Through years of nurturing your anger and passion, you’ve become a master of the front lines. Your battlefield presence demands your enemy’s attention, and you can take a beating that would have killed your wizard friend three times over.
Still, sometimes you may need a little help.
Below, you’ll find 10 of the best magic items in fifth-edition Dungeons & Dragons for the barbarian. Any items you see that you don’t own can be purchased from the D&D Beyond marketplace, or shared by a Dungeon Master or friend with a Master-tier subscription.
- Amulet of health
- Amulet of the drunkard
- Animated shield
- Belt of giant strength
- Crystal blade
- Dancing sword
- Javelin of lightning
- Periapt of wound closure
- Ring of evasion
- Ring of free action
Dungeon Masters’ discretion
Some or all of these items may be unavailable in your campaign. Discuss interest in magic items with your DM, but keep in mind that they may not grant certain requests for a variety of good reasons.
Top 10 magic items for barbarians
1. Amulet of health
Wondrous Item, rare (requires attunement)
The amulet of health is one of two entries on this list that are widely considered staple or classic barbarian items. And not unreasonably so: The amulet of health sets your Constitution score to 19, which could provide an immediate boost to your hit points. While anybody can appreciate a high Constitution, only the barbarian adds their Constitution modifier to their AC while unarmored.
If you’re torn between whether to increase your Strength or Constitution for your next ASI, this item can cover one of those bases for you. And as we’ll see later, another item can increase your Strength score, which could allow you to select some powerful feat combinations for your next ASIs instead.
2. Amulet of the drunkard
Wondrous Item, uncommon
Not every barbarian will strut into pubs ordering ale by the barrel. But if yours does, then the day they discover this amulet might be the best day of their life. The amulet of the drunkard restores the same number of hit points as a potion of greater healing, it recharges every day, it doesn’t require attunement, and it’s fun!
Barbarians deserve goofy roleplay items, too, and this one has more potential than most.
3. Animated shield
Armor (shield), very rare (requires attunement)
Many barbarians eschew a shield, preferring to use both hands for offense. While everybody likes a higher AC, it’s perfectly understandable if your barbarian is unwilling to part with their greatsword to achieve it.
The animated shield can help here, especially if you frequently attack recklessly or dive into mobs of enemies. With this item, you can benefit from a shield’s normal +2 to AC while keeping both hands free for a two-handed weapon.
Admittedly, there are often cheaper, more accessible ways to gain a defensive boost while keeping both hands free, but the animated shield is simply one of the most enjoyable and flavorful. If you’re looking for less epic defensive items for your barbarian, there may be bracers, stones, rings, or cloaks available.
4. Belt of giant strength
Wondrous Item, varies (requires attunement)
A classic’s a classic, and often for good reason. No less so for the belts of giant strength, a series of progressively powerful items that can take your Strength score all the way up to 29. (Look to the gauntlets of ogre power for a comparable alternative at the uncommon rarity.)
This entry is rather straightforward: Your barbarian is almost certainly using Strength for its weapon attacks, and these belts will allow them to punt a troll like a football. Enjoy!
5. Crystal blade
Weapon (any sword), rare (requires attunement)
Introduced in Fizban's Treasury of Dragons, the crystal blade is something of a jack-of-all-trades—a little healing, a little extra damage, a little utility—making it an effective tool to round out your barbarian’s capabilities. The crystal blade deals 1d8 extra radiant damage on a hit, and you can expend one of its three charges to regain hit points equal to the radiant damage dealt. Barbarians without darkvision will also appreciate the sword’s ability to shed either bright or dim light.
The crystal blade might not make sense for a specialist, but if you’d like your barbarian to be a little more versatile without sacrificing what they’re good at, a crystal blade should help!
6. Dancing sword
Weapon (any sword), very rare (requires attunement)
It’s a spiritual weapon! It’s a blade of disaster! It’s … a dancing sword?
The dancing sword will quickly become your barbarian’s favorite toy. Using a bonus action, this sword can fly up to 30 feet and attack an opponent once per round for up to four rounds before trying to return to your hand. The dancing sword will use your attack roll and ability score modifiers, but keep in mind that because the sword is making the attack and not the barbarian, you will not be able to apply an ability such as the Great Weapon Master feat.
The only thing my barbarian (Barbara) would love more than a greatsword is two greatswords, and the only thing she’d rather do than attack twice on her turn … is attack three times on her turn.
If your barbarian sees an opportunity to grab one of these, don't let it dance away from them.
