There are some magic items that have weirdly inconsistent rarities. For example:
a cloak of protection is "uncommon," whereas a ring of protection is "rare," despite the fact that both require attunement and have identical effects.
a ring of resistance (cold) is a rare magic item, whereas a ring of warmth is only "uncommon," even though it provides all of the benefits of a ring of cold resistance PLUS additional benefits.
I'm sure there are other examples. Is there any in-game reasons for these, or is it just sloppiness?
Don't forget bag of holding and handy haversack. There are just some inconsistencies in the game. 5e has fewer than previous editions, and you are just expected to homebrew changes to the ones that annoy you.
There aren't really "slots" anymore. I think they've said you can only wear one ring on each hand, but you they've also said you can pile on multiple cloaks. The real limitation is the three attunement slots.
There are some magic items that have weirdly inconsistent rarities. For example:
a cloak of protection is "uncommon," whereas a ring of protection is "rare," despite the fact that both require attunement and have identical effects.
a ring of resistance (cold) is a rare magic item, whereas a ring of warmth is only "uncommon," even though it provides all of the benefits of a ring of cold resistance PLUS additional benefits.
I'm sure there are other examples. Is there any in-game reasons for these, or is it just sloppiness?
No idea on the reason why! You'd have to ask the game designers over at Wizards of the Coast. :)
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Yeah, sorry - I should've said "game design sloppiness" - I know it wasn't on you guys' end!
Don't forget bag of holding and handy haversack. There are just some inconsistencies in the game. 5e has fewer than previous editions, and you are just expected to homebrew changes to the ones that annoy you.
Might the reason be the equipment "slot" they occupy?
One cloak versus ten rings?
Doesn't explain the Ring of Warmth thing, though...
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
There aren't really "slots" anymore. I think they've said you can only wear one ring on each hand, but you they've also said you can pile on multiple cloaks. The real limitation is the three attunement slots.
Shait, I didnt know that. How awesomely peculiar.