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D&D 5E Has anyone else expanded on attunement in their campaigns?

Not in particular, but your topic did give a brief burst of inspiration, I think I'm going to work on some homebrew rules for Greater Attunement. This will add/modify some items to be able to devote multiple attunement slots to achieve greater effects. For example, a Flametongue might give access to new spells, a strength-based ranged fire attack, or fire absorption. The only real hangups I forsee are that there's not reason not to double attune (or triple, if I put those in) unless there are other items competing for attunement as well, which would be an issue in low magic or low level campaigns.
 

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Not in particular, but your topic did give a brief burst of inspiration, I think I'm going to work on some homebrew rules for Greater Attunement. This will add/modify some items to be able to devote multiple attunement slots to achieve greater effects. For example, a Flametongue might give access to new spells, a strength-based ranged fire attack, or fire absorption. The only real hangups I forsee are that there's not reason not to double attune (or triple, if I put those in) unless there are other items competing for attunement as well, which would be an issue in low magic or low level campaigns.

I'm currently working on a homebrew system to do something like this. Every character has attunement slots equal to half their level, rounded up. The catch is that every permanent magic item takes up at least one slot, more if the item does multiple things. It makes really powerful items more "costly" to attune, and eliminates the rather arbitrary nature of which items require attunement in the RAW.

Note: this wouldn't work well with the OP's idea of making attunement meaningful. Kind of hard to do that if one has attuned seven or eight items.
 

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