As you journey across the land, defeating monsters and saving the world, your adventuring party will undoubtedly pick up some items and gear along their quest. Since Dungeons and Dragons is set in a fantasy world, there are a whole host of magical items available for your players to collect. Some confer benefits or boosts to your characters while others foretell certain doom, bestowing unfortunate curses.
Here are my top twenty-five magical items to provide to your party, either to spur them further on their heroic quests or to challenge them to overcome new obstacles.
Note: All magical items on this list are from the Player’s Handbook (PHB) unless otherwise listed.
25. Nolzur’s Marvelous Pigments
Wizards of the Coast: Marvelous Pigments
Dungeons and Dragons allows you to transform the stories in your head into adventures for yourself and your friends. Nolzur’s Marvelous Pigments performs a similar feat within your campaign: you can transform average drawings and paintings into real objects. With some creativity, literally anything is at your players’ fingertips!
While magical paints don’t seem to be particularly special, they can provide a plethora of advantages for your party. You can create just about anything from simple paints, ranging from supplies to weapons to traps for your enemies. You could use them as magical forgeries or duplicate keys to sneak into heavily guarded areas. You could even use them as cover or disguises, altering the very world around you.
Why Nolzur’s Marvelous Pigments are great:
- No need to remember to pack your arrows, just draw some more!
- Draw exactly what you need, when you need it
- Create new wonders the world has never seen, bringing them to life
- Prank your enemies or random NPCs
How to get Nolzur’s Marvelous Pigments:
- Your party purchased them from an enigmatic artist who promised that their dreams could become a reality
- You were gifted them by a grateful wizard who allowed you access into their magical tower
- You raided a sorcerer’s fortress and secured them as loot
Nolzur’s Marvelous Pigments
- Wondrous Item, very rare
- Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
- Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
- When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
- Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
- If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
- Notes: Utility, Consumable
24. Ring of Evasion
Wizards of the Coast: Ring of Evasion
Poor rolls are a constant threat for D&D players. They can make a game interesting, but do you ever want a redo when you fail your save? With the Ring of Evasion, you can rewind time and take another chance at dodging out of the way of a falling rock or a mouthful of acid.
No need to reroll! When you spend one of the ring’s charges, you automatically succeed on your Dexterity save. This gives you the boost you need to stay in the fight and continue on your adventures.
Why a Ring of Evasion is great:
- Automatically succeed on a Dexterity save
- Refreshes each day
- Keep your opponents guessing and dodge out of the way
How to get a Ring of Evasion:
- Buy at your local magical merchant
- Gifted from a great master of dexterous combat
- It ironically slipped off the finger of another adventurer
Ring of Evasion
- Ring, rare (requires attunement)
- This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
- Notes: Warding, Jewelry
23. Cloak of Displacement
Wizards of the Coast: Cloak of Displacement
Want to be in two places at once? The Cloak of Displacement can do just that–well, almost. Granting you an illusory doppelganger, this cloak can confuse your enemies, granting them a disadvantage when trying to slice you in twain.
The Cloak of Displacement can give you an edge in combat by giving your enemies a disadvantage upon attacking you. Summoning an illusion, this cloak gives your opponent a 50/50 chance to actually hit you in battle. This can keep you alive for a moment or so longer, providing you with enough time to take your opponents down.
Why a Cloak of Displacement is great:
- Illusory doppelgänger friend!
- Confuse your enemies
- Make yourself more difficult to attack
- Look epic in a long cloak
How to get a Cloak of Displacement:
- You narrowed down the false, illusory cloaks to reveal the final, real one
- Buy it at a magical clothing store
- Loot from the hoard of a powerful sorcerer, or at least a sorcerer who liked practical jokes
Cloak of Displacement
- Wondrous Item, rare (requires attunement)
- While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
- Notes: Disadvantage: Attack Rolls Against You, Deception, Warding, Outerwear
22. Bracers of Archery
Wizards of the Coast: Bracers of Archery
The Bracers of Archery are a must-have for any ranged combatant. Not only does it provide your character with the in-depth knowledge of bows, it also gives you a bonus to damage rolls using these weapons. This can add up in battle, giving you the boost to finish off your enemies.
If your melee character wants to venture into ranged combat but doesn’t want to spend the time to study bows, the Bracers of Archery will give them a magical crash course on the subject. You will be able to fire bows with deadly accuracy and utilize them in your quests. In addition, you also gain a damage bonus with these bows, making you a formidable opponent lurking in the shadows.
