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D&D: Five Minor Magic Item Properties That Make Your Treasure Unique

3 Minute Read
Apr 14 2025
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Magic Items can be a little generic in D&D – but the Dungeon Master’s Guide has a handy way to spice up your treasure with extra flavor.

Magic items are an important part of D&D – the idea of going out into the world, adventuring, and finding treasure that makes you better at your job is a big part of the core fantasy of D&D. That and routinely being able to get eight hours of sleep and feeling completely refreshed afterwards.

But magic items can get a little stale. Once you play for a while, a +1 suit of armor is cool and all, but how often are you gonna think about it after you write down your new AC? But you can make a big change with a small dash of flavor.

In the Dungeon Master’s Guide, you’ll find a whole section of minor quirks, properties, and other things you can use to spice up your magic items. Here are some fun ones to keep in mind.

Temperate

A temperate magic item is surprisingly useful, depending on your campaign. It protects its bearer from extreme temperatures (above 100 degrees Fahrenheit or below 0 Fahrenheit) allowing you to survive untroubled in the harshest environments. And that’s on top of whatever else the item already does.

This can e a handy way to tie a magic item to a location (like a +1 dagger that helps its bearer survive in a treacherous desert) or to signal that there’s more to an item than meets the eye.

Beacon

This is a classic “minor property” for magic items. Some magic items glow with power, shedding bright light out to 10 feet, and dim light another 10 feet beyond that. Handy when you need a light in the dark places of the world.

It takes a bonus action – but if you’re in a campaign that uses the rules for vision and relies on people having torches or what have you, this can be a neat way to make a magic item a little more important to the overall dungeoneering kit.

War Leader

Need your voice to be heard? A magic item with the War Leader minor property can cause your voice or a signal of some kind (like a horn being blown) to carry up to 600 feet, clear as day. Deliver that inspiring speech or at least sound the charge. Or use this in concert with an intimidation check to make sure no one takes you for a conjurer of cheap tricks.

Songcraft

When you strike this magic item, or use it to strike a foe, it plays a fragment of an ancient song that can only be heard by its wielder. Which can be a cool, atmospheric way to set up a mystery or a big lore reveal in your game.

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Or, if there’s a player that needs Rick Rolling (they know what they did) then they’ll hear that every time they use their new toy.

Secret Message

Finally the Hobbit special, aka a magic item with a secret message that can only be revealed in certain conditions. Like a magic map that has a secret message that can only be read by moonlight. Or a ring inscribed with a secret that only fire can tell.

This way you get a message that can show up at a surprising time – guaranteed to capture the attention of the party when it happens. Just make sure you’re ready to follow up with it.

Of course, you can always make your own minor magic properties too!


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Author: J.R. Zambrano
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