Powerful Dungeons & Dragons Items You Should Only Use At Your Own Peril

With how much Dungeons & Dragons content there is out there, you could release multiple volumes solely focused on magical items. Actually, they've done that, and there's even more than that. All the previous editions, expansions, and companions provide official magic items.
At the same time, communities and message boards often share their suggestions, which are used or considered for implementation. Items are ranked from Common to Legendary, with the best ones having absolutely no adverse side effects. However, some promise power if you're willing to accept their risks. Dare you use any of these items should you refuse to walk away?
Shield Of Missile Attraction
Irresistible Target
Treasure Chest By Dan ScottSometimes you don't even need your DM's help to tell you what an item does, hence the Shield Of Missile Attraction. As you've likely figured out, this is a magical shield that can draw projectiles towards it. They can be physical or mystical, but as long as they're moving through the air, they can be drawn towards the shield.
Now, this is a pretty useless item to take along, but think of it this way: You have a projectile magnet. Imagine facing several bowmen and a few spellcasters and then pulling this thing out. Toss it somewhere or hand it to a summoned familiar to run around erratically, and all of a sudden, you've significantly reduced the threat of ranged attacks.
Scarab Of Death
Like Those Things From The Mummy
Treasure Chest By Dan ScottThe Scarab Of Death is another item that seems self-explanatory, but let's break it down a bit. This item takes the form of an ornate green scarab that can be worn as a pin or brooch. If it's within a certain distance from warm flesh of any kind, it will attack, hone in on the owner of the flesh, burrow into its body, and crawl its way to its heart (or heart equivalent) to consume it, leading to death.
While you'd hope never to be within a poking distance of this thing, properly stored, it becomes a potent weapon or trap. Keep it sealed away until needed and then toss it at an unsuspecting BBEG only to watch them squirm as they realize that a scarab is about to end their career.
Cloak Of Poisonousness
That's A Lot Of Poison
Usually, when you have a piece of gear that includes a modifier like "Chill" or "Flaming" or "Poisonous", you expect it to enhance your attacks or provide extra protection AGAINST that element. The Cloak OF Poisonousness is nothing like that, since it's pretty literally a cloak imbued with poison so potent that it instantly kills anyone who touches it.
But there is a catch and a way to turn this into a fantastic piece of armor. If your character has poison immunity or is willing to risk a Constitution Save, they can safely wear the cloak. From then on, you can dare anyone who messes with you to touch you and face their destiny!
Shortbow Of Gesen
The Most Valiant Arrows
Treasure Chest By Dan ScottShortbows tend to be overlooked in favor of longbows due to not having the same range, but they make up for it by being lighter and faster to use. The Shortbow Of Gesen is a magical shortbow that has unusual properties, mainly in how it works. Instead of firing arrows, this shortbow can fire elemental and magical projectiles such as lightning bolts.
This makes it very versatile and strong, suitable for both primary and secondary use. The only problem is that the longer you use it, the more chance you have of turning into Gesen, a heroic being compelled to do good deeds. It's not the worst drawback, but it can hinder the party's progress if they're not prepared to counteract it.
Berserker Axe
Touch Axe, Get Angry
The concept of a Berserker has been explored in various forms. Still, it typically refers to a type of warrior who tends to fly into a murderous rage, granting them increased Strength and damage resistance. Barbarians naturally have this ability in the form of Raging, but other classes don't unless they wield the Berserker Axe.
On its own, it's a strong and solid Greataxe that deals good damage, but can cause the wielder to fly into a Berserker rage. Still, if used effectively and creatively, it can turn any person into a living weapon, so if one party member is looking pretty bad, toss them the axe and have them go out swinging.
Bag Of Transmuting
What's In The Bag?!
Treasure Chest By Dan ScottEven though the Bag Of Holding is the must-have for any party of adventurers, you could sleep on the Bag Of Transmuting. As the name suggests, this bag can transmute objects. It's about the size of a leather satchel, but as long as you can fit the item within its magical space, it can be transmuted.
This means you can put in a rock and pull out a gold nugget, or drop in a dagger and pull out the Legendary Sword Of Fiery Penetrating Justice. What you need to be careful of is that you have little to no control over how the transmuting works. You can put in a rock and pull out a ticking bomb, or you can drop a meatball and pull out a beholder. Trasmute at your own risk.
Stone Of Mixed Luck
Rockin' That Fortune
Treasure Chest By Dan ScottDespite appearing in almost every single stat-based RPG, Luck is surprisingly absent from Dungeons & Dragons. It certainly exists in the mind, but it's not usually tracked in any tangible way, which is strange in a game that is almost entirely based on chance. However, there are elements of Luck that the DM will acknowledge, and the Stone Of Mixed Luck is one of them.
The wielder has a chance to gain good luck for a set period as long as they hold the stone, which can be extremely helpful in dire situations. On the flip side, it can result in you being cursed with bad luck, which may as well be a dinner bell for your character sheets in waiting.
Vexed Armor
Perplexing Defenses
Treasure Chest By Dan ScottOf all the powerful items with drawbacks, the Vexed Armor may be one of the most unusual simply because the risk vs. reward is very imbalanced. The story goes that the armor was imbued with a demon's magic, giving it a sinister appearance.
Even so, whoever puts on the armor will gain the following benefits: A +2 to Constitution, immunity to Cold (magical or otherwise), and the power to cast Fire Storm once a day. The only problem is that it's technically a cursed item, so the wearer can't remove it unless someone casts Remove Curse on them. All things considered, it might be a curse worth living with.
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Like Follow FollowedDungeons & Dragons
8.4/10 Original Release Date 1974 Player Count 2+ Age Recommendation 12+ (though younger can play and enjoy) Length per Game From 60 minutes to hours on end. Franchise Name Dungeons & Dragons Publishing Co Wizards of the Coast Expand Collapse