How Many Attunement Slots in DnD 5e?

Thankfully, the mechanic of Attunement has been greatly streamlined in DnD 5e – compared to its earlier counterparts.
Before 5e, it wasn’t an uncommon sight to see a character sheet become a character report over time. As the magical items kept stacking and stacking further on.

But thankfully, the 5th Edition streamlined the entire process. By limiting it.
So in today’s article, we’ll be looking at exactly what’s changed. What has remained the same, and what are the important questions regarding Attunement?

So, without further ado. Let’s get into explaining what Attunement is – before we can answer how many slots you can have.

What is Attunement in DnD 5e?

Attunement is a process in which a player must form a connection to a certain Magical Item. The Dungeon Master’s Guide explains it as such:

“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. If the prerequisite is a class, the creature must be a member of that class to attune to that item…”

There are a few more things that you should know about attunement. So we’ll look at them later on in this article, or alternatively, you can consult the Dungeon Master’s Guide.

But first. Let’s answer the main question of this article.

How Many Attunement Slots can you Have in DnD 5e?

The answer to this question is class-based. Most classes can only have a total of 3 items attuned to them at a single time. The only exception to this rule is the Artificer class – which can have a total of 6 attunement slots, gaining extra slots at levels: 10, 14, and 18.

The reason for this limitation we mentioned earlier, but let’s expand on it now.
In earlier editions of DnD, it wasn’t uncommon for characters to horde each and every magical item that they come upon. This obviously resulted in characters being loaded to the brim with different items, all giving them different effects. And, at the end of the day, each of these effects had to be calculated when relevant.
This of course needs no explanation on how it can become a hassle very quickly.

So, 5e removed all that by introducing a limit of only 3 attunement slots for most classes. And a total of 6 attunement slots for the Artificer, as they obviously love their magical items.

Now that we’ve answered the main question of this article, let’s look at the mechanics of Attunement.

The Mechanics of Attunement

How do I attune an item?

To attune an item you must meet its required prerequisites. But most often, this just means that you have to spend a short rest of at least 1 hour to attune yourself to that item. This can be anything from practicing with a weapon – or meditating on an item if it’s of another nature.

Can I use unattuned items?

Yes, you can. Although, you won’t reap the benefits of the item until you’ve attuned yourself to it. All this means is that you do not get any benefits from it like stat increases or any other effects until an attunement has been achieved.

How do I remove attunement?

This is simple. The most common method is to spend a short rest to remove yourself from that item. Alternatively, you have to spend 24 hours 100 feet away from an item to remove an attunement. Or, someone else has to attune themselves to the item – upon which, your attunement is considered void.

Can I attune multiple items of the same kind?

No, you cannot. You may only attune to different items. So no stacking.

What about cursed items?

This is a fun one. Cursed items usually don’t allow you to simply remove your attunement – lest you suffer their curse. So, you have to find a way to remove the curse from the item before you can remove your attunement to it.

Any other ways to lose attunement?

There are certain roleplay elements that may make you lose your attunement. Say your character is a Lawful Good Cleric turned Chaotic Evil. Then any magic items that can only attune to Lawful Good characters are stripped off them.

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