Cloak of Elvenkind
While wearing this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
The definitive guide to uncommon magic items 5e and the best uncommon magic items 5e. Explore essential class focuses, mobility gear, and combat multipliers for Tier 2 adventuring.
While wearing this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
While you wear these boots, your steps make no sound, regardless of the surface you are walking across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
While wearing this holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. Additionally, you can use your Channel Divinity feature one additional time per day.
While wearing this belt, you gain a +1 bonus to the saving throw DCs of your ki features. Once per day, you can use an action to roll your Martial Arts die and regain ki points equal to the number rolled.
Your unarmed strikes are considered magical with a +1 bonus to attack and damage rolls. As a bonus action, you can activate Eldritch Maul for 1 minute, extending reach to 30 ft with an extra 1d6 force damage per hit.
Grants a +1 bonus to attack and damage rolls, as well as +1 to druid/ranger spell attack rolls and save DCs. When you cast a healing spell, roll 1d4 and add the result to the hit points restored.
Grants a +1 bonus to sorcerer spell attack rolls and save DCs. When you spend hit dice during a short rest while wearing the vial, you regain 5 sorcery points once per dawn.
While holding this rod, you gain a +1 bonus to warlock spell attack rolls and spell save DCs. You can also use an action to regain one expended warlock spell slot once per long rest.
Functions as a spellbook and arcane focus. Grants a +1 bonus to wizard spell attack rolls and save DCs. When you use Arcane Recovery, you can increase the total spell slot levels recovered by 1.
Grants a +1 bonus to bard spell attack rolls and save DCs. You can also use an action to regain one expended use of your Bardic Inspiration once per day.
You have a +1 bonus to attack and damage rolls made with this magic weapon. It emits a faint glow when drawn under moonlight or in battle.
While holding this shield, you gain a +1 bonus to AC in addition to the shield's normal +2 AC benefit (total +3 AC).
This bag has an interior space considerably larger than its outside dimensions: roughly 2 feet in diameter at the mouth and 4 feet deep. It holds up to 500 pounds and 64 cubic feet while always weighing 15 pounds.
While you wear these boots, you have a flying speed equal to your walking speed. You can fly for up to 4 hours, all at once or in shorter spurts of 1 minute, recharging 2 hours for every 12 hours unused.
Your Strength score is set to 19 while you wear these heavy iron-banded gauntlets. They have no effect on you if your Strength is already 19 or higher.
Your Intelligence score is set to 19 while you wear this silver headband inlaid with small sapphires. It has no effect if your Intelligence is already 19 or higher.
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The front of the shield is emblazoned with a wide watchful eye.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more charges to cast the Magic Missile spell from it without requiring spell components.
While this lustrous pearl is on your person, you can use an action to speak its command word and regain one expended spell slot of up to 3rd level once per day.
This wooden broom allows you to fly with a speed of 50 feet (or 30 feet carrying up to 400 pounds). It can also be commanded to travel independently up to 1 mile to meet you.
While wearing this jewel-encrusted medallion, your natural weapons and unarmed strikes count as magical for the purpose of overcoming resistances, and gain a +1 bonus to attack and damage rolls.
You gain a +1 bonus to Armor Class and all saving throws while wearing this finely woven, enchanted cloak.
In 5th Edition D&D, uncommon magic items 5e mark a significant turning point in character capability. Unlike common novelty items, uncommon items offer potent statistical bonuses, flight speeds, and spell recovery mechanisms that remain relevant well into Tier 3 and Tier 4 play.
The Dungeon Master's Guide suggests a baseline price of 101 to 500 GP for uncommon magic items. Crafting an uncommon item requires 2 workweeks of downtime and 200 GP in rare materials (or 100 GP and 3 days for consumable potions and scrolls).