Paladins are similar to Clerics but are seen as warriors who focus on wielding swords, bearing shields, buffing their allies, and tanking hits.
In fact, the best items for a Paladin include durability increases (like armors or cloaks), weapons, and ability increases, allowing them to focus on other ability scores or push theirs to the limit.
Contents
- Best Magic Items for the Paladin in 5e
- 15. Adamantine Armor
- 14. Moon-touched Sword
- 13. Stone of Good Luck (Luckstone)
- 12. Amulet of the Devout
- 11. Manual of Quickness of Action
- 10. Luck Blade
- 9. Broom of Flying
- 8. Dwarven Thrower
- 7. Manual of Bodily Health
- 6. Ring of Spell Storing
- 5. Winged Boots
- 4. Blood Fury Tattoo
- 3. Belt of Giant Strength (Hill OR Frost, Stone, Fire OR Cloud, Storm)
- 2. Cloak of Displacement
- 1. Holy Avenger
- Final Thoughts
Best Magic Items for the Paladin in 5e
15. Adamantine Armor
Rarity – Uncommon
Item Type – Armor (medium or heavy, but not hide)
Description
Because it is reinforced with adamantine, one of the hardest substances in all of existence, means any critical hit against you will become a normal hit while wearing this armor.
Explanation
Full plate armor is pretty expensive in the early game, which means you might wait a little too long before having access to powerful armor.
Therefore, Adamantine Armor is a pretty good option, as it isn’t too expensive and basically makes you immune to critical hits, letting you come away unscathed from fights where you might’ve been in trouble without it.
14. Moon-touched Sword
Rarity – Common
Item Type – Weapon (any sword)
Description
While in darkness, the unsheathed blade will shed moonlight, casting bright light in a 15-foot radius and dim light for an additional 15-foot radius.
Explanation
The Moon-Touched Sword is an easy way for melee martial characters to see in the dark and be ready for attack since the sword will be unsheathed.
It also makes it easier for characters to overcome early weapon resistances (Slashing and Piercing), as it counts as a magic weapon.
13. Stone of Good Luck (Luckstone)
Rarity – Uncommon (requiring attunement)
Item Type – Wondrous item
Description
While on your person, you have a +1 bonus to ability checks and saving throws.
Explanation
Almost any character can use the Stone of Good Luck to their benefit.
Characters who are mostly reliant on ability checks and skills will find Stone of Good Luck as a perfect default item.
12. Amulet of the Devout
Rarity – Uncommon (+1), Rare (+2), Very Rare (+3) (requiring attunement by a Cleric or Paladin)
Item Type – Wondrous item
Description
Wearing the holy symbol lets you gain a bonus to both spell attack rolls and saving throw DCs of your spells. The amulet’s rarity determines the bonus.
Wearing the amulet lets you use your Channel Divinity feature without having to expend one of the feature’s uses. Once this property has been used, it cannot be used again until the next break of dawn.
Explanation
Even though the bonus you get to your spell attacks and save DCs is based on the spell’s rarity, getting an extra use of Channel Divinity already makes the Amulet of the Devout pretty strong.
It also fits pretty well with the Harness Divine Power class feature.
11. Manual of Quickness of Action
Rarity – Very Rare
Item Type – Wondrous item
Description
Spend 48 hours over a period of 6 days or less studying this book, increasing your Dexterity score by 2, as well as your maximum for it.
After this, the manual will lose its magic, only regaining it in a century.
Explanation
If you’re running a Dexterity-based Fighter build, you’ll need the Manual of Quickness of Action.
You don’t really have an item like the Belt of Giant Strength, so obtaining any increase in Dexterity is a massive plus for you.
10. Luck Blade
Rarity – Legendary (requiring attunement)
Item Type – Weapon (any sword)
Description
Gain a +1 bonus to damage and attack rolls with the attuned weapon. If the sword is on your person, you will also gain a +1 bonus to saving throws.
Luck – If on your person, use luck to reroll one saving throw, ability check, or attack roll. Use the second roll and the property can’t be used until the next dawn.
Wish – Sword has 1d4 -1 charges. While holding it, use an action and expend 1 action to cast the Wish spell. It can’t be used again until dawn, and if the sword has no charges, it loses this property.
Explanation
The Luck Blade is, without a doubt, one of the most powerful items on this list, but the reason it’s ranked so low is that you’re not 100% guaranteed the Wish spell.
So, if you have the Luck Blade and you get to cast Wish, it’ll shoot up to the top 3, but if not, then it stays in this spot.
9. Broom of Flying
Rarity – Uncommon
Item Type – Wondrous item
A wooden broom weighing 3 pounds, functioning like a normal broom until the command word is spoken.
If spoken, it begins to hover, having a flying speed of 50 feet, and can carry up to 400 pounds, but, unfortunately, its flying speed becomes 30 feet if it’s carrying over 200 pounds. When you land, the broom will stop hovering.
You may also send the broom to travel alone to its destination within 1 mile of you if you speak its command word, name a location, and are familiar with the location.
When you speak another command word, the broom will come back to you, but only if the broom is still within 1 mile of you.
Explanation
The Broom of Flying is one of the best ways to obtain flight for your character (except for those who wear heavy armor or weigh more than 200 lbs).
Just note that buffs giving you improvement speed won’t increase the flying speed since you’re using the broom’s flying speed and not giving yourself your own flying speed.
8. Dwarven Thrower
Rarity – Very Rare (requiring attunement by a Dwarf)
Item Type – Weapon (warhammer)
Description
Gain a +3 bonus to damage and attack rolls made using a magic weapon. It also has the thrown property with a normal range of up to 20 feet and a long range of up to 60 feet.
Hitting with a ranged attack using this weapon will deal an extra 1d8 damage, or if the target is a giant, it will instead take 2d8 damage.
Immediately after the attack is made, the weapon flies back to your hand.
Explanation
The Dwarven Thrower is probably one of the best, if not the best, throwing weapon you can get your hands on.
It deals normal damage, but the most interesting feature would be the fact that it will automatically fly back to its owner’s hand after attacking with it.
7. Manual of Bodily Health
Rarity – Very Rare
Item Type – Wondrous item
Description
Spend 48 hours over a period of 6 days or less studying this book, increasing your Constitution score by 2, as well as your maximum for it.
After this, the manual will lose its magic, only regaining it in a century.
Explanation
Raising your Constitution score, as well as its maximum, makes it easier for you to focus on other Ability Scores, gain HP, or just raise your Constitution score and Constitution maximum.
So, if you don’t have an item that raises your Constitution and you don’t want to use it anyway, then Manual of Bodily Health is perfect for you.
6. Ring of Spell Storing
Rarity – Rare (requiring attunement)
Item Type – Ring
Description
Spells cast into the ring are stored (up to 5 levels worth of spells are able to be stored in the ring at one time), holding them until the attuned wearer decides to use them.
When the ring is found, it can contain 1d6 -1 levels of stored spells (chosen by the DM).
Any creature is able to cast a spell of 1st to 5th level into the ring by simply touching it as the spell is cast. Doing this makes the spell have no effect other than being stored in the ring.
However, if the ring cannot hold the spell, it will be expended without effect. The level of the spell slot used to cast the spell will determine how much space it takes up.
Wearing the ring lets you cast any spell stored within it. The spell will use the slot level, spell attack bonus, spell save DC, and spellcasting ability of the original caster but is otherwise treated as a normal cast spell.
A spell cast from the ring is no longer stored within it, freeing up space in the ring.
Explanation
The Ring of Spell Storing has a lot of uses, but the best way to use it would be to pump it with defensive spells to increase your durability.
Spells like Absorb Elements or Shield work extremely well when put into a Ring of Spell Storing.
5. Winged Boots
Rarity – Uncommon (requiring attunement)
Item Type – Wondrous item
Description
Wearing these boots gives you a flying speed equal to your walking speed. The boots can be used to fly for up to 4 hours, all at once, or used in several short flights using a minimum of 1 minute from the duration.
If you’re flying when the duration expires, you’ll descend at 30 feet per round until you’ve landed. The boots will regain 2 hours of flying capacity for every 12 hours they aren’t being used.
