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

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

Through the pact of some strange demon or by coincidence, Warlocks have gained the ability to manipulate and use Eldritch Invocations.

Warlocks are considered spellcasters but receive surprisingly few spell slots and spells, but that’s where magic items come in.

Magic items that influence their rests build on their Eldritch Invocations and provide them with more spells, which are essential for a Warlock’s kit.

Best Magic Items for the Warlock 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. Dark Shard Amulet

Rarity – Common (requiring attunement by a Warlock)

Item Type – Wondrous item

Description

Gain the following benefits while wearing the shard.

  • Use it as a spellcasting focus for your Warlock spells.
  • You may cast a Cantrip you don’t know that originates from the Warlock spell list, making a DC 10 Intelligence (Arcana) check to cast it.

If successful, the spell is cast. However, if it fails, the spell does as well, and the action used to cast the spell is lost. 

No matter the result, this property cannot be used again until you’ve finished a long rest.

Explanation

The Dark Shard Amulet makes it easy to access Cantrips that you otherwise wouldn’t have had access to as they are too situational or random.

The only problem is that you can only use it once every day and that the shard doesn’t require attunement to be used.

13. 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.

12. 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.

11. 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.

10. 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 Warlock.

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.

9. 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

Having invisibility, especially invisibility that doesn’t get canceled after you cast a spell or attack (which Cloak of Invisibility has), is too powerful not to take.

However, it’s not only for attacks, as it can work well if you just want to sneak around or even gather information without being seen.

Note: Combining Cloak of Invisibility with an ability that muffles your footsteps or gives you advantage on Stealth checks makes it even better.

8. Wand of the War Mage

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

Item Type – Wand

Description

Holding the wand lets you gain a bonus to your spell attack rolls, which are determined by the wand’s rarity.

When making a spell attack with the wand, you’ll also ignore half cover.

Explanation

If you want to spam Eldritch Blast, then you should consider taking the Wand of the War Mage.

It even works if you want to use other attack spells, but Eldritch Blast will probably be one of your best.

7. 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.

6. Rod of the Pact Keeper

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

Item Type – Rod

Description

Holding the rod lets you gain a bonus to saving throw DCs and spell attack rolls of your Warlock spells. The rod’s rarity will determine the bonus.

While holding the rod, you also regain one Warlock spell slot as an action. This property cannot be used again until you’ve finished a long rest.

Explanation

Rod of the Pact Keeper is a lot like Wand of the War Mage, but it works better when used with leveled spells.

The fact that it also lets you regain one Warlock spell slot, no matter the level, is perfect for a class that doesn’t have an abundance of spell slots.

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, Warlocks 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. 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.

Warlocks 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.

3. 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.

Warlocks 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. 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.

The 15 AC, advantage on saves, and spell attack bonus are insane buffs that a Warlock can definitely make use of.

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 Warlock.

The Staff of Power will fit even better with your character if you want to use a polearm as a Warlock.

Final Thoughts

What Warlocks lack in magical capabilities, they make up with interesting magic items.

While Warlocks are powerful, you need a few boosters to really reach the full potential of your Warlock.

You’ll need as much as possible if you’re going to outdamage your Wizard or show your Fighter just who’s boss!