Summary
- Legendary items in Dungeons & Dragons are rarely used because they are typically only given to players at levels 17-20.
- DMs should be cautious about giving players overpowered legendary items as it can ruin the game balance.
- Examples of powerful legendary items include the Vorpal Sword, Rod of Lordly Might, and Robe of the Archmagi.
Legendary items in 168澳洲幸运5开奖网:Dungeons & Dragons are meant to be distributed to players in the final tier of play from levels 17-20. Considering there are only two modules published by Wiza𒆙rds of the Coast where you actually reach these levels, legendary items are among the least-used pieces of inventory in🐼 the game.

Dungeons &🃏am🐟p; Dragons: 10 Best Magic Items In The Book Of Many Things
Divine the future, change your fate and trusღt in the cards with these magic items from The Book of ꦆMany Things.
Nonetheless, that doesn't stop players from gawking at them as they imagine their characters wielding these all-powerful objects. A generous Dungeon Master (DM) might even decide to hand one out to players at 𝓀lower levels as they come to the end of a campaign. As you'll see in just a moment, though, all🥂 DMs should be cautious of giving players these overpowered creations.
Updated on January 28, 2025, by Lucas Olah: There are always more items to discuss. It's normal for expansion books to bring new items to the table, as well as updates to the core gameplay that also updates some magic items, like the 2024 Dungeon Master's Guide does. Therefore, it's nice to look back on these items and see if the updates make them worth having or if any new magic item is also worth checking out. So, here we are, giving you more options to reward your players.
20 ꩲ Apparatus Of Kwalis༒h
For Sea Exploration
A fun item that up to two people can use is the Apparatus of Kwalish, which is basically a mix of a tank aꦅnd a submarine. It needs at least o𒈔ne pilot, and it allows whoever is inside to perform a series of tasks, such as moving around with it, using an attack that causes damage or grapple, and traversing on either land or water.
If you're looking for something that causes serious﷽ damage, this isn't it - though it's a safe place to stay given its 20 AC and 200 hit points. However, this apparatus is perfect for underwater adventures si⭕nce it can withstand a depth of 900ft (275m) underwater, and it can stay sealed for ten hours without the need to resurface for fresh air (or five if there are two people).
19 ✱Belt Of Giant Strength
With Many Iterations
If you feel💟 like your martial players deserve a gift, you can always give them one of these belts. Each belt gives the user a new strength score, and while we'll focus on the legendary ones, it's worth pointing out that there are weakeꦿr versions of these belts in case your party's level isn't that high or if you think the legendary ones are too much.
All that said, we have the Belt of Cloud Giant Strength, which changes the user's strength to 27 (+7 to strength checks, without counting proficiencies), and the Belt of Storm Giant Strength, whi♌ch changes the user's strength to 29 (+8 to strength checks). On the right character's hand🐲s (or waist, we should say), the results can be terrifying.
18 Ring O🦩f Invisibility 𝕴
Now You See Me...
So, this is ♕💧just a ring that lets you use your action to turn invisible, which might make you think, "Why is it here? I can turn invisible with spells." Well, the thing is, you only go visible if you remove the ring or use your bonus action to go visible again.
There is no concentration here. You don't end your invisibility if you attack or get hit by an area attack or something. Your only problem will be enemies that don't rely on sight. For everything else, you have basically a permanent advantage, while your enemie☂s will have a permanent disadvantage to hit you. Not to mention all the spe🍬lls people won't be able to use on you because they can't see you.
17 🌊🐽 Cubic Gate
For Multiversal Shenanigans
Admittedly, this item isn't here becauꦛse of how useful it can be (though it's very useful), but because of how the DM can use this item as a key part of the narrative, especially if your story relies a lot on traveling through the multiverse.
It has six sides, as cubes do, with each allowing the user to use the spell Gate or Plane Shift to a place in the multiverse dictated b🌳y a symbol in the cube. It lets you summon a specific creature from the plane or allows the party to go there if needed. It has six charges, though, and it recharges 1d3 charges per dawn.
If you don't have a real 1d3, like most people, roll a d6 and divide the res🐲ult ꧃in half, rounding up.
16 Deck Of Many Things ✅
Unleash Chaos
The Deck of Many Things is already one of the most famous options here due to all the positive an꧒d negative consequences. While the 2024 Dungeon Master's Guide changed some effects, cutting things꧅ such as alignment changes and lowering or increasing your level, there are still many effects here.
They can have strong, positive effects, like multiple wish spells, increased ability scores, or even changing events from the past. It can also trap the character's soul, essentially removing them from the game or triggering a quest to save them, so be careful if♐ you use this at the table.
15 R𒉰ing Of Three Wishes
Do We Need To Explain?
By the name of the ring, we believe you can already tell why this ite⛦m is so powerful. You get three free casts of the Wish spell, allowing you to reshape reality itself - within reason. It's one of the strongest spells in the game, so three uses of it is lovely.
It doesn't recover its charges, though, so once you use🐈 all three wishes, the ring will become a normal ring. You could try to wish for infinite charges, but we think your DM will just tell you off if you try to do that.
14 Ioun Ston✱e
Greater Absorption And Regeneration, Specifically
Ioun Stones are items that orbit you and give you bonuses, and the type of stone will change the benefit it gives yo😼u. You can also have three of those active on you at the same time, so you can stack these effects, even though we recommend you not to keep every loot for yourself.
The Regeneration Ioun Stone lets you recover 15 h🌟it points an hour, basically turning passive healing on. While it takes an hour for the effect to trigger, it helps with short rests since this extra healing will stack with your hit die rolls.
Then, we have Greater Absorption, which allows you to cancel any spell of level eight or lower with your reaction. Eventually,💯 the stone will break, but you basically have a Counterspell that succeeds without any roll, making it perfect for emergencies.
13 Moonblade
A Generational Weapon
The Moonblade is a sentient sword that becomes slightly better after each owner. As the DM, you can roll h♊ow many previous owners it had or decide based on the narrative, and you can decide its additional effects on the Moonblade properties table.
These prope𝄹rties can be bonuses to attack and damage, extra damage die, doing critical hits 🉐with a natural 19, blind creatures, store spells, and summon entities. You also give it a generic minor property, like making it glow or give it a bonus to initiative, among others.
If you intend to make a lot of campaigns with the same group, you can give a first-time Moonblade to a PC and make it a recurring character that gets passed down between꧂ campai😼gns.
12 🌊 Ring Of Spell Turningไ
Right Back At You
This ring is very powerful. First, you get advantage on saving throws against spells, which is nice. Then, if you succeed on a saving throw against any spell that is le🌸vel seven or lower, it won't have any effect on you. No more half damage on successes for you.
However, if this seventh-level-or-lower spell targets you and only you, you can then use your reaction to send it back to the person who cast it, and they'll have to roll a saving throw against their own DC and suffer the consequences. No 🐲charges here, so you can do that whenever - as long as your reaction is available.
11 Enspelled Item🍬s
DIY Magic Item
An interesting addition to the 2024 book is the enspelled items: the enspelled armor, enspelled ꦉstaff, and enspelled weapon. You're free to choose which armor or weapon they are, so it'🐭s easy to adapt the weapon based on your players' builds.
Then, you can add a spell to it, and the user will have six charges to cast said spell - they recover 1d6 charges at dawn. The item has its own spell attack bonus and spell save DC, and the spell needs to be of a certain level, depending on the item's rarity. Since we're talking about legendary items, these numbers will൲ be high, with a DC of 17 or 18 and an attack bonus of +9 or +10, an🐠d the spell can be as high as level eight.