5e: Best Magic Items for Each Class — Make a Skill Check

5e: Best Magic Items for Each Class


One of the most exciting aspects of wandering and plundering the worlds of D&D is the friends loot that you find along the way. From ancient swords to cursed tomes, there’s plenty of treasure to find as you adventure. However, some items are better than others depending on your class.

We have a companion article to this one focusing on the best feats for every class.

With hundreds of magical items published across several official sources, what is the best magic item for your character? Let’s take a look.

Magic Item Rarities

Rarity is a property of all magic items, and it’s used to determine both how powerful it is and roughly at which level a DM should be awarding them. 

According to the Dungeon Master’s Guide (DMG), the DM can award:

  • Common and Uncommon Items from 1st level
  • Rare items from 5th level
  • Very Rare items from 11th level
  • Legendary items from 17th level.

When considering which magic items are best for each class, legendary items will always be the best, but you won’t see these until you reach high-level play. Most games of D&D never reach this level, so it’s important to look for strong items for every tier.

Great Magic Items for Any Class

While some items will be especially useful for specific classes and subclasses, there are several that are universally beneficial:

Stone of Good Luck (uncommon)

This stone gives the holder a +1 bonus to all ability checks and saving throws.

Pearl of Power (uncommon)

This item is good for any spellcaster as you can regain up to a 3rd level spell slot once a day.

Ring of Spell Storing (rare)

Store up to five spell levels in this ring (combined; the DM rolls 1d6-1 to see how many) and give it to anyone to cast. Useful for any party with at least one spellcaster.

Amulet of Health (rare)

Magic items that set an ability score to 19 are great if it’s your most used ability score. This item sets your Constitution— an ability score everyone needs for extra HP—to 19.

Magic Weapons, Armor, and Shields (rarity varies)

In a game based around probability, gaining a +1, +2, or +3 to your attack or AC is always welcome. Magic weapons also allow you to deal magical damage, which is a must for higher levels.

Best Magic Items for Artificers

Some artificers act as support classes for the party while others blast their way into and out of trouble. Regardless, all artificers love magic items and, with up to 6 attunement slots, can get the most out of them.

Headband of Intellect (uncommon)

This headband sets your Intelligence score to 19. This is useful for everything from spellcasting to your Flash of Genius to your Spell-Storing Item. It will become less useful as soon as your Intelligence reaches 18, which will be soon.

Adamantine Armor (uncommon)

While this armor is useful for all artificers, heavy adamantine armor is perfect for an armorer to make their Arcane Armor out of. This armor turns critical hits into normal hits, making a frontline artificer a much better tank despite the d8 hit die.

Cape of the Mountebank (rare)

This cloak lets you cast Dimension Door once per day. If you find yourself in a spot of trouble, you can teleport up to 500 feet and take one willing creature with you.

Ring of Evasion (rare)

For frontline artificers, dexterity saving throws can be an issue, and no one wants to die to a Fireball. This ring lets you expend a charge to succeed on a Dexterity saving throw when you fail one.

All-Purpose Tool (rarity varies)

If you ever wanted to play an artificer who looks like Doctor Who, this is the way to do it. 

Though similar to Right Tool for the Job, this screwdriver transforms within 6 seconds, it gives proficiency in every tool it becomes (meaning Tool Expertise applies), and it can be used as a spellcasting focus (and boosts spell attack rolls and spell save DC according to rarity). 

If that wasn’t enough – once a day, you can choose any cantrip and can use it the entire day as if it were an artificer spell. It’s a thing of beauty for a class with so many tool bonuses.

Best Magic Items for Barbarians

Winged Boots (uncommon)

These boots give you a flying speed equal to your walking speed. Most barbarians need to get into melee range in order to optimize their attacks. Flying solves a lot of these issues by getting you over obstacles to where you need to be. The limit of four hours a day (at one minute increments) won’t be a problem unless you’re attempting long overland travel, especially since most combat doesn’t last more than a minute (10 rounds).

Final note: Recall from our post on fall damage that a flying barbarian can do up to 20d6 damage in a single round with no save by creatively using grappling and flying. Check it out here.

Belt of Giant Strength (rarity varies)

These belts set your Strength score to between 21 and 29. Finding one of these is a huge boon to your character and having a +9 Strength modifier is a great help in ferrying your enemies out of this world.

Belt of Dwarvenkind (rare)

This belt is most useful if you’re not already playing a dwarf character

You gain a +2 to your Constitution, have advantage on interacting with dwarves, gain resistance to poison damage and advantage on saving throws against being poisoned. You gain darkvision if you happen to be playing a race that doesn’t have it, and you learn Dwarvish.

Bracers of Defense (rare)

Barbarians act as tanks for most parties by having a lot of hit points and damage resistances. However, your AC can be very low as you spread your ability score points across Strength, Dexterity, and Constitution. The Bracers of Defense go a long way to remedy this, giving you a +2 bonus to your AC while not wielding a shield nor wearing armor.

Cloak of Displacement (rare)

This is another item that makes you harder to hit. While wearing this cloak, enemies have disadvantage on attack rolls made against you. This makes it hard to even land a hit before digging into your large pool of hit points.

Note that it stops working after the first successful hit and doesn’t help while you’re unable to move.

Animated Shield (very rare)

Almost all barbarians wield heavy, two-handed weapons and swing for the fences. You don’t have space to hold a shield. The Animated Shield floats around you; no need to be held. +2 boost your AC and keep swinging that greataxe.

One bonus action, and you have 10 rounds of combat with +2 AC. Not bad. RAW, it doesn’t even have a limited number of uses per day.

Best Magic Items for Bards

As a bard, your focus is primarily on spellcasting, social interactions, and skills

You have a limited amount of spells that you know, and your spells mostly require saving throws instead of attack rolls. Some subclasses give you martial prowess, making magic weapons an option as well.

Masquerade Tattoo (common)

This tattoo allows you to cast Disguise Self once per day. This can take your social interactions to the next level, and if things go wrong, you can turn into someone else or back into yourself free of suspicion.

Combine this with the Actor feat, and you could be a real force to be reckoned with in a campaign based on intrigue.

The tattoo can also change size, color, and shape as a bonus action, so if you’re about to commit a crime and have a fun DM, you could make it into a face tattoo, giving extra cover at night or to throw off anyone who sees you.

Hat of Disguise (uncommon)

This item turns up your trickery to 11 as you can now cast Disguise Self at will. On the head of a bard, there is no end to the number of situations you can weasel your way in and out of. You don’t need to ever show your real face. Again, Actor helps immensely with this.

Sentinel Shield (uncommon)

If you’re a College of Valor or College of Swords bard, you can make use of magical weapons and armor. A Sentinel Shield gives you advantage on initiative rolls and Wisdom (Perception) checks

Combine this with Expertise in Perception, and you will almost always go first in combat and always see what’s ahead. 

Weapon of Warning (uncommon)

This weapon also gives you advantage on initiative rolls. Instead of a bonus to your Perception, you instead gain the Alert feat for your entire party. 

Your entire party cannot be surprised and are woken up if asleep when combat begins.

Adamantine Armor (uncommon)

While every melee class will enjoy wearing this armor, a melee bard will benefit greatly as you still only have a d8 as your hit die. 

This armor turns any critical hit against you into a regular hit.

Instrument of the Bards (rarity varies)

Although it may be a cliché, the Instrument of the Bards is one of the most powerful magic items you can get. 

Each instrument lets you cast an additional seven or eight spells, close to doubling the number of spells you cast in a day. 

Moreover, if a creature makes a saving throw against a spell you cast that would charm them, they have disadvantage on the roll. This is particularly powerful when in the hands of a College of Glamour bard.

Rhythm-Maker’s Drum (rarity varies)

The Rhythm-Maker’s Drum gives you one of the most powerful boons a bard could ask for: a bonus to your spell save DC

Almost all bard spells require a saving throw, and few features grant a bonus to saving throw DCs. In addition, you gain a bonus to your spell attack rolls and you can regain one use of bardic inspiration each day.

Reveler’s Concertina (rare)

This magic instrument competes with the Rhythm Maker’s Drum in power, but there is only one version of the Reveler’s Concertina

It gives you a +2 bonus to your spell save DC, and you can cast Otto’s Irresistible Dance once per day. While it doesn’t give you a bonus to your spell attacks, you will rarely need that, and you can start casting a 6th level spell long before you have 6th level spell slots.

Mastery Ioun Stone (legendary)

This stone boosts your proficiency modifier by +1. For a bard, this affects almost every part of your character sheet and, combined with Expertise, can give you a +19 to some skills.

Best Magic Items for Clerics

Clerics are so broad and defined by their subclasses that a cleric could make use of almost any item. However, there are still options that are clearly exceptional:

Staff of the Adder (Uncommon)

The head of this staff can transform into a poisonous snakehead, and the staff can be used as a melee weapon

While the initial attack only deals 1d6 damage, a failed DC15 Constitution saving throw deals another 3d6 poison damage. For clerics wading into battle, this can be a great source of additional damage.

Staff of the Python (uncommon)

This staff can transform into a Giant Constrictor Snake: a huge beast that restrains enemies on a hit

Instead of an additional weapon to use, this gives you an additional party member and tank. This is great for any cleric as it doesn’t cost anything to command the snake. Just remember to turn it into a staff if it gets low on health because if it dies, the staff is destroyed.

Devotee’s Censer (rare)

The Devotee’s Censer operates as a flail, a holy symbol, and has a healing aura once per day

The flail deals an additional 1d8 radiant damage on every hit, and you can activate the flail to cause a cloud of incense to pour out to a radius of 10 feet, healing everyone you want within range for 1d4 hit points every round. While the healing is small, it gives a few hit points to every ally near you and automatically brings people to life who reach 0 HP.

Staff of Healing (rare)

For clerics who are focused on spellcasting and healing, the Staff of Healing lets you keep the whole party alive without sacrificing spell slots that could be used to inflict wounds. 

You can use this staff’s charges to cast Cure Wounds, Lesser Restoration, and Mass Cure Wounds

Mace of Disruption (rare)

For clerics who like to swing a mace at evil beings, the Mace of Disruption can help. 

This mace deals an additional 2d6 radiant damage to fiends and undead, and if damage done by the weapon reduces them to 25 hit points or fewer, they make a Wisdom saving throw to not be outright destroyed. On a success, they are frightened.

Staff of Thunder and Lightning’ (very rare)

Those who play Tempest Domain clerics want to do damage. This staff fulfills their wildest dreams. 

This staff has a +2 bonus to attack and damage rolls made with it and has five properties that can be used once per day. 

Firstly, you can deal an additional 2d6 lightning damage on a hit. Secondly, you can attempt to stun an enemy on a hit. Thirdly, you can cast a 4th-level Lightning Bolt. Fourthly, you can attempt to deafen everyone with a thunderclap. Lastly, you can use both the Lightning Bolt and Thunderclap at the same time.

Amulet of the Devout (rarity varies)

The effects of this amulet are simple yet powerful. 

You gain a bonus to your spell attack rolls and spell save DC according to its rarity. You also gain one use of Channel Divinity for free once per day.

Curiously, this magic item doesn’t specify that the bonus only applies to your cleric spells. This means that if you have multiclassed into even 1 level of cleric (which can be a great multiclass option), the amulet’s bonus applies to all your other class’ spells.

Best Magic Items for Druid

Magic items for druids typically serve a few specific purposes: AC upgrades, spellcasting complements, or improving your Wild Shape.

Cloak of Protection (uncommon)

This cloak gives you a +1 bonus to your AC and saving throws. This helps your low AC in your normal form, and since you can decide what happens to your equipment, you can absolutely turn into a bear wearing a cloak.

Insignia of Claws (uncommon)

This insignia comes from The Hoard of the Dragon Queen and gives a +1 to attack and damage rolls of unarmed strikes and natural weapons. This means that the bonus carries over to your Wild Shape form. The claws make your natural weapons magical–a feature normally reserved for Circle of the Moon druids at 6th-level.

Eldritch Claw Tattoo (uncommon)

Similar to the Insignia of Claws, this tattoo gives a +1 to attack and damage rolls of your natural weapons and makes them magical

In addition, you can activate the tattoo to enable your melee attacks to have a 15-foot reach for 1 minute and deal an extra 1d6 force damage. 

All of this works in Wild Shape form, fixing the maneuverability problems you might run into as a Large beast. This additional benefit makes it a much better option than the Insignia of Claws. However, this tattoo requires attunement while the insignia does not.

Sentinel Shield (uncommon)

This shield gives you advantage on initiative rolls and Perception checks. With a high Wisdom score, you can reliably scout for your party without expending a Wild Shape. 

Druids can also rely heavily on area of effect spells in combat like Entangle or Spike Growth; going first in combat means you can reliably throw some crowd control down before the battlefield gets messy.

Staff of the Woodlands (rare)

This is the quintessential druidic magic item. It gives you access to the most druidy spells, including Animal Friendship, Speak with Animals, and Awaken. Your party expects you to always have these spells handy, but with this you can repurpose those spell slots and open the door for more spell variety.

Ring of Protection (rare)

This ring functions the same as the Cloak of Protection, giving you a +1 to your AC and saving throws. As long as you Wild Shape into something with fingers, you should be able to benefit from it.

Staff of Healing (rare)

While many players think of a cleric as the typical healer, this role is often filled by a druid. Backline druids can keep their party alive without spending spell slots. 

You can use this staff’s charges to cast Cure Wounds, Lesser Restoration, and Mass Cure Wounds.

Animated Shield (very rare)

This shield hovers around you, letting you fight in Wild Shape while still benefiting from a shield’s +2 AC bonus. While it requires the activation word to be spoken, you can do this before changing shape, and it will last for 10 rounds (1min).

Dragon Scale Mail (very rare)

One of the greatest AC boosts for a druid. 

Assuming you have a +2 Dex mod, you get an AC of 17 (19 with a shield). Not only that, but you have resistance against one pre-set damage type.

In addition, you have advantage against dragons’ breath weapons and Frightful Presence, and you can sense the direction of the closest dragon within 30 miles.

Barrier Tattoo (rarity varies)

Even better than dragon scale mail, this tattoo gives you a set AC according to its rarity

Assuming your Wild Shape can be tattooed, this AC should carry over. A Moon druid transforming into a mammoth with AC 18 is pretty unstoppable.

Best Magic Items for Fighter

While fighters have many areas of expertise, they all benefit from magic items that improve damage output, resist damage, and improve maneuverability.

Winged Boots (uncommon)

These boots give you a flying speed equal to your walking speed

While your flight is capped at a maximum of 4 hours each day, you won’t run into any trouble unless you’re attempting long-distance travel. A flying speed can make you extremely versatile in combat, and ranged fighters can fly up and rain arrows on enemies from above.

Adamantium Armor (uncommon)

As a fighter, you draw a lot of attention; more attention means you’re bound to get struck by the occasional critical hit. If you’re wearing adamantine armor, a critical hit becomes a normal hit

Even more importantly, this also means that if you fall unconscious and an enemy cruelly tries to execute you, a hit will only be one failed death saving throw instead of two.

Mantle of Spell Resistance (rare)

If you’re likely to come across enemy spellcasters, the fighter is one of the first to be targeted by a spell like Hold Person or Banishment

This cloak doesn’t make you immune to spells, but it does give you advantage on saving throws against spells, keeping you in the fight.

Boots of Speed (rare)

While a rogue or a monk can almost always get where they need to be, maneuverability for a fighter can become an issue. The Boots of Speed double your walking speed, letting you reliably cross the battlefield without giving up your attack(s).

Flame Tongue (rare)

There’s not much more satisfying than having a flaming sword. Every hit made with this sword deals an additional 2d6 fire damage

It also sheds bright light in a 40-foot radius, fixing any problems your party might have with seeing in the dark.

Cloak of Displacement (rare)

What’s better than sometimes being hit? Never being hit! While wearing this cloak, enemies have disadvantage on attack rolls against you. Combine this with a high AC and make it almost impossible to take damage.

Animated Shield (very rare)

If you’re wielding a two-handed weapon, you’re normally unable to benefit from a shield. With an animated shield, you can throw this up in the air and gain +2 to your AC while still swinging your greatsword around.

Best Magic Items for Monk

Insignia of Claws (uncommon)

This insignia from The Hoard of the Dragon Queen gives you a +1 to attack and damage rolls of unarmed strikes or natural weapons and are considered magical. This gives you the monk’s 6th-level ability early and boosts the damage of your flurry of blows.

