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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
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| 1 |
Head |
Headband, helmet |
Mental improvement, ranged attacks
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| Phylactery |
Morale, alignment
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| Hat |
Interaction
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| 2 |
Eye |
Lenses, goggles |
Vision
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| 3 |
Chest |
Vest, vestment |
Class ability improvement
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| Shirt |
Physical improvement
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| 4 |
Back |
Cloak, cape, mantle |
Transformation, protection
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| 5 |
Neck |
Amulet, brooch, medallion, necklace, periapt, scarab |
Protection, discernment
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| 6 |
Arm |
Bracers |
Combat
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| Bracelets |
Allies
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| 7 |
Hand |
Gloves |
Quickness
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| Gauntlets |
Destructive power
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| 8 |
Fingers (2 slots) |
Rings |
Protection, spell effects
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| 9-11 |
Torso |
Armor |
Protection
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| Robe |
Multiple effects
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| 12 |
Vitals |
Belt, Girdle |
Physical improvement
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| 13-15 |
Legs |
Boots |
Movement
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| 16-17 |
Main hand tool |
Main weapon |
Weapon enchantments
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| 18-20 |
Off hand tool |
Secondary weapon or shield |
Shield, weapon enchantments
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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.
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