Dungeons & Dragons 5e: Best Magic Items for Sorcerers | Game Rant

When Dungeons & Dragons is in session, every player wants to score some epic loot. That's the whole point of slaying dragons, liches, and other crazy monsters, but the trick is knowing what type of loot is going to suit a character, and what to pass on.

After all, nobody wants to forfeit something that could actually be super helpful to their D&D character in particular (and, ideally, the rest of the party should want each magical item to the character who can get the most use out of it). That goes two ways, though; depending on the class, some items just aren't beneficial enough to wrestle other party members over. Right now, it's time to look at sorcerers and magical items that'll go the extra mile when paired with their abilities.

Theoretically, there are tons of other items that could work for a sorcerer than the ones covered here. There's a good general rule to keep in mind, though: the best magic items for sorcerers are those that'll give them more spells and more charisma. And after that, some extra protection never hurts, since sorcerers aren't naturally equipped to wear any armor. But to give players a better idea of what to look out for, here are several magical items in D&D 5th edition that are perfect for any sorcerer.

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The wonderfully useful Pearl of Power falls into the "more spells" category of the sorcerer's three greatest needs. It's simple to use: once per day, the sorcerer can use their pearl to regain one expended spell slot up to level 3 (meaning if the expended spell slot level is higher than that, it'll just default to an extra level 3).

However, what sorcerers really need are more known spells, since the class's main shortcoming is the smaller number of spells they can have learned. For that, there's another instrument of "power" that is a sorcerer's dream come true.

The Staff of Power is extremely rare, and for good reason: as the name would suggest, it's also delightfully powerful. But instead of regaining spell slots, this staff does something even better. With it, the sorcerer will have 20 charges, which they can use to cast Cone of Cold (5 charges), Fireball (5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).

Not only do those spells not count against the sorcerer's spell slots, but it's also a whopping nine spells that the sorcerer doesn't have to learn, leaving space for players to explore other potentially more niche spells. If that isn't good enough, the staff also grants a bonus to attacks, saving throws, and armor class. It's one of those items even more fun than a new feat or skill proficiency.

While this item doesn't specifically cover spells, charisma, or armor, it is still insanely useful as protections go. Anyone who plays a sorcerer knows how it feels to be in battle: all that cosmic power at their fingertips, but one good swing from an enemy can knock the sorcerer right out. It's definitely not the easiest class for new players, but there are ways to ease the strain. With a Periapt of Wound Closure, the sorcerer wearing it (and by extension, their party) don't have to worry quite as much about failing all three saving throws and dying before help can arrive.

If the wearer is dying at the start of their turn, the periapt immediately stabilizes them--plus, when rolling hit die to restore hit points, the wearer can automatically double whatever number they roll. Any player with this little charm equipped can probably attest that it's a total lifesaver.

The Cloak of Displacement is another defensive item that protects the wearer without actually increasing armor class. Instead, the cloak projects an illusion that makes the wearer appear to be standing somewhere close to their actual location, thereby imposing disadvantage on all attack rolls made against them. It's less helpful if the wearer is restrained, but that's to be expected; ideally, while wearing this cloak, it becomes much more difficult for the wearer to be restrained at all.

This one is a classic, but there's a reason it has stuck around through multiple editions of D&D. It's also an item that sorcerers (especially lower-level sorcerers) are more likely to find than, say, a Staff of Power. The Ring of Protection is simple: attune to it, and it boosts the wearer's armor class and saving throws by 1. Never a bad thing to have handy, especially for a character without armor.

Here's another magical item that grants the user more spells, this time in the form of both additional slots and a learned spell. While the rod doesn't technically cast Counterspell, it functions as the physical equivalent of the spell, able to absorb and cancel out a spell aimed at the wielder. That's a great feature for the squishy sorcerer, and it does even more. Spellcasters who wield the rod can additionally convert its energy into extra spell slots, up to a maximum of 5th level.

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The Ring of Spell Storing is able to store up to 5 levels' worth of spells at any given time. Spellcasters can store a spell (or five) in their ring, rest up to regain their slots, and then carry around a small backup arsenal of spells on their finger. Even better, the person storing spells in the ring doesn't have to be the one who uses them, meaning that other spellcasters--even a divine spellcaster like the cleric--in the party could provide the sorcerer with a spell not even available to them normally.

Here's a utility item that also happens to fulfill the criteria of granting the user a good utility spell that they then don't have to keep as learned, freeing up space for other spell choices. The Eyes of Charming fit over a character's eyes, and contain three charges which therefore allow the user to cast Charm Person through the lenses up to three times per day. The lenses will then regain any spent charges at dawn.

Admittedly, these don't have the best DC; instead of using the spellcaster's DC, the lenses carry an automatic save DC of 13. Mildly disappointing if the sorcerer already has a higher DC, but still potentially quite useful in a tight spot. Plus, it's an item that other non-spellcaster party members can use without having to multiclass.

 

 

Yet another utility item that casts a spell for the sorcerer so they won't need to learn it; this time, the spell is Disguise Self. The best part of this hat is that it has none of the liabilities that the previous item comes with--no need for attunement and no limits, as Disguise Self can be cast at will by whoever is wearing the hat. Combine a Hat of Disguise with a sorcerer's natural charisma (which should their highest stat) and the result is a spellcaster with the ability to talk their way in and out of many interesting roleplaying situations.

The Tome of Leadership and Influence is probably the rarest magical item on this list, so don't be surprised if it takes an incredibly long time to find (if it can be found at all). Still, any sorcerer who comes across this tome should absolutely stake their claim, because 48 hours of reading within 6 days will result in the sorcerer's charisma score and charisma score maximum increasing by 2. That means if reading this book doesn't boost the sorcerer's charisma to a whopping 22, then it'll still be possible to reach that number in the future due to the permanent maximum bonus.

Charisma being the sorcerer's most important stat, it should be no surprise that this tome might very well be one of the best things a sorcerer could find in the campaign, period.

With that, both players and DMs should have a good idea of what loot to drop (and look for) when there's a sorcerer in the party. Squabbling over loot and not knowing how to tailor that look for players can be problems in D&D, but they're easily solvable ones. All players with a sorcerer need to remember when looting in-game is more spells, more defense, and more charisma: using those guidelines, any sorcerer PC in a Dungeons & Dragons campaign will accumulate some clutch magical items in no time.

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