D&D Magic Items
The Doungim magic-item catalogue. 142 D&D 5e and 2024 magic items, each with rarity, attunement rules, weight, charges, and full description. Pick a rarity tier below or scroll the A→Z list.
By Rarity
All Magic Items (A→Z)
How magic-item rarity works in 5e
Rarity in 5th edition is not a power score on its own — it is a rough budget that combines tier, attunement cost, and how many such items a party should reasonably accumulate. Common items are small flavour pieces that any character can carry alongside their other gear. Uncommon items are the workhorse band: bag of holding, cloak of protection, +1 weapons. They usually expect attunement or a once-per-day cost in exchange for a meaningful but bounded benefit. Rare items begin to bend the maths of a fight — a +2 weapon, a sword that casts an extra spell, a wondrous item that grants resistance. Very rare items reshape the party's capabilities: flight without concentration, a permanent resistance, a powerful once-per-day spell. Legendary items belong to tier-4 play, and artifacts are story objects with consequences that DMs hand out for narrative reasons rather than treasure-table reasons.
Attunement and the three-item limit
Attunement is the 5e brake on power creep. A character can only attune to three magic items at a time, and breaking attunement to swap takes a short rest. That budget forces a choice: do you take the cloak that adds to AC, the boots that grant a movement option, or the ring that gives you a once-per-day spell? Items that require attunement tend to be stronger or more frequent in their effects than items that do not. As a DM, every attunement slot you fill is a slot the party can't fill with something later — pace your hand-outs accordingly.
How to hand out magic items by tier
Tier 1 (levels 1–4) should mostly see common and the lower edge of uncommon items. A potion, a single magical weapon for the front-line, a wand of small spells for the wizard. Tier 2 (5–10) is where uncommon and the first rares appear: cloaks, boots, a +1 or +2 weapon, an attunement item that defines a build. Tier 3 (11–16) is the rare-and-very-rare band; this is when characters acquire the signature magical objects they will keep for the rest of the campaign. Tier 4 (17–20) is legendary territory and artifacts enter the story. A common mistake is dropping a rare item in tier 1 because the player wanted it — it warps every encounter built for that tier and forces the rest of the table to feel underpowered.
How the Doungim list is different
Most online magic-item lists are scans of the official Player's Handbook and Dungeon Master's Guide. The Doungim list adds original homebrew items written specifically for the marketplace tabletop, alongside the open-source 5.2 SRD entries. Every entry has the standard fields a DM needs at the table — type, rarity, weight, attunement requirement, full rules text — plus a short lore paragraph that gives the item a place in the world. For an example of a useful Uncommon item every adventuring party should own, see Aegis of the Forgotten Knight. For a legendary item that defines tier-4 play, see Dawnbringer's Justice.