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Uncommon Magic Items are the most plentiful in D&D – but don’t let their perceived lack of rarity fool you; these pack a mean punch!

Magic items are the gift that keeps on giving for D&D. Every character wants them, even if they can do what they need without any gear. And in your adventuring career, you’ll probably acquire several of them. They range in power from the humble +1 weapon, to magical amulets that can stop even the most powerful spell.

Just because Uncommon is the “lowest” tier of rarity doesn’t mean it’s the weakest. Here are five of the most impressive magic items of Uncommon rarity.

Amulet of Proof Against Detection and Location

The Amulet of Proof Against Detection and Location is one of the most powerful Uncommon items out there. It can shut down even the most powerful Divination spells without needing a roll. All you have to do is attune to this item, and you can’t be targeted by any Divination Spell or seen through any magical scrying sensor.

And that’s any Divination Spell. Including spells like Hunter’s Mark or Mind Spike or the like. Any spell in the whole school, 1st-9th level, instantly shut down. Sure it’s not Evocation, but that’s still a potent power.

Enspelled Weapon/Armor

Speaking of Evocation spells, wouldn’t you love to be able to cast a spell, even if you have no inherent magical ability? An Enspelled Armor/Staff/Weapon grants you access to a single spell—and at Uncommon Rarity, that can be a Cantrip or 1st level spell. Armor and Weapons have a limited number of schools to pick from. Staves can pick from any school. But this means, for instance, you could find a magic breastplate enchanted with the Shield spell and then cast it 6 times without needing a spell slot.

Each item comes with 6 charges and regains 1d6 charges at dawn. So these will be the gift that keeps on giving throughout your adventuring career.

Dust of Sneezing

Dust of Sneezing is, technically, a cursed item. But it’s a cursed Uncommon Item that, if you’re ready for it, can shut down a whole encounter in a single go. It’s one of those items that everyone sort of forgets about until the chips are down. But then, bam. You’ve just ruined a villain’s day.

Here’s how it works, you launch the dust into the air, and then you and everyone within a 30 foot emanation from you (which is a huge area, sadly it includes you, but hey a small price to pay) has to make a Constitution save (DC 15) or become Incapacitated and start suffocating. In the right hands, you could take out a squad of enemies. Just make sure someone on your side has Lesser Restoration to save you if you flub your save.

Immovable Rod

The Immovable Rod has got to be up there in terms of powerful Uncommon Magic items. It offers so much potential in a tiny rod that cannot be moved y anything less than four tons of pressure. It takes a DC 30 Athletics check to move this rod, once in place.

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Meaning you can pin someone in place with this. Or use it to wedge open a door. Access otherwise inaccessible areas. There is no end of things you can do with a physics-defying rod—stop a carriage or even a ship. Or if not stop it, then tear through the hull and sink it. It all depends.

Bag of Holding

Of course, the ultimate Uncommon Magic Item—the Bag of Holding. This humble little item is infinitely useful to an adventuring party. It can hold all of your stuff, and even your party members for a little while.

All that is well and good. But the real power of the Bag of Holding lies when it intersects with another interdimensional space, like a Portable Hole or a second Bag of Holding. Then it rips open a hole in the fabric of space/time powerful enough to pull anything nearby into the Astral Plane where it drifts forever. Or until something in the plan decides to have a snack.

Happy adventuring!


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