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

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

Wizards are the most iconic fantasy spellcasting class in D&D, gaining ways to easily prepare spells, plot down spells they’ve come across, or just study the arcane arts even further.

Wizards are already powerful, much more powerful than most spellcasters when they start out, but when combined with magic items, their power rises to astronomical levels.

With the appropriate magic items, a Wizard can easily rise to the power level of a god much easier than most classes can in D&D.

Best Magic Items for the Wizard in 5e

15. Arcane Grimoire

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

Item Type – Wondrous item

Description

Holding this book lets you use it as a spellcasting focus for your Wizard spells, gaining a bonus to saving throw DCs and spell attack rolls of your Wizard spells. Your bonus is determined by the rarity of the book.

You may use this book as a spellbook. Using your Arcane Recovery feature lets you increase the number of spell slot levels you’ll regain by 1.

Explanation

The Arcane Grimoire isn’t the most powerful item out there, but it does have a few features that make it ideal for a Wizard.

The bonus to save DCs and spell attack rolls is great, but the Arcane Recovery increase is the best feature this item gives you as a Wizard, especially at lower levels.

14. Amulet of Health

Rarity – Rare (requiring attunement)

Item Type – Wondrous item

Description

Your Constitution score rises to 19 while wearing this amulet. It will have no effect on you if your Constitution is at 19 or higher before wearing it.

Explanation

Amulet of Health is perfect if you either want to set your Constitution to 19 and keep it there or if you want to have a high Constitution so that you can focus on increasing other Ability Scores.

You’re also able to take more Feats since you won’t have to focus on increasing your Constitution so that you don’t die instantly at higher levels.

13. Alchemical Compendium

Rarity – Rare (requiring attunement by a Wizard)

Item Type – Wondrous item

Description

The book contains these spells: Enlarge/Reduce, Feather Fall, Flesh to Stone, Gaseous Form, Magic Weapon, and Polymorph. It also functions as a spellbook for you.

Holding the book lets you use it as a spellcasting focus for your Wizard spells.

It has 3 charges, regaining 1d3 expended charges each day at dawn. The charges can be used in the following ways while holding the book.

  • Spend 1 minute studying the book, expending 1 charge, and then replacing one prepared Wizard spell with a different spell in the book. The spell must be from the Transmutation school.
  • Using an action lets you touch a nonmagical object not being carried or worn, spending charges to transform the target into another object.

1 Charge (the object cannot be bigger than 1 foot on a side) lets you spend additional charges to increase its maximum dimensions by 2 feet for every charge.

The new object must have a gold value that’s less or equal to the original.

Explanation

Alchemical Compendium is quite complex, and the best ability this item has is that you can turn one object into another object.

The fact that you can switch out prepared spells by expending a charge and spending some time studying the book is a good way to gain access to spells that are generally not worth preparing.

12. 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.

11. Planecaller’s Codex

Rarity – Rare (requiring attunement by a Wizard)

Item Type – Wondrous item

Description

The book contains the following spells: Summon Elemental, Planar Binding, Magic Circle, Gate, Find Familiar, and Banishment. It also functions as a spellbook for you.

Holding the book also makes it function as a spellcasting focus for your Wizard spells.

It has 3 charges, regaining 1d3 expended charges each day at dawn. The charges can be used in the following ways:

  • Spend 1 minute studying the book, expending 1 charge, and then replacing one prepared Wizard spell with a different spell in the book. The spell must be from the Conjuration school.
  • Casting a Conjuration spell that creates or summons a creature lets you expend 1 charge, granting the summoned creature advantage on attack rolls for a minute.

Explanation

Summon spells are generally good, and with Planecaller’s Codex, they get infinitely better.

Giving a summon advantage on an attack is very good, but you’ll want to lay off from using it until your summon is actually going to fight something.

10. Protective Verses

Rarity – Rare (requiring attunement by a Wizard)

Item Type – Wondrous item

Description

Touching the book and using an action lets you lock it as if Arcane Lock was cast on it. The book contains the following spells: Symbol, Protection from Evil and Good, Mordekainen’s Private Sanctum, Glyph of Warding, Globe of Invulnerability, Dispel Magic, and Arcane Lock.

It also functions as a spellbook for you, and while holding the book, you may use it as a spellcasting focus for all your Wizard spells.

It has 3 charges, regaining 1d3 expended charges each day at dawn. The charges can be used in the following ways:

  • Spend 1 minute studying the book, expending 1 charge, and then replacing one prepared Wizard spell with a different spell in the book. The spell must be from the Abjuration school.
  • Casting an Abjuration spell lets you expend 1 charge and grant a visible creature within 30 feet of you 2d10 temporary HP.

Explanation

Gaining access to Abjuration School among your prepared spells will make it a lot easier for you to access really good situational spells like Arcane Lock.

The temporary HP buff Protective Verses gives you is also a very good addition, but don’t go using all of your charges without leaving any to switch spells.

9. Astromancy Archive

Rarity – Rare (requiring attunement by a Wizard)

Item Type – Wondrous item

Description

This disc contains spells that are Wizard spells for you while you’re attuned to it: Locate Object, Locate Creature, Foresight, Find the Path, Divination, and Augury.

It also functions as a spellbook for you, and while holding the book, you may use it as a spellcasting focus for all your Wizard spells.

