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Dungeons & Dragons: 15 Best & Underutilized Magic Items, Ranked

Not all magic items in Dungeons & Dragons are equal, something that should be obvious considering that items are ranked based on their rarity. As a result, legendary items will receive a lot of attention from adventurers who will drool over them while ignoring some of the humbler magic items that exist.

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This is quite a shame, as some of these items are very useful for low-level adventurers, and can even be game-breaking at a low level (and still remain incredibly useful at higher levels). Some of these items are fairly common but overlooked by most adventurers, while others are game-breaking because of their rarity. While a few are specifically for higher-level players, most can be used by just about anyone.

Updated on January 26th, by Theo Kogod. There has never been a better time to be a fan of Dungeons & Dragons. In the year since this list was originally published, multiple new books have come out, such as Icewind Dale: Rime of the Frostmaiden, Tasha’s Cauldron of Everything, and Mythic Odysseys of Theros, all of which have expanded the lore— and available magic items— that players and DMs can enjoy. But even beyond the new material, people are rediscovering the sheer joy of some existing magic items. Expanding this list will hopefully make people's Dungeons & Dragons campaigns that much more magical.

15 Lantern of Tracking

This magic item is almost identical to a mundane hooded lantern, but with a twist that makes it invaluable, especially to low-level characters moving through a dungeon— and in fact, through most environments.

Lantern of Tracking is designed to track a specific type of predetermined type of creature (with possible examples including aberrations, fey, and undead). When within feet of such a creature, the lantern’s flame glows green, helping players know to expect such enemies and properly prepare. While the lantern will not give players the specific direction of such a creature, it gives them an opportunity to prepare spells and rolls skill checks to make sure they are ready going into a fight prepared.

14 Gloves of Missile Snaring

The Gloves of Missile Snaring slide snugly over a wearer’s hand as a perfect fit. In addition to being fashionable, they allow a character wearing them to fend against ranged attacks from enemies’ weapons.

When targeted, a player can use their reaction to reduce a projectile’s damage by 1D10 + their Dex modifier, essentially knocking crossbow bolts and javelins aside so that the weapon delivers only glancing a blow. If the damage is reduced to zero, the player actually catches the projectile out of mid-air— incredibly impressive for low-level players.

13 Nature’s Mantle

This item from Tasha’s Cauldron of Everything is specifically for druids or rangers, but is one of the best items such characters can get at lower levels, acting as a spellcasting focus.

However, what makes this so useful is that the cloak changes colors constantly and improves one’s ability to hide. If a character wearing it is obscured from sight, no matter how lightly, other people will not be able to see them— even when looking straight at them.

12 Flame Tongue

This sword, no matter what version of it a player finds, is useful. In D&D 5e, critical rolls no longer double damage as in past editions of the game; instead, they double the number of damage dice you can roll. This means a player wielding a greatsword version of Flame Tongue functionally gets a bonus crit with every hit they make since Flame Tongue does 2d6 extra fire damage no matter the size of the blade.

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This blade makes the list because it's a rare weapon, but one that can likely be found by low-level adventurers. The weapon itself is so useful at low levels for dealing damage it outclasses some higher-level items that the player may find later on.

11 Instant Fortress

Extremely useful for any party in hostile territory, the Instant Fortress does just what one would expect: activate it, wait a few seconds, and BOOM!, an instant fortification springs up. The problem is that this thing isn't necessarily being used properly. Though a great fortification, it makes a better one-shot-per-encounter grenade.

Activate this thing, throw it above an enemy, and if you get the timing right, the player can deliver 10d10 force damage when this changes its mass in mid-air and lands on top of its target. This makeshift grenade is the largest missile a party can carry in their arsenal. Hopefully, the rest of the enemies won't pile into the fortress after it lands though.

10 Decanter of Endless Water

Great for long treks through places where there won't be any water, this item is so valuable because of its sheer usefulness. It does not need to be attuned and can produce essentially infinite water, so long as players have the time. The players don't need infinite time to use it. They just need the right amount of time, which is determined by what a player wants to use the water for.

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When the decanter is uncorked, it can trickle out in a stream (about one gallon's worth per turn), a fountain (five gallons per turn), or a geyser (generating 30 gallons). Producing a geyser at the mouth of a goblin cave could flood the tunnels and drown all of your enemies. It might just take a while.

9 Bracers of Archery

This item is an easy way to get a low-level character some much-needed ranged firepower. The longbow is fantastic and can hit targets much further away than other ranged weapons, but few classes have proficiency with it. The bracers give a +2 to damage to attacks using bows and give the user proficiency with longbows.

While this item might seem a tad bland, once it is put to use, it quickly proves its value. This item functionally makes any character with a martial class incredibly effective in ranged combat, even if they previously lacked any proficiency at it.

