Dungeons & Dragons fifth edition is full of powerful magic items, but the ones that are hard to come by tend to steal a lot of the thunder. A legendary item is certainly more likely to have extraordinary effects than an uncommon one; it’s just equally likely to only be found when the party reaches high-level play. Most DnD adventurers are liable to spend a lot of time with uncommon items before graduating to rarer options, and this isn’t a bad thing.

Even among uncommon magic items in DnD 5e, some options offer incredibly useful effects that can completely reshape the trajectory of the game. Just how powerful each one is can depend on who’s using it, as many of the best are tailored to specific classes or builds. In any scenario, however, they’re all items that parties should definitely try to seek out.

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10

Stone Of Good Luck

The Stone of Good Luck in D&D, a cat's head with a crystal eye.

The Stone of Good Luck is the kind of magic item that any character could pick up and use effectively. Offering a +1 bonus to ability checks and saving throws could come in handy in all kinds of situations. It might not be the most combat-focused option, although the bonus to saving throws could still mitigate some incoming damage, its consistent application to ability checks can make every trial a little bit easier.

The only reason why a Stone of Good Luck might not be worth having at higher levels is that it requires attunement, so the slot that it takes might end up being important for something else. At lower levels, however, it’s a power player that deserves the attunement, and its inclusion in the high-level Venca: Eve of Ruin campaign shows that its viability doesn’t disappear that quickly. From deceiving NPCs to getting a jump start in the initiative, there’s no shortage of gameplay aspects that will benefit from the Stone of Good Luck.

9

Immovable Rod

DnD Immovable Rod, a metal staff with engraved horses.

The Immovable Rod is something of an iconic fixture of DnD, offering a fundamentally simple feature that’s easy to remember and constantly useful. Pressing a button magically fixes the rod in place, and only extreme strength or extraordinary amounts of weight can move it until it’s deactivated again. This may not be as flashy as some other uncommon magic items, but it’s more likely to get the party out of a sticky situation than most.

In any given dungeon crawl, the Immovable Rod might be used to support a rope, prop up a trapped door, or even deal damage to enemies in comically cartoonish ways. It’s at its best when in the hands of a creative player, but anyone can make it worth keeping around. Worst-case scenario, it should still make for a decent walking stick.

8

Broom Of Flying

DnD Broom of Flying, a wooden broom with an uneven branch handle.

A lot of DnD challenges could be easily solved by simply flying over them, and the Broom of Flying circumvents the standard rules by making that not only possible but downright simple. This wooden broom can carry up to 200 pounds with a flying speed of 50 feet and up to 400 with a speed of 30, so it’s capable of handling a heavy pack or perhaps even two characters who aren’t too encumbered.

Vecna with the Wizards Three from D&D and an enemy.

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The Broom of Flying is activated by speaking a command word, and this feature has a side bonus in allowing the broom to be remotely operated for some tasks. It can be sent in unmanned flight to a destination within a mile by speaking the command word and stating a familiar location. Thinking of clever ways to combine this tactic with other items could make it useful for reconnaissance or communication, giving it an edge over the also-uncommon Winged Boots.

7

Dust Of Dryness

A bard against a deserted background in Dungeons & Dragons.

The Dust of Dryness has a very physics-warping effect, making it possible to compress a 15x15x15 foot cube of water into a nearly weightless pellet the size of a marble. Shattering the pellet releases the water, an effect that can be great for traps or as a general attack against any enemies that are susceptible to water. As an added bonus, using the dust against a water elemental can also deal damage — 10d6 necrotic on a failed save, which is certainly nothing to sneeze at.

This is another uncommon magic item that gets vastly more powerful in the hands of a truly creative player, and a dungeon master willing to let it apply to liquids beyond water itself (which isn’t particularly supported by the actual rules) opens things up even further. In any scenario, it could save a party in the desert, so there’s no reason not to have a few pellets prepared if the party ever comes across the item.

6

Weapon Of Warning

Artwork of a weapon of warning trident version for D&D

The Weapon of Warning can be more useful in some campaigns than others, as its applicability is heavily dependent on how often a dungeon master employs surprise attacks. In any campaign where they’re frequent, however, this uncommon magic item is hard to beat. Outside of incapacitation, the bearer and any companions within 30 feet can’t be surprised, making it easy to avoid getting off to a bad start in combat.

Powerful spellcasters Tasha, Mordenkainen, and Alustriel Silverhand in D&D art.

