Back in the world of Dungeons and Dragons 3rd edition and 3.5 edition, magical items were a dime a dozen. During 5e, they became a lot rarer and it was designed so that that only three could be used at once. As with anything D&D-related, however, that's pretty much up to the Dungeon Master's discretion.

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In a magic item-heavy campaign, there are some items that really should be given to the players. These things make it so the game can progress without worrying about how are they carrying their loot, feeding themselves, finding something to drink, maintaining their projectiles, keeping up with their spells, and managing to survive out in the wilds.

10 Everyone Appreciates A Bag Of Holding

A rogue carrying a Bag of Holding magic item in DnD

A Bag of Holding is everyone's go-to. It can hold anything in it as long as it can fit through the opening and can easily bring forth anything hidden within it just by command. They make it so nobody has to pay attention to how much things weigh to see if they can be carried around. There have even been some creative uses for getting out of some sticky situations with them and a lot of breath-holding.

These items have their place even in a low-magic setting. They can even be adjusted to only hold non-magical items so that all basic gear can be left inside without worry, or even given an item limit if that's how the DM wants to run things. All in all, they're extremely versatile and should definitely be part of the gear.

9 Keep Warmth & Light With An Everburning Torch

Darkest Dungeon Carrying The Torch

Everburning Torches are awesome little things. They are torches that are permanently on fire, giving a source of light and heat all the time. They even come with a cap to keep the fire from burning everything down or emitting light when that need arises.

There's very little worse than getting stuck in a dark area without the ability to do much about it, or being thrust into cold scenarios and needing to fight with the flint. Instead, just keep this around and only worry about fighting with only one hand.

8 An Endless Flask Or A Decanter Of Endless Water Prevents Thirst

Decanter of Endless Water

While sometimes it's fun to make things extremely immersive, roleplaying through everything that needs to be done, other times it gets annoying. Nobody wants to constantly bring up that they ate and drank at regular intervals. Even more, nobody wants to calculate their food and water stores at all points.

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Keeping about either an Endless Flask or a Decanter of Endless Water negates the need to worry about thirst. They can also be used for some pretty clever solutions since that liquid is just going to be there ad infinitum.

7 Everyone Needs Healing Potions & Salves

Overlord Minor Healing Potion

Healing Potions and salves are such a mainstay that they appear in everything. These quick little drinks bring back health in a pinch, making them extremely useful to keep along.

Some campaigns don't even consider them to be magic, but considering they grant instantaneous healing rather than over a period of time like medicine, it's safe to consider them as such. They almost always need to be created magically too or using magical components and help negate the need to keep a healer around at all points.

6 Sending Stones Keep Everyone In Contact

D&D Sending Stones

These little Sending Stones are basically like telephones within the Dungeons and Dragons world. They are small rocks that have a Sending spell attached to them, so when one is spoken to the other speaks it.

It's a good way to keep players in contact should they split up, or let them have access to a long-term mentor or quest-giver. They can even make for some really fun plot hooks, especially if someone else ends up getting into the connection.

5 Robe Of Useful Items Is Tacky But Lives Up To Its Name

the dnd robe of useful items, covered in patches

This one is exactly what it says on the tin. A Robe of Useful Items is a robe covered in a bunch of patches. Whenever a patch is peeled off, it spawns an item that can be used. It's a great way to let players keep all of their mundane gear about without taking up space.

The biggest perk is that as long as patches can fit on the robe, more things can be added. So a DM can really get creative with the gear that they have available to players. Spare weapons, survival gear, class-related artisan kits, paper, and even spare armor can just be put away on a tacky robe, probably handed to the weirdest character of the bunch to don.

4 Boccob's Blessed Book Is The Friend Of All Spellcasters

Spellbook

Boccob's Blessed Book requires the Craft Wondrous Items feat in 3.5e to craft, but it really is not as fantastical as it sounds. This waterproof book allows a spellcaster to store all of their spells and only their spells in it in order to negate the daily cost of preparing them.

Typically, all spellcasters are supposed to only know a handful of their class spell lists, and each day they are supposed to prepare them and plan ahead for what they could possibly need. Nobody wants to do that, and nobody wants to worry about what spells they do and don't have upon leveling up. This negates the need to worry about any of that, keeping all of them handy so the game can move forward.

3 Returning Arrows Makes It So Nobody Has To Keep Track Of How Many Are Left

An Assassin Rogue walking through a battlefield in DnD

Technically, there should only be a handful of arrows or other projectiles that a character can carry around. They're also supposed to calculate how many of them they can successfully retrieve, meaning that in longer battles, that archer character becomes effectively useless until they can cross the entire field to pick their stuff back up.

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Having the Returning enchantment stuck to arrows, quivers, or other similar gear just adds some quality of life improvements and doesn't require everyone constantly needing to bring up that they go looking for their arrows, wasting time, and calculating how many shots they can actually take.

2 A Rope Of Climbing Removes So Many Checks

DnD Rogue With A Rope Of Climbing

A Rope of Climbing is a 100ft long rope that reacts to a command word. It then moves itself to wherever it was told to go, mounting itself, and allowing the user to climb it safely and freely.

This negates all need to make a ton of strength checks and any other check a DM might put on trying to get a rope tied down in place or thrown up to scale walls. It can also easily be used for more dastardly means in the wrong hands, making it an all-around useful piece of equipment.

1 Howard's Handy Haversack Keeps Character Designs Nice & Neat

Howards Handy Havarsack Rotated 90 Degrees

Howard's Handy Haversack is an interesting item that helps with character design. It's just a regular old haversack, just like the big packs that would be used in real-life camping scenarios. The difference is that it has an enchantment on it that makes it so the bag disappears until the owner is looking for it.

It's up to the DM's discretion on whether or not the weight of the thing is still relevant when it's gone or not. It's also a good thing to couple with a Holding enchantment, making it so nobody has to worry about their bag getting in the way or how much it weighs when it pops back into existence.

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