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 changed that in D&D 2024, they are now Abjuration
I feel like these Enspelled weapons are emblematic of my biggest issue with this updated version of D&D. They've said in a bunch of places that one of the core intentions of the update is to give folks more options and make characters feel more powerful. But, by giving every class the opportunity to do things outside of their class boundaries (like giving martial classes more opportunities to use magic, or giving spell casters more martial-like features), in providing more options, you're eliminating any sense of character, identity or specialisation.
The typical trope D&D party of a fighter, a wizard, a rogue and a cleric was popular because it was a way for everyone in the party to have a niche that helps at different times, as well as a weakness that the rest of the party can shore up. Everyone had their moment to shine. But new D&D's approach of giving everyone the chance to do everything robs that, so every character ends up basically being a muddy mish-mash of kinda-martial-kind-spellcaster and no-one stands out.
Someone at WoTC forgot that limits and boundaries are as important as empowerment. Having things you can't do (and have to work around) make for better characters and more interesting play than just a big list of cool things you can do. More isn't always better.
Which is not "right into your hands". That's "right onto the floor, and then you pick it up."
Except, it doesn't do anything you couldn't already do in D&D. If you can't cast, you need help from a caster to make these items. How is it any different than scrolls, or potions, or anything else that they could do as a caster to help make your life easier as a non-caster? You still need teamwork to access it. Except now, you have a guaranteed way of working a specific magic item you may want into your build, which is a player choice -- not a GM choice.
I mean, if you want strong limitations on your characters, homebrew that they can't multiclass, they can't take Magic Initiate feats, they can't use scrolls or potions, and they can't use these items. That'd be a boring table to play at, but at least you can have the choice-free experience you're looking for. The rules already support that. The rest of us will enjoy the game finally remember that magic items exist after a decade of WOTC doing their best to make them a "DM's can homebrew them if they want" thing.
In the 2024 PHB, Aura of Vitality and Cure Wounds are now both Abjuration spells. Oddly enough, your comment links to the 2014 versions of the spells, but the original post links to the 2024 versions; I wonder if the links originally sent to the old versions and were updated as a result of your comment (or one like it).
Everything players have access to the villains do too. Balance has always been in the hands of the DM, the rules are just tools that the designers give you.
1. This is going called the Dungeon Master's guide. Nothing is meant for a player to use. Everything is meant for a DM to use and optional to their game. Nothing wrong if they use it or not.
2. These empowered items don't have to be crafted by players, but DMs can craft them to award the players, and it makes easy crafting of unique items, instead of a whole book or 5 (leather bound 2ed books).
3. For some you don't have to use them at all, for instance I highly doubt any of my campaigns or games will allow time for players to make a magic item with any other than a 1 maybe 2nd level spell in it. Plus, DM's can decide the recipe, maybe it's a quest to build it. Make them work for it.
None of these things are rules they are all guides, WOTC doesn't decide what D&D is for everyone.
The enspelled armor is cool
The new 2024 edition ones are not, it just seems someone didn't use the new tooltips for the spells.
Yes and it's the 'without giving up their invisibility' that's the problem.
If the optimal solution to encountering guards is 'kill them' or 'cast a spell on them to neutralise them' and move on as if nothing happened because it didn't cost anything, it's not a Heist, it's a standard dungeon crawl.
On a Heist guards are puzzles, not combat encounters. Heists are about preparation and finding clever solutions to foreseen and unforeseen problems using the resources the party managed to bring.
Any time the party takes the easy way out of a puzzle in a Heist (and killing a guard so they stop being a problem is absolutely the easy way) it should cost them some of their prepared resources. Using a potion of Greater Invisibility so a party member can take a (group of) guard(s) out within the minute it lasts without raising the alarm is valid in a Heist precisely because the party's ability to do so is limited by the number of Greater Invisibility potions they managed to bring and they have to consider whether it's worth burning one of them to get rid of the guard(s) is this instance or whether might be better to circumvent the problem another way and hold on to the potion for later.
