![]() Updated by Chris Stomberg: Additional magic items are always being added to D&D with every new release. With that being said, let's dive into some magic items that are better left buried in whatever dreary refuge you might have found them. As they say, if it sounds too good to be true, it probably is. You're probably better off using your own discretion for the edge cases.RELATED: Dungeons & Dragons: Enemies That Are Nightmare FuelĪ good rule of thumb is that if the item was easy to come across, it's likely not as beneficial as it appeared at first glance. What I do know, is that the same people who wrote the XGtE tables decided that attunement-free unlimited flight without an action (broom of flying) is less rare than attunement-required 1 hour flight with an action (wings of flying). If not, you end up comparing them to existing items and dreaming up ways they could be used.ĭoes the wand of secrets provide less of a dungeon crawling benefit than the gloves of thievery? Is it really more important to be able to jump really far (boots of striding and springing) than to see in the dark as a human (goggles of night)? I'm not sure. If they have a major combat benefit, the answer is simple. If the item is consumable or is common, rare, very rare, or legendary, it is usually fairly simple to categorize however, non-consumable uncommon items are a gray area. Cursed items may have a detriment instead of a benefit.Īll non-consumable legendary items are major items. They provide a major social benefit, like detect thoughts or at-will disguise self.Īll non-consumable rare or very rare items are major items, unless they have little or extremely situational combat benefit (folding boat).They provide a major dungeon crawling benefit, like advantage on thieves' tools checks.They block high level magic, like scrying.Grant a flying speed, increase your walking speed, or allow you to walk where you otherwise couldn't.Grant or duplicate combat spells or additional spell slots.Provide in-combat advantage on a common skill, like Stealth or Perception.Summon (or appear to summon) combat-capable creatures.Grant a bonus to hit, damage, saving throws, or save DCs.They grant a potentially campaign-breaking effect to characters who otherwise would not have it (efreeti bottle).Īll non-consumable uncommon items are minor items unless any of the following are true:.Additionally, they aren't expected to always be destroyed the first time they are used. The only way they stop working is being destroyed via HP loss, typically from some direct action from an opposing creature (iron bands of Bilarro, rope of entanglement).They have an extremely large amount of uses/charges (> 10), typically for a significant effect (gem of brightness, candle of invocation). ![]() Categorization rulesĪll consumable items are minor items, unless any of the following are true: ![]() ![]() An item with charges that can regain them an unlimited amount of times does not count as consumable, even if it can be destroyed by consuming its last charge and rolling a 1 on a d20. ![]() What is a consumable item?įor the purpose of the following guidelines, a consumable item is an item that can permanently become non-magical or otherwise be destroyed during normal use. They don't explicitly appear anywhere in the rules. Xanathar's Guide isn't explicit, so let's reverse-engineer itĪll of the following conclusions are reverse-engineered from the tables in XGtE and the item descriptions in the DMG. ![]()
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