[Top 30] D&D Best Uncommon Magic Items Every Campaign Should Have

D&D Uncommon Magic Items

1. Bag of Holding

The ultimate portable storage solution, the Bag of Holding is a magical item that defies the laws of space. With a weight limit of 500 pounds and the ability to hold objects much larger than its outward appearance suggests, it's an essential tool for any adventurer. Turning it inside out transports its contents to a mysterious extra-dimensional space, adding an element of surprise and versatility to its use.

 "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." 

(Source: Dungeon Master's Guide, pg. 153)


2. Alchemy Jug

   An Alchemy Jug is a quirky and valuable item that provides a daily supply of various liquids, ranging from mundane substances like mayonnaise to more essential ones like fresh water, wine, or oil. Its versatility makes it a must-have for creative problem-solving and survival.

"This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if it is empty."

(Source: Dungeon Master's Guide, pg. 150)


3. Bracers of Archery 


   Tailored for archers, the Bracers of Archery enhance ranged combat prowess by granting proficiency and a +2 bonus to damage rolls when using a longbow or short bow. A valuable asset for any character specializing in ranged attacks.

  "While wearing these bracers, you have proficiency with the longbow and short bow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons."

(Source: Dungeon Master's Guide, pg. 156)


4. Boots of Elvenkind


    Essential for stealthy characters, the Boots of Elvenkind provide a silent and stealthy movement. With the ability to make the wearer's steps completely silent and grant advantage on stealth checks, they are a must-have for any rogue or sneaky adventurer.

 "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently."

 (Source: Dungeon Master's Guide, pg. 156)


5. Cloak of Protection

    A valuable protective accessory, the Cloak of Protection provides a simple yet effective bonus of +1 to both Armor Class (AC) and saving throws. It's a versatile item suitable for any party member, enhancing their overall survivability in combat.

 A fantastic bonus or reward for any party at any level, offering a welcome AC boost. 

  "You gain a +1 bonus to AC and saving throws while you wear this cloak."

(Source: Dungeon Master's Guide, pg. 159)


6. Broom of Flying

       Soar through the skies with the Broom of Flying, a magical item that allows its user to travel at 50 feet per round, carrying up to 400 pounds. Its ability to return to the user within a mile adds an extra layer of convenience and adventure.

  "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."

(Source: Dungeon Master's Guide, pg. 156)


7. Dust of Sneezing and Choking

    A mischievous twist on the more conventional Dust of Disappearance, the Dust of Sneezing and Choking is perfect for unexpected and chaotic encounters. It causes sneezing and choking, potentially turning the tide in a surprise battle.

  "Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature."

(Source: Dungeon Master's Guide, pg. 166)


8. Deck of Illusions

    The Deck of Illusions is a tool for creating chaos and diversion. Drawing a card summons a lifelike illusion of a creature, allowing for strategic misdirection, frightening enemies, or entertaining allies. Its versatility makes it a unique and engaging addition to any campaign.

 "A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The illusion lasts until dispelled."

(Source: Dungeon Master's Guide, pg. 161)


9. Immovable Rod

   The Immovable Rod lives up to its name, providing endless possibilities for creative problem-solving. By becoming magically fixed in place, it can be used to hold back boulders, secure climbing situations, or immobilize foes, adding a touch of ingenuity to any adventurer's toolkit.

 "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."

 (Source: Dungeon Master's Guide, pg. 175)


10. Helm of Telepathy

   The Helm of Telepathy grants the wearer the ability to read minds and exert mental control, making it a powerful and potentially intrusive tool. Though its power should be wielded responsibly, the information gathering and communication possibilities are extensive.

    "While wearing this helm, you can use an action to cast the  detect thoughts  spell (save DC 13) from it."

  (Source: Dungeon Master's Guide, pg. 174) 


11.   Hat of Disguise  

     The Hat of Disguise is a versatile accessory that allows its wearer to cast  disguise self  at will. This provides endless opportunities for blending in, infiltrating, or simply having fun with appearances, making it a valuable item for any adventurer.

 "While wearing this hat, you can use an action to cast the  disguise self  spell from it at will."

  (Source: Dungeon Master's Guide, pg. 173) 


12.   Javelin of Lightning  

   Channel your inner thunder god with the Javelin of Lightning. This magical weapon allows the user to hurl bolts of lightning, dealing damage to all creatures in its path. A striking choice for early-game offensive capabilities

"This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one."

 (Source: Dungeon Master's Guide, pg. 178) 


13.   Living Gloves  

    Attach these gross things to your hands and become better at anything. Beware, though, they might come with a curse.

 "While wearing these gloves, you gain a +2 bonus to Dexterity (Acrobatics) checks and Dexterity saving throws. However, you also gain a -1 penalty to Wisdom saving throws."

 (Source: Eberron: Rising from the Last War, pg. 278) 


14.   Pearl of Power  

    A boon for spellcasters, the Pearl of Power allows the user to regain expended spell slots by speaking its command word. It's a valuable item that enhances the longevity and versatility of spellcasting characters.

"You can use an action to speak this pearl's command word and regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level."

 (Source: Dungeon Master's Guide, pg. 184) 


15.   Mariner's Armor  

   Transform your heavily armored character into a swift swimmer with the Mariner's Armor. Additionally, it provides resilience by reducing critical hits to standard hits, making it an excellent choice for those facing formidable opponents or aquatic challenges.

