# Item Properties
## Attunement
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, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
### Optional Attunement
Attunement may be required for this item.
### Requires Attunement
Attunement is required for this item.
## Attunement
Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties.
### Attune during a Short Rest
Attuning to an item requires you to spend a [Short Rest](short-rest-xphb.md) focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities.
### No More Than Three Items
You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one [Ring of Protection](ring-of-protection-xdmg.md) at a time.
### Ending Attunement
Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another [Short Rest](short-rest-xphb.md) focused on the item unless the item is cursed.
### Optional Attunement
Attunement may be required for this item.
### Requires Attunement
Attunement is required for this item.
## Improvised Weapons
Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
## Improvised Weapons
_Source: _
If you use an object—such as a table leg, frying pan, or bottle—as a makeshift weapon, see "[Improvised Weapons](improvised-weapons-xphb.md)" in the "rules glossary". Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack.
## Cursed Items
Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. Most methods of identifying items, including the identify spell, fail to reveal the presence of a curse, although lore might hint at it.
Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the [remove curse](remove-curse-xphb.md) spell.
## Cursed Items
A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse.
Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the [Remove Curse](remove-curse-xphb.md) spell.
## Poison
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types.
### Contact
Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
### Ingested
A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid.
### Inhaled
These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
### Injury
Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
## Poison
_Source: _
Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures.
Poisons come in the following four types:
- **Contact.** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
- **Ingested.** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing [Advantage](advantage-xphb.md) on the saving throw or dealing only half as much damage on a failed save.
- **Inhaled.** Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot [Cube [Area of Effect]](cube-area-of-effect-xphb.md) to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
- **Injury.** Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects.
### Purchasing Poison
In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek.
### Harvesting Poison
A character can attempt to harvest poison from a venomous creature that is dead or has the [Incapacitated](conditions.md#Incapacitated) condition. The effort takes `1d6` minutes, after which the character makes a DC 20 Intelligence ([Nature](skills.md#Nature)) check using a [Poisoner's Kit](poisoners-kit-xphb.md). On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison.