Are you a holy warrior? A pacifist healer? Maybe just someone trying to do the right thing? The cleric is arguably fifth edition’s most flexible class, with 14 subclasses supporting a wide spectrum of playstyles. Whether you want to support your allies, smash your enemies, or incapacitate your foes, there’s a domain for that.
Here are some of our favorite magic items for the cleric class. You may spot some familiar entries from the paladin's list. This is due to some overlap between the classes’ strengths and features. If you’d like to add an item to your character sheet, you can grab it from the D&D Beyond marketplace or have it shared with you by a party member with a Master-tier subscription.
- Amulet of the devout
- Duskcrusher
- Devotee’s censer
- Lifewell tattoo
- Lightbringer
- Necklace of prayer beads
- Rod of resurrection
- Rod of rulership
- Scarab of protection
- Staff of healing
Dungeon Masters’ Discretion
Campaigns can be set in low or high magic environments, with varying rules regarding starting equipment and item availability. If any of these items intrigue you, remember to speak to your DM about your interest and keep in mind that your preferred item may simply be inaccessible.
Top 10 Magic Items for Clerics
1. Amulet of the Devout
Wondrous item, varies (requires attunement by a cleric or paladin)
What’s a cleric without their devotion to a cause or deity? With the amulet of the devout, your spell attack bonus and spell save DC are increased according to the item’s rarity. You also functionally receive one extra use per day of your key class feature, Channel Divinity.
The utility of an extra Channel Divinity is difficult to overstate. An extra Path to the Grave (Grave Domain) or Destructive Wrath (Tempest Domain) during a boss encounter would make a big impact on your party’s damage output, and none of your friends will complain about an extra Preserve Life (Life Domain) either.
2. Duskcrusher
Weapon (warhammer), very rare (requires attunement)
For those that have a proficiency with martial weapons, access to Dwarven Combat Training, or are willing to pick up the Weapon Master feat, this warhammer is a melee cleric's dream. An Exandrian cousin to the sun blade, the Duskcrusher bears the symbol of Pelor, the Dawn Father. As with the sun blade, you can use a bonus action to cause the weapon’s radiance to ignite, emitting light in a 30-foot radius. Your cleric should find the warhammer easy to wield, as it grants a +2 bonus to attack and damage rolls made with the magic weapon. Undead in particular should beware, as they will take an extra 1d8 radiant damage from this weapon on a hit.
3. Devotee’s Censer
Weapon (flail), rare (requires attunement by a cleric or paladin)
Another pick for martial clerics looking to smite the unholy. With the devotee’s censer in hand, you’ll deal an extra 1d8 radiant damage on each of your attacks, no matter the target. This distinguishes the flail from several other magic items (like the sun blade and duskcrusher mentioned above) that only deal extra radiant damage to undead.
In addition, once per day, the censer’s fumes can do more than liven up that musty mausoleum. You can speak a command word as a bonus action, causing incense to waft through the censer’s symbols and spread into the surrounding 10 foot area for one minute. During this time, you and each creature within 10 feet of you will regain 1d4 hit points at the start of each of your turns.
4. Lifewell Tattoo
Wondrous item (tattoo), very rare (requires attunement)
You probably weren’t too far along in your adventuring career when you faced your first evil specter or necromancer. They make a good case for resistance against necrotic damage, don’t they? With the lifewell tattoo, you’ll get that and quite a bit more. Once per day, when you are reduced to 0 hit points, you drop to one hit point instead. This ability functions similarly to the orc and half-orc’s Relentless Endurance feature or the death ward spell, and it recharges daily at dawn.
If this item isn’t accessible to you, but you’d like the necrotic resistance, you may be able to find a suit of armor, ring of resistance, or a simpler tattoo instead.
5. Lightbringer
Weapon (mace), uncommon
Perhaps best suited for a cleric earlier on in their adventuring career, the lightbringer boasts a +1 bonus to attack and damage rolls and deals an additional 1d6 radiant damage to undead targets. It can also glow as bright as a torch while you wield it, guiding you through the deepest dungeons.
6. Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
A necklace of prayer beads can bear up to six beads, each of which correspond to one of seven spells from the cleric, druid, and paladin spell lists. While this necklace can represent your cleric’s only opportunity to access spells like branding smite or wind walk, a necklace full of 1st-level cleric spells could still prove tremendously valuable.
When using one of the necklace’s beads, you cast its corresponding spell as a bonus action, allowing you to make use of a cleric staple like bless or cure wounds and cast a damage-dealing cantrip like sacred flame on the same turn.
7. Rod of Resurrection
Rod, legendary (requires attunement by a cleric, druid, or paladin)
During your cleric's journeys, you may find plenty of items and armors that catch your eye. But of all the staffs, wands, and rods revered by arcane casters, one in particular stands out for your holy warrior: the rod of resurrection. In a pinch, this item can cast its titular spell, resurrection, triggering a 5% chance that the rod disappears in a burst of radiance. However, the rod also contains one of the most powerful healing spells in the game, the aptly-named heal, which can be cast using merely one of the rod’s five charges.
As powerful as it is simple, any cleric looking to keep their party alive need look no further than the rod of resurrection.
8. Rod of Rulership
Rod, rare (requires attunement)
“Everybody calm down. Please proceed to a safe area while my adventuring party fights this horde of zombies. Barricade the doors, don’t panic, and look after each other.”
