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    Headband of Intellect 5e: Intelligence 19 and Who Should Wear It

    The Headband of Intellect is an uncommon wondrous item that requires attunement and sets your Intelligence score to 19 while you wear it, a +4 modifier. If your Intelligence is already 19 or higher, it does nothing. The rules are the same in 2014 and 2024. It does the most for a low-Intelligence character who needs Intelligence checks or saves, and for a young wizard whose score is 16 or 17: a free +1 to spell attacks and spell save DC until an Ability Score Improvement catches up.

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    Headband of Intellect Rules Text

    Headband of Intellect

    2014 rules

    Wondrous item, uncommon (requires attunement)

    UncommonRequires attunement

    Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

    Item text from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More uncommon magic items.

    Headband of Intellect

    2024 rules

    Wondrous Item, Uncommon (Requires Attunement)

    UncommonRequires attunement

    Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

    Item text from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More uncommon magic items.

    How the Headband of Intellect Works

    It sets a number; it doesn't add one

    The headband doesn't give +2 or +4 to your score. It replaces the score with 19. A character with Intelligence 8 goes from a −1 modifier to +4, a swing of 5 on every Intelligence check and saving throw. A character with Intelligence 18 gains a single point, which doesn't change the +4 modifier at all.

    Your IntelligenceModifierWith the headbandGain
    8−1+4+5
    10+0+4+4
    14+2+4+2
    16+3+4+1
    18+4+40
    19 or 20+4 / +5No effect0

    Everything that uses your Intelligence modifier uses the new one: Arcana, History, Investigation, Nature and Religion checks, Intelligence saving throws, and Intelligence-based spellcasting. You have to wear it, and attune to it with a short rest, before any of that applies. It is headwear, so it can't share your head with another worn headwear item.

    Wizards: spell DC and attack math

    A wizard's spell save DC is 8 + proficiency bonus + Intelligence modifier. A 2024 wizard who started with 15 Intelligence and a +2 from their background has 17 (+3). The headband makes it +4: the DC rises by 1 and spell attacks gain +1 until the wizard reaches 18 with an Ability Score Improvement. At level 1 that is DC 14 instead of 13. Against a target with +1 to the save, the DC 13 spell lands 55 percent of the time and the DC 14 spell 60 percent.

    That +1 runs out. Once the wizard raises Intelligence to 18, the headband stops mattering, and at 19 or 20 it switches off. Its real value for a wizard is freeing one Ability Score Improvement for a feat or Constitution.

    Intelligence saving throws

    Few effects call for one, which is why many characters treat Intelligence as a dump stat. The ones that do hurt. The 2024 SRD's Phantasmal Force uses an Intelligence save, as does a 2024 Aboleth's Consume Memories, and a wizard casting Contact Other Plane makes a DC 15 Intelligence save or takes psychic damage. For a character without proficiency in Intelligence saves, going from +0 to +4 turns a DC 15 Intelligence save from a 30 percent chance into a 50 percent one.

    Stacking with the Tome and the Ioun Stone

    • •Tome of Clear Thought. The tome raises your actual score by 2. If that takes your Intelligence to 19 or higher, the headband stops working. If it doesn't, the headband still sets 19, so the tome adds nothing while you wear it.
    • •Ioun Stone of Intellect. The stone adds 2 to your Intelligence, to a maximum of 20, while it orbits your head, in both editions. The 2024 headband wording ("19 or higher without it") makes clear that the stone counts: a 17 plus the stone is 19, and the headband does nothing. Neither text says what happens when the stone is added to a score the headband already set. DM ruling, not rules text: the headband replaces your score rather than raising it, so don't add the stone on top of the 19; use whichever item gives the higher score. Either way, one of the two does the job alone: below 17 the headband gives the higher score, at 17 they tie at 19, and at 18 the stone alone reaches 20.

    Headband of Intellect: 2014 vs 2024

    2014 (SRD 5.1)2024 (SRD 5.2.1)
    Rarity / attunementUncommon, attunementUncommon, attunement
    EffectIntelligence score is 19Intelligence is 19
    No effect whenIntelligence is already 19 or higherIntelligence is 19 or higher without it
    ValueNo price in the SRD400 GP

    The only change is that clarifying phrase, "without it," which tells you to check your Intelligence as if the headband weren't on.

    Is the Headband of Intellect Worth It?

    It depends on who wears it.

    • •Low-Intelligence fighters, barbarians and paladins: the biggest numeric gain, up to +5, but most of them don't need Intelligence. Worth it for the party's only Investigation or Arcana roller, otherwise a wasted attunement slot.
    • •Wizards with 16 or 17: a +1 to DC and attacks until an Ability Score Improvement (level 4 at the earliest) takes Intelligence to 18 or more.
    • •Wizards with 18 or more: skip it.

    What it competes with: an attunement slot. A Cloak of Protection gives the same wizard +1 AC and +1 on every saving throw, which usually matters more than +1 to spell DC. The headband's siblings, Gauntlets of Ogre Power (Strength 19, uncommon) and the Amulet of Health (Constitution 19, rare), follow the same "sets your score" rule.

    Headband of Intellect for DMs

    Where it turns up. An early hoard or a city shop. The 2024 SRD values uncommon items at 400 GP and says they are usually found only in cities. The 2014 SRD has no prices. The treasure generator can put it in a hoard with other low-tier finds.

    What it changes. The party's barbarian might suddenly be the best researcher. Lean into it: give them a library, a cipher, a magical inscription. The item is most fun when it puts a character in a role they never had.

    Hooks.

    • •A scholar's headband is stolen, and he can no longer read his own notes. He hires the party to find it before his rival publishes the work.
    • •A village idiot in a frontier town begins solving every riddle put to him. He found the headband in a riverbank.
    • •An academy awards the headband to its top student each year and wants it back from last year's winner, who dropped out.

    If the party's barbarian becomes the group's researcher, that's a running joke worth keeping. Loreify records your sessions and writes the recap, so it ends up in the notes.

    Frequently Asked Questions

    Does the Headband of Intellect require attunement?

    Yes. It is an uncommon wondrous item that requires attunement in both editions.

    Does the Headband of Intellect add +2 to Intelligence?

    No. It sets your Intelligence to 19 (a +4 modifier) while you wear it, and does nothing if your Intelligence is already 19 or higher.

    Is the Headband of Intellect good for a wizard?

    Only while the wizard's Intelligence is 16 or 17, where it adds +1 to spell save DC and spell attacks. At 18 it doesn't change the modifier, and at 19 or more it has no effect.

    Does the Headband of Intellect stack with a Tome of Clear Thought?

    No. The tome raises your score permanently; if that score reaches 19, the headband has no effect, and below 19 the headband sets 19 regardless.

    How much is a Headband of Intellect worth?

    400 GP under the 2024 SRD, the value of an uncommon magic item. The 2014 SRD gives no prices.


    Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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