8 Immovable Rod

Many players look at this and gloss over it, which is odd, as it is one of the most versatile items in the game, so long as a player has enough imagination. This thing can only be moved by a DC30 strength check when locked in place and it can support up to 8 tons. All that's needed to lock it in place is to press a button on it.

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It can bar doors from one side and keep them from opening. It can be used by a savvy fighter to parry the blows of an ogre with well-timed pushes of the button. Get enough of them (they don't need attunement) and they make a freestyle ladder that a player can climb indefinitely. If a player can get one inside a larger creature and activate it, the creature now has an 8-ton immovable object in their esophagus. Its uses are endless and effective, regardless of level.

7 Amulet of The Planes

This amulet allows players to hop planes an infinite number of times per day. Any encounter the players don't like they can walk away from. A creature can only follow them if it knew which plane the players traveled to.

This is the 'get out of any situation free' card. It's also perfect for when characters are being hunted or need to find rare items: they just hop through planes until they escape or until they find a magical bazaar. This will break a game very quickly and a DM who gives this out will have to bring some rules into play about its use.

6 Flying Broom

It cannot be understated just how important the ability to fly is. Flying above combat removes the fear spellcasters and other squishy characters have of being wrecked by melee combat on the battlefield. Most low-level enemies rely on melee attacks, and as this magic item is uncommon, it should not be too difficult to find (in theory).

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At a higher level, flying becomes important for a number of reasons, but to have it at a low level can be game-breaking, allowing a player to soar over castles, keeps, forests, and all the planned encounters (even if it might mean leaving one's adventuring party behind). Unless a DM has contingencies in place to stop shenanigans like this, the flying broom can make the game radically different for a player.

5 Efreeti Bottle

All players want a Ring of Wishes, the incredibly powerful ring that can do anything by using the Wish spell. This is the Ring of Wishes' younger and more interesting cousin, the Efreeti Bottle. Inside is a noble djinn who will grant a wish to secure its release. Also, these things could be anywhere; seriously, any old teapot or golden decanter could house a djinn.

A wily DM might have placed an Efreeti Bottle in a random location the players have visited at some point. This item is a bargain-bin Wish, as the efreeti within may not always be cooperative and if a player is not careful, they will discover open-ended wishes tend to act like a monkey's paw, creating unwanted side effects. However, this is cheaper and easier to find than a Ring of Wishes.

4 Helm of Underwater Action

This rolls two magic items into one, combining the aquatic armor and darkvision goggles. For any creature without darkvision, the goggles will help them keep up with the members of their party who have it. No player wants to be the one that needs a torch, especially since torches become useless underwater.

This solves all of the above-mentioned problems immediately. The player can now see in the dark, breathe underwater, and move at their normal speed while underwater. These combined abilities make the Helm of Underwater Action a fantastic choice for human adventurers who suffer from the inability to do basically what every other class gets for free.

3 Rod of Lordly Might

This legendary magic weapon is a +3 mace, which is already quite a force to be reckoned with. But six buttons on this mace are far more useful than its melee bonuses.

One button turns the weapon into Flame Tongue (described earlier on this list). The second and third buttons transform it into a +3 battleaxe or +3 spear. A fourth button transforms it into a climbing pole as tall as the player needs (up to 50 feet) while a fifth transforms it into a battering ram. The final button does not change the shape, but makes the rod point north like a compass and informs the wielder how far above or below ground they are. Finally, the Rod of Lordly Might can paralyze, terrify, or drain the life force of enemies.

2 Blackstaff

In the Forgotten Realms, the Blackstaff is as much a magic item as a person. The City of Waterdeep’s Archmage is called the Blackstaff and operates out of Blackstaff Tower, wielding this legendary magic item that once belonged to the city’s previous Archmage, Khelben Arunsun.

This item is only for high-level players and anyone hoping to obtain the Blackstaff will have a difficult time getting it from the current Archmage, Vajra Safahr. It operates like a Staff of Power, but can also animate walking statues, cast dispel magic, and trap the spirits of anyone killed with it. The staff also enhances enchantments cast by its wielder, drains spell slots from one's enemies hit with a successful melee attack, and on top of that, the Blackstaff is sentient, having the personalities of every previous Archmage trapped within. Beyond its raw power, this legendary item offers numerous storytelling possibilities that make for a fun roleplaying experience. Introduced to 5e in the campaign book Waterdeep: Dragon Heist for low-level adventurers, any arcane casters in a party will want to return for the staff at higher levels if they can manage it.

1 Wand Of Magic Missile

This is pound-for-pound one of the best items for single-target damage that a low-level party can get, as it produces a 1d4+1 undodgeable magic bullet for every charge that is used. The wand has approximately seven charges and can regenerate 1d6+1 charges per day. The real kicker is that it can expend a charge to increase the spell level of a magic missile, meaning that the staff can cast a level-7 magic missile as a single attack.