It should not be a matter of 'Oh, there's a guard, time to send in the party member who chugged the Greater Invisibility potion at the start and who will still be under its effect by the time the Heist ends'.
And sure, you can include guards with Blindsight or Truesight or traps that don't care about invisibility (i.e. most of them) to 'balance it out', but all you're doing then is deny your party a whole bunch of options in order to solve a problem you created for yourself in the first place. A creature with Truesight isn't just able to see party members who are Invisible, they can also flawlessly see through illusions and magical disguises and have perfect sight in darkness (and Darkness) up to a range that usually equals or exceeds the range of vision of even those party members with natural Darkvision. You've just introduced a complication that you've massively reduced the number of options for the party to deal with, just to counter one item that only needs a counter because you chose to make it need a counter to keep it from getting out of hand.
And if you think 'Well, I'll just give them a relatively reliable option to sneak past that encounter the mundane way in order to balance out the fact that their bag of tricks doesn't work...'
It's a Heist. Just sneaking past, the route that presents relatively little risk and costs no resources, should be the party's default mode and encounters with traps, guards or other complications should be there to present them with issues that they can't get around by just doing that. If you've created a situation where just using the opportunity to sneak past wasn't the first thing they'd want to try, that's on you.
No they are not. They are both abjuration according to the 2024 PHB.
Oh my sweet summer child.... That's a lot of assumptions about my heist adventures, most of which significantly wide of the mark lol For example, who would ever say that killing a guard is an optimal solution? Heists go wrong and experience complications and sometimes that might mean the players in that moment may find their options narrowed.
Heists were just one example illustrative of where an item lasting longer than a minute is going to be pretty powerful, but not as game breaking as some people seem to think.
The simple option here is not handing these things out until the players are a high enough level that they'd have access to Greater Invisibility as a spell in the first place. At that point, all you are really doing is switching out the use of a spell slot and concentration for a one-off use item which they'd likely have either spent significant resource on, or earned as a reward for something suitably epic.
Bottom line is, it's a damned cool item and players should be given access to cool items within reason. If its significantly potent as an item, then they need to be at a stage where they are already significantly potent in their own right before considering even letting players encounter the possibility of getting one. It's no different to anything else you put into your games - it'll do things you expect, it'll do things you don't expect and it'll tip certain things in the players favour. It's up to you as a DM to account for that and provide your players with a suitable challenge for the party to overcome that will still let them do cool things, and use cool items.
I fully encourage my players to Macgyver their way through situations with the bare basics and get creative, and make them feel like heroes and geniuses. That sometimes deserves a one-off reward, because I can fully guarantee that any player who finds one of these in my games will have more than earned it.
As one of the people to blame, I offer my sincere apologies to the one guy who hadn't seen that Aura of Vitality and Cure Wounds are now abjuration spells and has likely been getting nonstop correction notifications. If you are reading this, I hope you have a lovely day, and I'm sorry.
I personally think that these items are all very cool.
What happens if you use Antimagic Field in Enspelled armor? Would the armor be immune to the anti magic field it creates?
Based off the 2024 version of the spell? Nope.
"Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration."
Which is probably a good thing. Guess you gotta grab the helmet from the D&D film.
A lute of Thumping A friend of mine and I made this We called it el KaBONG. We did not know about using thin wood for a sounding board when we made it.
By this logic, Antimagic Field cast as a spell disables itself immediately after being cast.
Energy bow
Antimagic Field is an Emanation spell in 2024. The rules for emanations spell this out very clearly
Therefore, the armor itself would be unaffected unless the creator of the effect chooses otherwise.
Personally I'd clarify for any such object I hand out that the wearer and any object they carry is not affected, unless I made the Enspelled Armor a Sentient/Cursed object with a narrative purpose to restrict the exclusion from the field