D&D General My character has too many magic items to attune to.

Dragonhelm

Knight of Solamnia
I have a bit of a conundrum with my Spelljammer character's magic items. I'm playing an aberrant mind sorcerer/great old one warlock.We're using the 2014 rules.

He has a custom-made telepathic helmet, an amulet of health that was a gift from a friend, a staff of frost, and a cloak of elvenkind. All require attunement. I am looking at possibly getting rid of the staff or the cloak.

My character inspiration art is below. I believe the artist is MOSQA. I think the cloak goes along well with the motif, but he also has a magic staff.

I got the staff a few sessions ago and only used it last session. I just got the cloak last session.

So what do I keep and which one has to go? Or is there another solution?



Merric1.jpg
 

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The custom telepathic helmet needs to be kept for sure - sounds like it would be very useful across all pillars and that your DM went out of their way to make it for you.

The staff of frost is likely a keeper, too, IMO.

If you have a lot of Concentration spells and/or have a low CON, consider keeping the amulet of health and give the cloak of elvenkind to another PC. Otherwise, vice versa.
 


Heh, "too many magic items to attune": working as intended.

Attunement is how I can both have a high magic setting and maintain a semblance of game engine balance.

If wanting all of these magic items, I would do something drastic. Such as: translate the item effects into spells, figure which spell slots they belong to, then use spell slots to activate any items which are beyond the attunement limit. Essentially these extra magic items are increasing the number of prepared spells, which is useful for a Sorcerer/Warlock, but still within game balance. This kind of solution requires both the player and the DM to agree.
 

Share the overage items with others or make tactical decisions on which items to attune before a mission. If you are about to enter the Cave of Icy Doom, the Staff of Frost might not be very useful as a lot of the critters in such a cave might be cold resistant while being able to travel a bit more stealthy would favor attuning the cloak. Vice-versa if you are about to do a frontal attack on a fire based critter. Extra stealth isn't much good after you blow open the door and run in yelling "DIE Beast!"
 


I usually give an extra attunement slot or two out. The 5e rules are really inconsistent on what requires attunement. An armor of resistance to 1/13 damage types is not worth attunement in my mind.
When I did my BG2 campaign, I limited attunement to items that modified base stats (6 core stats & HP), saving throws, or major resistances (charm, paralysis, etc.). THEN I capped attunement at 3 (except for one character, who got a boon that let him attune to all his weapons in one slot... he was the walking armory).
I tweaked some items to have extra effects, too. The Ring of Fire Resistance granted fire resistance when worn, or fire immunity when attuned to. Player's choice. It worked fine.
 

I usually give an extra attunement slot or two out. The 5e rules are really inconsistent on what requires attunement. An armor of resistance to 1/13 damage types is not worth attunement in my mind.
When I did my BG2 campaign, I limited attunement to items that modified base stats (6 core stats & HP), saving throws, or major resistances (charm, paralysis, etc.). THEN I capped attunement at 3 (except for one character, who got a boon that let him attune to all his weapons in one slot... he was the walking armory).
I tweaked some items to have extra effects, too. The Ring of Fire Resistance granted fire resistance when worn, or fire immunity when attuned to. Player's choice. It worked fine.
Magic items can be inconsistent. A DM can and should modify magic items to add or remove attunement. Modifying an item is safer for balance than increasing a characters number of attunements.
 



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