Skip to Content

The 15 Best Magic Items For Sorcerers in D&D 5e [Ranked]

The 15 Best Magic Items For Sorcerers in D&D 5e [Ranked]

Sorcerers aren’t your normal spellcasting class, as they aren’t considered generalists like Bards, Clerics, or Wizards.

The power of a Sorcerer lies in their ability to specialize in a particular group of spells and use their Metamagic to alter these spells even further.

A Sorcerer’s magic items need to fit into their build and help them specialize in whatever field they’ve chosen. 

With the right items, Sorcerers can become some of the most powerful spellcasters to ever exist.

Best Magic Items for the Sorcerer in 5e

15. Wand of Magic Detection

Rarity – Uncommon

Item Type – Wand

Description

The wand has 3 charges. While holding the wand, expend 1 charge using an action to cast the Detect Magic from it.

The wand will regain 1d3 expended charges each day at dawn.

Explanation

Learning the Detect Magic spell is a tragedy, as it is a useful spell but not worth it compared to other spells you can unlock.

The Wand of Magic Detection is the perfect item to keep by your side for the times when Detect Magic is needed. You also won’t have to expend a spell slot!

14. Astral Shard

Rarity – Rare (requiring attunement by a Sorcerer)

Item Type – Wondrous item

Description

Using an action lets you attack the shard to a Tiny object (weapon or piece of jewelry) or detach it. If your attunement ends, it falls off.

The shard can be used as a spellcasting focus for your Sorcerer spells while holding or wearing it.

Using a Metamagic option on a spell while wearing or holding the shard lets you teleport to an unoccupied space within 30 feet of you directly after casting the spell.

Explanation

The teleportation effect of Astral Shard is similar to the Misty Step spell, which Sorcerers need in order to stay out of close combat.

Even though the teleportation feature is only half the range of Misty Step, the fact that it synergizes well with the Sorcerer’s Metamagic makes it even better for a Sorcerer to pick up.

13. 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.

12. Barrier Tattoo

Rarity – Uncommon, Rare, Very Rare

Item Type – Wondrous item (tattoo)

Description

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.

Protection – If you’re not wearing armor, the tattoo gives you an AC that’s dependent on the tattoo’s rarity. Using a shield still lets you gain the benefit.

RarityAC
Uncommon12 + your Dexterity modifier
Rare15 + your Dexterity modifier (maximum of +2)
Very Rare18

 

Explanation

Barrier Tattoo is an obvious choice for any spellcaster who wants to have higher AC without needing to cast a spell like Mage Armor.

This item also makes it so that you don’t have to raise your Dexterity to unnecessary levels to gain enough AC from spells or other armors, letting you use it for more useful Ability Scores or Feats.

11. Elven Chain

Rarity – Rare

Item Type – Armor (chain shirt)

Description

You will gain a +1 bonus to your AC while wearing this armor. You’re considered proficient with this armor, even if you lack proficiency with medium armor.

Explanation

Elven Chain is a lot like Barrier Tattoo, but it doesn’t require any attunement.

Even though the bonus to AC isn’t as huge as with Barrier Tattoo, this can be a very good addition to your character’s build if you’re in need of AC.

10. Bloodwell Vial

Rarity – Uncommon (+1), Rare (+2), Very Rare (+3) (requiring attunement by a Sorcerer)

Item Type – Wondrous item

Description

You must place a few drops of your blood into the vial to attune to it. While you’re attuned to it, the vial cannot be opened, but if your attunement ends, the contained blood will turn to ash.

The vial can be used as a spellcasting focus while wearing or holding it. You also gain a bonus to saving throw DC of your Sorcerer spells and spell attack rolls. The vial’s rarity determines the bonus.

Rolling any Hit Dice to recover HP while carrying the vial lets you regain 5 sorcery points. This property cannot be used again until the following dawn.

Explanation

Bloodwell Vial is the perfect item for a Sorcerer who uses a lot of Metamagic and attack spells.

The extra Sorcery Points it gives you allow you to stretch your thin spellcasting resources out over an adventuring day.

9. 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.

8. Tome of Leadership and Influence

Rarity – Very Rare

Item Type – Wondrous item

Description

Spend 48 hours over a period of 6 days or less studying this book, increasing your Charisma score by 2, as well as your maximum for it.

After this, the tome will lose its magic, only regaining it in a century.

Explanation

The Tome of Leadership and Influence is a basic item that provides a ton of value to a Sorcerer.

Raising your Charisma, which is your spellcasting modifier, lets you either raise other Ability Scores, increase your Charisma even more, or give you the freedom to experiment with Feats.

7. Far Realm Shard

Rarity – Rare (requiring attunement by a Sorcerer)

Item Type – Wondrous item

Description

Using an action lets you attack the shard to a Tiny object (weapon or piece of jewelry) or detach it. If your attunement ends, it falls off.

The shard can be used as a spellcasting focus for your Sorcerer spells while holding or wearing it.

Using a Metamagic option on a spell while wearing or holding the shard causes a slimy tentacle to viciously rip through the fabric of reality to strike one visible creature within 30 feet of you.

It is forced to succeed on a Charisma saving throw that’s against your spell save DC, or it will take 3d6 Psychic damage and then become frightened of you until your next turn starts.

Explanation

The Far Realm Shard is a simple item that works in combination with your Metamagic.

The shard activates on a spell affected by a Metamagic option, allowing you to deal some decent damage without even casting an attack spell.