Why Bracers of Archery are great:
- Hit anything, near or far
- Learn how to use the bow
- Damage bonus to ranged bow attacks
How to get Bracers of Archery:
- Defeat the fabled archer in combat by splitting an arrow
- Imbue normal bracers with the energy of the forest
- Win them in the local faire through a contest of skill and aim
Bracers of Accuracy
- Wondrous Item, uncommon (requires attunement)
- While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
- Notes: Proficiency: Longbow, Proficiency: Shortbow, Damage: Shortbow, Damage: Longbow, Damage, Buff, Combat, Wristwear
21. Flame Tongue
Wizards of the Coast: Flame Tongue
Flaming swords are the quintessential magical weapons in fantasy. While their practically may be questioned, there is no doubt that they are epic. Flame Tongue is not only a flaming sword, but also a beacon of power and arcane energy for your character to wield.
The Flame Tongue comes in a variety of sword variants, from nimble rapiers to hefty greatswords. Upon utterance of its command word, the sword bursts into flames, dealing extra damage to anything that comes in contact with it. This ability is not just useful in combat, though–you can also use these flames to illuminate the path ahead or provide the necessity of fire in a desperate encounter.
Why a Flame Tongue is great:
- It’s a flaming sword, what more do you want?
- Pyromancy
- Illuminate your surroundings
- Light your opponents on fire
- Pose as a dangerously powerful wizard to the naive townsfolk
How to get a Flame Tongue:
- Stolen from the hoard of a fire-breathing beast, who imbued the sword with its power
- Buy from your magical arms dealer before your next quest
- Remove the sword from the stone, only to find that it bursts into flames
Flame Tongue
- Weapon (any sword), rare (requires attunement)
- You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
- Applicable Weapons: (see table)
- Greatsword
- Longsword
- Rapier
- Scimitar
- Shortsword
- Notes: Damage: Fire, Damage, Combat, Versatile
20. Fizban’s Treasury of Dragons items (FToD)
Wizards of the Coast: Fizban’s Treasury of Dragons cover art
Fizban’s Treasury of Dragons offers a variety of encounters, feats, and treasures based on the adventures and studies of the great Fizban. The further you read, the more mysterious he seems to become… Everything in Fizban’s records has one thing in common: you guessed it, dragons! This category of magical items is so extensive that it could become a Top 25 list of its own, so I’m grouping them together.
The magic items from Fizban’s host a variety of benefits and challenges for your party to find. Some items are draconic variants of other magical items, like the dragon’s hoard or draconic armor. Other items are unique to Fizban’s adventures, like the Gold Canary Figurine of Wondrous Power or Platinum Scarf. Each can provide hours of entertainment for you and your players.
Why Fizban’s Treasury of Dragons items are great:
- They’re dragons!
- Upgrades of standard magical items
- Retextured items to fit the dragon theme
- New abilities and features only granted by the dragons
- Unique connections to the magical beasts of yore
How to get Fizban’s Treasury of Dragons items:
- Somehow, you met Fizban, which may lead to more challenges in the future…
- Stolen from a dragon’s hoard
- Gifted by an ancient and wise draconian being for providing them aid
- Looted from the hoard of an evil king or magic user, who wanted the dragons’ powers for themself
See Fizban’s Treasury of Dragons sourcebook
19. Sun Blade
Wizards of the Coast: Sun Blade
Like the Flame Tongue, the Sun Blade is another sword harnessing the power of light energy. Unlike the Flame Tongue, it glows with the radiance of pure energy rather than flaming fire. It also deals bonus damage to undead and unholy abominations.
The Sun Blade is placed slightly higher on this tier list than its flaming counterpart due to its combination of bonus damage and utility. While a flaming sword is just that, a sword on fire, the Sun Blade can deal bonus damage to undead monsters. Its intensity can also be adjusted based on your scenario, casting as much or as little light as you wish.