Eldritch Claw Tattoo (uncommon)

Similar to the Insignia of Claws, this tattoo gives you a +1 to attack and damage rolls of your unarmed strikes and natural weapons, also making your unarmed strikes magical

In addition, you can activate the tattoo to enable your melee attacks to have a 15-foot reach for 1 minute and deal an extra 1d6 force damage. This additional benefit makes it a much better option than the Insignia of Claws. However, this tattoo requires attunement, while the insignia does not.

Winged Boots (uncommon)

These boots give you a flying speed equal to your walking speed

For a monk, that is an incredible boon as you already have an increased speed and can dash as a bonus action, letting you fly to anywhere you need on the battlefield. The limitation of four hours is not going to matter much unless you are attempting long-distance travel.

Bracers of Defense (rare)

While monks won’t typically wear armor to boost their AC, the Bracers of Defense stack with unarmored defense, giving you a +2 to AC.

Cloak of Displacement (rare)

This cloak gives enemies disadvantage on attack rolls against you, mimicking the Blur spell. Combine this with a good AC, and you’ll be able to survive in melee despite your d8 hit die.

Ring of Free Action (rare)

As a monk, your speed and maneuverability is one of your greatest assets. This ring renders you immune to effects that would reduce your speed, paralyze, or restrain you. In addition, difficult terrain doesn’t cost you extra movement

Staff of Striking (very rare)

This is the quintessential monk weapon with a simple yet powerful effect. 

This staff grants a +3 to attack and damage rolls made with it and has ten charges. Each charge expended deals an extra 1d6 force damage on a hit. You can use up to 3 charges on a hit, and it regains at least 5 charges every day. If you want to hit things with a big stick, this should satisfy you.

Gloves of Soul Catching (legendary)

These legendary gloves come from the Candlekeep Mysteries book and have two incredible effects. 

First, your Constitution score becomes 20 while attuned to these gloves. Second, you can deal an additional 2d10 force damage when you hit with an unarmed strike, regaining hit points equal to the force damage

Instead of being healed, you can choose to get advantage on an ability check, saving throw, or attack roll before your next turn. However, regaining an average of 11 hit points every attack is more tempting.

Best Magic Items for Paladin

Winged Boots (uncommon)

These boots give you a flying speed equal to your walking speed. Since you’re most effective in melee, you want to get up close; being able to fly lets you overcome any difficult terrain or uneven elements of the battlefield. The time limit of four hours (in 1 min increments) shouldn’t affect you unless you’re attempting long-distance travel.

Sentinel Shield (uncommon)

Most paladins opt for the sword-and-board approach, so having a magical shield is a great boon. This shield grants you advantage on initiative rolls and Perception checks

Going first in combat can mean getting between the enemies and your allies and potentially wiping out a few monsters before they can even act.

Weapon of Warning (uncommon)

Similar to the Sentinel Shield, this weapon grants you advantage on initiative rolls. However, instead of a bonus to your Perception, this weapon essentially grants your entire party the Alert feat, making you all unable to be surprised. It even wakes everyone up if someone tries to sneak up on you at night.

Boots of Speed (rare)

Double your walking speed and get wherever you need on the battlefield without taking the Dash action. With these boots, you can reliably get into melee range.

Cloak of Displacement (rare)

Paladins already have a great AC. This makes the Cloak of Displacement an incredible item for you. While wearing this cloak, enemies have disadvantage on attack rolls made against you. Trying to hit an AC20 with disadvantage is going to be challenging. 

Flame Tongue (rare)

Every warrior wants a sword that can burst into flames. This weapon deals an additional 2d6 fire damage on every hit and sheds bright light for 40 feet. Light your enemies up and enjoy critical hits even more than you did before.

Belt of Giant Strength (rarity varies)

Many different belts exist, each setting your Strength score to a specified number. The least powerful option sets your Strength to 21, while the most powerful sets it to 29. If you want to increase the paladin’s already outrageous damage output, having a +9 to Strength is a surefire way to do it.

Holy Avenger (legendary)

Despite this being a level that most characters in D&D don’t reach, the Holy Avenger is the capstone magic item for all paladins. At least your paladin can dream of having one. 

The wielder of this weapon gains a +3 to attack and damage rolls, deals an extra 2d10 radiant damage to fiends and undead, and grants your entire party advantage on saving throws against magic.

