What’s better than new toys? The 2024 Dungeon Master’s Guide contains over 400 items that players and DMs alike will love. In this article, we’ll discuss some of the new items from this essential guide and give you a quick look at what trinkets and treasures you can bring to your game!
- Baba Yaga’s Dancing Broom
- Enspelled Armor
- Enspelled Staff
- Enspelled Weapon
- Energy Bow
- Executioner’s Axe
- Hag Eye
- Hat of Many Spells
- Lute of Thunderous Thumping
- Potion of Greater Invisibility
The 2024 Dungeon Master's Guide is Now Available
Prep your adventures with invaluable tools and expert advice in the 2024 Dungeon Master's Guide! Encompassing 400+ magic items, new rules for Bastions, a Greyhawk campaign setting, and more, this trove of tools will help you weave epic tales for your table and save you time on your prep.
If you want all three core rulebooks, you can save $60, get exclusive digital bonuses, and immediately access the 2024 Dungeon Master's Guide and 2024 Player's Handbook when you pre-order the Digital & Physical Core Rulebook Bundle.
1. Baba Yaga’s Dancing Broom

Wondrous Item, Uncommon
What if your house cleaned itself? Well, with one of Baba Yaga’s Dancing Brooms, you’re halfway there! This item appears as a normal broom, but you can use a Magic action while holding the broom to transform it into an animated broom that acts immediately after you on your Initiative count and follows your instructions.
The utility of a self-sweeping broom is obvious, but you can also use it as a distraction. Instruct the animated broom to knock something over in another room and then flee or render it inanimate with your Bonus Action. Or ask the broom to aid you in battle by bonking monsters over the head and then escaping using its Flyby trait!
You can communicate telepathically with the broom while you’re within 30 feet of it and not Incapacitated, so you’ll be able to sweep up all kinds of hijinks thanks to this wonderfully unique item!
2. Enspelled Armor
Armor, (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement)
An enspelled item—armor, staff, or weapon—is imbued with a level 8 spell or lower. The item's rarity is tied to the level of the spell it contains. Items imbued with cantrips are Uncommon, while those containing level 8 spells are Legendary.
Enspelled items are great for non-spellcasters because they can rest easy knowing that the spell’s saving throw DC and spell attack bonus are determined by the spell’s level, not by their character’s Intelligence, Wisdom, or Charisma. Spellcasters, on the other hand, will certainly still benefit by casting free spells but may find that the item’s set DC is lower than their own spell save DC.
Like all enspelled items, Enspelled Armor contains 6 charges, regains 1d6 charges daily at dawn, and you can expend 1 charge while wearing the armor to cast the spell that is bound to the item. Six charges are more than you’re likely to use for any single spell in one day, even if you pick a frequently cast spell like Shield or Dispel Magic.
Enspelled Armor can be any type of armor, and its spell must belong to the Abjuration or Illusion school of magic. (Note: The item is not restricted by class spell list!) Keep an eye out for armor enspelled with spells that keep you alive or support your allies, such as Armor of Agathys, Aura of Vitality, Circle of Power, Cure Wounds, Freedom of Movement, or Mirror Image.
3. Enspelled Staff
Staff, Rarity Varies (Requires Attunement by a Spellcaster)
An Enspelled Staff works very similar to Enspelled Armor, except only a spellcaster can attune to it, and it doesn’t have a school of magic limitation.
If you're a spellcaster, finding a staff enspelled with a damage-dealing spell, like Fireball, will help you save resources you'd typically need for doing damage. Or, if you find a staff infused with a healing spell, it can help keep your party alive.
Note that if you use the last charge of an Enspelled Staff, you risk the staff losing its magic!
4. Enspelled Weapon
Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement)
Already have some magic armor, and staffs aren’t your speed? The Enspelled Weapon works the same way as the two previous items, with the main difference being it can only be bound with a spell of Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic.
What best suits your fighting style? The enspelled item can be any type of weapon, and can contain spells that will make it easier to hit your opponents, such as Faerie Fire, Blindness/Deafness, or See Invisibility. Or perhaps spells to increase your damage output, like Hunter’s Mark, Haste, Conjure Minor Elementals, or Steel Wind Strike.
