[Top 20] D&D Best Sorcerer Items, Armor and Weapons
This guide is like your sorcerer's personal treasure map in the world of Dungeons and Dragons.
We've handpicked some seriously cool items to help you out–think conserving spell slots, leveling up your spell attack and DC, and keeping your sorcerer alive and kicking.
Grab a few of these goodies, and you'll be on the fast track to sorcerer demi-godhood in the blink of a Beholder’s eyes!
20. Wand of Magic Missile (Uncommon) - Dungeon Master's Guide, page 211
What's our favorite pastime? Saving spell slots and destroying our enemies, of course! And what better method than wielding the magical equivalent of a Gatling gun?
The Wand of Magic Missile allows you to unleash up to a 7th-level magic missile, delivering a formidable 9d4 automatic hits to your chosen target. It recharges after a long rest, ready to repeat the spectacle.
Wand of Magic Missiles- Dungeon Master's Guide, page 211
Wand, uncommon
This wand has seven charges. While holding it, you can use an action to expend one or more of its charges to cast the magic missile spell from it. For one charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
19. Staff of Charming (Rare) - Dungeon Master's Guide, page 201
The Staff of Charming offers a nuanced alternative to brute force, allowing wielders to command and charm foes with charges that cast spells like Command and Charm Person.
Beyond combat, it proves invaluable in diplomacy and exploration, employing Comprehend Languages to unravel linguistic intricacies effortlessly.
This versatile staff transforms adversaries into loyal subjects and facilitates social mastery, making it an indispensable tool for those who seek influence through subtlety and finesse.
Staff of Charming- Dungeon Master's Guide, page 201
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
While holding this staff, you can use an action to expend one of its ten charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend one charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
18. Necklace of Fireballs (Rare) - Dungeon Master's Guide, page 182
The Necklace of Fireballs, a spellcaster's pyromantic marvel, rivals the practicality of the Wand of Magic Missile. Why waste valuable spell slots when you can unleash magical beads like a celestial rocket launcher?
With a flick and a whisper, these beads erupt into glorious flames, leaving enemies consumed in pyrotechnic splendor.
The necklace generously provides multiple charges, allowing spell slots to be conserved for intricate controlling magic. It transforms battles into a dazzling spectacle of controlled chaos, preserving the mage's most potent spells for strategic mastery.
Necklace of Fireballs- Dungeon Master's Guide, page 182
Wondrous Item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
17. Ring of Spell Storing (Rare) - Dungeon Master's Guide, page 192
Another wise choice for conserving spell slots is the Ring of Spell Storing.
This handy accessory can store up to 5 levels of spells, allowing flexibility like holding one 5th level spell, five level one spells, or a combination like a level 3 and a level 2 spell.
Importantly, these spells do not need to be from the Sorcerer class; collaborate with a wizard friend for spells like Scry or go wild with options like Steel Wind Strike.
Ring of Spell Storing- Dungeon Master's Guide, page 192
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
16. Wand of the Warmage (Uncommon) - Dungeon Master's Guide, page 212
This handy little fellow offers a boost of up to +3 to your spell attack modifier, making the Wand of the Warmage a fantastic choice for any spellcaster.
However, if you're aiming to seriously enhance your sorcerer's lethality, consider this wand an absolute essential.
Its unparalleled ability to refine your spell accuracy ensures that every incantation packs an extra punch, making it a must-have tool for those seeking to elevate their magical prowess in Dungeons and Dragons.
Wand of the War Mage- Dungeon Master's Guide, page 212
Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
15. Tome of Leadership and Influence (Very Rare) - Dungeon Master's Guide, page 208
So, convincing your DM to let you lay hands on this super rare and crazy mighty tome might involve a bit of smooth talking and maybe a subtle bribe, but trust me, it's worth it.
It might not happen overnight, but after a solid 48 in-game hours, boom! You're in for some seriously cool perks.
First off, your charisma is getting a significant upgrade – a +2 bonus that'll have you charming the pants off everyone. And we're not stopping there.
This charisma upgrade isn't just about talking your way out of things. Your spell attacks and DC are getting a boost, too.
Soon, monsters will be forced to roll a 20 or higher to resist your charms or dodge out of the way of a massive fireball.