Explanation
If you decide to opt for a heavy armor build but want some extra mobility, the Winged Boots are your best bet.
Not only does it not have a weight limit, but it also allows you to fly and engage enemies in many creative ways.
4. Blood Fury Tattoo
Rarity – Legendary (requiring attunement)
Item Type – Wondrous item (tattoo)
Description
The magic tattoo is produced using a special needle.
Tattoo Attunement – Hold the needle to your skin where you want the tattoo, pressing it to the spot throughout the entire attunement process.
When completed, the needle will become the ink that becomes the tattoo, then appear on the skin.
Ending your attunement will make the tattoo vanish, and the needle will reappear in your space.
Bloodthirsty Strikes – The tattoo holds 10 charges, regaining all expended charges each day at dawn. You gain the following benefits with the tattoo on your skin:
- Hitting a creature with a weapon attack lets you expend a charge and deal an extra 4d6 Necrotic damage to the creature, regaining HP equal to the Necrotic damage dealt.
- Being damaged by a visible creature lets you expend a charge and use your reaction to perform a melee attack against the creature with advantage on your attack roll.
Explanation
The Blood Fury Tattoo is probably one of the best tattoos for any weapon-wielding character in D&D.
It not only lets you deal a ton more damage (Necrotic, which has a low resistance count), but it also heals you for the damage done, letting you continue the fight for longer.
The ability where you can use your Reaction to punish creatures who damage you is also a great addition.
3. Belt of Giant Strength (Hill OR Frost, Stone, Fire OR Cloud, Storm)
Rarity – Rare, Very Rare, or Legendary (all requiring attunement)
Item Type – Wondrous item
Description
Wearing the belt changes your Strength score with that granted by the belt. Having Strength equal to or greater than that of the belt mitigates any effects of the belt.
Six varieties of the belt exist, corresponding with and having rarity according to the six kinds of true giants.
Type | Strength | Rarity |
Hill Giant | 21 | Rare |
Stone/Frost Giant | 23 | Very Rare |
Fire Giant | 25 | Very Rare |
Cloud Giant | 27 | Legendary |
Storm Giant | 29 | Legendary |
Explanation
As long as the Belt of Giant Strength exists, there’s no reason to raise your Strength stat.
Strength-based characters will get the most benefit from this, but those who want to get a little creative might also enjoy the crazy Strength increase they get from it.
2. Cloak of Displacement
Rarity – Rare (requiring attunement)
Item Type – Wondrous item
Description
Wearing this cloak projects an illusion that makes it look like you’re standing in a place close to your actual location, giving creatures disadvantage on attack rolls against you.
Taking damage will stop this function until the start of your next turn. This property is also suppressed while you are restrained, incapacitated, or unable to move.
Explanation
The Cloak of Displacement is considered to be one of the best defensive items for any character in D&D.
Giving creatures who want to attack you disadvantage is amazing, but try to take care of enemies who can damage you without having to expend an attack roll.
1. Holy Avenger
Rarity – Legendary (requiring attunement by a Paladin)
Item Type – Weapon (any sword)
Description
Gain a +3 bonus to damage and attack rolls made using a magic weapon. Hitting a fiend or undead with the weapon has the creature take an extra 2d10 Radiant damage.
Holding the drawn sword lets you create an aura in a 10-foot radius all around you.
You, as well as all friendly creatures (you choose) within the aura, have advantage on saving throws against spells and other magical effects.
Having 17 or more levels in the Paladin class increases the radius of this aura to 30 feet.
Explanation
The Holy Avenger is basically like a Mantle of Spell Resistance and a +3 weapon combined.
This item is especially useful against Fiends and Undead, and the aura made by it is an exceptional way to add damage to your party (most party members will already have a magic weapon by now).
Final Thoughts
Depending on what your DM puts into your Campaign or Adventure, magic items can make a Paladin’s already powerful build even better without too much thought.
If you’re able to pick up one of the items mentioned above, it’ll make a big difference in the long run, so don’t let them slip from your grasp!