5. Energy Bow

Weapon (Longbow or Shortbow), Very Rare (Requires Attunement)
Battlefield controllers will love this new weapon—and fans of the 1980s D&D cartoon may recognize it! The Energy Bow grants you a +1 bonus to attack and damage rolls made with this magic weapon, creates its own ammunition, and deals Force damage. Plus, its ammunition disappears after it hits or misses the target, leaving no physical evidence behind!
The Energy Bow has three additional properties:
- Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can attempt to apply the Restrained condition instead of doing damage. If you choose to do so and hit, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. If a Restrained creature wants to try to free itself, it must use an action to make a DC 20 Strength (Athletics) check to escape.
- Arrow of Transport. You can use a Magic action to fire an energy arrow at a target up to 60 feet away, as long as that target is a willing Medium or smaller creature or an object that isn’t being worn or carried and fits inside a 5-foot cube. The arrow teleports that target to an unoccupied space you can see within 10 feet of you. Use this to pull your fragile Wizard or daring Rogue out of a tough spot or teleport a MacGuffin right into your hands!
- Energy Ladder. You can use a Magic action to fire a flurry of energy arrows at a wall up to 60 feet away. The arrows become magical glowing rungs upon impact, creating a magical ladder up to 60 feet long on the wall. The ladder lasts for 1 minute, so using it to scale a massive cliffside will require impeccable footwork and timing, but you can use it to easily climb most buildings or city walls.
6. Executioner’s Axe
Weapon (Battleaxe, Greataxe, Halberd, or Handaxe), Very Rare
The Executioner’s Axe is specialized for killing Humanoids. It deals an additional 2d6 Slashing damage on a hit when your target is a Humanoid and it grants the wielder Temporary Hit Points equal to the damage dealt this way. (It also provides a +1 bonus to attack and damage rolls against any creature, so it’s no slouch against other monsters either!)
The item can be a Battleaxe, Greataxe, Halberd, or Handaxe— allowing you to find a weapon that matches nearly any style of combat. Martial characters will fall in love with the Executioner’s Axe, but characters playing a tank role will especially appreciate the item’s boost to Temporary Hit Points.
7. Hag Eye

Wondrous Item, Uncommon
Hag Eyes don’t grow on trees, and a hag coven won’t give their eye to just anybody. This item, which previously appeared in the 2014 Monster Manual, has been brought into the 2024 Dungeon Master’s Guide as a way to make a hag’s insidious concoctions more accessible in your campaign.
With it, the wielder of a Hag Eye can expend 1 of the item’s 3 charges to cast Darkvision or See Invisibility on themself, making them a better spy for their coven sponsor. Only hag covens can create these creepy little eyeballs. They then fit them to pendants and can use their Concentration to see whatever the eye sees as long as the hag and the Hag Eye are on the same plane.
Did you make a deal with a coven, or have you been tricked into wearing the Hag Eye? Do you disguise the necklace, and if so, how? Are you a coven’s spy, or are they spying on you?
8. Hat of Many Spells

Wondrous Item, Very Rare (Requires Attunement by a Wizard)
The Hat of Many Spells is going to be a new favorite item for creative players and players who enjoy unpredictability. If you are a Wizard, you can use this item to attempt to cast any level 1+ spell that you don’t know, meaning spells not yet added to your spellbook.
That spell must be on the Wizard’s spell list, must be of a level you can cast, and cannot have Material components that cost more than 1,000 GP. A spell cast from the hat uses its normal casting time and has an interesting additional Somatic component: you must reach into the hat and “pull” the spell out of it.
As seen in the 1980s D&D cartoon, the Hat of Many Spells has plentiful rewards, but it presents a risk: You spend the spell slot before you know if the attempt to cast the spell succeeded, and your success depends on an Intelligence (Arcana) check (DC 10 plus the spell’s level). If you fail, that spell slot is expended, and you roll on a random effect table to see what happens next. Without listing the specific effects here, I’ll say that the table reminds me of the Wild Magic Surge table from the Wild Magic Sorcery subclass.
