Rule: Attunement
Summary |
It takes a short rest to attune to a magic item, or a swift rest if one wants to pass a Spellcraft skill check.
Multiple creatures can attune to the same item, and an item doesn't take up an attunement slot if it is 'put away' or if another creature is using it. Magic items still function like their normal counterparts when not attuned to.
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it (such as an Ancestry, Background Feature, or Class, common feature, or access to a specific Fighting Style or Spell List), a creature must have that in order to start the attunement process.
Without becoming attuned to an item that requires it, a creature gains only its nonmagical benefits unless its description states otherwise. The creature still gains any normal benefits from wearing the physical item, for the sake of logical reasonability. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties, and a like a hat worn on one's head still keeps rain off that creature's head.
Attuning to an item requires a creature to do the Item Attunement Activity (spending a Short Rest, or passing a Spellcraft during a Swift Rest (vs DC of 10 IPL + MPL + Rarity). You can only attune to one item per Rest. Unattuning to an item takes the same amount of time (and required check(s) where applicable) as Attunement.
Once you’ve attuned the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most attunable items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item or unattune it. Otherwise, the item remains active as long as you are wielding it as directed. A magical item that must be worn, is attuned to a creature, but is not worn or wielded (like a magic weapon or a magic shield) does not take up one's active attunement slots, and can be set aside for later, or used by someone else who is also attuned to the item.
A creature can be attuned to 2 + Half-Proficiency attuneable items. Any attempt to attune to an item while at or beyond their limit will automatically fail, and the creature must end its attunement to another item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.