Best Magic Items for Ranger

Bracers of Archery (uncommon)

These bracers grant you proficiency with a longbow and shortbow, which you already have. However, the real benefit is gaining a +2 to attack and damage rolls with those weapons.

Quiver of Ehlonna (uncommon)

If you, your DM, or everyone involved is sick of keeping track of how many arrows you have, this magic quiver stores up to 60 arrows, 18 javelins, and six spears, quarterstaffs, or bows while never weighing more than 2 pounds. 

Beware: it is an extradimensional space, so do not place it inside a Bag of Holding or Portable Hole.

Gloves of Missile Snaring (uncommon)

If you’re wielding a bow and arrow at range, it’s hard for enemies to hit you. Defending against ranged attacks is important, and these gloves allow you to catch incoming projectiles and reduce the damage done to you. 

Since you only nock an arrow when you make your attack, you should have a hand free to use this reaction (which is required).

Cloak of the Bat (rare)

What’s more terrifying than a Gloom Stalker? A Gloom Stalker that can fly. This cloak gives you advantage on stealth checks and gives you a flying speed while in dim light or darkness

This is especially awesome when you are already invisible to creatures in the dark. In addition, you can use this cloak to polymorph into a bat.

Oathbow (very rare)

This takes the hunting part of being a ranger to the next level. You declare someone to be your sworn enemy and gain advantage on attack rolls with this weapon against them, ignoring 3/4 cover and long range. When you hit them, they take an additional 3d6 piercing damage.

Be mindful of the rules:

  • You can swear someone is your enemy once per day
  • You can only have one sworn enemy at a time
  • They will be your sworn enemy until they die, or the dawn 7 days later
  • When your sworn enemy dies, you can choose a new sworn enemy starting the following dawn
  • While your sworn enemy lives, you have disadvantage on attack rolls while using any other weapon

Figurine of Wondrous Power (rarity varies)

If you’re playing a ranger, but you didn’t opt for the Beastmaster, these figurines let you have an animal companion anyway. 

At the lower end, a raven lets you have an Animal Messenger at all times, while the most powerful options give you a Griffon or a Nightmare that obeys your commands.

Best Magic Items for Rogue

Gloves of Missile Snaring (uncommon)

Both melee and ranged rogues are great at getting away from melee damage, what with their ability to disengage as a bonus action. However, enemy ranged attacks can still be a problem. 

These gloves let you use a free hand to reduce the amount of damage of an incoming projectile. If reduced to 0, you get to keep whatever was whizzing toward you. Once you reach 5th level, this will compete with Uncanny Dodge but is still worth it.

Cloak of Elvenkind (uncommon)

As a rogue, you are the master of stealth. What better way of improving that than with a cloak that grants you advantage on your stealth checks to hide and disadvantage on Perception checks to locate you?

Boots of Elvenkind (uncommon)

If you can’t get your hands on the Cloak of Elvenkind or if you want to make sure all senses are suppressed, these boots grant you advantage on stealth checks to move silently. While the cloak makes you harder to see, these boots make you harder to hear. 

Note that your footsteps themselves make no sound whatsoever; the checks appear to be more relevant for banging into stuff and your equipment making noise.

Gloves of Thievery (uncommon)

If you expect to be disarming a lot of traps, unlocking a lot of doors, and picking a lot of pockets, these gloves are for you. 

They grant you a +5 to Sleight of Hand checks and lockpicking checks. Also, did I mention that they’re invisible? Even if you and your party are imprisoned and stripped of your equipment, you’ll still be wearing these to get out of jail. Well, unless the jailer uses See Invisibility or has True Sight or something similar.

Cloak of Displacement (rare)

A rogue with a Cloak of Displacement might give the DM a headache. Now, not only do enemies need to locate you, they attack with disadvantage while you wear this cloak. 

Glamoured Studded Leather (rare)

For rogues who want to keep up appearances in civilized situations, this armor allows you to remain protected while at social events when armor is not allowed. You can change this armor to look like any set of clothes. You can even make it look like tattered rags so that they don’t get taken off of you if you get in trouble.

Best Magic Items for Sorcerer

Cloak of Protection (uncommon)

This cloak gives you a +1 to your AC and saving throws. For someone with no armor, this is essential to stay alive. This also stacks with the next option

Barrier Tattoo (rarity varies)

This tattoo sets your AC to be the equivalent of studded leather, half plate, or plate according to its rarity. Since sorcerers can’t wear any kind of armor without taking a feat or multiclassing, this item will save your life.