It has 3 charges, regaining 1d3 expended charges each day at dawn. The charges can be used in the following ways:

  • Spend 1 minute studying the book, expending 1 charge, and then replacing one prepared Wizard spell with a different spell in the archive. The spell must be from the Divination school.
  • A visible creature within 30 feet of you making a saving throw, ability check, or attack roll lets you use your reaction, expending 1 charge and forcing the creature to roll a d4, applying it to the number rolled as a bonus or penalty (you choose) to the original roll.

This can be done after you see the roll but before its effects are applied.

Explanation

Divination spells are generally more situational than most, but with Astromancy Archive, you can easily access Divination spells when you need them most.

The penalty or bonus you give a target is probably the most powerful ability this item has and can turn some pretty nasty rolls into a success.

8. Heart Weaver’s Primer

Rarity – Rare (requiring attunement by a Wizard)

Item Type – Wondrous item

Description

The book contains the following spells: Suggestion, Modify Memory, Hypnotic Pattern, Enthrall, Dominate Person, Charm Person, and Antipathy/Sympathy.

It also functions as a spellbook for you, and while holding the book, you may use it as a spellcasting focus for all your Wizard spells.

It has 3 charges, regaining 1d3 expended charges each day at dawn. The charges can be used in the following ways:

  • Spend 1 minute studying the book, expending 1 charge, and then replacing one prepared Wizard spell with a different spell in the archive. The spell must be from the Enchantment school.
  • Casting an Enchantment spell lets you expend 1 charge in order to impose disadvantage on the first saving throw one target makes against the spell.

Explanation

The Heart Weaver’s Primer is a must if you frequently use Enchantment spells but don’t always have them prepared.

The disadvantage given to a target is a great way to have your Enchantment spell unleash its effects.

7. Tome of Clear Thought

Rarity – Very Rare

Item Type – Wondrous item

Description

The book contains logic and memory exercises, and the words are changed with magic.

Spending 48 hours over a period of 6 days or fewer studying the book’s contents increases your Intelligence score and maximum by 2.

The manual will then lose its magic but regain it in a century.

Explanation

The Tome of Clear Thought is a basic item that provides a ton of value to a Wizard.

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

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.

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

5. 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.

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.

4. 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 Wizard can definitely make use of.

3. Tome of the Stilled Tongue

Rarity – Legendary (requiring attunement by a Wizard)

Item Type – Wondrous item

Description

Five of these books exist, but which one is the original is unknown.

If you’re able to attune to this item, it can be used as an arcane focus and a spellbook. 

Holding the tome lets you use a bonus action to cast a spell you’ve written in the tome without expending a spell slot or using Somatic or Verbal components. This property cannot be used again until the next break of dawn.

While you’re attuned to the book, removing the tongue from the book’s cover permanently erases all spells from the book.

Vecna will watch anyone who uses this tome, writing cryptic messages in the book. These messages will appear at midnight but will fade away after they’ve been read.

Explanation

The Tome of the Stilled Tongue lets you cast any spell without using its spell slot, basically meaning you have a single, free 9th-level spell slot to use on any spell you want each day.

You’ll definitely cast Wish with it, but nothing stops you from experimenting with it, as you also don’t have to use any Somatic or Verbal components.

2. 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.

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 Wizard.

This item is powerful, but there is a staff that reigns far supreme when held by a Wizard.

1. Staff of the Magi

Rarity – Legendary (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 spell attack rolls.

It has 50 charges, regaining 4d6 + 2 expended charges each day at dawn. Expending the last charge forces you to roll a d20. Rolling a 20 lets the staff regain 1d12 + 1 charges.

Spell Absorption – Holding the staff gives you advantage on saving throws against spells. You can also use your reaction when a creature casts a spell only targeting you.

Doing this makes the staff absorb the magic of the spell, canceling the effects and gaining charges equal to the spell’s level. But, if this brings the staff’s total charges above 50, the staff explodes, activating Retributive Strike.

Spells – Holding the staff lets you expend some of its charges to cast certain spells: 

Flaming Sphere (2 charges), Invisibility (2 charges), Knock (2 charges), Web (2 charges), Dispel Magic (3 charges), Ice Storm (4 charges), Wall of Fire (4 charges), Passwall (5 charges), Telekinesis (5 charges), Conjure Elemental (7 charges), Fireball (7th-level version, 7 charges), Lightning Bolt (7th-level version, 7 charges), Plane Shift (7 charges).

Certain spells can also be cast without any charges, only using an action:

Protection from Evil and Good, Mage Hand, Light, Enlarge/Reduce, Detect Magic and Arcane Lock.

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

The Staff of the Magi is mostly an upgrade from the Staff of Power, but it is much better for spellcasters compared to the Staff of Power.

Not only that, but it has 50 charges, more spells, and Spell Absorption, making it one of the best items for a Wizard to have.

A Wizard wielding the Staff of the Magi is so immensely powerful that he is capable of vanquishing any creature in the Forgotten Realms.

Final Thoughts

Wizards are already one of the most powerful classes in all of D&D, but with the items listed above, they can ascend even further beyond.

Some of the most powerful magic items synergize extremely well with Wizards, so it would be a waste not to look for them.

Just make sure you’re ready to go through hell and high water because finding these items will be no easy task, as they hold the power to godhood!