Why a Sun Blade is great:
- Glowing blade of power
- Bonus damage to undead
- Control the intensity of the blade’s light, in case you were trying to be stealthy
How to get a Sun Blade:
- Bestowed upon you by the deities of light
- Passed down through generations, it’s the legendary weapon to keep the forces of undead at bay
- Dropped into the space between dimensions, emerging with the radiance of other realities
Sun Blade
- Weapon (longsword), rare (requires attunement)
- This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
- You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
- The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
- Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
- Notes: Bonus: Magic, Damage: Radiant, Replace Damage Type: Radiant, Weapon Property: Finesse, Damage, Combat, Versatile
18. Instrument of the Bards (DMG)
Wizards of the Coast: Instrument of the Bards
Bards get to have all the fun! Typically depicted as musicians, the Instrument of the Bards provides ample flavor to your bard’s basic weapon. Want to control the weather with your dulcet tones? Wish to play a harmonious melody to tame even the wild beasts? Instrument of the Bards can do all this and more!
The Instrument of the Bards grants your character a handful of bonus spells to utilize on their adventures. Each instrument provides different spells, allowing you to choose the instrument of your enemies’ destruction, literally! These spells don’t count towards your spellcasting total since each is contained within the instrument itself.
Why an Instrument of the Bards is great:
- The bard’s perfect weapon
- Customizable to your style and vibe
- Themes based on the various bard colleges
- Unique spells based on the type of instrument
- Knock back damage for those who try to steal the instrument
How to get an Instrument of the Bards:
- Instruments passed down through generations
- Won it off of the devil in a mean rhythm contest
- Your music is so harmonious that the very instrument became enchanted
Instrument of the Bards
- Wondrous item, rarity varies (requires attunement by a bard)
- An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
- You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
- You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
- Applicable Instruments: (see table)
- Anstruth harp
- Canaith mandolin
- Cli lyre
- Doss lute
- Fochlucan bandore
- Mac-Fuirmidh cittern
- Ollamh harp
- Notes: Attuned, Damage, Rarity: Legendary, Rare, Uncommon, Very Rare, Wondrous Item
17. Staff of the Woodlands
Wizards of the Coast: Staff of the Woodlands
The Staff of the Woodlands is a must-have for any druid. It grants you free spells stored within the staff, allowing you to cast them whenever you like. Each provides an added bonus to your spellcasting as well, making you even more powerful than before!
The Staff of the Woodlands is a fun perk to any campaign, fitting into whatever story you wish to tell. In addition to bonus spells and damage, it can also turn into a full tree, potentially lifting you out of harm’s way or blocking your enemies’ attacks. With so much versatility, it can be a dangerous force of nature for anyone who stands in your way.
Why a Staff of the Woodlands is great:
- The Druid’s perfect weapon
- Bonus spells that don’t count towards your spell list or slots
- Extra attack and damage modifiers
- Turn into an entire tree
How to get a Staff of the Woodlands:
- Gifted through the dying wish of an elder forest spirit
- Carved from the ancient, mystical wood of the great forests
- Earned through your character’s right of passage to become a full Druid
Staff of the Woodlands
- Staff, rare (requires attunement by a Druid)
- This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
- The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
- Spells
- You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
- animal friendship (1 charge)
- awaken (5 charges)
- barkskin (2 charges)
- locate animals or plants (2 charges)
- speak with animals (1 charge)
- speak with plants (3 charges)
- wall of thorns (6 charges).
- You can also use an action to cast the pass without trace spell from the staff without using any charges.
- Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
- You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
- Spells
- Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding
16. Belt of Dwarvenkind
Wizards of the Coast: Belt of Dwarvenkind
Making spotlight appearances on hit Dungeons and Dragons shows, the Belt of Dwarvenkind blends utility with just plain fun features. Not only are your stats boosted, but one of the best features of this belt is its ability to grow yourself a full beard each day! If you’re not a dwarf yourself, you also gain dwarvish features unavailable to your character.
The Belt of Dwarvenkind grants impressive strength and vitality to whoever wears it. In addition, it invites your character into the lineage of dwarves, granting them similar features like darkvision and a beard! This can be a fabled artifact from dwarven kings or a lost relic from a bygone age–the choice is yours!
Why a Belt of Dwarvenkind is great:
- Chance to grow a beard!
- Gain the features and abilities of your dwarven friends
- Boost your stats without spending ability score increases
How to get a Belt of Dwarvenkind:
- Won in a contest of strength (or maybe rock carving)
- Gifted by the dwarves as a sign of kinship
- Offered as the reward for saving the life of a dwarven king
Belt of Dwarvenkind
- Wondrous Item, rare (requires attunement)
- While wearing this belt, you gain the following benefits:
- Your Constitution score increases by 2, to a maximum of 20.
- You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
- In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
- If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
- You have advantage on saving throws against poison, and you have resistance against poison damage.
