THE Dungeons and Dragons 2024 Dungeon Master’s Guide includes a ton of magical items, many of which are incredibly powerful and complex. The player base’s focus is often drawn to these expensive items, but The more mundane equipment on the list also deserves attention. After all, common magical items can appear throughout the campaign and often bring a fun twist to the player’s equipment.
Of the hundreds of items in the DMG, about 50 are classified as common (although some of them are unique potions or consumables). Some have returned from previous original books, while others are entirely new to the game. These 10 items are among the best and most interesting in the common level, and can be great starting gear options to make players feel a little more magical right away.
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The Dark Shard Amulet and Hat Of Wizardry are fun focuses for certain classes
Give your players a unique way to cast their spells
Both the Dark Shard Amulet and the Hat of Wizardry are somewhat distinct among common magical items, as both require attunement to use. But it makes sense that they do; after all, they are mysterious foci where players can cast their spells. The amulet works for wizards, while the hat works for wizards, and both provide a hands-free way to stay focused.
Most importantly, they both come with a special feature related to the associated class’s cheat list. The user of these foci can perform a magical action to try to throw a trick from their list that they don’t already know, making an arcane check to try to cast the spell. Whether it works or fails, the skill can only be used once per day. It’s not very powerful, but ordinary magic items shouldn’t be strong. Instead, they provide interesting options for creative pursuits. D&D players, and these items offer a lot of initial versatility.
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The deep sail is good for underwater exploration
A niche but potentially essential item
The Candle of the Deep is a simple item that may not be useful to all parties, but it certainly helps when needed. Essentially works as an underwater light sourcethe flame is capable of burning and providing heat and light even when submerged. There are many ways for players to expand their vision, whether through darkvision, casting lightor equip equipment that glows. But this candle is an inexpensive way to help group members who don’t have any of those things find their way underwater.
The candle can also be useful when weather conditions make carrying torches difficult, such as during a rain or hail storm.
Of course, this case is based on the assumption that the group needs to be submerged for an extended period of time. This won’t be a great item for everyone, but DMs and players should keep this in mind when an aquatic scenario arises.. At the very least, it’s good for decorating an underwater temple or dungeon as players move through it.
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The silent alarm horn is a great item for watchmen
Alert your friends while staying hidden
The Silent Alarm Horn works as a way to alert others from a distance. What sets this horn apart from non-magical variants is that he can hide his sound from all people except oneallowing scouts and lookouts to keep their friends informed without their enemies knowing. It is excellent as both an offensive and defensive tool, as in both cases, the party will be better off if the enemy is unaware that they are aware of their presence, despite the new Player Handbook nerfing surprise rules.
The horn starts with four charges and recovers 1d4 each day, meaning it should generally have enough power to use when needed. It also works up to a range of 600 feetallowing the party to be quite spread out and still function. Items like this can be really useful communication methods, replacing similar spells like message or sending.
A good tool for monster hunters
In the past, silvering a weapon only mattered because it allowed it to affect some types of monsters, which were normally immune to physical damage. Werewolves and other shapeshifters needed these types of weapons to be hunted.but other than this trick, there was little reason to use them. Now, however, silver weapons have a bit more mechanical advantages.
Silver weapons now work extra damage on a critical hit against shapeshifting creatures. This could mean things like doppelgangers, but also creatures under the effects of spells like polymorph and change yourselfor even Wild Shape. This change in text makes this type of weapon much more valuable, and player characters who want to be monster hunters can benefit from seeking it out.
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The cover of many fashions is great for blending in
Quickly change your appearance with this garment
This cloak isn’t as powerful as some higher level magic items like the Robe of Useful Items when it comes to disguises, but it certainly works very well. Many Fashions Cover is able to change its shade, pattern and quality on commandallowing the user to quickly change their appearance. They could go from a noble dressed in purple to a beggar in a rotten wool cloak in seconds, or even replicate the appearance of other magical cloaks.
This cover is very useful and There is no limit to the number of times it can be changed or used. It’s a notable hit among the low-level outfits in this book, and any rogue or bard would be happy to have it early in the game. Especially when combined with other methods of disguise, this cloak can help characters fully evade their enemies.
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The moontouched sword is good for illuminating dark caves
Never hold a torch again
The Moon-Touched Sword, which comes in several different weapon types, is useful for navigating dark areas without a torch. That’s because the blade of this weapon shines with silver moonlight while in darkness, allowing its wielder to see the area around him while remaining armed. It’s a convenient way to avoid sacrificing a hand to hold a lighting device, and it allows characters without darkvision to fight in dimly lit areas.
The only downside of this sword that can do something like light The most attractive trick is that it doesn’t stop shining. When the sword is drawn and in the dark it will shine, potentially revealing the party’s position. It’s still a good way to have a permanent light source, but it won’t be the best for every group, especially if all of your members already have darkvision.
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Bewitching’s scent provides a brief but powerful boost of charisma
Make anyone look like a party for a few moments
Most consumables are excluded from this list, as something like the healing potion would easily come out on top, especially after the Player Handbook changed the potion rules. But the Witch’s Perfume deserves to be highlighted, as it presents some important changes in relation to its original appearance in Xanathar’s Guide to Everything. The perfume is for single use, has an application action and lasts one hour. During this period, the user has advantage on persuasion and deception checks made against creatures within five feet of them.
This is much better than the old version, which was limited to affecting creatures of CR1 or lower. This works like a much improved version of friends cantrip, lasting longer and without any negative effects afterwards. It’s a good item to pick up to polish the group’s face; or, if the party has no face, can give players the chance to really succeed when talking to someone.
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The pyrotechnic wand is ideal for signals – and distractions
Shooting fireworks into the sky
The Pyrotechnic Wand can shoot fireballs, but cannot be used to cause any damage. Instead, this is a tool for sending signals to the sky, creating explosive fireworks that can be seen and heard hundreds of meters away. It functions as a flare, sending a signal to attract aid from allies or attract enemies.
The wand starts with seven charges, using one each time it fires fireworks, and recovering a good amount each day. As an emergency tool to let others know where you are, it works great and is a convenient item to keep on hand during outdoor adventures.
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Sylvan Talons are a fun fey-themed weapon variant
A touch of magic to make things more interesting
The Sylvan Talon is a new item in 2024 Damageand it has some fascinating uses. It can function like any other light weapon, in addition to having magic that connects it to D&DThe Feywild plane. Wielding it allows creatures understand and speak to Fey creatures without actually needing to speak Sylvan. Additionally, the weapon can be used to launch message once a day.
Just like the Dark Shard amulet, the Sylvan Talon requires attunementwhich could mean players will pass it over at higher levels. But it does provide some interesting utility if the party is frequently interacting with Fey. And getting an extra trick is always nice, even if it can only be cast once a day.
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Ruby Of The War Mage Can Be Essential For Spellblade Builds
Make any weapon your arcane focus
Finally, the Warmage’s Ruby is a classic common magic item that many spellcasters will be familiar with. The gem can be added to any weapon for ten minutes, after which it can be removed with a magical action. While attached to the weapon, that weapon becomes a focus of spellcasting for the character attuned to it.
It’s a great way to prevent the somatic components of certain spells from being blocked while you wield weapons, a rule that often goes unnoticed at tables but can be detrimental to certain builds. The ruby ​​is a great Dungeons and Dragons item to give to supernatural knights and arcane tricksters early so they don’t have to choose between their equipment and their magic.