The ability to unload 7d4+7 undodgeable damage against a boss or large enemy is stupendous and well worth the gold spent on it, should a player make the purchase.

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Dungeons & Dragons: 14 Nonmagical Items To Purchase ASAP

Dungeons And Dragons is all about preparation. How much time have you spent in the adventuring gear and tools tables of the Player's Handbook? If you can't come up with ten items every astute adventurer should have on their person, the answer is not nearly enough. Magic items might be flashy and powerful, but they're also incredibly scarce. As a general rule, it's better to rely on supplies you can trust to be available.

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Nearly every item on this list ought to be purchasable from your run-of-the-mill town merchants. Depending on your dungeon master, some items might be a little harder to find. But you can be sure that if you explore the right back alley, a sketchy peddler will have a couple of flasks of acid or vials of poison in one of his many coat pockets.

Updated August 3, , by Paul DiSalvo:As much fun as it is to utilize incredible effects of magical items to perform feats a character couldn’t otherwise, there are plenty of non-magical items that supply incredible utility. Unlike magical items that are often either incredibly expensive or hard to come by, non-magical items are much more easily obtainable, meaning their utility and accessibility has a much lower barrier of entry. Whether you’re trying to navigate through dungeons or improve a party’s stealth, there are plenty of useful non-magical items in D&D.

14 Torches

Darkness is one of the most commonly occurring obstacles that players will face in D&D. Whether it be within the depths of a dungeon, or simply from nightfall, darkness can hinder players’ ability to see anything - from lurking monsters to deadly traps. Some races come with Darkvision by default, and some classes are able to gain cantrips such as Light.

However, for martial characters without Darkvision, for example, the darkness can be a bit more tricky. Luckily, torches are an incredibly common commodity that shines 20 feet of light and an additional 20 feet of dim light, only requiring one free hand to hold.

13 Poisoner’s kit

While poisoner’s kits require proficiencies to use, thanks to their update in Xanathar’s Guide to Everything, these items can be flexibly used in numerous ways. Not only can a poisoner’s kit be used to process and make poisons if a character has the needed materials, but it allows its user to treat anyone inflicted with any type of poison.

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This means that not only can a poisoner’s kit be used to poison one’s enemies, but it can be used to help treat their allies. It should be noted that while the poisoner’s kit can be used to figure out information about poisons and used to create them, a player still requires ingredients in order to get the most out of the item.

12 Disguise Kit

As the name would imply, Disguise Kits are kits containing various items that can be used to help hide your true appearance and identity, containing makeup, hair dye, and other props and clothes that can help keep one concealed.

Whether an individual party member or an entire party is trying to infiltrate an area where they aren’t welcome, or if the party happens to be running from the law, having access to a disguise kit can make the act of keeping a low profile a much easier endeavor.

11 Forgery Kit

Forgey kits are a series of various types of papers, inks, ink seals, and other items that can be used to create forgeries of documents. While the ability to create forgeries is useful within the right circumstances, having access to a forgery kit ensures that a party will always have access to ink and paper.

This means that they will have an easy means of sending letters and communicating without talking. You’d be shocked how useful the ability to write something on a piece of paper and hand it to another party member is in the right circumstances.

10 Antitoxin

Oddly enough, if you're already poisoned antitoxin isn't going to help you out. In a way, though, that makes what it actually does even better. Drinking a vial of antitoxin confers advantage on saves made against poison for the next hour. This benefit does not apply to constructs or undead, but it's not like they could be poisoned anyways.

If you know you're going up against a poisonous creature, or exploring any dungeon fitted with dangerous traps, putting down an antitoxin beforehand is an immense help against any dastardly poison you might encounter. A single vial does cost 50 gold pieces though, so swig it down wisely.

In contrast to the expensive antitoxin, a foot pole will only cost you a grand total of five copper pieces. In most games, it might as well be free. At this point, you're probably wondering how an item worth so little gold would be worth your time. Back in the days of old, when Gary Gygax first created the game we all know and love today as Dungeons and Dragons, an adventuring party that entered a dungeon without a foot pole had already sealed their inevitable doom.

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Instead of being story-driven, games back then were murderous dungeon crawls. Deadly traps lay in wait in every corridor, and a single misstep might mean a quick, brutal end to the character you spent the better part of an hour drawing up. Needless to say, prodding ahead with a foot pole was a product of the time. But the technique is no less useful in today's modern games.

Have you ever fallen and been unable to get back up? It's a fairly common occurrence for most parties, and climbing is a perilous venture for all but the most athletic of characters. That's where your trusty rope makes all the difference.