- You have darkvision out to a range of 60 feet.
- You can speak, read, and write Dwarvish.
- While wearing this belt, you gain the following benefits:
- Notes: Bonus: Constitution Score, Advantage: Persuasion, Advantage: Saving Throws, Resistance: Poison, Set Base: Darkvision, Language: Dwarvish, Buff, Social, Utility, Belt
15. Horn of Valhalla
Wizards of the Coast: Horn of Valhalla
Dungeons and Dragons campaigns are never short of friends. Whether they be the NPCs you meet on your adventures or the friends sitting around the table with you, you’re always surrounded by people who care about you and want to have fun. The Horn of Valhalla extends this even further, allowing you to summon spectral allies to fight by your side.
The Horn of Valhalla comes in a variety of metal types, requiring proficiency with different armors and weapons. In addition, you can summon warrior spirits from another plane to fight alongside your party. This can turn the tides in a battle, but beware: if you don’t meet the requirements, the spirits may turn on you instead!
Why a Horn of Valhalla is great:
- Summon spectral warriors to fight by your side
- Different horn types provide different challenges to wield
- Reusable, with a slight time delay
- Befriend the spirits of the afterlife or anger them for a new encounter
How to get a Horn of Valhalla:
- Travel to the afterlife of the Norse deities
- Granted as a boon from Thor
- Necromantic energy forged the horn, binding the spirits to you
Horn of Valhalla
- Wondrous Item, varies
- You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
- Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
- You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
- Horn Types: (see table)
- If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
- Notes: Summoning
14. Cape of the Mountebank
Wizards of the Coast: Cape of the Mountebank
Bonus spells are always a fun addition to your repertoire. With the Cape of the Mountebank, you gain the ability to cast the dimension door spell, even if you have no spellcasting abilities! You can literally disappear in a puff of smoke, appearing in a place your enemies won’t expect.
Dimension door is one of the most useful spells in Dungeons and Dragons. The ability to hop from one spot to another in an instant can give you and your party a real advantage, even pulling you out of danger at the last moment. A cape with this spell woven into its fabric is even more powerful, letting you call upon its power at a moment’s notice.
Why a Cape of the Mountebank is great:
- Bonus use of dimension door
- Embrace your inner edge lord and vanish in a puff of smoke
- Reuse this ability each day
How to get a Cape of the Mountebank:
- Buy at a magical clothing store
- Save it from slipping into a lake of lava, but this is no ordinary cloak…
- Stolen from a dragon’s hoard, picking up some of the qualities (and scents) of its guardian
Cape of the Mountebank
- Wondrous Item, rare
- This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
- When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
- Notes: Teleportation, Exploration, Outerwear
13. Ioun Stone
Wizards of the Coast: Ioun Stones
Ioun Stones are gifts from the god Ioun to propel you on your quests. Each one grants unique boosts and features to your stats and abilities. With the variety of abilities available, you’ll have endless opportunities to breathe life and wisdom into your adventures.
Ioun Stones are added bonuses to your existing capabilities. Ranging from stat boosts to new spells or features, each one houses a different advantage for your character. These can be customized to your campaign and story, providing new advantages or challenges to the situations you may find yourself in.
Why an Ioun Stone is great:
- Tons of variety, granting new abilities with each variant
- Stat boosts and new abilities to play with
- Orbits your head, keeping you in touch with the magic
- Difficult to destroy or separate from the user
How to get an Ioun Stone:
- Granted by the god Ioun himself
- Found one of the many variants scattered across the world
- Bought from a magical emporium or wizard’s college
Ioun Stone
- Wondrous Item, varies (requires attunement)
- An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
- When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
- A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
- Stone Varieties:
- Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
- Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
- Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
- Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head.
- Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
- Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
- Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
- Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
- Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
- Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
- Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
- Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
- Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
- Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4−1 levels of stored spells chosen by the GM.
- Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
- While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
- Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
- Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head.
- This other set of Ioun Stones come from the Extra Life Adventure: Lost Laboratory of Kwalish.
- Supreme Intellect (Rare). You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
- Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
- Natural Knowledge (Rare). You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.
