Skip to Content

The 15 Best Common Magical Items in D&D 5e [Ranked]

The 15 Best Common Magical Items in D&D 5e [Ranked]

Common Magical Items are obviously some of the easiest magical items to come across in D&D.

You can notice them in the Wizard’s shop, find them conveniently lying in a pile of goblin feces, or even trip over one in the street.

These items will probably be your first taste of magical items in D&D, and after seeing what you get as common items, just think about what higher tiers have in store for you!

Magic Item Rarity in 5e D&D

In D&D, you’ll come across many different items that will each have their own rarity.

The following list shows item rarity from least rare to most rare:

In other words, Common items are the easiest magical items to come by out of any other and will definitely be part of any campaign that includes magic items.

Best Common Magical Items

15. Armblade

Attunement – Yes (by a Warforged)

Item Type – Weapon (any one-handed melee weapon)

Starting this list, we have Armblade, the deadly replacement for a Warforged‘s simple limbs that will increase their deadliness.

It will act as a magic one-handed melee weapon when used, but it can always be extended and retracted for different purposes.

Warforged are a very powerful race, and if you can obtain an Armblade early on, you can easily get past nonmagical resistances if any creatures you face have them.

14. Imbued Wood Focus

Attunement – Yes

Item Type – Wondrous item

The Imbued Wood Focus is an easy-to-obtain spellcasting focus for spellcasters that also gives a +1 damage bonus to one type of damage type.

Which damage type gets the bonus is determined by what wood type the Imbued Wood Focus is made out of. 

This item isn’t bad, and it works especially well for characters who prioritize offensive spells. The Fire Bolt Cantrip immediately comes to mind!

13. Breathing Bubble

Attunement – None

Item Type – Wondrous item

Breathing Bubble is one of those items that is quite situational, but upon its realization, the item becomes extremely good.

The item functions best when you need to constantly be underwater or if you’re playing an aquatic campaign.

Having breathable air doesn’t mean you can only use it underwater. Think about certain areas that might have toxic air or conditions where the air is unbearable to breathe in!

12. Boots of False Tracks

Attunement – None

Item Type – Wondrous item

Though the Boots of False Tracks can only be worn by humanoids, most characters do choose humanoid characters and can, therefore, make use of these boots.

One would be surprised how useful it is to lead enemies astray by laying footprints that don’t resemble the members of your party at all.

These boots make it easy to conceal your and your party’s footsteps and get enemies off your trail or become frightened once they see what monster they’re really following!

11. Dark Shard Amulet

Attunement – Yes (by a Warlock)

Item Type – Wondrous item

The Dark Shard Amulet is a powerful spellcasting focus that allows you to cast a Warlock cantrip you don’t know after completing a saving throw.

This amulet can be higher on this list, but because only Warlocks can naturally attune to it, its potency does tend to dwindle.

However, Artificers can have a fun time with this item and may find it quite useful, especially if they want to cast certain Warlock cantrips!

10. Hat of Wizardry

Attunement – Yes (by a Wizard)

Item Type – Wondrous item

The Hat of Wizardry is a spellcasting focus that allows you to cast Wizard cantrips you don’t know after completing a saving throw.

Much like the Dark Shard Amulet, this item can be higher up on this list, but since only Wizards can naturally attune to it, it becomes less accessible to other classes.

Still, Artificers might enjoy this item if they want to cast certain Wizard spells!

9. Cuddly Strixhaven Mascot

Attunement – None

Item Type – Wondrous item

The Cuddly Strixhaven Mascot is the perfect toy to get you through scary times. By simply using an action, the toy becomes attached to you.

This toy can also be used to fight off fear, as you can give yourself advantage when making a saving throw to end or avoid the Frightened condition while the mascot is on your person.

Fear is an awful condition, and if you can avoid it by having an item that doesn’t need attuning, then you should take it. Although it might not be as applicable as other items on this list, when it’s needed, it’s great.

8. Masque Charm

Attunement – None

Item Type – Wondrous item

While you wear the Masque Charm, you may use an action to then cast the Disguise Self spell. The cooldown after using it is until the next sunset, but you should keep in mind that this item doesn’t need any attunement.

