D&Dis home to all things magical, enchanted and mystical, fromthe creatures that roam the lands, the magic practitioners that have the power to cast spells at their fingertips, and even to objects from weaponry to the mundane enchanted to hold magical properties.
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Some magic items aresimplistic, merely offering a plus one to AC or attack rolls, while some have moreunique and situational properties. The latter ones while lack prowess in combat offer more fun properties that showcase WotC imaginative greatness.
10Cloak Of Billowing
This common magicitem came with the supplementXanathar’s Guide to Everything, and though labeled as wondrous, this magical item doesn’t have many properties to its name. In fact, it only has one which has very little use other than flair.
As a bonus action, the user can choose to make the cloak billow dramatically, as though they are a main character standing in a dramatically timed breeze. This cloak offers no other function other than giving players the opportunity to be hilariously dramatic, and turn some heads. This magic item would be perfect for bards that want to make an entrance.
9Winged Boots
When one thinks of flying, they think of the spell, or certain races that come with fully functional wings. They do not imagine a pair of winged boots that allow the user to fly thanks to the magic imbued within the footwear.
Any creature who dons these boots gains flying speed equal to their walking speed. They can fly up to 4 hours and a minimum of 1 minute, and regain two total hours of use for every 12 hours they remain unused. This item allows players to experience the joy of flight without having to choosea particular race such asferal tieflings or aasimar, and without expending a spell slot to cast fly on themselves. Making this magic item a pair of boots rather than a cloak or false wings is particularly inspired.
8Wand Of Smiles
There are several magic wandsD&Dhas in its halls of magical items that all vary in terms of functionality and usefulness. Wand of Smiles is one of these items, and while it may have little practical uses, it isguaranteed to bring smiles–literally.
The wand has a total of three charges that all refresh at dawn. The user can target another creature with the wand, who must then succeed a DC10 Charisma saving throw, or they will be forced to smile for up to one minute. If all charges are used, the user must roll a d20, and if they roll a 1 the wand transforms into a Wand of Scowls, which functions the same only targets scowl instead of smile.
7Hat Of Vermin
The Hat of Vermin is one of the few magical hats players can take (if the DM decides to grant magical items, of course), and while it doesn’t seem to have any obvious uses in a game, it is a fun and imaginative item.
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It comes with three charges, and the wearer can expend on charge to speak the command word and summon a bat, frog, or rat with the normal statistics for one of these creatures. They are neither friendly nor hostile to the summoner, and do their best to escape from their clutches. The wearer cannot command them in any way, and all charges refresh at dawn. At best, this hat can probably be used in a light-hearted moment of RP, or confuse enemies.
6Deck Of Many Things
Deck of Many Things is a legendary magical item that holds a lot of infamy within theD&Dcommunity thanks to its high-risk high-reward nature. It certainly is one of the more creative items created, but one many DMs would be hesitant to place in a campaign thanks to how disruptive some of the cards could be on the campaign as a whole.
This deck can consist of up to 22 cards, but most only hold 13, and each card is unique in nature. The user must announce how many cards they intend to draw, and if they draw more than the declared number the cards have no effect. The effect of the cards can range widely from depleting the drawer of all their goods, sending them to the astral plane or gaining them ability cast the wish spell a total 1d3 times.
5Talking Doll
This item would appear likely any normal, stuffed doll at first glance, but then it would start utteringwords to the terrorof whoever unknowingly activated the conditions needed to make it speak.
Those attuned can spend a short rest to tell the doll what phrases it shall speak, the maximum 6, which must be six words or shorter, as well as the conditions that will activate phrases. For example, it could be programmed to say ‘Hello, my name is Dolly’ when it is picked up by a stranger. Not only is this magic item a fun creation that can creep those not in the know, it could also be used to pass along information in secrecy.
4Masquerade Tattoo
The idea of magic tattoos is certainly a novel one delivered to players inTasha’s Cauldron of Everything, with plenty of variety to pick and choose from. Each tattoo has a unique magic property with uses in or outside of combat.
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The Masquerade Tattoo is more form over function, with the wearer able to make the tattoo appear as they wish, and to choose where it manifests. The tattoo also can be moved, and its appearance changed so those with fickle tastes can change it at will by using a bonus action. But that is not all–the tattoo comes imbued with the ability to cast the disguise self spell using an acrion once per long rest.
3Hat Of Wizadry
This wizard-specific magic item takes the appearance of a typical wizard hat with its conical shape decorated with golden stars and moons. But the hat is more than just a bold fashion statement, granting wizards who attune to it a few benefits.
The hat can act as a spellcasting focus to allow players to apply some flair to how their spells manifest. In addition, they can attempt to cast a cantrip they don’t know from the wizard spell list. The wearer must succeed on a DC10 Arcana check, and on a success, the spell is cast, otherwise the spell fails. It can be used only once per rest, so using it is a gamble.
2Deck Of Illusions
When a player draws on of the 34 cards in this deck, they hold the ability to summon a very convincing illusion that would fool the eagle-eyed the sharp-witted. The deck appears as an ordinary deck of playing cards, each suite and number corresponding to a different creature.
Once the player draws a card at random, they must then throw it onto the ground within 30 feet from them. The illusion then appears over the card, appearing and acting as the creature normally would, but unable to cause direct harm, and none can cause direct harm to it. A successful DC15 Investigation checksreveals its illusionary nature, meaning it still holds the possibility to fool others into believing it’s very real.
1The Coiling Grasp Tattoo
The idea of magic tattoos is certainly a novel one delivered to players inTasha’s Cauldron of Everything, with plenty of variety to pick and choose from. Each tattoo has aunique magic property with uses in or outside of combat.
The Coiling Grasp Tattoo for instance allows the user to extend tendrils of ink up to 15 feet and attempt to grapple whatever creature is within reach. The target makes a DC14 Strength saving throw, and on a fail it takes 3d6 force damage and becomes grappled. The fact that it inflicts damage and can partially incapacitate an enemy makes this tattoo useful in conflict, and the idea of a tattoo that doubles as a weapon is an extremely creative one.