- Religious Knowledge (Rare). You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
- Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
- Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
- Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
- Notes: Bonus: Armor Class, Bonus: Charisma Score, Bonus: Constitution Score, Bonus: Hit Points, Bonus: Intelligence Score, Bonus: Strength Score, Bonus: Wisdom Score, Bonus: Dexterity Score, Buff, Detection, Utility, Warding
12. Instant Fortress
Wizards of the Coast: Instant Fortress
Who hasn’t built themselves a pillow or snow fort, pretending they were royals in a castle or rugged adventurers in the wilderness? In Dungeons and Dragons, you can be whoever you want to be! Whether you’re a noble or an impoverished wanderer, the Instant Fortress allows you to summon a stronghold out of thin air, granting you and your allies protection against the monsters that lurk outside.
The Instant Fortress can become your party’s base of operations. It can keep you safe and travel wherever you go, allowing you to remain protected even in the most dangerous environments. It is heavily fortified, and it also deals damage to anyone unfortunate enough to be around when it was summoned.
Why an Instant Fortress is great:
- Pop up fortress
- Bonus damage to those who were trying to sneak up on you
- Travel size for your convenience
- Extremely difficult to destroy or damage
- Epic medieval tower of protection
How to get an Instant Fortress:
- You defeated the puzzle master, so they granted you a new puzzle
- Inheritance from a powerful wizard
- The king thought this was more reasonable than granting you a keep
Instant Fortress
- Wondrous Item, rare
- You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
- The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
- Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
- The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
- Notes: Utility, Warding
11. Cloak of Invisibility (DMG)
Wizards of the Coast: Cloak of Invisibility
The Cloak of Invisibility is a classic fantasy magic item. Granting you the ability to disappear and reappear at will, it can be a tool to sneak around heavily fortified locations or steal from the evil villain. As long as you watch the time, you can be little more than a shadow in the night.
The Cloak of Invisibility is a powerful tool in the right hands. Just think of all the things you can do with invisibility! But be careful–each cloak has a time limit, dropping its spell after a certain amount of time has passed. It is rechargeable, but you don’t want your cloak to run out of power in the middle of a heist!
Why a Cloak of Invisibility is great:
- Sneak around like a shadow
- Rechargeable magic
- You remain invisible even when taking damage
- Become visible and invisible at will
How to get a Cloak of Invisibility:
- Somehow, you found it?
- Buy at a magical clothing shop
- Heirloom from your magical school
- Graduation gift from the thieves’ guild
Cloak of Invisibility
- Wondrous item, legendary (requires attunement)
- While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
- Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration.
- Notes: Attuned, Damage, Rarity: Legendary, Wondrous Item
10. Portable Hole
Wizards of the Coast: Portable Hole
How on (not) earth are you and your party going to carry all the loot you acquire on your journeys, much less keep it? The Portable Hole is an interdimensional pocket where you can keep just about anything, given it fits inside. This is extremely valuable when your party is constantly on the move.
While the Bag of Holding is what typically comes to mind when you think of an interdimensional storage space, the Portable Hole is full of utility. Not only do you not need to carry around an extra haversack, but you can fold up the Portable Hole and stick it in your pocket. In addition, the space is six by teen feet deep, so you can keep even large objects (or individuals) safely inside. But if you try to fit it inside another interdimensional portal, you’ll create a rift in the fabric of the universe!
Why a Portable Hole is great:
- As a piece of cloth, it really is portable!
- Interdimensional storage
- Store up to 10 feet of stuff inside
- Even keep a person inside (for limited times)
- Fold up again and the items remain safely inside
How to get a Portable Hole:
- Buy at a fantastical, magical merchant
- Pick up a scrap of cloth from a wizard’s tower (who knows when this might come in handy?)
- Literally weave the fabric of the universe
Portable Hole
- Wondrous Item, rare
- This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
- You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
- You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
- If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
- Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
- Notes: Utility, Container
9. Immovable Rod
Wizards of the Coast: Immovable Rod
This is one of my favorites! The Immovable Rod defies gravity, allowing you to activate it in any 3-dimensional space and keep it secured in place. This can provide a special anchor or trap, keeping yourself or your enemies stuck in place.
The Immovable Rod is an average-looking rod with a special perk: it can be fixed in any place, even if it has nothing to secure itself to. This can be especially useful if you need to affix an anchor point or pull yourself out of a sticky situation. It can also be weaponized, forcing your enemies to remain attached to the same spot as the world turns around them.
Why an Immovable Rod is great:
- Defy gravity!
- Create an immovable anchor
- Carry an incredible amount of weight
- Force your opponents to stay in place or give yourself a grapple point
How to get an Immovable Rod:
- Loot from a dragon’s hoard
- Bought from a magical, mystical merchant
- Enchanted a normal rod with a special stasis spell (try saying that five times fast!)
