Search Everything in One Place

Explore the web, images, videos, news, and more – all in one place.

News

10 most useful non-combat D&D magic items, ranked

10 Most Useful Non-Combat D&D Magic Items, Ranked
10 Most Useful Non-Combat D&D Magic Items, Ranked

Dungeons & Dragons players love using enchanted weapons and arcane wands to obliterate their foes, but the best magic items aren't used for combat.

While Dungeons & Dragonscan be played in a variety of ways, most campaigns will eventually involve combat, as heroes draw swords and cast spells, all to defeat the forces of evil. There are many magical weapons and suits of armor that are prized by adventurers, but some of the best items in the game are often ones that aren't intended to be used in combat.

Artifact-grade items, like the Deck of Many Things, won't be included on this list, as they're so rare that most groups are unlikely to ever encounter one. Items that are deeply attached to one setting, like a Spelljamming Helm, also won't be included, as they're common in some parts of the Dungeons & Dragons multiverse, but are practically unheard of in others. No, this list contains items that can be found in any of the core Dungeons & Dragons campaign worlds, though they're often well-guarded or hidden in dangerous places.

Sauron Made A Ring Of Invisibility For A Reason

An DnD 5e arcane trickster rogue casts Mage Hand in Dungeons & Dragons.
Image via Wizards of the Coast

Invisibility is one of the most useful effects in Dungeons & Dragons, especially in the hands of a stealthy character, who becomes practically untraceable with the right Stealth rolls. The issue with spells, potions, and species powers that grant invisibility is that they can only be active for a short period of time, or require concentration, meaning they can potentially be dropped by accident.

A Ring of Invisibility lacks the usual drawbacks that come with vanishing from sight. Simply put it on and use the Magic action to become invisible, and it's switched on until it's broken. In the hands of the right player, the Ring of Invisibility is game-breaking, due to how easily they can bypass enemies. This doesn't last for the whole campaign, as some high-level creatures see through invisibility, and some dungeons have alarms or protections that detect people in other ways, but when the ring is working as intended, it's incredibly powerful.

The Three Stat Boosters Are Always Useful

Dungeons Dragons Forge of the Artificer Adventures
Image Via Wizards of the Coast

This entry refers to three items with near-identical effects: Amulet of Health, Gauntlets of Ogre Power, and Headband of Intellect. When equipped, these items instantly set a single stat to 19, with the Amulet of Health altering Constitution, Gauntlets of Ogre Power boosting Strength, and the Headband of Intellect increasing Intelligence.

Most player characters have poor stats in areas that won't be useful to their class, such as Sorcerers and Wizards having low Strength scores. The stat-boosting items can suddenly give characters a whole new array of skills to work with, making them less likely to screw up when it counts. The Amulet of Health might be the most useful, due to the sheer number of Constitution Saving Throws most players have to make, and how deadly the consequences of failing them can be.

No One Is Getting Past The Immovable Rod

Dungeons and Dragons Immovable rod as seen in the manual with a horse on the tip
Image via Wizards of the Coast

Doors, especially locked ones, are the bane of many Dungeons & Dragons characters. Most of the time, they'll force them to hunt for keys, solve a puzzle, or try and figure a way of bypassing them without leaving stealth. Eventually, doors become less of a problem with teleportation and phasing become available, but they're still a pain.

Thankfully, doors can also be turned against an enemy horde, especially if they're the only entrance to an area. If the player has an Immovable Rod, it can be activated to remain fixed in midair, requiring a ridiculously high DC 30 Athletics check to budge. So, if the player needs to keep a door shut, then there's really no better alternative than the Immovable Rod.

The Ring Of Spell Storing Is Helpful For Non-Magic Users

A Wizard powering up the Mizzium Apparatus in Dungeons and Dragons.
Image via Wizards of the Coast

Most Dungeons & Dragons characters have some degree of arcane ability, especially in the most recent iteration of the rules, but the true mastery of magic belongs to the six primary spellcasting classes: Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard. Even these classes focus on different types of magic, which is why groups of adventurers need to work together in the first place.

The Ring of Spell Storing greatly expands how each party member can operate, as it can contain up to five levels of spells that can be used by anyone. A Rogue can be given spells like Silence and Invisibility to aid them on missions, while healing magic can be given to anyone to use as needed. The possibilities are endless, and a party can gain an incredible amount of utility from a single piece of metal.

The Helm Of Teleportation Is The Ultimate Travel Aid

A DnD 5e character wears a helmet that glows with brilliance in Dungeons & Dragons.
Image via Wizards of the Coast

Teleport is one of the most convenient spells in Dungeons & Dragons, allowing players to traverse continents in the blink of an eye. If the Fellowship of the Ring had access to Teleport, then The Lord of the Rings would have finished halfway through the first book, with Boromir still alive for the Rivendell after-party.