Tome of Leadership and Influence- Dungeon Master's Guide, page 208
Wondrous Item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
14. Cloak of Protection & Ring of Protection (Rare/Uncommon) - Dungeon Master's Guide, page 159-160
Now, let's dive into the idea of grabbing a pair of items that share a nifty feature: a slick +1 bonus to your Armor Class (AC).
This perk? It's not just a luxury, especially when it comes to ensuring your sorcerer's survival, especially in the early stages of the game. When it comes to beefing up your AC as a sorcerer, new armor isn’t really an option.
So, if you're aiming to withstand a few more hits and increase your sorcerer's longevity, these items become downright essential.
Ring of Protection- Dungeon Master's Guide, page 159-160
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Cloak of Protection
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Basic Rules, pg. 159
13. Amulet of Health (Rare) - Dungeon Master's Guide, page 150
An Amulet of Health can be a game-changer for a sorcerer navigating the early levels, offering a much-needed health boost that allows you to withstand a few extra hits if the situation calls for it.
With the amulet in play, your constitution gets a bump up to 19, delivering a hearty increase to your HP.
Amulet of Health- Dungeon Master's Guide, page 150
Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
12. Pearl of Power (Uncommon) - Dungeon Master's Guide, page 184
A must-have for any magic user and exceptionally fantastic for sorcerers, is the pearl of power.
This little gem lets you recharge a spell slot up to 3rd level, giving you the flexibility to preserve your precious sorcery points for those pivotal moments when you need to twin or hasten spells for maximum impact.
Pearl of Power- Dungeon Master's Guide, page 184
Wondrous Item, uncommon (requires attunement by a Spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
11. Elven Chain (Rare) - Dungeon Master's Guide, page 130
Like the Cloak and Ring of Protection, the Elven Chain steps into the spotlight as an excellent source of a rare AC boost for our sorcerer.
This distinctive chain shirt not only grants proficiency in medium armor but also has a valuable +1 AC bonus, enhancing the overall defensive capabilities without compromising the sorcerer's spellcasting finesse.
Elven Chain- Dungeon Master's Guide, page 130
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
10. Ioun Stone of Mastery (Very Rare) - Dungeon Master's Guide, page 176
Let's talk about the Ioun Stone, not just for the cool factor of having a magical glowing rock floating around your character's head, but for the serious perks it brings to the table. We're talking about a +1 boost to our proficiency bonus, and that's a game-changer.
Now, why does this matter? Well, buckle up:
-Your spell slinging gets more accurate with a bump in your Attack Rolls.
-It gives you a leg up on Saving Throws you're actually good at.
-Your Skill checks get a nice boost if you're proficient in them.
-Your Saving throw DCs get cranked up – that includes your spell save DC, racial, and class feature DCs. And hey, boosting racial/class DCs with items isn't something you come across every day; usually, it's tied to beefing up your attributes.
-It even affects the usage limit on some abilities. Take, for instance, the updated Dragonborn from Fizban's—they can use their breath weapon a number of times equal to their Proficiency Bonus, resetting on a Long Rest.
And the best part? This bonus plays nice with all your other upgrades, all for the cost of a single Attunement Slot.
So, in a nutshell, the Ioun Stone is not just a pretty accessory; it's a versatile powerhouse that seamlessly fits into your sorcerer’s bag of tricks.
Ioun Stone of Mastery- Dungeon Master's Guide, page 176
Wondrous Item, legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.
9. Ioun Stone of Leadership (Very Rare) - Dungeon Master's Guide, page 177
The Ioun Stone of Leadership is an excellent means to secure a straightforward charisma boost. Once attuned to this remarkable stone, you receive a +2 bonus to your Charisma, capped at 20.
However, we can push that limit even further with the Tome of Leadership and Influence, enhancing your charismatic presence and elevating your spell attack and DC in the process.
Ioun Stone of Leadership- Dungeon Master's Guide, page 177
Wondrous Item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
8. Bloodwell Vial (Varies) - "Tasha's Cauldron of Everything" Page 122
Now, for a sorcerer, this thing is gold. It not only throws a potential +3 bonus onto your spell attack but, even better, lets you snag up to 5 sorcery points whenever you're rolling hit dice during a short rest. It's a little power-up that just keeps on giving.
Bloodwell Vial, +3- "Tasha's Cauldron of Everything" Page 122
Wondrous Item, very rare (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
7. Animated Shield (Uncommon) - Dungeon Master's Guide, page 151
The animated shield provides an unconventional solution for more protection for our fragile sorcerer. The animated shield only takes a bonus action to activate, granting +2 bonus to your AC, leaving your hands free for spell-slinging.