Immovable Rod
- Rod, uncommon
- This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
- Notes: Utility
8. Ring of Three Wishes
Wizards of the Coast: Ring of Three Wishes
I wish, I wish, I wish… The Ring of Three Wishes is exactly what it says on the tin: upon wearing, you can cast the wish spell three times. This is arguably one of the most powerful spells in D&D. What will you wish for?
The Ring of Three Wishes can make (or break) your game. It gives your party immeasurable power at their very fingertips! But with great power, comes great responsibility—make sure to save the world by the end of your adventures!
Why a Ring of Three Wishes is great:
- Three wishes I shall grant thee
- Create anything you wish, literally!
- Have a bonus get-out-of-jail-free card around your finger
How to get a Ring of Three Wishes:
- Bartered off of a generous genie
- Granted as a divine favor
- Earned through a trial of wisdom and magic
Ring of Three Wishes
- Ring, legendary
- While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
- Notes: Buff, Utility, Consumable, Jewelry
7. Boots of Speed
Wizards of the Coast: Boots of Speed
Gotta go fast! The Boots of Speed give you a real energy boost—granting you the ability to run faster and farther than ever before! It also keeps you out of harm’s way, since no enemies will be able to lay a finger on you.
The Boots of Speed are a real advantage, both in and out of battle. They make you speedy, moving from one place to the next in an instant. They also give your enemies disadvantage upon attacking you, since you can’t stay in one place long enough for them to lock onto you. Just make sure the time doesn’t run out!
Why Boots of Speed are great:
- Zoom all around the battlefield
- Reach new locations only you are fast enough to travel to
- Avoid taking damage when you enemies can’t hit you
- Bonus action to activate
How to get Boots of Speed:
- Raced Apollo…and won
- Enchanted a normal pair of boots
- Pinched out of the fey queen’s magical item stash
Boots of Speed
- Wondrous Item, rare (requires attunement)
- While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
- When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
- Notes: Bonus: Speed, Buff, Movement, Utility, Footwear
6. Wand of Magic Missiles
Wizards of the Coast: Wand of Magic Missiles
Magic Missile is a fun and cost-effective spell. Who wouldn’t want to send glowing blots of energy at their foes? The Wand of Magic Missiles allows you to cast this spell numerous times each day, even if you’re out of spells or can’t cast spells at all!
While its abilities are simple, the Wand of Magic Missiles is a powerful item indeed. The magic missile spell is a must-have spell for any magic user, what with its multiple darts and stackable damage. This wand grants the magic missile spell to any wielder, allowing them to cast the spell up to seven times each day. Watch out, dragons!
Why a Wand of Magic Missiles is great:
- Rain magic missiles upon your foes!
- Multiple casts per day
- Refreshes a limited number of charges each day
- Low chance to actually break the wand
How to get a Wand of Magic Missiles:
- Won in a wizard’s duel
- Granted as the reward for defeating a formidable warlock
- Practice weapon for a novice spellcaster
Wand of Magic Missiles
- Wand, uncommon
- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
- The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
- Notes: Damage, Combat
5. Broom/Wings of Flying
Wizards of the Coast: Broom of Flying
Take to the skies! Both the Broom and Wings of Flying will rocket you into the air, allowing you to soar above the world. Each has a unique flavor, so pick your fighter and the sky’s the limit.
Each of these magical items allows you to fly, but in slightly different ways. The Broom of Flying is a vehicle for air travel, separate from you but able to swoop in to save the day. The Wings of Flying grant you literal wings, either in bird or bat form, and are affixed to your form. Both give you the power of flight, which is a real advantage for any adventure.
Why Broom/Wings of Flying are great:
- You get to soar in the clouds!
- Gain the wings of a bird or bat
- Look awesome in your aerial-themed cloak
- Live out your witch fantasies
- Call upon your broom as you’re plummeting to the ground
How to get Broom/Wings of Flying:
- Stolen from a dragon’s hoard
- Bought/pinched from a magical item shop
- Gifted by a magically-inclined friend
Broom of Flying
- Wondrous Item, uncommon
- This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
- You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
- Notes: Set: Speed (Flying), Movement, Utility, Exploration
Wings of Flying
- Wondrous Item, rare (requires attunement)
- While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
- Notes: Set: Innate Speed (Flying), Movement, Outerwear
4. Bracers of Unarmored Defense
Wizards of the Coast: Bracers of Defense
This is the monk’s perfect armor. The Bracers of Unarmored Defense grant you a flat bonus to your AC, making you more resilient in combat. They also don’t count as armor, allowing you to keep your special Unarmored bonuses.
