Difference between revisions of "Body Slots (D&D)"
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This is the table from DMG p 214, somewhat expanded and clarified. | This is the table from DMG p 214, somewhat expanded and clarified. | ||
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The random location can be used when rolling a 1 on a Saving throw or otherwise when a piece of gear risks damage. A magic item that risks damage because of a 1 on a saving roll always gets a saving throw to negate damage, having a bonus of 2 + (1/2 caster level) in all categories. If no item is carried in a specific slot, there is no additional effect. | The random location can be used when rolling a 1 on a Saving throw or otherwise when a piece of gear risks damage. A magic item that risks damage because of a 1 on a saving roll always gets a saving throw to negate damage, having a bonus of 2 + (1/2 caster level) in all categories. If no item is carried in a specific slot, there is no additional effect. | ||
[[Category:D&D]] | [[Category:D&D]] | ||
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Revision as of 15:42, 23 May 2007
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Unofficial rules compendium | |
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This is the table from DMG p 214, somewhat expanded and clarified.
d20 | Body Slot | Normal Gear | Affinity |
1 | Head | Headband, helmet | Mental improvement, ranged attacks |
Phylactery | Morale, alignment | ||
Hat | Interaction | ||
2 | Eye | Lenses, goggles | Vision |
3 | Chest | Vest, vestment | Class ability improvement |
Shirt | Physical improvement | ||
4 | Back | Cloak, cape, mantle | Transformation, protection |
5 | Neck | Amulet, brooch, medallion, necklace, periapt, scarab | Protection, discernment |
6 | Arm | Bracers | Combat |
Bracelets | Allies | ||
7 | Hand | Gloves | Quickness |
Gauntlets | Destructive power | ||
8 | Fingers (2 slots) | Rings | Protection, spell effects |
9-11 | Torso | Armor | Protection |
Robe | Multiple effects | ||
12 | Vitals | Belt, Girdle | Physical improvement |
13-15 | Legs | Boots | Movement |
16-17 | Main hand tool | Main weapon | Weapon enchantments |
18-20 | Off hand tool | Secondary weapon or shield | Shield, weapon enchantments |
The random location can be used when rolling a 1 on a Saving throw or otherwise when a piece of gear risks damage. A magic item that risks damage because of a 1 on a saving roll always gets a saving throw to negate damage, having a bonus of 2 + (1/2 caster level) in all categories. If no item is carried in a specific slot, there is no additional effect.
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