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The best DnD magic items you can actually use in 5e

Want some D&D magic items your party can put to good use? Here are the best Dungeons and Dragons items for RPG adventurers of any level.

Wizards of the Coast art of three DnD magic items 5e

DnD magic items can completely shake up a campaign, and they don’t even need to be particularly rare to do so. For anyone who wants to buff their Dungeons and Dragons character (or leave players some loot in a challenging dungeon), we’ve put together a list of the best D&D magic items that fifth edition has to offer. These common and uncommon 5e magic items can be equipped from level one, so everyone can benefit from them.

Our top picks will suit a range of DnD character builds (though some can only be used by certain DnD classes). We’ve considered the combat, roleplay, and general utility value of each, and we can show you which DnD books to find them in. Plus, we’ll let you know if they come with attunement 5e rules attached – so be sure to read up on those before your adventure begins.

These are the best DnD magic items for all campaign levels:

Wizards of the Coast art of a Potion of Healing, one of the best DnD magic items

Best common DnD magic items

Common DnD magic items may be easy to find, but they can still be incredibly useful. Here are the best common D&D magic items that are suitable from level one:

Potion of Healing 5e

Category Potion
Requires attunement? No
Found in Dungeon Master’s Guide

Every prepared adventurer should have a Potion of Healing 5e in their inventory. It’s a simple item, but sometimes simple truly is best. Drink the potion, and you’ll regain hit points based on the rarity of the particular healing potion. Common healing potions restore 2d4 + 2 HP, while the very rare version can give you 10d4 + 20 health back.

This is a consumable, so you only get one swig of the Potion of Healing. However, they’re fairly easy to find, so you’re able to stock up on enough battles to make your adventuring pack rattle. Seriously, unless you’re traveling with a DnD Cleric who loves healing, everyone should carry some of these. 

DnD magic items - Wizards of the Coast art of an amulet

Clockwork Amulet 5e

Category Wondrous item
Requires attunement? No
Found in Xanathar’s Guide to Everything

The Clockwork Amulet 5e is all about consistency. Once per day, you can choose not to roll a d20 when you make an attack roll. Instead, you can opt for a guaranteed die result of 10. It’s a perfectly average roll, but if you happen to know that it’s enough to beat your enemy’s armor class, why risk missing?

The Clockwork Amulet has an extremely limited number of uses. However, it’ll last forever, and it won’t take up a valuable attunement slot. We’d say the trade-off is worth it. 

Wizards of the Coast art of a Moon Touched Sword 5e, one of the best DnD magic items

Moon Touched Sword 5e

Category Weapon
Requires attunement? No
Found in Xanathar’s Guide to Everything

The Moon Touched Sword 5e may not be in the ‘rare’ category of D&D magic items, but it’s rare in another way. This is one of the few magical DnD weapons available to low-level adventurers.

The sword automatically creates bright light in a 15-foot radius and dim light for a further 15 feet. This is handy if you’re playing one of the DnD races that don’t have Darkvision. A nice to have, sure, but not mind-blowing.

What’s more important is the fact this is a magical weapon. Many D&D players rule that, if a weapon is classed as a magic item, it deals magic damage. If you’re facing a boss that’s resistant to all non-magical attacks, this is fantastic.

It’s worth noting that there’s some debate about whether the DnD Moon Touched Sword deals magic damage. Wizards of the Coast’s lead rules designer Jeremy Crawford certainly believes that it does, but your DM may see things differently. 

DnD magic items - Wizards of the Coast art of a woman blowing a horn

Horn of Silent Alarm 5e

Category Wondrous item
Requires attunement? No
Found in Xanathar’s Guide to Everything

If you’re trying to be stealthy, the Horn of Silent Alarm 5e is an excellent fail-safe. It has four charges, and you can spend one to blow the horn. Only one creature of your choice will hear its call, provided they are within 600 feet and not deafened. Every dawn, the horn regains 1d4 charges, so you can keep using it for your entire campaign.

If half the party are trying to raid a vault or rescue a captive, you can leave a lookout on guard with the Horn of Silent Alarm. This way, they can let you know if the guards are heading in your direction – all without arousing suspicion. 

DnD magic items - Wizards of the Coast art of an Orc tattooing an Elf

Illuminator’s Tattoo 5e

Category Wondrous item
Requires attunement? Yes
Found in Tasha’s Cauldron of Everything

Some 5e magic items aren’t permanent, physical items. For instance, the Illuminator’s Tattoo 5e is a magic needle that, when used to create a tattoo, disappears.

The recipient of the DnD tattoo, however, is granted an ability called Magical Scribing. This is a common item (if you can call a tattoo an item, that is), but it still requires attunement.