As long as you've got one character that's a good climber in the party, they can climb up and fasten the rope to something sturdy for everyone else to use. While this might not grant the rest of the party advantage on their climbing check, it's certain to reduce the difficulty check by some amount. Rope can also be used to tie someone up, but more on that later.

7 Climber's Kit

If you're really scared of heights, a climber's kit will ease your worries. It costs a total of 25 gold pieces, so be prepared to pay up for the protection. As an action, the climber's kit allows you to anchor yourself. Once anchored, you cannot fall more than 25 feet from the point where you anchored yourself. However, you also can't climb more than 25 feet away from that point without first undoing the anchor.

As anyone who's climbed in real life might know, the way to stay secure for the entire climb is through the use of multiple anchors. That's a lot of actions in a Dungeons and Dragonsscenario, so hopefully, you're not in combat.

6 Healer's Kit

Character death is a devastating event for any player to experience. If you're looking to prevent such devastation, carrying a healer's kit at all times is strongly advised. When a character is knocked unconscious, they begin making death saving throws. Three strikes and you're dead.

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In order to stabilize an unconscious character and save them from continuing to roll death saving throws, a player must normally make a DC ten medicine check. If you have a healer's kit, you can instead use an action to expend one of the kit's ten charges in order to automatically stabilize the character, no roll required. A healer's kit only costs five gold pieces. If you care for your party members, this is an item you should have.

5 Caltrops

These small, sharp pieces of metal are capable of stopping your enemies dead in their tracks. It takes an action to cover a square area of five feet. As long as the caltrops remain, "any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point."

It's a surprisingly powerful effect for the low cost of one gold piece. Caltrops aren't sure to work on any intelligent creature, but there's a plethora of beasts and other monsters that won't mind these shards of metal until they've already stumbled into them.

4 Thieves' Tools

The common toolkit of any rogue character, thieves' tools are undoubtedly the most popular toolkit in the game. Almost every party has a designated lockpicker. The anointed carrier of the party's answer to the last thing standing between them and treasure: a lock.

You might be surprised to learn that thieves' tools can be used by anyone. On top of that, you can use them to disarm traps as well as pick locks. Though anyone is capable of using thieves' tools, not everyone knows where to find them. This isn't an item being sold in your average shop.

3 Manacles

Remember when we talked about using rope to tie people up? Breaking out of a knotted rope requires a successful DC 17 strength check. In comparison, breaking out of locked manacles requires a successful DC 20 strength or dexterity check. If your party is fond of hostages, manacles are the way to go.

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However, like thieves' tools, they may not be easy to find. Sure, you can pay the local blacksmith to forge some for your party easy enough - but manacles are the kind of item that will draw some questions, and you're going to need some good answers.

2 Oil Flask

You might not be playing a spellcaster, but you can still set people on fire. An oil flask costs one silver piece, an almost negligible investment. But as soon as you have some fun with one of these, you'll probably end up buying a couple of gold's worth. "As an action, you can splash a creature within 5 feet of you or throw it up to 20 feet, shattering on impact. Make a ranged attack against the target, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries, (after 1 minute) the target takes an additional 5 fire damage from the burning oil."

It's a subject of debate whether the oil is consumed after the target takes fire damage once, but we'd rule that it isn't. If your players are crafty enough to make use of items, they should be rewarded. Having the party work together to cover an enemy in oil and then hit him with a bunch of amplified fire damage is an awesome moment for your game. Try scorching ray alongside your oil flask. We promise you won't be disappointed.

1 Crowbar

The good old burglar's crowbar. It's no secret that the majority of Dungeons and Dragons characters aren't particularly strong. But as long as you've got a crowbar and somewhere to apply its leverage, you'll be granted advantage on your strength checks.

While a burly barbarian might think such a weakling's tool beneath him, sometimes weaklings need to break things open too. Avoid an embarrassing showcase of your character's puny biceps by investing in a crowbar of your very own. Nobody likes it when the strong man laughs at them.

NEXT: Dungeons And Dragons: The Best Necromancy Spells

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​The 20 Most WTF Magical Items in Dungeons & Dragons

Every Dungeons & Dragons character seeks magical items for their abilities. But some wizards aren’t interested in making powerful relics; they’re interested in making nonsense, because they’re crazy, or things that will screw your character over, because they’re jerks. The result? These ridiculous artifacts from D&D’s golden days.

1) Ring of Contrariness

The first of many magical items that I will simply call “Artifacts of Dickishness.” See, magic items have to be crafted by wizards; they require time, power, and a great many resources. So why would anyone waste their time making a magic item whose only result is making someone kind of annoying? The Ring of Contrariness — which, as you might have suspected, forces the wearer to disagree with everything anyone says — it a prime example of some wizard wasting his time.