7. Javelin of lightning
Weapon (javelin), uncommon
Barbarians don’t generally focus on ranged attacks, since their rage only provides a damage bonus to melee weapon attacks. However, sometimes monsters simply do not provide you with much choice. Keep a couple javelins of lightning on you for a strong ranged option when circumstances demand.
If you're nervous about the javelin missing and not dealing damage on your turn, use the javelin’s lightning bolt ability. With it, you are guaranteed to deal damage—half of 4d6 on a successful save—even if the nearest enemy is 120 feet away.
8. Periapt of wound closure
Wondrous Item, uncommon (requires attunement)
You may have the most hit points in your party, but one day you’re going to fall in battle. However, being knocked unconscious doesn't have to lead to death, not with the periapt of wound closure. If you are dying at the start of your turn, this pendant will immediately stabilize you. No death saving throws, just a patient wait for someone to throw some healing your way, or perhaps a little nap.
Potentially even more useful for the barbarian, however, is the periapt’s second ability: Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. As the class with the largest Hit Dice in the game, spoil your barbarian with “critical short rests” and let them heal for double.
9. Ring of evasion
Ring, rare (requires attunement)
The ring of evasion provides its bearer with the ability to declare a success on an otherwise failed Dexterity saving throw. I highly recommend parties give this item to their barbarian if they come across one, because the ring of evasion compensates for a defensive gap that probably comes up for your barbarian quite frequently. This single item could allow you to avoid damage from the trap when you’re leading the party through a dungeon, your sorcerer’s friendly fireball when you’re in the middle of a horde, and an enemy's disintegrate—all in one day.
10. Ring of free action
Ring, rare (requires attunement)
What’s the worst thing that happens to your barbarian? Oh, being charmed or dominated. Yeah, that makes sense. Well, is the second worst thing being paralyzed or restrained? Then I have the item for you!
While wearing the ring of free action, difficult terrain doesn’t cost you extra movement and magic can neither paralyze nor restrain you, nor can it lower your speed. If the lich paralyzed half the party on your first meeting, perhaps you can come to the next encounter better prepared.
Creating a barbarian
Grab a greataxe and let’s roll some dice! Jump into D&D Beyond’s character builder, throw on the "Create Amazing Characters in Minutes" video (found below), and pick a dump stat, because it’s time to build a barbarian.
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerun, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
Cool article!
1st!
Great info!
Bedang it! 2nd
The hammer of thunderbolts is one of the best barbarian items.
Nice article
But it does let you be not disintegrated.
Yeah. Ring of Evasion, somewhat confusingly, does not give you the Evasion feature (where you take half damage on a failure and no damage on a success), but rather lets you expend a charge to automatically succeed on a Dex save. Despite the confusion, I understand the naming decision; for some reason, "Ring of Evasion" rolls off the tongue much more easily than "Ring of Legendary Resistances But Like Only With Saving Throws That Are Specifically of the Dexterity-based Variety", lol.
"If you’re nervous about the javelin missing and potentially losing your rage, use the javelin’s lightning bolt ability. With it, you are guaranteed to deal damage—half of 4d6 on a successful save—even if the nearest enemy is 120 feet away."
Fyi, Rage doesn't end of you miss an attack:
"Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action."
Strength all the way up to 29? Wow! I want one of these. Although I don't think my DM would let it give me more than a 19 item
Amulet of the drunkard + tankard of plenty = #winning
Glad to see 201s being published. Keep em coming!
Nice article, but I don't get the line:
Rage doesn't end if you attack and miss, or did I interpret that part wrong?
You have to attack creatures (or suffer damage) to maintain rage, but the text does not state "deal damage to creatures to maintain rage".
I'm assuming the intent is that if you miss with the Javelin of Lightning then you may potentially lose your rage - if you don't hit another attack, or get hit before your next turn.
How would you potentially lose concentration when using a Javelin of Lightning?
"When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage."
Pls do a Paladin one I need to know
You don't lose your rage from simply missing a creature on your turn. The ways a rage can end prematurely is if you don't actually attack a creature for one turn, not if you attack a creature and miss. Even if you don't attack a creature, if an enemy harms you, your retain the benefits of your rage.
Don´t forget to also raise your Wisdom to 20, because you would need it for casting spells or either noticing the incomming danger on your surroundings. Dexterity is also well apreciated to keep a boost on your Unarmored AC.
Inteligence is not so worthed on a Barbarian, because the rest of your party have to do the logical job for you, BIG BOY.
Really good article! I wish I could save those for later reference somewhere in my account here on DDB, do you guys know if that's possible and I'm missing something? :D
Finally
Thanks for the polite corrections on the javelin and rage! We've updated the language.