This allows them to touch any written message with their fingertip, say someone’s name, and, for the next 24 hours, only the writer and the one whose name was spoken can read the message. If the tattoo is ever removed, the needle reappears, and a new tattoo can be applied to someone else.

This is the perfect 5e magic item for the party with a lot of secrets they need to protect. In our experience, that’s every D&D party. 

DnD magic items - Wizards of the Coast art of a pair of boots

Boots of False Tracks 5e

Category Wondrous item
Requires attunement? No
Found in Xanathar’s Guide to Everything

A pair of Boots of False Tracks 5e is one of those common magic items that isn’t always useful, but can save your life in the right situation. When a humanoid wears the boots, they can make their tracks appear like the footsteps of another humanoid, provided it’s one that’s roughly the same size.

This item is particularly helpful for a DnD Ranger scouting ahead of the party, or a Rogue 5e trying to cover up evidence of a stealthy excursion. 

Wizards of the Coast art of a Bag of Holding 5e, one of the best DnD magic items

Best uncommon DnD magic items

Uncommon DnD magic items can also be used by level-one characters without breaking the game. However, they’re a bit harder to get hold of (and are worth more cash if you pawn them). For more early-game options, here are the best uncommon 5e magic items:

Bag of Holding 5e

Category Wondrous item
Requires attunement? No
Found in Dungeon Master’s Guide

The Bag of Holding 5e is a classic D&D magic item that allows the party to store up to 500 lbs (226 kg) worth of items, all while maintaining the weight of 15 lbs (6.8 kg). As long as the object can fit in the bag’s opening, the bag can hold it. A great place for storage – but it’s not without its dangers.

If the bag is turned upside down, all the contents spill out. If the bag is overloaded or takes damage, all items inside the bag are lost to the Astral Plane. Oh, and don’t try to open a portal of any kind in the bag of holding, or else you’ll… ahem… ‘bag’ yourself (and any creatures within ten feet of you) a one-way trip to the Astral Plane. 

DnD magic items guide - Wizards of the Coast artwork showing a Cloak of Protection 5E

Cloak of Protection 5e

Category Wondrous item
Requires attunement? Yes
Found in Dungeon Master’s Guide

The Cloak of Protection 5e is pretty much exactly what it sounds like. It’s a cloak that protects you. It’s also another wondrous and uncommon item. Not only does it give a +1 bonus to your armor class, it also grants a +1 to any saving throws made while wearing the cloak.

Because it has to be on your person and requires attunement (there’s a limit to how many items you can be attuned to at one time), it’s not going to be the solution for everyone. But if you’ve got a low armor class, it just might be for you. 

DnD magic items guide - Wizards of the Coast artwork showing the Alchemy Jug 5E

Alchemy Jug 5e

Category Wondrous item
Requires attunement? No
Found in Dungeon Master’s Guide

The perfect item for a player who likes to think outside the box (or jug), the Alchemy Jug 5e is another uncommon and wondrous item. It’s a one-gallon (3.7 liter) jug that can produce liquid on command, with options ranging from acid to honey. You simply spend an action, name a liquid – and hey presto!

The Alchemy Jug can produce a maximum of two gallons (7.5 liters) in one minute, but the maximum amount it can make per day depends on the liquid chosen. As a rule, the more useful a substance, the less of it the jug can make.

You’ll need to choose wisely, as once you pick a liquid, you can’t select a different one until the next morning. No good dying of thirst because you wasted your jug on mayonnaise for that arch nemesis who’s allergic to eggs. 

DnD magic items - Wizards of the Coast art of a pixie gazing at a pearl

Pearl of Power 5e

Category Wondrous item
Requires attunement? Yes (by a spellcaster)
Found in Dungeon Master’s Guide

If you can cast DnD spells, you can use a Pearl of Power 5e. This tiny orb lets you spend an action to regain a spell slot – handy if you’re a long way from your next DnD long rest.

You can only perform this feat once per day. Plus, if you try to restore a spell slot for level four spells or higher, it comes back as a level three slot. Not ideal, but at least you can still cast Fireball 5e

Sending Stones 5e, one of the best DnD magic items (art by Wizards of the Coast)

Sending Stones 5e

Category Wondrous item
Requires attunement? No
Found in Dungeon Master’s Guide

Sending Stones 5e are the closest thing to D&D walkie-talkies. While touching a stone, you can cast the Sending spell for free, allowing you to send a friend a telepathic message of up to 25 words. Your target is whoever holds the Sending Stone that matches yours.

You can only use Sending Stones once per day. Plus, if no one is holding the receiver, your message can’t be sent. Even worse, if one Sending Stone is destroyed, its partner becomes useless.

