Magic Items 5e
Magic items are one of the most exciting rewards in D&D 5e. These objects have supernatural properties that enhance characters in various ways, from simple +1 weapons to legendary artifacts that can reshape reality. Unlike previous editions, 5e assumes characters don't need magic items to function - they're bonuses rather than necessities. Magic items are categorized by rarity: Common, Uncommon, Rare, Very Rare, and Legendary, with rarer items being more powerful and harder to find.
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Rarity and Attunement
Magic Item Rarity
Magic items are assigned a rarity that suggests their relative power and availability:
| Rarity | Character Level | Example Value | Examples |
|---|---|---|---|
| Common | 1st or higher | 50-100 gp | Potion of Healing |
| Uncommon | 1st or higher | 101-500 gp | Bag of Holding, +1 Weapon |
| Rare | 5th or higher | 501-5,000 gp | +2 Weapon, Cloak of Displacement |
| Very Rare | 11th or higher | 5,001-50,000 gp | +3 Weapon, Potion of Supreme Healing |
| Legendary | 17th or higher | 50,001+ gp | Deck of Many Things, Vorpal Sword |
Attunement
Some magic items require attunement. A creature can be attuned to no more than three magic items at a time. To attune to an item, you must spend a short rest focused on only that item while being in physical contact with it. This can't be the same short rest used to learn the item's properties. If the short rest is interrupted, the attunement attempt fails.
An item can be attuned to only one creature at a time, and a creature can't attune to more than one copy of an item. A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item.
Wearing and Wielding Items
Using a magic item's properties might require you to wear or wield it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, and a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.
Multiple Items of the Same Kind: You can't wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. You can, however, wear one ring on each hand.
Magic Item Categories
Armor
Magic armor includes +1, +2, and +3 versions of all standard armor types. The bonus applies to AC. Some armor has special properties beyond the AC bonus.
Weapons
Magic weapons include +1, +2, and +3 versions that add their bonus to attack and damage rolls. Many magic weapons have additional properties like dealing extra damage types or granting special attacks.
Potions
Potions are magical liquids that produce their effect when imbibed. Drinking a potion or administering one to another character requires an action. Potions are consumable items that disappear after use.
Scrolls
Spell scrolls contain a single spell that can be cast once without expending a spell slot. The spell's level and DC are determined when the scroll is created. After the spell is cast, the scroll disintegrates.
Wands, Rods, and Staffs
These items contain spells or magical effects. Wands typically have limited charges, rods provide constant benefits or activated powers, and staffs combine weapon properties with spell storage.
Rings
Magic rings offer a wide variety of effects. You can wear one magic ring on each hand. Some rings require attunement.
Wondrous Items
This catch-all category includes all magic items that don't fit into other categories. Examples include bags of holding, cloaks of protection, and decks of many things.
Identifying Magic Items
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Handling a magic item is enough to give a character a sense that something is extraordinary about the item, but learning its properties requires more investigation.
Identify Spell: The identify spell reveals an item's properties instantly.
Short Rest Focus: Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Cursed Items: The identify spell doesn't reveal whether an item is cursed. Most methods of identifying items fail to reveal a curse, and a curse affects its bearer only after they attune to the cursed item.
Common Magic Items Examples
| Item | Rarity | Attunement | Effect |
|---|---|---|---|
| Potion of Healing | Common | No | Regain 2d4+2 HP |
| Potion of Climbing | Common | No | Gain climbing speed for 1 hour |
| Potion of Animal Friendship | Common | No | Cast Animal Friendship for 1 hour |
| Spell Scroll (Cantrip) | Common | No | Cast one cantrip from the scroll |
| Ammunition +1 | Uncommon | No | +1 to attack and damage, breaks after use |
Uncommon Magic Items Examples
| Item | Rarity | Attunement | Effect |
|---|---|---|---|
| Bag of Holding | Uncommon | No | Holds 500 lbs in 64 cubic feet |
| Cloak of Protection | Uncommon | Yes | +1 AC and saving throws |
| Weapon +1 | Uncommon | No | +1 to attack and damage rolls |
| Armor +1 | Uncommon | No | +1 to AC |
| Boots of Elvenkind | Uncommon | No | Advantage on Stealth (sound) |
| Gauntlets of Ogre Power | Uncommon | Yes | Strength becomes 19 |
| Ring of Protection | Uncommon | Yes | +1 AC and saving throws |
Rare and Higher Magic Items
| Item | Rarity | Attunement | Effect |
|---|---|---|---|
| Cloak of Displacement | Rare | Yes | Attackers have disadvantage until you're hit |
| Weapon +2 | Rare | No | +2 to attack and damage rolls |
| Armor +2 | Rare | No | +2 to AC |
| Ring of Spell Storing | Rare | Yes | Store up to 5 levels of spells |
| Weapon +3 | Very Rare | No | +3 to attack and damage rolls |
| Armor +3 | Very Rare | No | +3 to AC |
| Ring of Three Wishes | Legendary | No | Grant three wishes |
| Deck of Many Things | Legendary | No | Draw cards with powerful effects |
| Vorpal Sword | Legendary | Yes | +3 weapon, decapitate on nat 20 |