Since some classes, like monks and barbarians, can’t wear armor without losing special AC bonuses, finding improvements for their vitality is incredibly valuable. The Bracers of Unarmored Defense don’t count as armor, so they can be equipped while still gaining your class advantages. This way, you can spend precious stat bonuses on a feature other than Constitution, or you can double down and become invulnerable.
Why Bracers of Unarmored Defense are great:
- Keep your Unarmored AC bonus while wearing
- AC bonus to remain Unarmored and unshielded
- Doesn’t count as armor
How to get Bracers of Unarmored Defense:
- Prove your combat prowess to a great master
- Graduation gift from a prestigious dojo
- Harness the raw power of the wilderness and imbue it into your bracers
Bracers of Unarmored Defense
- Wondrous Item, rare (requires attunement)
- While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
- Notes: Bonus: Unarmored Armor Class, Warding, Wristwear
3. Ring of Spell Storing
Wizards of the Coast: Ring of Spell Storing
Ever want to cast a spell from another class’ spell list? Or do you simply hate running out of spell slots? The Ring of Spell Storing allows you to cache spells for later use, even spells from other classes!
Bonus spells are great, but the added ability to cast spells outside your spell list is super powerful. While you can’t fill the ring yourself, other spellcasters can ‘donate’ spells for later use. The Ring of Spell Storing also allows you to store spells of varying levels, allowing you to cast bigger and badder spells at a moment’s notice.
Why a Ring of Spell Storing is great:
- Save spells for later use
- Gain spells from other classes and lists
- Doesn’t take a spell slot to cast
- Use higher level spells than your casting abilities
How to get a Ring of Spell Storing:
- Inheritance from a powerful warlock
- Defeat a magic user in combat and siphon their spells
- Granted as a boon for saving the kingdom
- Uncover the secrets of the mad wizard’s crypt
Ring of Spell Storing
- Ring, rare (requires attunement)
- This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
- Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
- While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
- Notes: Buff, Utility, Jewelry
2. Sending Stones (DMG)
Wizards of the Coast: Sending Stones
One of the downsides of the typical medieval fantasy world is no telephones. But worry not, brave adventurer! Sending Stones are like magical walkie-talkies, allowing you to communicate with your allies from worlds away.
The sending spell grants you brief communication between an individual of your choice, but not everyone is a spellcaster. They could receive the spell, but not cast it themselves. Sending Stones remove this limitation, keeping you and your allies in the know.
Why Sending Stones are great:
- Keep in contact with allies far away
- Don’t need to know the sending spell to use
- Recharges each day, so you can use multiple times
- Only you and your connection can contact each other, paired together
How to get Sending Stones:
- Visit your local D&D Mobile hotspot
- Buy from a friendly merchant
- Imbue a couple of rocks with the sending spell to keep in touch with friends
Sending Stones
- Wondrous item, uncommon
- Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
- Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
- Notes: Damage, Rarity: Uncommon, Wondrous Item
1. Bag of Holding
Wizards of the Coast: Bag of Holding
No magical item list would be complete without a Bag of Holding! Fulfilling the same purpose as a Portable Hole, Bags of Holding keep all of your party’s items safe and secure in a pocket dimension. This way, you won’t need to worry about carrying capacity or remembering to pack your favorite broadsword.
I wish I had a Bag of Holding in real life! While not as large as a Portable Hole, the Bag of Holding allows you to hold roughly all you’ll need on your adventures. It also has a set weight, meaning the massive stone statue you shoved inside won’t break your back. But be careful—combining interdimensional spaces or destroying the bag will cause a rupture in the fabric of the very universe!
Why a Bag of Holding is great:
- Carry everything you need on your adventures
- Set weight, so anything that fits ships
- Much easier to manage than a caravan or carrying capacity
- Everything is within arm’s reach
- Potential to create a black hole?
How to get a Bag of Holding:
- You guessed it, visit your local arcane merchant
- Your quest giver was getting frustrated at how long your quests were taking
- Imbue a normal haversack with the energy of another plane
Bag of Holding
- Wondrous Item, uncommon
- This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
- If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
- Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
- This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
- Notes: Utility, Container