Summary
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The ring of mysterious locks can sea and open magical barriers.
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Defense Gauntlets reduce the chances of incoming distance attacks.
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Boots of water-walking negates water terrain, reduces fall damage and speeds up fighting.
Strong magic items can change all the difference in the Dungeons & Dragons campaign, especially for experts, veteran players. In fact, you can take these items even further by homebrewing, rather than waiting for your Master Dungeon to pull out the exact piece of the magical treasure you want. But if you have never taught before, as a high -level player, you may be wondering where to start.

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Therefore, we created this list to help inspire your homebrew and give some ideas for strong magical items. Here are some ideas for powerful domestic magic items in Dungeons & Dragons.
10
The ring of mysterious locks
Type of item |
Ring |
---|---|
Rarity |
Rare |
Tuning |
No |
When you have this ring in your possession, you can magically open and seal different doors, windows or chests. By removing this ring from your finger and placing it in the non -magical locking mechanism, you can either seal a lock that has been open or unlocked, your choice. If the lock is magical, then, like the effects of knocking spells, you can suppress the effect for one minute. However, the ring is subsequently destroyed if it is left longer.
Locked doors, cash registers and others are the turbidity of the existence of an expert. After all, who knows what valuable prey could expect on the other side? This item provides non -sellcasters by means of unlocking or protecting goods of treasure.
9
Gauntlets of defense

Type of item |
Amazing item |
---|---|
Rarity |
Unusual |
Tuning |
Yes |
When you are tuned to these gloves and control them, you get the ability to potentially block incoming attacks, because projectiles seem magically attracted to them. Gloves have a number of fees (1D4) a day. By spending one fee, you can use your response to reduce the enemy's offensive role to 1D6 + bonus for professional competence.
By spending two fees, you can then redirect the missile to another goal. However, the attack must first be missing to do so. These are great for squishy magicians in the back line who want to avoid a decrease in attacks on long reach and potentially destroy their concentration.
8
Water passing
Type of item |
Amazing item |
---|---|
Rarity |
Unusual |
Tuning |
Yes |
When you have these shoes on your person and are tuned to them, you can go through water formations as if they were solid surfaces, thus negating any difficult terrain that you can encounter by going through them. If you fall into damage by falling into the water body, shoes can reduce damage 1D12 by softening landing.

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This item is great for combat classes such as monks who are tired of being slowing down water bodies. With this item in the hinge you will be able to clean the distance between yourself and your enemies in no time.
7
A bag of eclectic elixirs
Type of item |
Amazing item |
---|---|
Rarity |
Very rare |
Tuning |
No |
This color bag has a random but very useful effect. Once for a long rest, you can get into your bag and pull out a random potion or elixir. When creating this item, you can work with DM to determine the 12 different potion effects you want to use for this bag to assign each of them to a different number on the D12 that you roll to determine which potion you get.
These can move from everything from a small potion healing to sharpness. Just make sure you don't choose too many overwhelmed potions, otherwise the item could be interrupted. For the next Nerf you can limit the use of this item to 12, which means you would never see all the potions you can get.
6
The tingling of the force burst
Type of item |
Armor |
---|---|
Rarity |
Rare |
Tuning |
Yes (expertise with mid -Brno) is required) |
It is a medium armor, which, when tuned, can redirect damage to the opponent of your choice. At the beginning of each new day, armor has 1D6 fees. Whenever you attack which will cause violent damage, you can spend one fee that you earned for half the damage in half, and absorb the kinetic power of the impact on armor.
From there you can spend another fee as a bonus action to redirect the damage to the opponent within the melee reach. Attack damage is the same as the damage you have absorbed. You can also accumulate damage multiple attacks if you have enough fees. If you have absorbed damage but do not have the right number of fees to release it, instead you cause damage.
5
Amulet immobility
Type of item |
Amazing item |
---|---|
Rarity |
Rare |
Tuning |
Yes |
When it is tuned to this shimmering amulet, it has two functions. First, you can place this amulet on any surface and express its command word to be immobile. If magic does not otherwise end the effect, the amulet will not move from its position until you are commanded. From there, if someone touched the amulet or tried to steal it in another way, you can start seeing and hear from the amulet in the circle of one mile.

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This is a great tool for secrecy and reconnaissance missions. As a high -level player, you can easily place this item within a thief or other Dastard villain and potentially spy on them. Soon they can find out that the item is magically trapped, so be notified.
4
Talisman Abjured Bane
Type of item |
Amazing item |
---|---|
Rarity |
Very rare |
Tuning |
Yes |
This talisman prevents the effects of spells such as Bane or other magic magic that could reduce your ability controls or save feasts. When you tune in to this talisman and wear it on your person, you get an advantage in saving feasts against effects that could reduce your role or subsequently introduce a disadvantage such as Bane or worrying words.
One of the most frustrating things that can happen as a high -level player in DND is when your roles get magical effects called DM. This talisman can prevent this. This item can easily be considered broken by some DMS, so just discuss with them in advance.
3
Shield of CounterSpell
Type of item |
Shield |
---|---|
Rarity |
Very rare |
Tuning |
Yes |
For Nepelcasters who are tired of being excluded from fighting with strong magical effects, this next item is for you. When you are tuned to this shield, you can occupy Coungterspell from this shield when you are specifically targeted to attack magic, melee or remote attack. This effect does not work on the spells of AOE; You must be the goal of magic.
You can use this feature once for a short or long rest. Your ability to magic is your constitution. CounterSpell can only be occupied on the third level; You can't use higher levels even if you are wheels.
2
I am the poison decanter
Type of item |
Amazing item |
---|---|
Rarity |
Unusual |
Tuning |
No |
As with endless water, this Karean is filled with a seemingly infinite supply of magical poison or antitoxins. When you do a magical event and express one of two command words, you can make one gallon poison or one gallon antitoxin. When you do so, you must wait until the next day before it reuses this effect.

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Although it may not seem like power, the ability to remove poison or other state with antitoxin may be incredibly useful because it can poison the enemy. As you can see, one great way to Homebrean weapons is also to take an existing magical item and slightly tune it.
1
Telekinesis helmet
Type of item |
Amazing item |
---|---|
Rarity |
Very rare |
Tuning |
Yes |
When you are tuned to this rudder, you get the ability to throw the telekinesis of the fifth level for a long rest. Alternatively, however, you can also use this rudder to put the telekinesis as a flying method, unlike normal spell. You can only use one or the other effect and you can't switch in the middle.
Not only is it a great way to live your fantasies to become MANGETO, but this rudder can offer many creative skills. Minor improvements to existing spells and objects can have a big difference in a high -level campaign.