If your cleric wants to reduce death and save lives, the rod of rulership will allow them to organize innocent citizens, convince guards to protect allies, or instruct enemy minions to promptly find someplace else to be. Once per day, you can activate the rod to charm each creature of your choice within 120 feet of you unless they succeed on a DC 15 Wisdom saving throw.
You already have access to healing magic and buffs from the cleric spell list, but there are many other ways to help people. This magic item can help fill a gap in the cleric’s normal skill set.
9. Scarab of Protection
Wondrous item, legendary (requires attunement)
The scarab of protection is the pinnacle of defense against necromancy. Sure, this legendary item grants you advantage on saving throws against spells, but there are a handful of other items that provide similar bonuses, so what sets the scarab of protection apart? Its 12 charges, each of which essentially functions as a limited form of legendary resistance.
If you fail a saving throw against a necromancy spell or harmful effect originating from an undead creature, you can use your reaction to expend 1 of the scarab’s charges and turn your failed save into a successful one. This protection would extend to a lich’s Paralyzing Touch, a bodak’s Death Gaze, a banshee’s Wail, or any other of the particularly nasty abilities undead can use to debilitate you.
Spend wisely, however. When its last charge is expended, the scarab crumbles into powder and is destroyed.
10. Staff of Healing
Staff, rare (requires attunement by a bard, cleric, or druid)
I recommended this staff to bards in their magic item roundup, but clerics could obviously benefit from a staff of healing as well. If you find yourself spending most of your spell slots keeping your party alive—or if you simply prefer to save your higher level slots for resurrection magic—you’ll appreciate this staff’s access to cure wounds, lesser restoration, and mass cure wounds.
Alternately, if you prefer to sling offensive spells like guiding bolt or inflict wounds but feel compelled to keep some healing abilities on hand, lean on the staff of healing and use your spell slots on what you find most fun.
Building a Cleric
Grab a mace, douse it in some holy water, and say a prayer—it’s time to turn undead. Head on over to D&D Beyond’s character builder, open up the Player’s Handbook section on Gods of the Multiverse, and get started!
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.
awesome article. my favorite was Devotee’s Censer. also first
My cleric got a Staff of Healing recently and it's been a literal lifesaver. It freed up those spell slots for other good stuff.
Usualy i like these articles about the best magic items but this one is not that interestig.
Its just more healing and more anti-undead stuff. I would have linet a few itent that are more out of the box rather than more of the same.
Not all camapigns have loads of undead but clerics are still a cool class
Great Article! Can I suggest you do wizard, next?
Sun crusher is a martial weapon and most clerics are stuck with simple weapons so you would not have the proficiency to use this weapon that would basically negate the bonus to hit.
These would make good items for a cleric thematically but mechanically the cleric is the person in the party that is going to benefit least from a weapon that only does additional damage to undead. This is because they already have a bunch of class features and spells that get special bonuses vs the undead. So the 1 time they have an opportunity to use this weapon is also the 1 time they get an opportunity to make use of their class features. Now you have 2 sets of resources competing for your limited actions.
Likewise with the necklace of prayer beads, something that lets me do stuff I can already do. I'd rather find gear that expands my options than doubles down on them personally. Granted there will be times when your resources are spread very thin, but there are far more times when you could've used some unique features not normally available to a cleric to solve a problem.
From this list the Amulet of the Devout is the most pragmatic choice but the Lifewell Tattoo is the most inspired choice. If your cleric is the healer and gets everyone up when they've fallen, who is going to get the cleric up when they've fallen? The Lifewell Tattoo is a great solution to this problem. Rather than relying on the paladin or bard to step out of their primary function to backup heal for me, with this tattoo I can be more self sufficient and let them keep doing what they do best.
Personally I'm a big fan of the guardian emblem: a holy symbol that lets any cleric use the grave domains crit cancelling ability up to 3 times a day. Of course, the One D&D rules on crits aren't exactly compatible with it as is, but I'm sure there will be updates to it and adamantine armor.
one small issue: duskcrusher does emit sunlight. like the sun blade, it "emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight." so, it could be used against sunlight-sensitive creatures.
Very nice article! I can see where some of my friends are coming from, comparing the items mechanically, but I think personally this is one of my favorite “best magic items” articles so far. Thanks for what you do Damen!
@Micaelob Exactly what i was thinking
Heres what you dms should know about the rod of resurrection; you get waaay more room for planning encounters. You can use more powerful monsters and not worry as much about tpking the party. They can resurrect sure, but that only works so many times, so the party may be more apt to use the heal spell. And once its gone, the party will be way on their toes.
Well done sir!
I've put the Devotee's Censer on my wishlist for my cleric. Not many magic flails so this was nice to see.
Also, I think that the Rod of Rulership could be useful, particularly for a Trickery Cleric. If they are able to summon a double of themselves and charm those around them at the same time, IMAGINE the type of chaos that could be made.
The staff of healing looks awesome, I agree! But I'm hoping to find a Rod of Resurrection in my game. It's a super powerful item.
Minor correction: the Rod of Rulership requires a Wisdom save, not Charisma.
I'm particularly fond of the mace of disruption.
The Duskcrusher and Devotee's Censer are martial weapons, as mentioned by @Ralos. One way around this is to make sure your clerics take Weapon Master at Level 4 or 8 to pick up the necessary proficiencies. As long as players plan for this, it could be a very nice story element and make the item even more special/valuable to them because they had to train to be able to use it.
Made the adjustments noting the martial requirements for the Duskcrusher and devotee’s censer and the save for the rod of rulership!
A great start. Only thing missing was a armor and shield choice