Use this hat to cast valuable spells that may have felt too niche to learn, such as Knock, Fabricate, or Move Earth. Once you do so, you cannot do so again until you complete a Short or Long Rest.
9. Lute of Thunderous Thumping
Weapon (Club), Very Rare
This new magic item is a Bard’s best friend. The Lute of Thunderous Thumping can be used to bash monsters over the head, dealing an extra 2d8 Thunder damage on a hit. But if you’re a Bard, you can also use your Charisma modifier to make attack rolls and deal damage instead of your Strength modifier—all you need to do is sing or hum while attacking. Seems like a fair trade! Must you sing “My Heart Will Go On” with every swing? Well, there will be time to unpack that after the lute has done its job.
10. Potion of Greater Invisibility
Potion, Very Rare
Who doesn’t want to be Invisible? Whether you’re infiltrating a secure area, firing a Longbow from afar, or striking enemies up close, you’ll benefit from not being seen by your foes!
The Potion of Invisibility that we know and love also grants you the Invisible condition for one hour, but that condition ends when you make an attack roll, cast a spell, or deal damage. The Potion of Greater Invisibility suffers no such restriction; you are simply Invisible for one hour.
Keep An Eye Out For More Treasure
The new items in the 2024 Dungeon Master’s Guide, from rare relics to enchanted trinkets, offer a trove of treasures for adventurers. Players will find items suited to characters of all roles and specialties, and Dungeon Masters will discover new opportunities to reward creativity and shape unforgettable quests.
Order your copy of the 2024 Dungeon Master's Guide and get ready to equip your party with everything from common magical trinkets to legendary artifacts of incredible power!

Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
They used to be evocation. they got changed to abjuration in the 2024 PHB.
Cool thanks. Might use that.
I’m hoping there’s a typo, because the potion of greater invisibility is way too overpowered (and this is coming from a player, not a DM).
”The Potion of Greater Invisibility suffers no such restriction; you are simply Invisible for one hour.”
That’s equivalent to 60 (!!!) 4th level concentration spells without needing concentration. I hope this was meant to last a minute…
Potion of greater invisibily sounds really awesome, albeit simple
Also I'm glad a basic potion of invisibility is no longer "Very Rare" for some reason
and it lasts for 1 hour not 1 minute like the spell
absolutely, you can see the pattern. if it didn't write it, then it was ran through it for optimization. most companies do that now for at least seo purposes.
As a DM, I'm 100% happy with this being an hour, as I love running heists, and this would absolutely support their shenanigans.
I balance this out in the fact that being able to go unseen is not a free pass on the various hazards and ways of seeing it.
Such an item is going to be VERY costly/rare, so they'd have to choose when to use it with care. I'd also say by the point I've handed it out, chances are there'll be possible encounters with Blindsight creatures. As above, I run heists so there'll also be Home-Alone shenanigans - you're only invisible until you can be seen. A strategically positioned bucket of oil/flour is going to give you a rough day.
Players being able to hand out such items gives me licence to be creative in giving the players challenges to overcome with it rather than it being simply a bypass for encounters
I want that energy bow.
imagine a bard signing a Disney song as they brutally murder a family of five
Bard: I can show you the world
Mother: Please just leave the children
Bard as he bashes in a child's skull: shinning shimmering splendid
Cool
Fun that they turned the D&D movie lute that Edgin had in his rules into a regular magic item.
The Hat of Many Spells is basically a Mizzium Apparatus, except it isn't setting-specific.
Enspelled items are a good way to replace wands, I guess; having only specific wands, with sometimes varying charges or abilities, was weird.
Also... Does WotC really think that many people watched, and remember, the D&D cartoon from the 90s?
I can see that being the case for a regular Potion of Invisibility. But Greater Invisibility? That spell is already ridiculously powerful even with concentration and a 1 minute duration.
Because Greater Invisibility is basically the combat version of regular Invisibility. With the exception of casting spells, there's very little a potion of Greater Invisibility would let you do in a heist (if the point is to get through everything stealthily by some method other than murdering every single guard) that a regular potion of Invisibility wouldn't also let you do.