The power of Teleport means that it's only accessible to high-level players, being a level 7 arcane spell. There's an item that provides much easier access to Teleport, as a Helm of Teleportation can be used by anyone who attunes to it, and has 1d3 charges each day, meaning a caster doesn't have to burn spell slots for its use. Once the party has a Helm of Teleportation, then they've basically unlocked Fast Travel for their campaign.

The Rod Of Security Is A Personal Hyperbolic Time Chamber

A Dungeons & Dragons Druid casts a teleportation spell with a DnD 5e 2024 Epic Boon
Image via Wizards of the Coast

One of the most dangerous aspects of any Dungeons & Dragons adventure is finding somewhere to rest, as the wilderness is often home to wild monsters, while the eye of the enemy might be searching for them in the darkness. This is the time when the spellcasters might be asleep, the warriors are wearing pajamas instead of armor, and the people without Darkvision might be struggling to fight in the torchlight.

The Rod of Security creates a personal Demiplane for the player to rest in, where they bring up to 199 additional people, meaning they can hide a small army of mercenaries within it. A single person can stay up to 200 days, with each additional entrant dividing the time, meaning a party of adventurers can have a holiday at a moment's notice in their Demiplane. Not only is this the ideal place to rest without interruption, but it's a great place to attune to items, use the permanent stat-boosting items, or just hang out while on a mission.

The Carpet Of Flying Is The Greatest Chariot Available To Players

Carpet of Flying
Image via Wizards of the Coast

The power of flight is one of the most useful abilities a character can have, and a few species can do this naturally, such as the Fairies. Not everyone is gifted with wings, however, and much like Invisibility, many of the magical options for flight have strict time limits or concentration restrictions.

Anyone who nabs a Carpet of Flying has permanent access to flight, and if it's big enough, the whole party can jump on board. This means the group can avoid the dangers of sea travel by just soaring above the oceans, avoiding paying tolls or dealing with belligerent guards, and can parachute into enemy fortresses with ease. Just make sure the party have options in case they fall off the carpet, though it's not the end of the world if they do, considering the cap on fall damage in the Dungeons & Dragons rules.

The Staff Of Charming Is Ideal For Getting Out Of Sticky Situations

Wizard Casting a Fire Spell With Staff in Hand in Dungeons and Dragons
Image via Wizards of the Coast

Many problems can be solved with the tip of a sword, and that's even more true in Dungeons & Dragons, where violence has fewer repercussions, thanks to the existence of healing magic. Usually, it's easier for players to talk their way out of situations, as there's less chance of taking a few errant critical hits to the face, and the party being killed.

Enchantment magic can make conversation a lot easier, and the Staff of Charming is the ideal aid for spellcasters. The Staff of Charming lets the caster burn charges to use Charm Person, Command, and Comprehend Languages, while providing protection from the enemy's attempts to enchant them back. Easy access to charm effects means the players will be more inclined to try the dialogue approach, especially if they're not planning on sticking around when the spell wears off.

The Ring Of Free Action Protects Players From Capture

An image shows the ring of free action in Dungeons & Dragons.
Image via Wizards of the Coast

Losing hit points sucks, but the player is only ever a spell or a night's sleep away from becoming healthy again. What really annoys players is debuffs or movement restrictions. Anything that stuns a character, slows them down, or locks their mobility entirely is going to really frustrate the party.

The Ring of Free Action is the ultimate defense against immobility, protecting the wearer against Paralyzed and Restrained conditions, removing the restrictions of Difficult Terrain, and offering complete protection against any effect that slows them down. Characters who want to explore with ease should pack one of these as soon as possible, as so many traps in Dungeons & Dragons try to capture someone, and the Ring of Free Action lets the adventurer slip free from their bonds.

A Bag Of Holding Means No Need For Pack Mules

Bag of Holding Art
Image via Wizards of the Coast

Most Dungeons & Dragons groups don't track inventory or encumbrance, as it just slows the game down. The Dungeon Master can still put their foot down if the players want to cart off lots of stuff, such as bookshelves, furniture, wagons, or whatever they find lying around.

The Bag of Holding is the ultimate Dungeons & Dragons travel companion, as it lets the players suspend their disbelief when it comes to carting around tons of gear. Over the years, players have tried to work out different ways to use the Bag of Holding, such as sneaking characters around who don't need to breathe, but its primary purpose is for strip mining every dungeon they come to and selling it all at the pawn shop, like a true hero.

Read full story on CBR

Related News

More stories you might be interested in.

Top