Despite this, we’d still say Sending Stones are a godsend. They’ve no limit on their range, are never consumed, and have heaps of utility in the hands of creative players. 

DnD magic items - Wizards of the Coast art of a Cleric bashing zombies with a shield

Sentinel Shield 5e

Category Armor
Requires attunement? No
Found in Dungeon Master’s Guide

Holding the Sentinel Shield 5e gives you advantage on Initiative rolls and Perception checks. It also increases your overall armor class by two.

Anyone proficient with DnD shields can make use of these benefits, but it’s particularly useful for more vulnerable classes. A DnD Druid or DnD Wizard with the War Caster feat will feel pretty powerful with one of these in their hand. 

DnD magic items - Wizards of the Coast art of a woman holding a scroll

Spell Scroll 5e

Category Scroll
Requires attunement? No
Found in Dungeon Master’s Guide

A Spell Scroll 5e is a single-use version of a particular spell, and it allows you to cast without any material components. The spell needs to be on your class list, and you’ll need to make an ability check if it’s of a higher level than you can usually cast. But extra spells that cost nothing are always nice.

Plus, if you happen to be a Wizard, you can spend some gold and make an Arcana check to copy the scroll into your spell book. You destroy the magic item, but you learn to cast a brand-new spell, the old-fashioned way.

Spell scrolls can be any rarity, but if you find a common or uncommon one, you’ll be able to cast spells from DnD cantrips to level three. There are plenty of solid options to choose from within that range. 

DnD 5E Magic Items - Wizards of the Coast art of Bracers of Archery 5E

Bracers of Archery 5e

Category Wondrous item
Requires attunement? Yes
Found in Dungeon Master’s Guide

Anyone planning to use a longbow or a shortbow should pick up the Bracers of Archery 5e (we’re looking at you, Rangers). These stylish cuffs give you a +2 bonus to damage rolls made with these weapons.

If you don’t already have proficiency with these weapons, the Bracers of Archery can fix that. This means a DnD Fighter who’s looking to branch out from melee attacks can get in on the action, too. 

DnD magic items - Wizards of the Coast art of a Redcap holding a sickle

Moon Sickle 5e

Category Weapon
Requires attunement? Yes (Druid or Ranger)
Found in Tasha’s Cauldron of Everything

The Moon Sickle 5e is only for Druids and Rangers, but it’s perfectly tailored to their needs. While wielding this weapon, you’ll get a small bonus to attack and damage rolls. This bonus also applies to spell attack rolls and saving throw DCs for your Druid and Ranger spells. Uncommon versions of the weapon get a +1 bonus, but you can find rarer variations with beefier buffs.

The Moon Sickle also comes with healing properties. If you cast a spell that restores hit points, you can add 1d4 to the total while you hold this weapon. 

DnD magic items - Wizards of the Coast art of a warrior in magic armor

Mithral Armor 5e

Category Armor
Requires attunement? No
Found in Dungeon Master’s Guide

If you want to live out your Lord of the Rings fantasy, we’d recommend Mithral Armor 5e. And if you’re a DnD Paladin who wants to wear heavy armor without the disadvantage to Stealth, we’d definitely recommend Mithral Armor.

Mithral Armor is light, flexible, and can be worn under ordinary clothes. You can get Mithral versions of any medium or heavy DnD armor that isn’t made of hide. And if that armor would worsen your Stealth skills, it no longer does. 

DnD magic items - Wizards of the Coast art of magic armor

Adamantine Armor 5e

Category Armor
Requires attunement? No
Found in Dungeon Master’s Guide

Adamantine Armor 5e gives your regular outfit one key feature: enemies can’t score critical hits against you. It’s simple and a little situational, but it can be a literal lifesaver at times.

You can find Adamantine versions of any medium or heavy armor that isn’t made of hide. It doesn’t remove any of the usual requirements or disadvantages that armor might have. But hey, you’ll be much harder to knock down. 

Wizards of the Coast art of a Bag of Tricks, one of the best DnD magic items

Bag of Tricks 5e

Category Wondrous item
Requires attunement? No
Found in Dungeon Master’s Guide

Love random dice tables? Love animal companions even more? The Bag of Tricks 5e is the magic item for you. This is an ordinary bag filled with strange furry objects. Throw one, and it turns into a random animal friend.

The animal is automatically on your side, and you can spend a bonus action to command it. A beefy brown bear can slash enemies with its claws, while a rat can be used to spy on well-guarded locations. We’re not exactly sure what you should do if a goat pops out of your bag, but it’ll make for some very funny roleplay regardless.

If you’re looking for magic items that’ll optimize your build, this might not be the choice for you. But if you’re more into the storytelling side of things, and you love to improv in a random scenario, you’ll find oodles of value here. 

