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- π« Ability Score Bonuses
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- Attunement Checks Jump
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- Creature Information Checks
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- Pathfinder Skill Comparison
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Attunement Checks
Casting identify consumes the material components. Consumable items such as ammunition, potions, and scrolls do not require a check. Detect magic revels the strength of the aura coming from the item; weak, strong, overwhelming.
Items crafted by the player or crafted specifically for the player do not require a check. If a player has a strong link to the item, such as an item crafted by a close friend or with the intent of being used by someone like the player, they gain advantage on the check.
In order to use a magic item you must make an attunement check.
- To make the check you roll a d20 and add your proficiency bonus.
- If an item does not require attunement in RAW, you add **+10 **to the check.
- If a spellcaster uses the identify spell while touching you and the item, you add +10 to the roll.
If the check succeeds you can use the item normally.
| Item rarity | DC | minor failure | aura |
|---|---|---|---|
| common | 10 | 5-9 | weak |
| uncommon | 12 | 7-11 | weak |
| rare | 15 | 10-14 | strong |
| very rare | 18 | 13-17 | strong |
| legendary | 20 | 15-19 | overwhelming |
| artifact | 25 | 20-24 | overwhelming |
If the check fails by more than 5 or 10 roll a d10.
| d10 roll | Check failed by more than 5 but less than 10 |
check failed by 10 or more |
|---|---|---|
| 1-2 | attunement is too complex. Player can make another check after an identify spell is cast. |
the player attunes in conflict. |
| 3-10 | attunement fails, player may try again after a long rest | player attunes improperly. The are attuned but cannot use the item. Dispel magic or remove curse are required to release the attunement. |
Stuck Attunement
A dispel magic or remove curse is needed to let the player remove the attunement against the same DC. The removal check uses d20 + spellcasting modifier + prof bonus + spell slot.
Conflicted Attunement
Weapons As long as the player remains attuned, they have -1 to all attacks.
Armor and Shields. As long as the player remains attuned, they have -1 to their AC.
Rods, Staffs, and Wands. -1 to spell attacks and your spell save dc
Rings. -1 to all saves
Wondrous items. -1 to all skill check