Not only does this allow you to focus on more utility or control spells, but it deals damage at the same time, allowing you to fill more roles than you would have without it.

6. 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.

Sorcerers gain access to the Fly spell, but having the Broom of Flying lets you fly longer without focusing on Concentration, with no spell slot used and no spell being learned.

5. Harp of Gilded Plenty

Rarity – Legendary (requiring attunement)

Item Type – Wondrous Item

Description

A creature coming within 5 feet of the harp makes it animate, becoming capable of speaking, singing, and playing by itself (the harp is sentient).

Attempting to attune to the harp requires you to make a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp to resize and suit you.

Stalwart Song – Each time you make a Charisma check while attuned to the harp, any roll of 9 or lower on the die can be seen as a 10.

Feast of Plenty – Spending 10 minutes playing the harp lets you cast the Heroes’ Feast spell from it. The property can only be used until 1d10 + 10 days have passed.

Explanation

Much like Bards, Sorcerers use Charisma for their spellcasting modifier.

The Harp of Gilded Plenty gives you a floor of 10 for all Charisma checks (which include ability checks and skill checks).

While the singing part of the item might be better for a Bard, having all your rolls below 10 be seen as a 10 is undeniably powerful.

4. 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.

Sorcerers try to avoid taking damage (as most spellcasters do), and the Cloak of Displacement helps with that. 

It also allows you to have a lower HP, as it works so well that it becomes pretty difficult to take damage if you know how the cloak works.

3. Shadowfell Shard

Rarity – Rare (requiring attunement by a Sorcerer)

Item Type – Wondrous item

Description

Using an action lets you attack the shard to a Tiny object (weapon or piece of jewelry) or detach it. If your attunement ends, it falls off.

The shard can be used as a spellcasting focus for your Sorcerer spells while holding or wearing it.

Using a Metamagic option on a spell while wearing or holding the shard lets you curse one creature targeted by the spell.

You choose one ability score, and until the end of your turn, the creature will have disadvantage on saving throws and ability checks using that ability score.

Explanation

The Shadowfell Shard is an extremely powerful item, even though it might be a little more complicated than most items on this list.

Being able to give creatures disadvantage on one Ability Score means they’ll most likely miss anything they try with that Ability Score.

2. Robe of the Archmagi

Rarity – Legendary (requiring attunement by a Wizard, Warlock, or Sorcerer)

Item Type – Wondrous item

Description

The color of the robe corresponds with the alignment for which the item was created. White for good, gray for neutral, and black for evil. You cannot attune to a robe of the archmagi that doesn’t match your alignment.

Gain the following benefits while wearing the robe:

  • Not wearing armor makes your base AC 15 + your Dexterity modifier
  • Gain advantage on saving throws against spells as well as other magical effects
  • Your spell attack bonus and save DC both increase by 2

Explanation

The Robe of the Archmagi is basically a combination of many powerful magic items, making it easy to place above most on this list.

There isn’t much to say about this item other than, “You should get it.” The 15 AC, advantage on saves, and spell attack bonus are insane buffs!

1. Staff of Power

Rarity – Very Rare (requiring attunement by a Wizard, Warlock, or Sorcerer)

Item Type – Staff

Description

This staff may be wielded as a magic quarterstaff, granting a +2 bonus to damage and attack rolls. Wielding it also gives you +2 to AC, spell attack rolls, and saving throws.

It has 20 charges, regaining 2d8 + 4 expended charges each day at dawn. Expending the last charge forces you to roll a d20. 1

Rolling a 1 retains the staff’s +2 bonus to damage and attack but loses all other properties. Rolling a 20 regains 1d8 + 2 charges.

Power Strike – Hitting with a melee attack using the staff lets you expend 1 charge to deal 1d6 Force damage to your target.

Spells – Whilst holding the staff, you can use an action to expend 1 or more charge to cast a spell, using your spell attack bonus and spell save DC:

Ray of Enfeeblement (1 charge), Magic Missile (1 charge), Levitate (2 charges), Wall of Force (5 charges), Hold Monster (5 charges), Lightning Bolt (5th-level version, 5 charges), Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), or Globe of Invulnerability (6 charges).

Retributive Strike – Use an action to break the staff against a solid surface or on your knee to perform a Retributive Strike. This destroys the staff, releases its remaining magic, and explodes to fill a 30-foot radius centered on it.

There is a 50% chance to instantly travel to a random plane of existence, avoiding its explosion. Failing to avoid the effect means you will take Force damage that’s equal to 16 X the number of charges in the staff.

Creatures in the area must make a DC 17 Dexterity save. Failing means the creature takes damage depending on how far away they are from the point of origin. Succeeding in the save means the creature takes only half the damage.

Distance from OriginDamage
10 ft. away or closer8 x number of charges in the staff
11 to 20 ft. away6 x number of charges in the staff
21 to 30 ft. away4 x number of charges in the staff

Explanation

There aren’t many items in D&D that are as versatile and powerful as the Staff of Power for a spellcaster.

While it does work better for spellcasters who want to also occasionally delve into close-quarters combat, it still makes one of the best items you can get your hands on as a Sorcerer.

The added spells, bonuses, and Powerful Strike are only a few abilities that make this item so insanely powerful.

Final Thoughts

Sorcerers aren’t your ordinary spellcasters, and that is reflected in their most powerful magic items.

Specialization is very important for a Sorcerer, and with the items listed above, it’s made easier.

Now you just have to go out into the world and find yourself some magic items!