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

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

Rogues are an ancient class featuring some of the oldest techniques in D&D and giving players a ton of stealthy variety.

Most Rogues are known for their assassin-like attacks and stealthy techniques, but some even become pirates or professional spies.

No matter what type of Rogue you go for, adding some magic items into your build will definitely increase their overall usefulness.

Best Magic Items for the Rogues in 5e

15. 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

Luck Blade is a fantastic weapon for any character; the only problem is that the blade has a chance to not be able to cast Wish.

The fact that you might not have access to its best ability puts it far above other options that it would definitely beat if it had access to Wish.

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. Horn of Silent Alarm

Rarity – Common

Item Type – Wondrous item

Description

The horn has 4 charges. Using an action lets you blow it, and you choose one creature to hear the horn’s blare if the creature is within 600 feet of the horn and it is not deafened.

No other creatures can hear the sound produced from the horn. The horn will regain 1d4 expended charges each day at dawn.

Explanation

Next to Rangers, Rogues often take up the scouting role as well as some more stealthy ventures for their party.

The Horn of Silent Alarm will let you give specific signals to a person in your party who will then understand what you’re going through while scouting without them having to be there.

A good way of going about this would be to link the amount of times the horn is blown to certain general events that could happen while you’re out scouting.

12. Eyes of the Eagle

Rarity – Uncommon (requiring attunement)

Item Type – Wondrous item

Description

Wearing these crystal lenses gives you advantage on Wisdom (Perception) checks relying on sight. 

In conditions where you have clear visibility, you can make out details of very distant objects and creatures as small as 2 feet across.

Explanation

If you’re tired of enemies sneaking up on you, or you just want some more Perception while scouting, then Eyes of the Eagle is perfect.

Having this item forces enemies to use magic if they want to get to you undetected, which most enemies don’t have anyway.

Eyes of the Eagle might not be your best item, but having advantage on Perception (which is rolled so often) isn’t a bad buff at all.

11. 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.

10. 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.

9. 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

Rogues focus mainly on DPS, and the Blood Fury Tattoo brings a pretty decent amount of damage to the table.

However, the Blood Fury Tattoo also gives you some much-needed sustain that will help you stay alive longer and keep allies from exhausting their healing supplies on you.

The fact that it works with a weapon attack means that it even applies to your Sneak Attacks.

8. Delver’s Claws

Rarity – Rare (requiring attunement)

Item Type – Wondrous item

Description

The back of this leather glove has three large metal hooks shaped like mole’s claws. A mountain rune is stitched into the palm of this glove.

The glove is a simple melee weapon with light and finesse properties dealing 1d4 Slashing damage on hit.

If attuned to the glove, you will gain a burrowing speed that is equal to your walking speed as well as blindsight to 15 feet.

Invoking the Rune – Using an action lets you invoke the glove’s rune and bolster yourself with the sturdiness of the earth.

If you spend and roll a number of unspent Hit Die up to a maximum of your Proficiency bonus, you regain HP equal to the total rolls plus your Constitution modifier.

After the rune has been invoked, it cannot be invoked again until the next dawn.

Explanation

The Delver’s Claws are a pretty niche item in all respects, but for a Rogue, it actually provides a ton of useful benefits.

These claws work with your Sneak Attacks, give you Blindsight (which is perfect since you’ll be in the dark trying to sneak up on enemies), and you can even burrow with your insane speed.

All in all, it feels as if this item was actually designed for a Rogue.

7. Ring of Three Wishes

Rarity – Legendary

Item Type – Ring

Description

Whilst wearing the ring, you may use an action to expend 1 of its 3 actions to cast the Wish spell from the ring.

The ring will become nonmagical when the last charge has been used.

Explanation

The Ring of Three Wishes is best used to cast Wish to do one of the things that risks permanently removing the ability to cast Wish.

The best course of action would be to then get rid of the ring by giving it to another player (ideally, one that won’t ever be able to cast Wish).

The Ring of Three Wishes can be pretty difficult to rank, as it depends entirely on what you do with the ring and if you’ll lose the ability to cast it again.

6. 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

Just like Rangers, Rogues make use of Dexterity a lot, and having an increase in the ability itself, as well as its maximum amount, goes a long way.

The Manual of Quickness of Action is probably one of the best items you can get your hands on, as it lets you redirect your Ability Score Increase to a Feat.

5. Ioun Stone (Mastery)

Rarity – Legendary (requiring attunement)

Item Type – Wondrous item

Description

Your Proficiency bonus increases by 1 while this pale green prism is orbiting your head.

Explanation

Your Proficiency bonus applies to a lot of rolls made in D&D, so having it increase by 1 increases all rolls made with Proficiency by 1.

The Ioun Stone (Mastery) might be difficult to find, but if you can find it, you should definitely look at attuning to it.

4. Cloak of Elvenkind

Rarity – Uncommon (requiring attunement)

Item Type – Wondrous item

Description

Wearing this cloak with its hood up gives creatures who make a Wisdom (Perception) check to see your disadvantage.

You also have advantage on all Dexterity (Stealth) checks made to hide, as the cloak’s color will shift to camouflage you.

Pulling the hood up or down will require an action.

Explanation

The Cloak of Elvenkind is essential for any stealthy character like the Rogue.

Not only does it increase your own stealth, but it debuffs an enemy’s ability to detect you, making it even better if you want to assassinate enemies without them noticing.

3. 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.

Rogues often go scouting and like traveling around more than most characters. The Broom of Flying not only improves this but also lets you come up with many new ways to undermine your enemies as a Rogue.

2. Cloak of Invisibility

Rarity – Legendary (requiring attunement)

Item Type – Wondrous item

Description

Wearing the cloak lets you pull down its hood over your head and become invisible. While invisible, anything you’re wearing or carrying is also invisible.

When you stop wearing the hood, you become visible, and pulling the hood up or down requires an action.

The cloak’s maximum duration is 2 hours, so deduct the time you’re invisible using increments of 1 minute.

After being used for 2 hours, the cloak stops functioning. If a period of 12 uninterrupted hours passes without the cloak being used, 1 hour of duration is regained.

Explanation

There’s not much competition among Rogue items when the Cloak of Invisibility is brought up. It’s undoubtedly one of the best items a Rogue can get their hands on.

It’s definitely better than the Cloak of Displacement, but the fact that it’s a Legendary item makes it incredibly difficult to find.

1. 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.

Rogues try to avoid taking damage, 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.

The fact that it only has a Rare rarity makes it more desirable than most other items, as it’s much easier to come across.

Final Thoughts

Rogues are a beloved D&D class that many players pick up in hopes of one-shotting enemies and becoming stealthy assassins.

While this is easily achievable, with these items, a Rogue doesn’t only become more powerful, but he reaches a power spike faster.

If you want to become a specialized Rogue, you should consider finding a few magic items out in the world!