Bloodwell Vial (rarity varies)

After putting some drops of your blood into this vial, you can use it as a spellcasting focus and gain a bonus to your spell attack rolls and spell save DC according to its rarity. Moreover, once a day when you spend hit dice to heal yourself, you can regain 5 sorcery points.

Astral Shard (rare)

This shard allows you to teleport up to 30 feet when you use a Metamagic option, mimicking the effect of the Misty Step spell. Use this to get out of harm’s way, get behind cover, or keep your enemies guessing where you are.

Far Realm Shard (rare)

With this shard, you can hit an enemy within 30 feet of you with a slimy tentacle every time you use a Metamagic option. The creature makes a Charisma saving throw; on a failure, they take 3d6 psychic damage and are frightened of you. 

Now you can deal additional damage and stop enemies from approaching you in combat.

Shadowfell Shard (rare)

This is probably the best shard available in the game. 

When you use a Metamagic option, you can curse a creature, giving them disadvantage on ability checks and saving throws with a certain ability score. 

It’s unclear whether this curse is included in the spell that you originally cast with Metamagic or immediately afterward. Even still, it lasts until the end of your next turn, and other spellcasters can target that creature with powerful save-or-suck spells for a round. 

Cloak of Displacement (rare)

Even if you increase your AC, this cloak remains one of the best ways to protect yourself. While wearing this cloak, enemies have disadvantage on attack rolls against you

Elven Chain (rare)

This is the armor that Frodo gets. If you aren’t able to get a tattoo, Elven Chain gives you an AC of 14 + Dex (max 2), and you don’t need proficiency with medium armor to wear it.

Best Magic Items for Warlock

Most magic items for warlocks let you cast additional spells, enhance your Eldritch Blast or improve your AC.

Shavarran Birch Wood Focus (common)

This item is one of the Imbued Wood Foci from the Eberron setting. This type gives you a +1 to damage when you cast a spell that deals force damage. This is obviously useful for warlocks who favor Eldritch Blast

Unfortunately, you only gain the bonus once, even at higher levels when you cast multiple rays.

Staff of the Python (uncommon)

This staff can transform into a Giant Constrictor Snake that obeys your commands

When it hits an enemy, they are restrained. Unleash as many Eldritch Blasts with advantage while they’re restrained. Just remember to revert your snake back into a staff before it gets to 0 HP or the staff is destroyed.

Cloak of Protection (uncommon)

This cloak gives you a +1 to your AC and saving throws. For someone with no armor, this is essential to stay alive. This also stacks with the next option

Barrier Tattoo (rarity varies)

This tattoo gives you an AC equivalent to studded leather, half plate, or full plate according to its rarity. Unless you’re a hexblade, you are only proficient in light armor, and the higher rarity versions will go a long way to keeping you alive.

Wand of the War Mage (rarity varies)

This wand gives you a bonus to spell attack rolls according to its rarity and ignores 3/4 cover. Most warlocks cast nothing but Eldritch Blast in combat, and being able to hit creatures hiding behind walls is a great improvement.

Rod of the Pact Keeper (rarity varies)

This item is one of the quintessential magic items for a warlock. It gives you a bonus to your spell attack rolls and spell save DC according to the rarity, and you can regain one warlock spell slot as an action each day. 

For a class with two spell slots until 11th level, regaining one is a huge benefit.

Illusionist’s Bracers (very rare)

This magic item comes from GGtR. When you cast a cantrip as your action, you can cast the same cantrip as a bonus action

This is obviously fantastic in the hands of a warlock, doubling the amount of Eldritch Blasts you fire in one turn. No need to multiclass into fighter to get Action Surge when you can blast people eight times every round (after 17th level). 

Doing 2d10 per round at lowest level, all the way up to 8d10 per round, this is pretty amazing. Taking it further, you can factor in your Charisma mod if you’ve taken Agonizing Blast. If you have a +4 Cha mod, that ends up being 2d10+8 to 8d10+64 per round, supposing they all hit. 

This is a great alternative to the Eldritch Machine Gun build we suggested in our multiclassing article.