DnD magic items - Wizards of the Coast art of a Sorcerer

Bloodwell Vial 5e

Category Wondrous Item
Requires attunement? Yes (Sorcerer only)
Found in Tasha’s Cauldron of Everything

The Bloodwell Vial 5e improves the core mechanics of a DnD Sorcerer, so it’s a must-have if you’re choosing this class. Place a few drops of your blood in the vial and wear it, and you’ll gain a bonus to your Sorcerer spell attack rolls and saving throw DCs. The potency of the buff depends on the vial’s rarity (+1 for uncommon, +2 for rare, and +3 for very rare).

Regardless of how rare your vial is, it lets you regain five Sorcery Points any time you roll a Hit Die to regain HP. You can only use this ability once per day, but a free source of Sorcery Points shouldn’t be sniffed at. 

DnD Magic Items guide: Artwork showing a broom of flying

Broom of Flying 5e

Category Wondrous item
Requires attunement? No
Found in Dungeon Master’s Guide

Flight is one of those abilities you don’t hand out willy-nilly in D&D, and a DM should plan accordingly before sticking a Broom of Flying 5e in their game. It’s not the ideal 5e magic item to include if the campaign’s main villain sleeps at the top of a Wizard’s tower with open-air access and all the guards down below, for instance.

Still, the Broom of Flying does exactly what it says on the tin (you can fly with it). A wondrous and uncommon item, the Broom of Flying is a great tool.

If one party member has one it can be used to scout, overcome obstacles, or get a bird’s eye view. If all party members are kitted out with brooms, then navigating tricky, perhaps supernatural, terrain becomes far more viable. You can also command the broom to travel to a location and back, so if you like, it can pick up your shopping. 

DnD magic items - Wizards of the Coast art of a thief stealing a gem

Gloves of Thievery 5e

Category Wondrous item
Requires attunement? No
Found in Dungeon Master’s Guide

If your party doesn’t have a Rogue or a DnD Bard, the Gloves of Thievery 5e can help fill a crucial skill gap. And if you are playing one of these classes, they’ll make you even better at your job.

The Gloves of Thievery give you a +5 bonus to all Sleight of Hand checks and Dexterity checks made to pick locks. They’re also invisible, so you can pass off your lock-picking prowess as natural talent. Sneaky! 

DnD magic items - Wizards of the Coast art of a detective investigating a clue

Hat of Disguise 5e

Category Wondrous item
Requires attunement? Yes
Found in Dungeon Master’s Guide

Another sneaky magic item is the Hat of Disguise 5e. As the name implies, wearing this hat allows you to cast Disguise Self at will.

It’s not a super flashy ability, but if Disguise Self isn’t already on your spell list, it opens up a host of roleplay opportunities. Sneak, spy, or lie to your heart’s content. If the rest of your party are already excellent illusionists, this magic item makes sure the DnD Barbarian won’t let the side down by turning up with a subpar Disguise. 

DnD magic items guide - Wizards of the Coast artwork showing the Wand of Magic Missile 5E

Wand of Magic Missile 5e

Category Wand
Requires attunement? No
Found in Dungeon Master’s Guide

Among the simplest, yet most iconic D&D 5e magic items, the Wand of Magic Missiles 5e is exactly what it sounds like. Whoever’s got the wand can use an action to cast the spell Magic Missile. The wand has up to seven charges, but, if the player chooses, they can use additional charges each time they use the wand, to cast Magic Missile at a higher level.

Each in-game day, you’ll roll a d6 +1 to find out how many charges the wand has that day. Be wary, though – if you use up all the charges, you must roll a d20. On a roll of one, the wand is destroyed. 

DnD magic items guide - Wizards of the Coast artwork showing the Circlet of Blasting 5E

Circlet of Blasting 5e

Category Wondrous item
Requires attunement? No
Found in Dungeon Master’s Guide

Magic weapons aren’t the only magic items that can do damage. The Circlet of Blasting 5e is a wondrous and uncommon item, a stylish accessory, and an aid in battle. While you are wearing the circlet, you can use an action to cast Scorching Ray, adding an additional +5 to the attack roll.

While this can only be used once a day, it’s superb for a party member who might need to conserve their limited spell slots. It also lends a helping hand to someone without much magic to begin with.

Whether you’re a player or learning how to be a DM, DnD magic items are a fantastic way to encourage creativity, and tide characters over until the next level up. There are hundreds of 5e magic items to choose between, each one with the potential to liven up a game.

Never forget that you don’t have to stick with official 5e magic items in your game. There’s nothing to stop you using this list as inspiration when coming up with DnD homebrew content and inventing your own arcane works of art.