The only real benefit of Greater Invisibility over regular Invisibility as spells is that the person it's cast on gets a whole minute worth of advantage on attacks instead of just once and the big balancing factor is that Greater Invisibility lasts a minute instead of Invisibility's hour.
Extending the duration of Greater Invisibility to an hour as a potion is ridiculous, because the potion already has a bunch of benefits over Greater Invisibility cast as a spell, like that it removes the concentration requirement, prevents the potential complication of its Verbal component alerting opponents when trying to use it at the beginning of an ambush (I endeavour to be fair and let my players do cool stuff, but when the party Wizard tries to game the system by declaring he casts Greater Invisibility on the Rogue before Initiative as they're about to ambush a group of Giants, simply so he won't have to do that as his first action in combat, I will point out that the spell has a Verbal component and declare that the Giants are alerted to the impending ambush by the fact that one of the nearby bushes starts audibly casting a spell moments before the rest of the party is about to leap out and the wizard jumping the gun has cost the party their surprise round. Or in the new version their advantage on their initiative rolls) and it makes it so it doesn't require one of the party casters to give up a spell slot.
Again, given the potency just ask yourself - how many of these as a DM are you allowing to be given out/bought/crafted? It's incredibly potent for precisely the reason that these are not exactly intended to be filling the shelfs in every merchant bazaar within your games.
To your point about not being additional benefit in heists - perhaps you need to refer to what a potion of invisibility does. Sure it also lasts an hour - but it also wears off the instant the player attacks, inflicts damage or casts a spell. So, for a heisting character who might want to strategically drop Sleep spells on unsuspecting guards, take distracting actions or even shank an unsuspecting character, a Potion of Greater Invisibility will let them do that without giving up their Invisibility.
As for the combat usage, it will give them an edge sure. But when are they acquiring this? No-one is going to be handing this potent an item out in Tier 1 play, probably not even Tier 2. As for using it in combat, it lasts an hour, so will likely edge one combat, but given most combats last less than a minute, chances are that is not their only encounter of the day and it'll wear off.
What needs to remembered is that this is only going to come into play when the DM allows it to, at which point they will likely have balanced for the possibility of it being used. As I also remind my players whenever they come up with cool ideas and new items - anything that is fair game for their characters is fair game for opponents too. An encounter against a mage using one of these beforehand who starts using concentration spells like Hold Person and having to work out where they are first is the kind of challenge many a player would find a great variation on the standard kill/incapacitate opponent encounter
Use action to shoot Macguffin, teleporting it to the space next to you then using your free object interaction to pick it up...
I 100% agree that it would all be up to DM discretion, and it could certainly be fun in the right circumstance, but if you as a DM gives the item to a player, there’s zero guarantee that they’re going to use it for what you expect. They could keep it and save it for a major battle 6 months later and trivialize something that should have been a fun challenge. If you scaled an inflict wounds the same way, you’d likely one-shot a tarrasque… (60 4th level inflict wounds would be 360d10). Obviously, this is comparing apples to oranges, and I’m intentionally picking something that’s ridiculous but the concept is why I think it’s overpowered. The obvious solution is “If the DM thinks it’s overpowered, then just don’t give it to the player!”. I would just think it would be something you would home brew into your game, not home brew to take it out.
In the end though, it’s all about having fun, so if the DM and players are all ok with it, who am I to try to stop that. I was more just trying to highlight how powerful it is.
Awesome, my dire wolf's enspelled claws with booming blade on them from now on. Ambush Drakes will have enspelled bites with poison spray and so on, and so one. so many new DM tools.
Aww even better every monster now has empowered spell (counter spell) in its natural armor. Amazing
Am i the only one who thinks these Empowered items are kinda OP? they dont even take that long to make (pack tactics video on it) the fact they regain charges and can go all the way up to 8th lvl is insane
also would it hold an upcasted spell?
It wouldn't be the first time someone who worked at WoTC or DnD messed up what a spell's school is.