2) Bountiful Spade

Official description: “Characters who use this enchanted farm implement to turn over the earth prior to planting a field receive a +3 bonus on their agriculture proficiency check for that year.” I feel confident in saying that any D&D game that needs its player to perform an agriculture proficiency check for an entire year is the worst D&D game ever.

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3) Bell’s Palette of Identity

I can only assume Bell the Wizard was reading The Picture of Dorian Grey when he was inspired to make this magic art palette, which, when used to paint a self-portrait, allows all status effects — basically anything you’d make a saving throw for — get transferred to the portrait instead. Nice, right? Alas, Bell clearly didn’t finish Dorian Grey, or else he might have released that leaving the painting at home was a key part of its power. Users of the Palette must carry their self-portraits around wherever they go; if they don’t have the paintings literally on their body, its powers are useless. So close, Bell!

4) Gourd of Travel

Lots of items allow players to teleport: helms, scrolls, rods, weapons, and more. And then there’s a gourd. A gourd that lets you teleport. While holding, and presumably carrying around, a gourd. Why a gourd, and why not, say, a ring of teleportation? A wand, mayhap? Or even a cloak or an amulet? Discovering the answer to that sounds like an adventure of its own.

5) Ring of Bureaucratic Wizardry

I swear this is real. The official description: “When a wizard casts any spell while wearing the ring, a sheaf of papers and a quill pen suddenly appear in his hand. The papers are forms that must be filled out in triplicate explaining the effects of the spell, why the wizard wishes to cast it, whether it is for business or pleasure, and so on. The forms must be filled out before the effects of the spell will occur. The higher the level of the spell cast, the more complicated the forms become. Filling out the forms requires one round per level of spell.” If you ever had a Dungeon Master give you this ring, I believe you were legally allowed to murder him.

6) Bag of Beans

Ha ha, yeah, like Jack and the Beanstalk, right? Gotta have some magic beans in D&D! Except they aren’t. When planted, these beans usually turn into monsters that attack you. But not instantly; you have to put them specifically in the ground and water them for them to turn into monsters that attack you. So not only are these beans actively harmful to you, you have to put in effort for them to work at all. But my favorite part? If the beans are removed from their bag by any method other than somebody’s hand, they just outright explode.

7) Potion of Pebble Flesh

This potion is basically The Potion of Being The Thing from Fantastic Four — you rub it all over yourself, go to sleep, and when you wake up… well, you have pebble flesh. It gives you a natural armor, but it lowers your Dexterity, your movement rate, and of course makes you look like a hideous monster. The question is this: Since magic in D&D can do anything, why wouldn’t you take a little extra time and brew a potion that upgrades your Armor Class without making the needless flaws?

8) Wand of Misplaced Objects

Although an Artifact of Dickishness, the Wand of Misplaced Objects is slightly more useful in that it’s technically an offensive weapon for its bearer. Technically. Using the wand causes the target to become surrounded by golden orbs which spin around him. When they disappear, the target discovers all his shit has been moved — his sword is back in its sheath, things in his pockets are in his backpack, his shoe is on his hand, etc. Annoying? Certainly. More effective than just blasting the dude with a fireball spell? I think not.

9) Wand of Wonder

The Wand of Wonder — as in, the Wand of Wondering What The Luntic That Made This Thing Was Thinking Of. When used, it performs one of 20 completely random functions, which can include 1) a powerful gust of wind, 2) butterflies appearing out of nowhere, 3) shrinking the wand holder, and 4) making leaves grow on the target for some reason. Say you were a soldier. Would you bring a gun that would randomly fire bullets, water, or freaking butterflies into battle? Exactly.

10) Bone Seed

So this is a tiny bone fragment that when planted turns into a giant tree made of bones. Does it look awesome? Probably. Would it be perfect landscaping addition for an evil wizard or someone trying to make a heavy metal album cover? Absolutely. Is it useful in any other way? No. Well, technically you can grab one of the bones and try to stab somebody with them, but this is D&D; if you weren’t already carrying a weapon you’d have died minutes after beginning your adventure. Oh, also: “If a bone seed is planted in a burial ground, there is a 10% chance that it will produce a monkey skull.” Well all right then.

11) Bowl of Watery Death

This Artifact of Dickishness is a touch more on the murder-y side; anyone who puts water in this bowl (it appears to be a Bowl Commanding Water Elementals) gets shrunk to “the size of a small ant” and falls into the bowl. Cruel? Yes. Efficient? Not really. Again, I have to wonder what wizard out there is spending his time enchanting deadly bowls and leaving them around dungeons for random adventurers to find.

12) Crystal Parrot

To be fair, the Crystal Parrot does have a clear and genuinely useful purpose — you turn it on, and it watches over the room you’ve set it in. If intruders come in, the parrot sends you a telepathic message that you have uninvited guests. It can be turned on for up to 30 full days! The catch is that whenever you turn it off, it stays off for 30 full days, which defeats the purpose of the damn thing for six months out of the year. Still, it’s quite bizarre knowing that D&D created the equivalent of the nanny-cam before reality did.

