Dungeons and Dragons has a ton of new magic items thanks to 2024 Dungeon Master’s Guide. Launching widely on November 12, 2024, the new Dungeon Master’s Guide contains an extensive chapter filled with magical items. The chapter on magic items not only includes rules about what each item does, but it also contains rules about creating magic items and making custom magic items. In addition to the new bastion system, the magic items chapter is one of the biggest attractions of the new Dungeon Master’s Guide.
Similar to DamageFollowing changes to character building rules and magic spells, many of the magic items in the new book have received a rebalance or rework. Although most items in the 2024 Dungeon Master’s Guide are familiar to players, there are also several new magical items. Some of the items came from the 1980s Dungeons and Dragons cartoon, while others are new creations appearing for the first time in D&D. Both DMs and D&D players will want to check out these new magical items, which are among the best in the Dungeon Master’s Guide.
10
Lute with thunderous beats
Weapon (Club), Very Rare
The Thunderbeat Lute is an all-new magical weapon made specifically for bards. The lute can be used as a magical club that deals an extra 2d8 thunder damage per hit. Bards who use this magical lute can use their Charisma modifier instead of their Strength modifier when attacking with the lute, as long as they sing or hum while attacking.
Additionally, Lute of Thunderous Thumping comes with the Slow Weapon Mastery property, which reduces the creature’s speed by 10 feet. Although Bards typically do not have access to D&DIn the Weapon Mastery system, players can multiclass into a martial class to unlock this feature.
9
Summoning Cube
Wonderful Item, Rare
The Summoning Cube is literally an automatic box that summons various types of creatures. As a magical action, a player can turn the cube’s crank to open it, causing the cube to summon one of six types of creatures. Mechanically, the Summoning Cube uses D&Dsummoning spells, with the cube casting one of the following spells at fifth level.
Scroll |
Summoning Spell |
1 |
Summon Aberration |
2 |
Summon Beast |
3 |
Summon Construct |
4 |
Summon Dragon |
5 |
Summon Elemental |
6 |
Summon Fey |
D&DSummoning spells have been reworked as part of the 2024 rules update, with each spell utilizing a defined stat block rather than a creature stat block from the Monster Manual. This helps keep spells balanced and makes items like the Summoning Cube much more fun for players and DMs alike. The randomness of the Summoning Cube keeps some intrigue in using the magic item, but players shouldn’t be overwhelmed by whatever creature crawls out of the box.
8
Energy Arc
Weapon (longbow or shortbow), very rare (requires attunement)
The Energy Bow is Hank’s magic bow from the 1980s Dungeons and Dragons cartoon. This magical weapon is not only a +1 magical bow that requires no ammunition, it also deals force damage instead of piercing damage. Each arrow fired from the bow also emits light. Players also have the option to fire several different types of magical arrows.including a Restraining Arrow that restrains a target rather than damaging it, and a Transport Arrow that can cause a willing creature to be transported up to 10 feet from the Energy Bow user.
Players can also use the Energy Arc to create an Energy Ladder up to 60 feet long on walls. Obviously, most of the Energy Bow’s abilities are drawn from different D&D cartoon plots, but this arc is still versatile even if players have never seen an episode of the cartoon.
7
Hat of Many Spells
Wondrous item, very rare (requires wizard attunement)
Another item from the 80s cartoon, the Hat of Many Spells is worn by Presto. The hat can be used as a spellcasting focus for a wizard, but players can also use it to attempt to cast any spell from the wizard’s spell listas long as the spell is of a level that the player can currently cast and the spell has no material components that cost more than 1,000 GP.
Once a spell is chosen, players spend a spell slot and make an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. If the players pass the check, the spell will be cast without a hitch. If they fail, the player rolls on a complication table with effects ranging from casting a fireball spell, instead, to summon a hostile swarm of bats. Once players attempt to cast a spell using the Hat of Many Spells, they will not be able to cast another until a Short or Long Rest ends.
