So I checked the "requires attunement" box and filled out the description but the items abilities always show "false" for "required attunement" I can't figure it out. I searched the forums and couldn't find anything about this, as well as did google searches.
I had a similar issue, though I was able to get Items to show attunement, and require attunement properly on a character's equipment page, the individual modifiers do not show an option for "requires attunement." When generating a custom item using another item as the base the modifiers all show true for requiring attunement, but once edited it reverts to false. (Not sure if this will help but I've used google chrome browser to use the site on 2 windows 10 PCs and an iPhone 6.)
I've had a look and I don't believe it's anything to do with your homebrew items - it seems that the code to handle attunement on character sheets isn't present yet.
I am able to take a standard Ring of Invisibility and equip it to a character, without it mentioning attunement at any point.
I'll nudge this in the direction of the staff team, though I expect they're already aware.
I've noticed that while you can equip items like that to a character, any modifiers which require attunement won't take effect until you then add it to an attunement slot, which you can only do with equipped items. I did this with Robe of the Archmagi.
I've noticed that while you can equip items like that to a character, any modifiers which require attunement won't take effect until you then add it to an attunement slot, which you can only do with equipped items. I did this with Robe of the Archmagi.
You know, I had totally missed that bit of functionality within the equipment manager. Thank you! :)
I've also been able to create custom homebrew, with the "requires attunement" box checked and they interact with the attunement slots as expected.
I've noticed that while you can equip items like that to a character, any modifiers which require attunement won't take effect until you then add it to an attunement slot, which you can only do with equipped items. I did this with Robe of the Archmagi.
You know, I had totally missed that bit of functionality within the equipment manager. Thank you! :)
I've also been able to create custom homebrew, with the "requires attunement" box checked and they interact with the attunement slots as expected.
Is it also expected that I can add just "requires attunement" = false modifiers to homebrew items?
It seems to be loosely connected to the item itself requiring attunement in the following way: * if the item requires attunement then modifiers added to the item DO NOT require attunement * if the item does NOT require attunement then modifiers added to the item also do NOT require attunement * attunement requirement of modifiers already on the item can not be changed, so if you want to change them, you have to delete and recreate them while setting the item to the correct form first * if the item already has modifiers that require attunement, but then the attunement flag of the item itself is removed, the item then can no longer be attuned to and hence those modifiers do not apply (and can not be applied)
So there's two things - the first is that modifiers that require attunement can not be added. The second thing is that maybe it's meant to be able to have both kinds of modifiers, but it's confusing. Could use improved messaging if that's the case.
I see above there has been some similar issues to what I'm having now. I've created a set of bracers that require attunement, but can't be attuned, and you get the items effects without being attuned to it anyways.
Creating a homebrew whip with requires attunement, any modifiers affect it when unattuned and I can't find any options to make the modifiers themselves require attunement to come active
Trying to make a magic item right now, and seeing the same thing I was sorely confused about how this issue is still happening almost 4 years later for a basic and vital 5e game mechanic. In the time it took to write this comment as a longer post, though, I decided to check it out now that the server has had a good bit of time to load the changes I've made including the attunement requirement. The item is now working just fine with only one issue that the A icon isn't showing up just yet. I have no doubt it will after a little more time.
This seems to be an issue that happens when there's a delay between saving off the change and the server implementing it on character sheets. Try giving it about 15 minutes, and then check it out again. In other words, stop fiddling with it trying to make it work by flipping it on and off, and let it stay on for a decent amount of time and check in again.
I hope this helps someone at some point, and doesn't just annoying revive an old thread.
Is there a way to create a "set" of magic items that when used together only require one attunement slot?
Yes. You make an extra magic item representing the "set" of items, which will grant the features of the individual items as well as anything special from having them all attuned, and just equip & attune to that one. See Eye and Hand of Vecna for an example.
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So I checked the "requires attunement" box and filled out the description but the items abilities always show "false" for "required attunement" I can't figure it out. I searched the forums and couldn't find anything about this, as well as did google searches.
