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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