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D&D: Five Magic Items For Escaping Any Situation

3 Minute Read
Apr 6 2026
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These magic items are about as close to the D&D equivalent of a ‘get out of jail free card’ as you’ll find. If you can find ’em, that is.

Sometimes, it all goes wrong. And you really just need to get out of whatever terrible situation you’ve ended up in because of the consequences of your own actions and the choices your characters have made. We’ve all been there.

And while Monopoly might have its famous ‘get out of jail free’ card, D&D has a few similar items that can help you get out of jail, being surrounded by hungry tarrasques, or any other dire situation you might find yourself in.

Amulet of the Planes

Let’s start with a big one. The Amulet of the Planes will take you out of just about any situation. All you have to do is be wearing it, name a location you happen to be familiar with on another plane of existence, and then make a DC 15 Arcana check. Easy enough. If you can manage all that, you get to cast Plane Shift and can leave this reality behind for another, better one. Maybe in one of the seven mounting heavens of Celestia.

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Candle of Invocation

Alternatively, or perhaps more desperately, there’s always the Candle of Invocation. This is better saved for when anywhere else in reality, even the nine hells, would be a better option than wherever you are now. Because with this, you can take a magic action, light the candle, and create a magical Gate to another plane, allowing you and your party to escape. The only trick with this is, you don’t know what plane it goes to until you make the portal – but when literally anywhere else will do, this will get you there.

Helm of Teleportation

This is a D&D get out of jail free card limited to elsewhere on the plane of existence you’re currently on, but it’s still quite handy. Especially since this helm can teleport you (and your party) up to three times per day – you can really throw someone off your scent, assuming that you don’t suffer any teleport mishaps.

Plate Armor of Etherealness

This is more of a one-person get out of jail free card. But it will absolutely get you out of most places. As long as they haven’t stripped you of your magic armor. Presumably, you activate its ability to jaunt along the Ethereal plane before you get all the way captured, eaten, or whatever. But this is a great way to escape a situation if all you care about is getting one person away so they can come back later with help.

Bag of Holding and Portable Hole

Finally, when you absolutely, positively cannot be in this situation for even a turn longer, there’s the old put the bag of holding in the portable hole trick. Sure. It’s destructive, and dangerous. But then so is whatever situation you’re leaving behind. And this one doesn’t even take an action. All you have to do is put one extradimensional space inside another and you open a single-turn rift to the Astral Plane that sucks up anyone who happens to be within 10 feet of it, no ifs, ands, buts, or saves. Then it immediately closes forever, and now you’re on the Astral Plane, which is, presumably, much better than whatever you just left behind.

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What are your favorite tricks for escaping the consequences of your own actions/choices?


Author: J.R. Zambrano
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