6
Great Thunder Club
Weapon (Greatclub), very rare (requires attunement)
Thunderous Greatclub also comes from the classic D&D cartoon, a magic club wielded by Bobby. Increases the user’s Strength to 20 and also deals an additional 1d8 damage to any creature it hits. It also deals an additional 3d8 thunder damage to inanimate objects.
Thunderous Greatclub also has two magical properties: Can create a cone of thunderous energy that knocks back any creature in the cone that fails a Strength saving throw, and is capable of causing an earthquake that knocks down anyone within 50 feet if it fails a Dexterity saving throw . to throw. Both magical properties also deal damage to inanimate objects or structures, making this weapon the perfect choice for a barbarian who wants to deal maximum damage to his surroundings.
5
Acrobat’s Staff
Staff (Staff), Very Rare (Requires Attunement)
Diana uses the Acrobat’s Staff on D&D cartoon, and the staff is not only a +2 weapon, but can also transform into a 10-foot-long stick. The staff has several properties, granting the user advantage on Dexterity checks and giving players access to a reaction that increases a player’s Armor Class by five when targeted with an attack.
Players can also throw the Staff, with the gun flying back into his hand after throwing it. The Quarterstaff also has access to the Topple weapon mastery, which knocks a target down if they fail a Constitution saving throw. The Quarterstaff is a versatile weapon perfect for a rogue or ranger.
4
Unarmed Power Wraps
Wonderful Item, Variable Rarity
The Wraps of Unarmed Power are a new type of weapon made specifically for monks who specialize in unarmed attacks. Wraps not only grant a flat bonus (ranging from +1 to +3 depending on rarity) to both attack rolls and damage, but they also change the damage type from the unarmed strike to force damage.
The Wraps of Unarmed Power are functionally a reworked version of the Wraps of Unarmed Prowess from THE Book of many things, which served as one of the first onk-specific magic items in fifth edition. Generally speaking, monks have limited magic items in Dungeons and Dragons, therefore, these wraps provide some additional functionality to keep them up to date with other classes.
3
Knight’s Shield
Armor (Shield), Very Rare (Requires Attunement)
The Cavalier’s Shield also comes from D&DCartoon from the 80s, owned by Eric, and is a +2 magic shield that can also be used as a weapon. Players can use it to make a strong strike against an opponent that deals force damage on hit and causes the creature to be pushed and even knocked prone.
Players can also use the shield to create a protective field that blocks anything from entering or leaving it as long as the player maintains concentration. Using the protective field, players can functionally cancel an attack with a reactionmaking the shield a powerful tool for any frontline fighter or paladin.
2
Enchanted Armor
Armor (any light, medium, or heavy), variable rarity (requires attunement)
Enchanted Armor is a new type of armor that functionally contains a single spell that can be used repeatedly. Each Enchanted Armor contains an Abjuration or Illusion spell that can be cast up to six times per Long Rest.
The DM determines the armor type and spell level for the Enchanted Armor, which means the DM can choose whether to create Enchanted Leather Armor with Armor of Agathys for a warlock, or Enchanted Plate Armor with Shield for a paladin . One of the best parts about Enspelled Armor is that it’s also an example of the type of armor players can create using the new magic item creation rules found in Dungeon Master’s Guide.
1
Potion of greater invisibility
Potion, very rare
The Potion of Greater Invisibility is one of the most powerful new magical items of 2024 Dungeon Master’s Guide. Typical Invisibility Potions lose their effect after a player makes an attack roll, deals damage, or casts a spell. This makes invisibility a great tool for infiltration, but not necessarily for prolonged combat. The Potion of Greater Invisibility has no such disadvantages.
Players simply gain the Invisible condition for one hourgiving the player advantage on attack and initiative rolls and forcing disadvantage on attack rolls made against him. This is a perfect tool not only for rogues, but for any Dungeons and Dragons player. The only downside is that as a consumable item, it can only be used once.
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