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The 10 Best Armor For Wizards in D&D 5e [Ranked]

The 10 Best Armor For Wizards in D&D 5e [Ranked]

The world of D&D lets adventurers pick and choose between various armors, shields, and defensive trinkets.

However, some armors stand out above the rest, fitting an adventurer’s background, build, flavor and simply giving more useful stats to that character.

In the case of Wizards, their backstories, and playstyles mainly have them don no armor, occasionally looking at AC-improving items to make up for their low defense.

Wizards are known for their intelligence, perfected spellcasting, and quick learning. They are widely considered the most powerful spellcasters, as they seek knowledge above all else.

Wizard Armor Proficiency

  • None

Best Armor for the Wizard in 5e

10. Helm Of Comprehending Languages

Rarity – Uncommon

Item Type – Wondrous item


While you wear this helm, you may use an action to then cast the Comprehend Languages spell from it.


Wizards tend to be extremely intelligent, picking up whatever they can, trying to read it and understand it.

With the Helm of Comprehending Languages, they don’t only get to cast a spell for free, but they can now read and understand any language they want. A new high for learning!

9. Hat of Wizardry

Rarity – Common (requiring attunement by a Wizard)

Item Type – Wondrous item


Wearing this hat lets you gain the following benefits:

  • You may use the hat as a spellcasting focus for your Wizard spells
  • You may try and cast a cantrip you don’t know, and that’s on the Wizard spell list. A DC 10 Intelligence (Arcana) check must be made, and if you’re successful, you cast the spell.

Failing the check also makes the spell fail, wasting the action used to cast the spell. In either case, you can only use this property again after you’ve finished a long rest.


The Hat of Wizardry is easy to come by and gives some great bonuses, such as being able to use it as a spellcasting focus and casting cantrips that are unknown to you.

While this hat falls off in the late, the vast array of cantrips in the early game will help you with versatility.

8. Cloak of Protection

Rarity – Uncommon (requiring attunement)

Item Type – Wondrous item


Gain +1 bonus to AC and saving throws while wearing the cloak.


A Cloak of Protection is an easy-to-find AC bonus for Wizards looking to become more tanky.

It works for almost any playstyle, and since it isn’t that rare, DMs often reward their players with it in the early game.

Note: I recommend combining it with the Ring of Protection for a nice +2 bonus to AC and saves, which will keep you alive for quite some time. Just watch out. Both pieces require attunement!

7. Shield

Armor Class (AC): +2



Weight: 6 lbs

Cost: 10 GP


Wizards struggle quite a bit with their AC since they can’t wear most armor presented to them.

Since you’ll just need a free hand or a focus in one hand, the other is perfect for a shield with a free +2 AC.

6. Bracers of Defense

Rarity – Rare (requiring attunement)

Item Type – Wondrous item


Wearing these bracers means you gain a +2 to AC if you aren’t wearing armor or using a shield.


Bracers of Defense work perfectly for a Wizard, as they tend not to wear any armor anyway.

A +2 to AC isn’t bad, especially when you realize there aren’t other gloves that are that good for the Wizard.

5. Elven Chain

Rarity – Rare

Item Type – Armor (chain shirt)


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.


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.

4. Ring of Spell Storing

Rarity – Rare (requiring attunement)

Item Type – Ring


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.


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 exceptionally well when put into a Ring of Spell Storing.

As I’ve mentioned, Wizards tend to struggle with defense, so having spells that you can quickly cast without expending extra spell slots is vital to your survivability.

3. Cloak of Displacement

Rarity – Rare (requiring attunement)

Item Type – Wondrous item


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.


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.

Wizards 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.

2. Winged Boots

Rarity – Uncommon (requiring attunement)

Item Type – Wondrous item


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.


Winged Boots are too powerful for their rarity, and being able to pick up an item that makes the Fly spell obsolete is worth it.

The boots also don’t have a weight cap and can let you fly for up to 4 hours, which is much longer than the Fly spell and doesn’t require Concentration or a spell slot.

1. Robe of the Archmagi

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

Item Type – Wondrous item


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


The Robe of the Archmagi might be a Legendary item. Still, since it combines the benefits of a Mantle of Spell Resistance, Barrier Tattoo, and a Very Rare spellcasting focus, it’s worth the struggle to find it.

It even adds some flavor to it, as you can only wear the robe fitting your alignment, opening paths for corrupting a good character or vice versa.

Final Thoughts

For the most part, each class in D&D has its most used or beloved armor that is both iconic and functional.

Though some of these armors might not be the best D&D armor overall, they remain the best option for that character at the moment.

A good example would be the choice between a Shield and Bracers of Defense, as both give you +2 AC, but the bracers need attunement, and the Shield means you only have one free hand for your spellcasting focus.

In the end, whether you decide to take a conventional or unconventional armor, as long as you like it and it fits your playstyle, you should roll with it!