13) Druid’s Yoke

If you’re in a D&D campaign where you need to do any kind of farming, you have bigger problems than any magical item can fix. But this yoke allows characters to — when they put it on themselves — turn into an ox. Not a magical ox; a regular ox. Then you can till your field yourself! You can’t do it any faster, because again, you’re just a goddamned ox, but it does allow you to… do the horrible manual labor… instead of the animal you’ve bred for this exact purpose. So that’s… something someone would totally want. The best part? Once you’ve put it on, you can’t take the yoke off; someone else has to do it for you. Because you’re a goddamned ox.

14) Brooch of Number Numbing

I still can’t believe this exists in D&D, but let me try to explain it. It’s a brooch someone wears. People who look at the brooch, uh… forget numbers. Like they forget five is more than three, how currency exchange works, and more. This is such a bizarre, esoteric thing, and one that seemingly has only one use — screwing people out of their money. Which is what I thought Thieves were for. Basically, add the Brooch of Number Numbing with the Ring of Bureaucratic Wizardry and you’ve made a D&D campaign with all the fun of a visit to the DMV.

15) Robe of Vermin

This list could be filled with Artifacts of Dickishness; there are books that make you stupid, potions that drive you insane, and even bags that eat your stuff. But the Robe of Vermin is especially messed up. Put on the robe, and it seems fine until you enter combat, at which point unseen rats basically start biting your character over his/her entire body. They don’t cause actual damage, but they render you more or less useless during every combat session, which means your character is very likely getting murdered before you find a way to remove the robe’s curse. And you will die while being eaten by magic rats. Whee!

16) Fish Dust

A dust which, when thrown into a body of water, paralyzes fish and causes them to float to the surface. Although it has the same terrifying effect that dumping toxic radiation into the water might have, it’s probably fine, being magic and all. It’s perfect for the player for whom saying out loud “My character fishes for an hour” is just too much work.

17) Horn of Baubles

As you might suspect, this horn issues out a blast useless trinkets, equal to the first level of Chuck E. Cheese ticket prizes, when blown. It’s not even slightly useful because again, by definition, what comes forth from the horn are baubles. But as an added kick, when used there’s a cumulative 10% chance that the blower will be sucked into the mouth of the horn and transformed into the aforementioned stream of useless trinkets, not only killing him, but destroying his body completely, rendering him unable to be resurrected without a Wish spell. Truly, the Horn of Baubles is the pre-eminent Artifact of Dickishness.

18) Horn of Bubbles

The Horn of Bubbles is decent second to the Horn of Baubles, though. It obviously spews out bubbles, which of course do nothing to attackers, but blind the blowers. If you’re a bard, there’s a 5% chance you get sucked into the horn and turned into a stream of bubbles, which, when they all pop, mean you’re dead. Since only bards suffer the chance of the death by bubble, the Horn of Baubles reign supreme in Dickishness, but still, if you find a horn in a pile of treasure, don’t blow it. It’s just not worth the risk.

19) Puchezma’s Powder of Edible Objects

Interestingly, this odd item is one of the few D&D magical items that does have a back-story; apparently the unfortunately named Puchezma was a cheapskate who inadvertently created a powder that allowed him to eat any chewable material while trying to make a spice that would allow him to eat cheaper and cheaper food. With it, people can eat anything from cotton to tree leaves instead of bread and salted beef! Now, I would say if you’re carrying around cotton, you might as well be carrying food. I would also say that if you plan on your player-character eating tree leaves to save fictional money you are very much missing the greater point of D&D.

20) Mirror of Simple Order

“When a character steps in front of this mirror, he sees a strangely distorted image of himself. … There are eyes, a mouth, and a nose, but all lack character. Although the figure moves as the character does, it is shorter or taller than he is, adjusted in whatever direction approaches the average height of the character’s race. Any clothing worn by the character is altered as well. Bright colors will be muted, appearing to be shades of grey. Any ornamental work on armor, weapons, or clothing will be gone. … He retains his level and class, but is not as exceptional as he might have been. He is bland and boring. The character’s alignment changes to lawful neutral, and he becomes interested in little else other than setting order to the world.” So there’s a magical item that turns you into a soulless bureaucrat. I guess that’s whose making those damn rings.

All images by Jeff Easley.

Sours: https://gizmodo.com/theweirdest-dungeons-dragons-magical-items
Best Adventuring Gear Items for Dungeons \u0026 Dragons 5E

Dungeons And Dragons: 15 Magic Items For A Mid-Level Party

One of the most exciting parts ofDungeons & Dragonsis the discovery of magic items tucked away in long lost catacombs, heavily guarded lairs, or well-hidden treasure chests. The Dungeon Master's Guide provides us with a cluster of options to choose from when dropping magical items into our adventures, but, with so many choices, it can be hard to come to a decision.

