attunement",
"url": "/api/rule-sections/attunement"
},
{
"name": "Wearing and Wielding Items",
"index": "wearing-and-wielding-items",
"url": "/api/rule-sections/wearing-and-wielding-items"
},
{
"name": "Activating an Item",
"index": "activating-an-item",
"url": "/api/rule-sections/activating-an-item"
},
{
"name": "Sentient Magic Items",
"index": "sentient-magic-items",
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