I had a similar issue, though I was able to get Items to show attunement, and require attunement properly on a character's equipment page, the individual modifiers do not show an option for "requires attunement." When generating a custom item using another item as the base the modifiers all show true for requiring attunement, but once edited it reverts to false. (Not sure if this will help but I've used google chrome browser to use the site on 2 windows 10 PCs and an iPhone 6.)
Please can you link the homebrew item that has this problem?
You don't need to publish it, just post the link, as staff & moderators can view from that.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
http://imgur.com/jp1zP30
https://www.dndbeyond.com/homebrew/creations/magic-items/10643-morinehtars-wand/edit
There is an image. I hope that helps
Here is one of two of mine, this one has more than one modifier, and all of those should require attunement.
https://www.dndbeyond.com/magic-items/10701-kyoretsuna
https://www.dndbeyond.com/homebrew/creations/magic-items/10701-kyoretsuna/edit#modifiers
Here is my second item, for which only one of its two modifiers should require attunement.
https://www.dndbeyond.com/homebrew/creations/magic-items/10731-mastercraft-shortsword-of-thunder-1/edit
thanks for the further information.
I've had a look and I don't believe it's anything to do with your homebrew items - it seems that the code to handle attunement on character sheets isn't present yet.
I am able to take a standard Ring of Invisibility and equip it to a character, without it mentioning attunement at any point.
I'll nudge this in the direction of the staff team, though I expect they're already aware.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I've noticed that while you can equip items like that to a character, any modifiers which require attunement won't take effect until you then add it to an attunement slot, which you can only do with equipped items. I did this with Robe of the Archmagi.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I have to apologize, it seems that when unattuned, the stats still take effect for some items, as long as they're equipped.
* if the item requires attunement then modifiers added to the item DO NOT require attunement
* if the item does NOT require attunement then modifiers added to the item also do NOT require attunement
* attunement requirement of modifiers already on the item can not be changed, so if you want to change them, you have to delete and recreate them while setting the item to the correct form first
* if the item already has modifiers that require attunement, but then the attunement flag of the item itself is removed, the item then can no longer be attuned to and hence those modifiers do not apply (and can not be applied)
So there's two things - the first is that modifiers that require attunement can not be added.
The second thing is that maybe it's meant to be able to have both kinds of modifiers, but it's confusing. Could use improved messaging if that's the case.
I see above there has been some similar issues to what I'm having now. I've created a set of bracers that require attunement, but can't be attuned, and you get the items effects without being attuned to it anyways.
Here's the link to what I'm seeing on my end.
I created this magic item:
https://www.dndbeyond.com/magic-items/1843921-tiara-of-acid-resistance
and it is not showing as requiring attunement for my player. But it does when you look at the item. Any help would be appreciated.
I created this item and the char in my campaign that is using it does not need to be attuned to it. I also do not have the option to attune.
https://www.dndbeyond.com/magic-items/2171982-red-sash-of-charisma
Do I do something wrong or is it a bug?
Quickly after I mad this post it worked. Strange
I am also having this issue, a simple Armor, +1 copy with Requires attunement. Even when worn, it does not show as available for attunement.
Creating a homebrew whip with requires attunement, any modifiers affect it when unattuned and I can't find any options to make the modifiers themselves require attunement to come active
Trying to make a magic item right now, and seeing the same thing I was sorely confused about how this issue is still happening almost 4 years later for a basic and vital 5e game mechanic. In the time it took to write this comment as a longer post, though, I decided to check it out now that the server has had a good bit of time to load the changes I've made including the attunement requirement. The item is now working just fine with only one issue that the A icon isn't showing up just yet. I have no doubt it will after a little more time.
This seems to be an issue that happens when there's a delay between saving off the change and the server implementing it on character sheets. Try giving it about 15 minutes, and then check it out again. In other words, stop fiddling with it trying to make it work by flipping it on and off, and let it stay on for a decent amount of time and check in again.
I hope this helps someone at some point, and doesn't just annoying revive an old thread.
Thanks.
Is there a way to create a "set" of magic items that when used together only require one attunement slot?
Yes. You make an extra magic item representing the "set" of items, which will grant the features of the individual items as well as anything special from having them all attuned, and just equip & attune to that one. See Eye and Hand of Vecna for an example.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)