Body Slots (D&D)

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Revision as of 15:42, 23 May 2007 by Starfox (talk | contribs) (Approved)
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Unofficial rules compendium

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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