RELATED: Dungeons And Dragons: 10 Best Damage Types, Ranked

Thankfully, the DMG does provide some guidelines on magic level rarity and its relevance to player character levels. A mid-level party consists of characters between levels 5 to 11 and should most often be receiving magic items of rare quality or lower. While surprising players with an awesome item feels great, don't be afraid to simply ask them what they're looking for. That being said, below are 10 rare quality items for which your players will certainly be thankful.

Updated by Kristy Ambrose on February 14th, The stakes change as player characters progress. That means better stuff, including more powerful, magical items for defense, damage, or just plain fun. A DM knows that a party needs rewards worthy of their trials but it's also important to make sure mid-level characters have items that are special, but not overpowered, and perhaps also present an additional challenge to the group in learning how to use them. As the D&D universe expands, so does the list of magical items, and we've added a few to our list. 

15 Greater Bracers of Accuracy

The Greater Bracers of Accuracy are an item that requires a casting level of 5 to equip, so it fits nicely into that mid-level bracket. It's not just for archers or ranged weapons, either. They can give a spellcaster a nice boost to their hit rating.  Other than better precision on your ranged attacks, you can also ignore abilities like cover and concealment when targeting your foes.

What keeps these from being OP is that the wearer has to choose exactly what ability to use and when since they only have three charges per day. The player has a nice ability but they have to learn to use it wisely.

14 Armor of Resistance

The armor of resistance provides a simple, yet effective, benefit. Resistance to one damage type of the DM's choice. The best part about the DM doing the choosing is that he or she is likely to know best what kind of damage the players are going to be running into.

Make sure to give your players an armor of resistance that provides resistance to a damage type relevant to your game. Otherwise, the item's great boon will fall to the wayside due to its rare applications. The goal is for players to be excited about owning magic items, after all.

13 Boots of Speed

If thinking ahead about encounters so that you can provide a damage type resistance that's meaningful sounds like too much work, you can always just give your players an item with an on-use effect instead. The boots of speed allow you to use a bonus action to double your movement speed.

RELATED: 15 Tabletop Games To Play If You Like Dungeons & Dragons

More importantly, while this double speed is active, enemies have Disadvantage on opportunity attacks made against you. Any player that enjoys darting around the map will instantly fall in love with this item.

12 Flame Tongue

Flametongue is always pictured in resource materials the same way, but it isn't always on fire. Speak its Command Word as one of your Bonus Actions, and the blade bursts into flames.

That's not just an extra 2D6 of fire damage when it hits its targets — it also sheds Bright Light for 40 feet and Dim Light for another 40 ft. A powerful sword that's extremely rare and often found by mid to low level players, it could make or break a fledgling party that's just reaching mid-level range.

11 Cape of the Mountebank

The Cape of the Mountebank is a great gift for a martial based character. While fighters, rogues, and monks are capable of dishing out some serious damage, it's easy for a player that chose one of these classes to feel regret after witnessing a fellow party member cast a couple of spells. After all, the variety of things you can do with spellcasting is ultimately a lot more dynamic than simply making another attack roll.

RELATED: Dungeons And Dragons: 10 Destructive Damage Spells, Ranked By Damage

This item gives its owner the ability to cast the 4th level dimension door spell as an action once per long rest. A character that performs best when in the most dangerous position on the map will find this item especially useful. In case of critical danger, they'll have one final trick up their sleeve.

10 Dagger of Venom

If your melee players aren't so remorseful about their class choice, they likely want to be rolling even more damage dice. There are a handful of items that serve well for this purpose, but the dagger of venom is an especially wicked choice. It's a +1 magic weapon that a player can, as an action, cause to ooze viscous, black liquid that coats the blade for the next minute.

If an attack using this weapon hits a creature during this time, the creature must make a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for the next minute. The poisoned condition is a debilitating effect and a player who successfully lands an attack with this poisoned dagger won't soon forget its sizable impact.

9 Lantern of Revealing

For six hours, for the inexpensive price of one pint of oil, your whole party will be surrounded by 30 feet of bright light and 30 more feet of dim light. It also reveals invisible creatures and objects that fall within its light. That's handy outside in the wild or in a dungeon. It gives the party time to prepare for possible threats without giving them too much of an advantage. There's a hood you can lower to reduce the light to a 5-foot radius in case you and your party are trying to keep a low profile.

8 Dimensional Shackles

If your players enjoy taking prisoners, that's all the reason you need to bestow upon them magical shackles. The dimensional shackles require an action to be placed on an already incapacitated creature. They adjust in size to fit a target of small or large size.

