D&D 5e Magic Items Compendium & Attunement Tracker

Search, filter, and manage official 5e SRD magic items. Filter by rarity and item type, track your active 3-attunement slots (with Artificer expansion up to 6 slots), and explore official DMG & Xanathar's crafting rules and gold valuations.

Active Attunement Rack

0 of 3 Slots Occupied

A character can only attune to a maximum of 3 magic items simultaneously (unless Artificer).

Magic Items Database

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Item Name & Description Rarity Type Attunement Action

Magic Items in 5e: Bounded Accuracy & The Magic Item Economy

In previous iterations of Dungeons & Dragons (notably 3rd and 3.5 editions), magic items were an absolute mathematical requirement. A 10th-level character was mathematically expected by game encounter math to possess a +3 weapon, a *Cloak of Resistance +3*, an *Amulet of Natural Armor*, and a *Ring of Protection* simply to hit monster Armor Classes and pass saving throw DCs.

D&D 5th Edition overturned this paradigm through Bounded Accuracy. Monster statistics, armor classes, and attack bonuses are calibrated so that a party can advance from 1st to 20th level with zero magic items and still succeed in combat encounters.

Because magic items are not mandatory for core math, every magic item awarded in 5e feels genuinely wondrous, transformative, and impactful. A +1 weapon is not merely a stat tax—it permanently overcomes mundane damage resistance against creatures like Gargoyles, Werewolves, and Golems, doubling the weapon user's effective offensive output.

The Rules of Attunement: Bonding, Prerequisites & Limits

To prevent players from stacking dozens of passive magical enhancements (such as wearing twenty magic rings and seven cloaks), 5e introduces the Attunement restriction (Player's Handbook Chapter 7 and DMG Chapter 7).

Core Attunement Rules

  • The 3-Item Limit: A character can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item automatically fails unless the character breaks attunement with one of their existing items first.
  • Short Rest Bonding: Attuning to an item requires spending a Short Rest (at least 1 hour) focused exclusively on that item while maintaining physical contact with it. This can involve practicing weapon swings, meditating on an amulet's runes, or studying an ancient tome.
  • Duplicate Restriction: A character cannot attune to more than one copy of the exact same magic item. You cannot attune to two *Rings of Protection* to gain a +2 bonus to AC and saves.
  • Class & Spellcaster Prerequisites: Some items specify prerequisites. A *Holy Avenger* requires attunement by a Paladin; a *Staff of Power* requires attunement by a Sorcerer, Warlock, or Wizard; a *Pearl of Power* requires attunement by any spellcaster. If you do not meet the prerequisite, you cannot attune to the item.

How Attunement Ends

A character's attunement to an item ends under four specific conditions:

  1. The character spends a short rest intentionally unattuning from the item.
  2. The item is separated from the character by a distance of more than 100 feet for at least 24 continuous hours.
  3. The character dies.
  4. Another creature attunes to the item.

Identifying Magic Items: The *Identify* Ritual vs. Short Rest Examination

When an adventuring party recovers a mysterious glowing blade or an ornate ring from a dragon's hoard, how do they learn what it does? Official rules provide two primary methods:

Method Time Required Cost / Components What It Reveals
The Identify Spell 1 Minute (or 11 Min as Ritual) 100 gp pearl (not consumed) + owl feather Item's properties, how to activate them, whether it requires attunement, and remaining charges.
Short Rest Examination 1 Hour of physical handling None (Free) Grants full knowledge of the item's properties and powers, exactly like the *Identify* spell.

The Hidden Truth About Curses: Neither method reveals if an item is cursed! As explicitly written in the Dungeon Master's Guide (p. 138): "Most methods of identifying items, including the Identify spell, fail to reveal such a curse." A character only discovers the curse when they attune to the item or activate its trigger.

Magic Item Rarity, Character Tiers & Gold Valuation Matrix

The official rules categorize magic items into six rarity tiers, correlated with recommended character levels and buying/selling gold values:

Rarity Recommended Character Level DMG Gold Range Xanathar's Base Price Representative SRD Examples
Common Level 1+ 50 – 100 gp (1d6 + 1) × 10 gp (50–70 gp) Potion of Healing, Spell Scroll (Cantrip/1st)
Uncommon Level 1+ 101 – 500 gp 1d6 × 100 gp (200–600 gp) Bag of Holding, Cloak of Protection, Weapon +1
Rare Level 5+ 501 – 5,000 gp 2d10 × 1,000 gp (2k–20k gp) Flame Tongue, Sun Blade, Amulet of Health, Armor +1
Very Rare Level 11+ 5,001 – 50,000 gp (1d4 + 1) × 10,000 gp (20k–50k gp) Staff of Power, Frost Brand, Belt of Fire Giant Strength
Legendary Level 17+ 50,001+ gp 2d6 × 25,000 gp (100k–300k gp) Holy Avenger, Vorpal Sword, Staff of the Magi, Luck Blade
Artifact Epic Tier / Quest Climax Priceless (Cannot be bought) Unique Relic Eye of Vecna, Hand of Vecna, Wand of Orcus

Magic Item Crafting Downtime Rules (Xanathar's Guide to Everything)

In Xanathar's Guide to Everything (Chapter 2), Wizards of the Coast refined the downtime rules for crafting magic items, replacing the sluggish DMG rules with a formula-and-component system:

  1. The Formula: To craft a magic item, the character must first obtain a specific magical formula or blueprint (often the reward of a quest or found in an ancient library).
  2. Exotic Monster Ingredient: Crafting requires an exotic ingredient harvested from a creature whose Challenge Rating matches the item's rarity (e.g., harvesting the heart of a CR 9 Young Red Dragon to forge a Rare *Flame Tongue* sword).
  3. Downtime Workweeks & Gold Investment:
    • Common: 1 workweek (5 days), 50 gp.
    • Uncommon: 2 workweeks (10 days), 200 gp.
    • Rare: 10 workweeks (50 days), 2,000 gp.
    • Very Rare: 25 workweeks (125 days), 20,000 gp.
    • Legendary: 50 workweeks (250 days), 100,000 gp.
  4. Halved Cost for Consumables: Crafting consumable items (potions and spell scrolls) requires only half the time and half the gold cost!

Frequently Asked Questions

Can an Artificer attune to more than three magic items?

Yes! Through the Artificer class feature Magic Item Adept (at level 10), their attunement limit increases to 4 items. At level 14 (Magic Item Savant), it increases to 5 items and ignores all class, race, spell, and level prerequisites. At level 18 (Magic Item Master), they can attune to up to 6 magic items simultaneously.

Can you wear two rings on the same hand?

Yes. The rules state that a character can wear multiple magic rings as long as each one is properly worn. However, if the rings require attunement, each ring consumes one of your three attunement slots.

Does taking off a magic item immediately break attunement?

No. Removing an attuned ring or sheathing an attuned sword does not break attunement. Attunement only breaks if you willingly spend a short rest unattuning, or if the item is more than 100 feet away from you for 24 continuous hours.

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