 "While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs."

(Source: Dungeon Master's Guide, pg. 181) 


16.   Pipes of the Sewer  

Forget summoning demons; the Pipes of the Sewer let you summon a horde of rats instead. This whimsical item adds a touch of unconventional utility and entertainment to any campaign.

  "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3  expended charges daily at dawn."

  (Source: Dungeon Master's Guide, pg. 185) 


17.   Potion of Growth  


   Add a touch of unpredictability to your campaign with the Potion of Growth. Randomly leaving one lying around can lead to amusing and unexpected situations as characters or creatures become larger and potentially more formidable.

"When you drink this potion, you gain the 'enlarge' effect of the  enlarge/reduce  spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."

  (Source: Dungeon Master's Guide, pg. 187) 


18.   Ring of Jumping  

    Triple your jumping distance with the Ring of Jumping. This handy accessory allows the wearer to cast the jump spell at will, making it easier to navigate obstacles, reach higher places, and evade adversaries.

 "While wearing this ring, you can cast the  jump  spell from it as a bonus action at will, but can target only yourself when you do so."

(Source: Dungeon Master's Guide, pg. 191) 


19.   Robe of Useful Items  

    The Robe of Useful Items is a versatile garment that provides instant access to various items and creatures. It's a practical and resourceful addition to an adventurer's wardrobe with patches that can be detached to create objects like a mount or a door.

 "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents."

(Source: Dungeon Master's Guide, pg. 195) 


20.   Bag of Beans  

 Plant a bean, and watch it grow into a stone likeness of your team while making violent threats. The Bag of Beans is an entertaining item that adds an element of surprise and humor to any campaign.  

   "This ordinary-looking bag of dried beans might appear to be of use by a cook or merchant. If the bag is opened and the beans are spilled, they explode in a 10-foot radius, extending from the beans."

(Source: Dungeon Master's Guide, pg. 152) 


21.   Sending Stones  

   Considered the cellphones of D&D, Sending Stones allow for magical communication between paired stones. A convenient and reliable means of staying in touch, they enhance party coordination and strategizing.

 "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."

(Source: Dungeon Master's Guide, pg. 199) 


22.   Slippers of Spider Climbing  

 Walk up walls and stand on ceilings with the Slippers of Spider Climbing. This magical footwear grants the wearer unprecedented mobility, allowing them to traverse surfaces that would be impassable for others.

"While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, leaving your hands free."

 (Source: Dungeon Master's Guide, pg. 200) 


23.   Trident of Fish Command  

  Get Aquaman's coolest powers with the Trident of Fish Command. This magical weapon allows the wielder to control aquatic creatures by casting the dominate beast spell, making it a thematic and powerful tool for underwater adventures.

      "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast the dominate beast spell from it. The trident regains 1d3 expended charges daily at dawn."

  (Source: Dungeon Master's Guide, pg. 209) 


24.   Wand of Magic Missile  

Unleash the power of magic missiles with the Wand of Magic Missile. With seven charges, this wand allows the user to cast the magic missile spell, providing a reliable and potent option for dealing damage in combat.

"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."

 (Source: Dungeon Master's Guide, pg. 210) 


25.   Winged Boots  


Achieve aerial freedom with the Winged Boots, which grant the wearer a flying speed equal to their walking speed. This magical item allows for versatile movement, enabling characters to navigate obstacles and engage enemies from the air.

"While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each using a minimum of 1 minute from the duration."

  (Source: Dungeon Master's Guide, pg. 214) 


26.   Oil of Slipperiness  

Whoever's covered in this slippery oil becomes nearly impossible to grapple or paralyze for 8 hours, adding an element of unpredictability and escape potential to encounters.

"This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium)."

  (Source: Dungeon Master's Guide, pg. 184) 


27.   Spellwrought Tattoo  

Burn a spell into your skin with the Spellwrought Tattoo, allowing you to cast a specific spell. A unique and flavorful way for characters to access additional magical abilities.

"Magical runes and symbols are tattooed on your skin. While the tattoo is on your skin, you gain the ability to cast a spell from it. The spell is cast at its lowest level, and you can't cast that spell again in this way until you finish a long rest."

  (Source: Eberron: Rising from the Last War, pg. 278) 


28.   Curse Luckstone  


    Experience the ebb and flow of fortune with the Curse Luckstone, providing a temporary boost of good luck followed by an inevitable period of bad luck. This unpredictable item keeps things interesting and adds an element of risk to decision-making.

"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."

  (Source: Dungeon Master's Guide, pg. 205) 


29.   Balloon Pack  

 Elevate yourself to new heights or descend gracefully with the Balloon Pack. This playful contraption brings a delightful and imaginative touch to the realms of travel and exploration.

 "A balloon pack looks like a normal backpack, but it has three small, colorful balloons attached to it. When you pull a cord on the pack, it inflates the balloons and allows you to float upward. You have a flying speed of 60 feet for 1 hour, and you can land safely by using your action to pull another cord and deflate the balloons."

(Source: Princes of the Apocalypse) 


30.   Circlet of Human Perfection  

It works only for humans, but it makes you a really hot human. Totally worth it. 

“This circlet is an uncommon magic item called a circlet of human perfection. Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer’s statistics and racial traits don’t change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.”’

 (Source: Waterdeep: Dungeon of the Mad Mage) 

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