On top of conferring the benefits of regular shackles, the dimensional shackles also prevent their captor from using any means of extradimensional movement. But perhaps most impressively, a creature can only make a strength check to escape the shackles once every 30 days. The DC to break the shackles is an athletics check of Be prepared for the players to keep a high priority prisoner around for a while.

7 Horn of Blasting

Magic items provide a lot of fun for the players, but what about the dungeon master's good time? If you're looking to put your players in even more peril, the horn of blasting will do you just fine. As an action, a character can speak the horn's command word and then blow into it, emitting a thunderous blast in a foot cone that is audible feet away. Each creature in the area must make a DC 15 Constitution saving throw.

RELATED: Dungeons And Dragons: 10 Hilarious Magic Items

On a failure, a creature suffers 5d6 thunder damage and is deafened for 1 minute. On a success, a target takes half damage and is not deafened. It's a powerful item, but here's the catch: each use of the horn's magic has a 20 percent chance of resulting in the horn exploding. This explosion deals 10d6 fire damage to the blower and destroys the horn.

6 Amulet of the Planes

An advanced level means improved traveling abilities, but there's a catch. DMs like this one because it's a bit of a trick. Be careful what you wish for, you just might get it. Yes, this means improved travel abilities, provided you have the Attunement to use it and make the roll.

The user needs to make a DC 15 Intelligence check, and a failing throw means that the player holding the amulet and everything within 15 feet of them Travel to a random destination. That can be an interesting way to start a campaign — or end one.

5 Mace of Disruption

The Mace of Disruption is the perfect item to give to a party in a heavily undead or fiend themed campaign. The mace deals an extra 2d6 radiant damage whenever it strikes one of these types of creatures. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be instantly destroyed.

On a successful save, the creature still becomes frightened of you until the end of your next turn. On top of all that, the weapon sheds bright light in a foot radius and dim light 20 feet beyond that. This item would fit into any game perfectly as the ancient fabled weapon of a long-dead hero whose name will forever be remembered for leading a crusade against the undead.

4 Potion of Fire Breath

The one time use feature of potions make them a bit less rewarding than other magic items, but your players surely won't be disappointed by the potion of fire breath. After drinking it, you retain its effects for the next hour. During this time, you may use a bonus action to exhale a cone of flame at a target within 30 feet.

RELATED: Dungeons And Dragons: 10 Best Battle Master Maneuvers, Ranked

That creature must make a DC 13 Dexterity saving throw. It takes 4d6 fire on a failed save, or half as much on a success. The potion also expires once you've used the breath three times. Any player would be excited about breathing fire for a couple of rounds.

3 Portable Hole

The Portable Hole is a circular sheet 6 feet in diameter. However, it can be folded up into a fine black cloth the size of a handkerchief. As an action, you can unfold it and place it against a solid surface.

Wherever it is placed, an extradimensional hole 10 feet deep forms. This hole exists on a different plane, so it can't be used to create passages. No matter what's inside of it, the hole's weight is negligible. A creature can survive inside of a portable hole for 10 minutes before it begins to suffocate. Notably, the portable hole's 6 feet diameter can fit objects many times larger than anything you could put in a Bag of Holding.

2 Cloak of Displacement

The Cloak of Displacement creates the illusion that the wearer is standing a few feet away from their actual location. That means anyone attacking the wearer does so with a Disadvantage. However, the cloak won't work if you take damage, or are immobilized or incapacitated.

RELATED: Baldur's Gate 2, Shadows Of Amn: Every Companion with a Good Moral Alignment, Ranked

It's a versatile item, as a multi-class character that uses both ranged and melee could equip this. The party would have to decide who would be the best suited to wear the cloak for the benefit of everyone. It could also be a fitting reward from a quest or as dungeon loot.

1 Ring of Evasion

Dexterity saving throws are among the most common saves made in the game. Traps, area of effect spells, and breath weapons like a dragon's fire breath all require a dexterity save. For this reason, the ring of evasion is going to come in handy without any special work on the dungeon master's part.

The ring has 1d3 charges that return at dawn. When you fail a Dexterity saving throw, you can use your reaction to expend one charge and succeed instead. It might be a simple magic item, but the next time your players get hit with a fireball they'll be glad to have it.

NEXT: Dungeons And Dragons: 10 Most Useful Utility Spells

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Chris Stomberg (98 Articles Published)

Chris Stomberg is an avid gamer of all kinds. Board games, card games, tabletop games, video games: if its a game, it will pique his interest. Chris has written anchor stories for news broadcasts, modules for his D&D group, and is currently working on his first novel. His hobbies outside of gaming include yoga, reading, bar hopping, and spending time with friends old and new.

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And items dungeons dragons

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Best Adventuring Gear Items for Dungeons \u0026 Dragons 5E

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