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There’s also an exclusive bonus for the bearer of the Weapon of Warning, an advantage to initiative rolls, which offers the party yet another leg up despite only applying to one member. Relying on the Weapon of Warning to warn of danger in a more general sense could be foolhardy, as the rules only specify that it makes being surprised virtually impossible, but for that key task, it’s perfect.

5

Wand Of Magic Missiles

D&D art of a staff tipped with a carved blue crystal.

The magic missile spell is a fun first-level staple in DnD 5e, mostly because its minor dart attacks can’t ever miss. Although it’s difficult to do that much damage with it unless cast in higher-level spell slots, it’s the perfect way to get a guaranteed hit, whether finishing off an enemy that seems close to dead or just chipping away at a foe with strong defensive capabilities.

The Wand of Magic Missiles takes this great advantage of magic missile and expands on it, providing seven charges that can each cast the spell at first level. It can be used for chip damage, but it’s also possible to unload all of its charges rapidly to get a heavy hit in with no chance of missing. It does come with a couple of caveats — it doesn’t recharge until a roll at dusk, and rolling a 1 after expending all charges runs the risk of the wand crumbling — but it’s still one of the best uncommon magic items in 5e.

4

Periapt Of Wound Closure

The Periapt of Wound Closure in 5e, a red gem on a necklace clasped by golden hands.

Getting downed in DnD isn’t always the biggest deal, as there’s usually enough of a window for some lucky death saving throws or the action of another party member to stabilize anyone in danger. There’s a very fine line between completely fine and absolutely disastrous, however, and the wrong characters going down at the wrong times can easily end up precipitating a total party kill.

The Periapt of Wound Closure is the perfect answer to this problem, immediately stabilizing any character attuned to it if they’re dying at the start of their turn. It also doubles the amount of health restored by rolling hit dice, making short rests more effective than usual. If the party’s safety rests on a sole healer who keeps getting into trouble, acquiring a Periapt of Wound Closure for them should immediately become a major priority.

3

Instrument Of The Bards

A halfling bard playing music in dungeons and dragons

Instrument of the Bards actually covers a number of possible rarities, as this magic item comes in several different forms. Three of those are uncommon, however, and they’re all something that any bard should seek out. The Doss lute, Fochlucan bandore, and Mac-Fuirmidh cittern all come with some spells that can be cast once per day, significantly increasing how much magic a bard has access to.

Dungeons & Dragons Multiverse of Monsters Bard Cover

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The best of the three is probably the Fochlucan bandore, as it offers four spells without any filler. Entangle and faerie fire are both great area-of-effect options, inflicting effects that could seriously hinder enemies. Shillelagh makes it possible to use spellcasting ability to attack with a club or quarterstaff, opening up stronger melee combat options for a bard. Speak with animals can be useful for information gathering, recruiting animal companions, negotiating with hostile creatures, and much more.

2

Sentinel Shield

D&D paladin striking a demon with hellish flames enshrouding him.

Anyone dependent on a shield in DnD would be well-advised to see if they can get their hands on a Sentinel Shield. Anyone holding this gets an advantage on both initiative rolls and wisdom checks, making it significantly harder for anyone to get the jump on them. As a side bonus, it doesn’t require attunement, and even a caster could theoretically hold the shield without actually employing it in combat just for the general benefits.

The fact that the Sentinel Shield gives an advantage on important rolls is what makes it stand out so much as an uncommon magic item, as most tend to opt for a comparatively measly +1 that’s less likely to impact success or failure. Advantage on wisdom checks also comes with an innate +5 increase to passive perception, which could greatly ease the danger of any dungeon crawl.

1

Deck Of Wonder

Dungeons & Dragons' iconic Deck of Many Things now has spells based on its possible magical outcomes.

The Deck of Wonder is essentially the little sibling of the more famous Deck of Many Things, containing an assortment of random effects that could either help or hinder the party. The fact that none of its effects are that extreme, however, might make it more useful. Its negative effects can generally be countered with relative ease, and lucking into the positive ones makes it an easy resource for party buffs.

Even after drawing a card, it reappears in the deck immediately, so the Deck of Wonder can be considered an inexhaustible resource. It’s best not to use it in the heat of a dangerous moment without any backup plans, but when employed strategically, the benefits of the Deck of Wonder definitely outweigh the potential drawbacks. Dungeon masters should actually deploy it with care and possibly restrictions in Dungeons & Dragons 5e, as some of the positive effects are permanent.

Dungeons and Dragons Game Poster

Dungeons and Dragons

Franchise

Dungeons & Dragons

Original Release Date

1974-00-00

Publisher

TSR Inc.
, Wizards of the Coast

Designer

E. Gary Gygax
, Dave Arneson