Animated Shield- Dungeon Master's Guide, page 151
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
6. Wand of Paralysis (Rare) - Dungeon Master's Guide, page 211
Sorcerers have a knack for casting spells to control their enemies, but why bother with all the intricacies when you can just throw a Wand of Paralysis into the mix?
This nifty gadget makes your enemy face a tough DC15 constitution save, and if they fail, they're paralyzed for a whole minute.
Now, being paralyzed is no joke – they can't take any actions or reactions, forget about speaking or casting spells, and they're stuck in one spot.
What's more, they automatically flunk strength and dexterity saves, and any hit from someone within 5 feet of them is a guaranteed critical hit.
And here's the kicker – you didn't even burn through a precious spell slot! Talk about a win-win for a sorcerer.
Wand of Paralysis- Dungeon Master's Guide, page 211
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
5. Dragon-Touched Focus (Varies) - Found in "Fizban's Treasury of Dragons"
The Dragon-Touched Focus is a solid choice for our sorcerer, packing in a bunch of handy perks.
With this gem, you get an edge with advantage on initiative rolls, the ability to teleport around the battlefield after casting a spell, a bonus to your damage output, and even some extra spells thrown into the mix.
It's a versatile tool that any spellcaster would appreciate, but it particularly shines for our sorcerer who's hungry for that extra boost of power.
Dragon-Touched Focus-Fizban's Treasury of Dragons, pg. 26
Wondrous Item, varies (requires attunement by a spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales.
Slumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Stirring (Rare). The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.
Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
Wakened (Very Rare). The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
Chromatic. Hold monster, Rime’s binding ice
Gem. Rary’s telepathic bond, Raulothim’s psychic lance
Metallic. Fizban’s platinum shield, legend lore
Ascendant (Legendary). The Ascendant focus has the Slumbering, Stirring, and Wakened properties. In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.
4. Dragon Masks (Varies) - "Rise of Tiamat" Page 178
Dragon masks come in all sorts of flavors, each dishing out unique bonuses tied to their chosen element.
But here's the real gem: these masks let us toss in our charisma modifier to our AC when we're not rocking any armor.
Plus, we score a neat advantage on charisma checks when dealing with the dragon tied to our mask.
Black Dragon Mask- "Rise of Tiamat" Page 178
Wondrous Item, legendary (requires attunement)
This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and attuned to it, you gain the following benefits.
Damage Absorption. You have resistance against acid damage. If you already have resistance to acid damage from another source, you instead have immunity to acid damage. If you already have immunity to acid damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the acid damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Tyranny of Dragons, pg.178
3. Outer Essence Shard (Varies) - Found in "Tasha's Cauldron of Everything"
Outer Essence Shards deliver valuable bonuses for our sorcerer, especially when employing metamagic.
Whether it's adding extra damage to a target or bestowing bonus hit points on a teammate, picking up an Outer Essence Shard is a fantastic choice for any sorcerer.
Outer Essence Shard-Tasha’s Cauldron of Everything, pg. 133
Wondrous Item, rare (requires attunement by a sorcerer)
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Outer Essence Shards table to determine the shard’s essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Outer Essence Shards
Lawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
Tasha’s Cauldron of Everything, pg. 133
2. Ioun Stone of Reserve (Very Rare) - Dungeon Master's Guide, page 177
Among the various advantages Ioun Stones offers in the game, the Stone of Reserve stands out as another excellent option for our sorcerer.
It can hold up to a 3rd-level spell, ready to be unleashed at your command. This not only saves your precious spell slots but also opens the door for casting spells from other classes if you manage to acquire them.
Ioun Stone of Reserve- Dungeon Master's Guide, page 177
Wondrous Item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Reserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
1. Robe of the Archmagi (Very Rare) - Dungeon Master's Guide, page 193
The Robe of the Archmagi stands out as a highly potent garment for magic users in the realm of DnD, making it an exceptional discovery for your sorcerer.
It brings forth notable benefits: when not wearing armor, your base Armor Class becomes 15 plus your Dexterity modifier; you gain advantage on saving throws against spells and other magical effects; and both your spell save DC and spell attack bonus receive a substantial increase of 2 points each.
Robe of the Archmagi- Dungeon Master's Guide, page 193
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
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