Magic Items give both players and the DM incredible flexibility in helping to create a thematic and dynamic playstyle for player characters that also provide interesting player choice. Three attunement slots, while providing interesting player choice, can be a bit limiting. What makes an item require attunement in the first place?
For that reason, Equipment slots provide more options for equipped magic items while providing clearer itemization limits as opposed to attunement slots. Magic Items that are very specifically themed towards a particular player character may still require attunement but otherwise magic items will belong to an "Equipment Slot." Only one item of each type may be equipped by a character in an equipment slot with the exception of Rings that allow two slots. For ease of organization, a player may decide to create separate containers named for each slot in their inventory.
## Equipment Slots
- Headwear
- Helmets, Crowns, Hoods, etc.
- Neckwear
- Amulets, Periapts, Necklaces
- Cloak
- Cape, Cloak, Shawl
- Armor
- Outward facing layer that includes Upperbody and Lowerbody armored covering. Common armor such as Leathered Armor, Plate, etc. are examples. For unarmored PCs, robes are an example.
- Clothing
- Underlayer that fits underneath armor. Garb, clothing, etc.
- Handwear
- Gauntlets, Gloves, Handwraps, Vambraces, Bracers, Forearm Guards, etc.
- Footwear
- Boots, Sandals, Shoes, Slippers, Greaves, Sabatons
- Rings (x2 slots)
- Rings, Bands