Disguise Self isn’t the best spell out there for disguising yourself, but at the level you’re able to get common items, it’ll definitely be helpful.

Think about it this way. You basically get a free spell and the ability to get through areas, missions, or other obstacles without being recognized.

7. Earring of Message

Attunement – None

Item Type – Wondrous item

Earring of Message is another spell that doesn’t require any attunement and allows you to cast Message by simply expending an action and a charge.

Disguise Self is arguably better than Message, but since you can cast Message up to 5 times a day with the earring, it can be used more frequently, and this becomes more useful in the long term.

Having Message ready allows you to communicate easily with companions who are up to 120 feet away, and while this might not seem far, it helps a lot in missions that require stealth or inconspicuous behavior.

In other words, using Message is better than screaming to get your message across!

6. Moon-Touched Sword

Attunement – None

Item Type – Weapon (any sword)

The Moon-Touched Sword is a favorite common item for many classes who use melee weapons, especially swords.

Its main attractive quality isn’t that it can shine in the dark but that it can easily get past pesky nonmagical resistances that tend to spring up from time to time.

That’s not to say its ability to cast light isn’t good, as it’ll help you never have a disadvantage while striking in the dark again (which happens way too often when entering caves).

You can even use it as a magical torch-sword, which might seem a bit insulting, but don’t worry, it’s not sentient anyway, so you don’t have to worry about offending it.

5. Potion of Climbing

Attunement – None

Item Type – Potion

Being able to climb is quite underrated by some player characters who don’t understand just how much it helps you get past obstacles, get away from enemies, or stealthily take them out.

Since this is a potion, it doesn’t require any attunement and can be drunk by using an action when you enter combat. 

I would recommend drinking the potion before going into combat, as it has a lot of uses in and out of combat, and if you drink it out of combat, you won’t have to expend an action that you could’ve used to accomplish something better.

4. Horn of Silent Alarm

Attunement – None

Attunement – Wondrous item

Blowing on the Horn of Silent Alarm will alert one creature of your choice up to 600 feet away with a loud blare. No other creatures will hear this sound, and it can be used up to 4 times a day, regaining its charges daily.

If you want to hear it or not, sometimes adventuring goes south, and what you thought would happen doesn’t.

The Horn of Silent Alarm is an easy ticket out of a dangerous situation you find yourself in, blowing it to alert your comrades and having them come find you.

I immediately think of Ranger, Rogue, or Monk scouts that get ambushed and need reinforcements from their party, and to get some, they’ll only need to blow on the horn!

3. Potion of Healing 

Attunement – None

Item Type – Potion

The Potion of Healing is another potion that arguably becomes better as the game continues. The main reason is that certain characters can easily craft this item by using alchemy.

When using the common Potion of Healing, it’ll heal 2d4 + 2 HP, which isn’t something to scoff at.

In fact, it’s one of the best items for healing, as it allows your group to heal even when spell slots have run out or you can’t spare any since you need them to continue through a quest.

2. Ruby of the War Mage

Attunement – None

Item Type – Wondrous item

With the Ruby of the War Mage, you can turn a simple or martial weapon you’re holding into a spellcasting focus.

If you want to use a weapon as a spellcaster and don’t intend to spend a Feat to be able to cast a Somatic component, then this is for you.

It’s insane that such a good item exists as early as it does.

1. Clockwork Amulet

Attunement – None

Item Type – Wondrous item

Each day, you can take a 10 on an attack roll, and with no attunement, you can get yourself multiple of these Clockwork Amulets.

With high modifiers and fighting styles like Archery, you can easily hit almost every time, and this only gets more powerful as time goes on.

Just be careful, as some DMs might not allow you to use the amulet while you have a disadvantage or advantage since it essentially replaces the d20.

Final Thoughts

While Common items might not be very powerful, by having a rudimentary understanding of them, you essentially get one step closer to understanding all magical items.

Discovering your first magical item feels ecstatic, and as the game continues, you’ll understand just what the craze over magical items is all about!