Body Slots (D&D)
|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|
|3||Torso||Vest, vestment||Class ability improvement|
|4||Back||Cloak, cape, mantle||Transformation, protection|
|5||Throat||Amulet, brooch, medallion, necklace, periapt, scarab||Protection, discernment|
|8||Rings||Rings||Protection, spell effects|
|12||Waist||Belt, Girdle||Physical improvement|
|16-17||Main hand||Main weapon||Weapon enchantments|
|18-20||Off hand||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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