Prerequisite: 8th level, having 3 magic items that require attunement
Every adventurer feels safer when wandering with magical equipment. You are able to channel the different energies from your magic items and bring their enchantments to a whole new level, making you prepared for any mishap.
In order for this feat to work properly, you must meet the next three requirements: 1) being attuned to a set of armor or a shield; 2) being attuned to a wondrous item, wand, or ring; 3) being attuned to a weapon or staff. If you meet all three requirements, you gain the following benefits:
- You gain a +1 bonus to your AC from your armor or shield.
- If you are a spellcaster, you gain a +1 bonus to your spell save DC and to your spell attack bonus. If you do not have the Spellcasting or Pact Magic features, or you decide to choose this option, you gain a pool of temporary hit points equal to 20 + half your character's level (rounded down). As a free action, you can choose to make these temporary hit points shield you from physical damage coming from weapon attacks, or from spells and other magical effects, until the start of your next turn. You regain all these temporary hit points daily at dawn.
- You gain an additional +1 to attack and damage rolls made with the weapon you are attuned to, as long as this bonus doesn't make the weapon go beyond a +3.
Comments