System Reference Document 5.2.1
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the item. You can also voluntarily end Attunement 
by spending another Short Rest focused on the item 
unless the item is cursed.
Wearing and Wielding Items
Using a magic item’s properties might mean wear -
ing or wielding it. A magic item meant to be worn 
must be donned in the intended fashion: boots go on 
feet, gloves on hands, hats and helmets on a head, 
and rings on a finger. Magic armor must be donned, 
a Shield strapped to the arm, a cloak fastened about 
the shoulders. A weapon must be held.
 In most cases, a magic item that’s meant to be 
worn can fit a creature regardless of size or build. 
Magic garments are made to be easily adjustable, or 
they magically adjust themselves to the wearer.
Multiple Items of the Same Kind
You can’t wear more than one of certain magic 
items. You can’t normally wear more than one pair 
of footwear, one pair of gloves or gauntlets, one pair 
of bracers, one suit of armor, one item of headwear, 
or one cloak. The GM might make exceptions.
Paired Items
Items that come in pairs—such as boots, bracers, 
gauntlets, and gloves—impart their benefits only 
if both items of the pair are worn. For example, a 
character wearing a Boot of Striding and Springing 
on one foot and a Boot of Elvenkind on the other foot 
gains no benefit from either.
Crafting Nonmagical Items
To craft a nonmagical item, you need tools, raw ma-
terials, and time, each of which is detailed below. If 
you meet the requirements, you make the item, and 
you can use it or sell it at its normal price.
Tools
The “Tools” section of “Equipment” lists which tools 
are required to make certain items. The GM assigns 
required tools for items not listed there.
 You must use the required tool to make an item 
and have proficiency with that tool. Anyone who 
helps you must also have proficiency with it.
Raw Materials
To make an item, you need raw materials worth 
half its purchase cost (round down). For example, 
you need 750 GP of raw materials to make Plate 
Armor, which sells for 1,500 GP. The GM determines 
whether appropriate raw materials are available.
Time
To determine how many days (working 8 hours a 
day) it takes to make an item, divide its purchase 
cost in GP by 10 (round a fraction up to a day). For 
example, you need 5 days to make a Heavy Cross -
bow, which sells for 50 GP.
 If an item requires multiple days, the days needn’t 
be consecutive.
 Characters can combine their efforts to shorten 
the crafting time. Divide the time needed to create 
an item by the number of characters working on it. 
Normally, only one other character can assist you, 
but the GM might allow more assistants.
Brewing Potions of Healing
A character who has proficiency with the Herbalism 
Kit can create a Potion of Healing . Doing so requires 
using that kit and 25 GP of raw material over the 
course of 1 day (8 hours of work).
Scribing Spell Scrolls
A spellcaster can transfer a spell to a scroll and cre -
ate a Spell Scroll, using the rules below.
Time and Cost
Scribing a scroll takes an amount of time and money 
based on the level of the spell, as shown in the Spell 
Scroll Costs table. For each day of inscription, you 
must work for 8 hours. If a scroll requires multiple 
days, those days needn’t be consecutive.
Prerequisites for the Scribe
To scribe a scroll, you must have proficiency in the 
Arcana skill or with Calligrapher’s Supplies and 
have the spell prepared on each day of the inscrip -
tion. You must also have at hand any Material com -
ponents required by the spell; if the spell consumes 
its Material components, they are consumed only 
when you complete the scroll. The scroll’s spell uses 
your spell save DC and spell attack bonus.
Cantrips
If the scribed spell is a cantrip, the version on the 
scroll works as if the caster were your level.
Spell Scroll Costs
Spell Level  Time  Cost
Cantrip 1 day 15 GP
1 1 day 25 GP
2 3 days 100 GP
3 5 days 150 GP
4 10 days 1,000 GP
5 25 days 1,500 GP
6 40 days 10,000 GP
7 50 days 12,500 GP
8 60 days 15,000 GP
9 120 days 50,000 GP