Dungeons & Dragons: The Best Magic Items That Don’t Require Attunement

The best magic items in Dungeons & Dragons almost always come with a requirement called attunement. This feature makes it so that anyone who wants to use the item must spend time during a short or long rest attuning to the item before they can actually wield it. Beyond preventing player characters from immediately using any magic item they find, attunement does have another, arguably more impactful, effect.

A creature may only be attuned to up to three magic items at any time. Consequently, once player characters enter higher levels of play and begin to build up a hoard of magic items, attunement forces them to choose which ones to use instead of having all of their items on hand at any time. However, there are magic items out there that don't have the item limiting attunement requirement. For player characters who are interested in wielding more than three magic items, these are important magic relics to pick up. Additionally, while these items might not be the best ones in the game, you may be surprised to learn just how impactful some of them can be.

9 Adamantine Armor

Starting off the list with an uncommon item that's relatively easy to acquire, Adamantine Armor benefits your character by making them immune to critical hits. Yes, you read that right. For the quite reasonable price of around 500gp, you can upset your DM to no end by preventing them from ever scoring a critical hit on you again.

Honestly, Adamantine Armor should probably be an attunement required item simply due to how cheap it is for a higher level adventuring party to outfit their entire party with it. Luckily, it isn't. Just don't be surprised if you convince your party to do this and the DM decides to make some changes in response.

8 Bag of Holding / Heward's Handy Haversack / Portable Hole

These three magic knapsacks are pretty interchangeable, though they do have a handful of small differences. If your DM happens to use encumbrance rules, owning one of these magic items is pretty much a necessity. You would be surprised how easy it is to run out of space to carry things when you're actually accounting for how much all of your gear weighs.

Even if your game doesn't use encumbrance rules, there will be occasions where you come across large objects, mounds of treasure, or other items of value that you simply can't carry by normal means. As soon as this happens, your extra dimensional carrying device will usually pay for itself. And that's without mentioning all the other times you'll find yourself in a similar situation.

7 Necklace Of Fireballs

The Necklace of Fireballs won't last forever, but it is good for providing you with 1d6+3 castings of fireball. On top of that, the Necklace technically doesn't cast the spell as you throw a bead that detonates to replicate the fireball effect, so it can't be counter spelled.

Best of all, if you're in need of a really big explosion, you can toss the entire necklace at once. When you toss the whole thing, the level of the fireball increases by one for each bead left on the item. Boom!

6 Nolzur's Marvelous Pigments

Here's an inventive magic item that any player with a big imagination will enjoy. Nolzur's Marvelous Pigments are a collection of paints that can be used to draw non-magical objects which become real when the painting is finished. For instance, a player character can use the paints to create a pit, a door, a room, a weapon, or any other non-magical object you can think up.

The paints are incapable of creating a real item worth more than 25gp, so don't worry about your player characters trying to make a fortune with these paints. Ultimately, the pigments are best for puzzle solving, creative thinking, and preparing a battlefield before enemies arrive.

5 Iron Flask

The Iron Flask is a legendary magic item that holds an unwilling prisoner from another plane inside it. This is the perfect item for introducing your player characters to the power of Legendary items early in the campaign. If you take the Flask's stopper off, the creature trapped inside is released and must obey your commands for one hour. However, at the end of that time the creature regains its own free will.

You can try to put the creature back inside the Flask of course, but a creature whose already been inside of it benefits from advantage on their saving throw to resist the effect. As a result, the Flask can make a dangerous enemy out of an unwilling ally in the blink of an eye.

4 Potion Of Dragon's Majesty

This legendary consumable item benefits the one who drinks it by turning them into an adult dragon for one hour. This is an immense power buff for the course of the duration, providing you with well over 200 hit points, a flying speed, incredibly high strength, and a devastating area of effect attack in the form of the dragon's breath weapon.

Needless to say, if you receive one of these potions you're probably going to need it for a dangerous encounter to come. Make sure you use it sparingly.

3 Scroll of Tarrasque Summoning

The Scroll of Tarrasque Summoning is the one magic item on this list that doesn't need to exist. Really, why would someone create this?

If you find yourself in need of summoning a civilization-ending, cataclysmic threat, this scroll is always an option. It's only fair to warn you that, chances are, you're going to have to deal with the repercussions sooner or later. Yeah, good luck with that.

2 Efreeti Bottle

The Efreeti Bottle is the easiest way for players to gain access to the wish spell earlier than they should be able to. The good news for DMs is they've only got a ten percent chance of succeeding in gaining some wishes. Another ten percent of the time, the efreeti simply comes out of the bottle and attacks them for five rounds before plane shifting away.

The other 80 percent of the time the efreeti faithfully serves your players for the span of an hour, then returns to the bottle. The next two times the bottle is opened, the same thing happens. Then, if the bottle is then opened again, the Efreeti takes the opportunity to escape and the Bottle becomes an ordinary item.

1 Ring of Three Wishes

The Ring of Three Wishes is a legendary ring that's quite simple. While the user wears the ring, they can expend one of its three charges to cast the wish spell.

Due to this item's legendary status, player characters aren't likely to encounter it any earlier than level 17. This is the same level that spellcasting classes first gain access to the wish spell, so this ring really only exists to give the same powers to a non-spellcaster. As you might know, a wish's ultimate impact is always up to DM discretion. Be careful what you wish for.

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