Rod of Absorption (very rare)

Amazing in the hands of any caster, but a perfect compliment for Warlocks, with their excessively limited spell slots.

This rod can absorb 50 spell levels when the wielder is targeted by spells. Not only can you use the rod to cancel the effects of spells targeting you, but you can also use the magical energy it has absorbed to create spell slots for your spellcasting. 

Supposing you’re level 11, you have 3 spell slots cast as 5th-level spells. If this rod is full, you have an additional 10 spells without resting. All of the casters on your team can empty their spells into the rod before a long rest, and you’ll be ready for anything.

Best Magic Items for Wizard

Wizard’s live and die by their spells, which is why many of the best magic items for wizards either allow you to cast more spells each day or have more spells in your spellbook. In addition, wizards can use magic items to increase their survivability.

Winged Boots (uncommon)

These boots give you a flying speed equal to your walking speed. Getting to exactly where you need to be and out of harm’s way is much easier when you’re able to fly over the battlefield. 

If you want a particularly wizard-like alternative, try to get a Broom of Flying instead, which doesn’t require attunement and can move 50 feet per round if your weight is under 200 pounds.

Cloak of Protection (uncommon)

This cloak gives you a +1 to your AC and saving throws. For someone with no armor, this is essential to stay alive. This also stacks with the next option.

Barrier Tattoo (rarity varies)

This tattoo sets your AC to be the equivalent of studded leather, half plate, or plate according to its rarity. 

Since wizards can’t wear any kind of armor without taking a feat or multiclassing, this item can save your life.

Alchemical Compendium (rare)

The first of many magic spellbooks found in Tasha’s Cauldron of Everything, this spellbook is filled with a selection of transmutation spells when you find it. 

You can spend 1 minute swapping out a prepared spell for a transmutation spell in the book. The second benefit lets you change a non-magical object into another object. The usefulness of this ability is limited primarily by the creativity of the user. Very useful for creating toolkits.

Astronomancy Archive (rare)

This spellbook has a series of divination spells in it when you find it. 

You can spend a minute swapping out a prepared spell for a divination spell in the book. 

You can also add or subtract 1d4 from a d20 roll someone makes. Use this to make sure that Purple Worm turns into a rabbit, then cast Sleep on it and stick it in a Bag of Devouring, problem solved.

Arcane Grimoire (rarity varies)

While this spellbook doesn’t have additional abilities like the others, it grants a bonus to spell attack rolls and spell save DC according to its rarity. A wizard with more potent spells is a force to be reckoned with.

Heart Weaver’s Primer (rare)

This spellbook is filled with enchantment spells

You can spend 1 minute swapping out a prepared spell for an enchantment spell in the book. 

The second ability gives an enemy disadvantage on their first saving throw against an enchantment spell you cast. Even enchanting a creature for a round can have a huge impact on the game.

Planecaller’s Codex (rare)

This spellbook is filled with summoning spells

You can spend 1 minute swapping out a spell for a conjuration spell in the book. 

The second ability grants a creature you summon advantage on all of their attack rolls for 1 minute. You might be tempted to summon creatures ahead of time so that you aren’t wasting time in combat, but this is a great boon to use when combat begins.

Protective Verses (rare)

This spellbook is filled with abjuration spells

You can spend 1 minute swapping out a spell for an abjuration spell in the book. 

The second ability lets you grant 2d10 temporary hit points to an ally when you cast an abjuration spell. There’s no reason why you can’t take these temporary hit points for yourself either.

Rod of Absorption (very rare)

This rod can absorb 50 levels of spells when the wielder is targeted by spells. Not only can you use the rod to cancel the effects of spells targeting you (not AoE), you can use the magical energy it has absorbed to create spell slots for your spellcasting.

Summary

There are many magic items in D&D. While they vary in rarity and power, it’s important to know what your class or character lacks and which magic items can fill in the gaps. Alternatively, you can lean into your strengths and make them even stronger.

Regardless of how you build your character, it is entirely up to the DM which magic items you come across. However, that doesn’t mean that you can’t make it known to them what items you’re most interested in. Happy hunting!

Ethan

Ethan is a storyteller, GM, and all-around nerd. He spends his time introducing all of his friends to D&D and creating hard magic systems for upcoming novels.

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