Magical items are one of the most enjoyable parts of playing Dungeons & Dragons. Finding them is always the high point of going shopping in town or making it to a treasure room. Most of the time, magical items are rare and all of the particularly cool ones are a once-in-a-lifetime find. Dungeon Masters are often cautioned on their use and distribution, saving magical items for later in the game as a way to protect players from themselves. A mischievous dungeon Master can test a party’s mettle by giving them a magical item that’s too powerful for their level, but should have a plan in place should the worst come to pass.

  • Clothing and Gear

  • Trinkets and Jewelry

  • Accessories

When Wizards of the Coast was developing Xanathar’s Guide to Everything, they wanted to introduce some new magical items, but with a twist. To inject a little fun and whimsy into a basic treasury, they included a list of magic items that are common in the world. Most of these magical items grant no combat bonuses — they’re just silly accessories for fun and creative roleplaying. Others are of wondrous quality and are actually useful but still pretty weird.

3 Clothing and Gear

Wand of Smiles

  • Magical Abilities:
  • Target any humanoid within 30 feet of you and force them to smile, provided they fail a Charisma saving throw.
  • Number of Charges:
  • 3 charges a day
  • Duration of Effect:
  • One minute.
  • Attunement Required:
  • None.

Staff of Adornment

  • Magical Abilities:
  • Transport any three objects that weigh less than a pound by placing them on top of the staff. Make the floating objects spin or twirl at will.
  • Number of Charges:
  • 3 charges a day
  • Duration of Effect:
  • Lasts until the items or the staff are removed.
  • Attunement Required:
  • None.

Hat of Vermin

  • Magical Abilities:
  • Speak your magic word and a rat, bat, or frog will appear in the hat.
  • Number of Charges:
  • 3 charges a day
  • Duration of Effect:
  • One hour or until the creature is reduced to 0 hit points.
  • Attunement Required:
  • None.

Cloak of Billowing

  • Magical Abilities:
  • The cloak billows and flutters on command. Used for dramatic effect, comedic timing, or to elicit an RP laugh.
  • Number of Charges:
  • None. Limited only by your Actions.
  • Duration of Effect:
  • The length of a typical billow.
  • Attunement Required:
  • None.

Wand of Pyrotechnics

  • Magical Abilities:
  • Creates a small burst of bright colors and sound any place you can see up to 60-feet away. The sound is a loud crackling, boom, or hissing that can be heard up to 300-feet away.
  • Number of Charges:
  • 7 charges a day, but if you roll a natural 1 while using the last charge, the wand may be destroyed.
  • Duration of Effect:
  • Similar to regular fireworks.
  • Attunement Required:
  • None.

2 Trinkets and Jewelry

Perfume of Bewitching

  • Magical Abilities:
  • You have a charismatic advantage over anyone you speak to, and nobody will know that they’ve
  • been under the influence of magic
  • .
  • Number of Charges:
  • This is a single-use item.
  • Duration of Effect:
  • One hour.
  • Attunement Required:
  • None.

Pipe of Smoke Monsters

  • Magical Abilities:
  • Puff out plumes of smoke that are roughly one-foot square in size that take the form of a monster of your choosing.
  • Number of Charges:
  • It works every time you smoke the pipe.
  • Duration of Effect:
  • A few moments, the same as a regular puff of smoke.
  • Attunement Required:
  • None.

Talking Doll

  • Magical Abilities:
  • You can teach the doll six short phrases and set up a trigger for each one. It’s probably meant to just be a magical toy for children, but it could very easily be used for more nefarious means.
  • Number of Charges:
  • Not applicable.
  • Duration of Effect:
  • However long it takes to say a six-word phrase.
  • Attunement Required:
  • This is a Wondrous item and requires attunement.

1 Accessories

The Tankard of Sobriety

  • Magical Abilities:
  • Drink any alcoholic beverage from this tankard and never get drunk. Situational, but useful.
  • Number of Charges:
  • Not applicable, as it works whenever you use it.
  • Duration of Effect:
  • As long as you need.
  • Attunement Required:
  • None.

Heward’s Handy Spice Pouch

  • Magical Abilities:
  • It seems like the pouch is empty, but if you name a spice, seasoning, or herb, it will appear. Each use produces enough to season one portion of food but you can produce the same seasoning ten more times.
  • Number of Charges:
  • 10 charges a day
  • Duration of Effect:
  • Not applicable.
  • Attunement Required:
  • None.

Pot of Awakening

  • Magical Abilities:
  • Plant a shrub in it and tend to it for 30 days. At the end of the 30 days, the shrub will become
  • the awakened shrub from the
  • Monster Manual.
  • Number of Charges:
  • One, because the creature eventually outgrows the pot and breaks it.
  • Duration of Effect:
  • Not applicable.
  • Attunement Required:
  • None, but Druids and Rangers appreciate it more than others.

Instrument of Illusions

  • Magical Abilities:
  • Can create a variety of visual or auditory effects when you play it.
  • Number of Charges:
  • Not applicable, as it works whenever the instrument is played.
  • Duration of Effect:
  • As long as the performance lasts, but the radius is limited to 10 feet, which extends to 15 if you’re a Bard.
  • Attunement Required:
  • None, but Bards get a buff to the area of effect.

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