You'll want to be more specific according to Level, Subclass, Party Role, Party Composition, Item Rarity, DM Proclivities, Campaign style, Player intentions, etc...
"Best" is relative. What do you specifically want to achieve?
My personal favorite items are those which reinforce class specific features, such as the Blood Well Vial and various Planar Shards for the Sorcerer, but they aren't necessarily the "best" item. Some items, like the Bag of Holding, are good for everyone, and every party should have at least one.
I think the flame tongue is the best magic item for fighters in most campaigns, meaning from 1~11, and especially when the DM re-assigns the damage type from fire to something less resisted.
Lacking any +to hit bonus unlike the +1/2/3, it's high damage is balanced out to a point by it's lower to-hit compared to other weapons. Fighters generally lack options to augment their damage, and this helps in that. Also, it makes sword-n-board fighters, or any fighter that didn't take GWM/Polearm master, feel competitive in damage.
I agree with Memnosyne. There is no "best" item for each class. There are too many other factors. That said there are a couple of things I have found helpful for deciding which items to put into a campaign and when are as follows:
1) You can ask you players for a wish list. I usually like to do this when they are at least 4th - 6th level since by then they will have chosen Subclasses, and have a pretty good idea of what they would like to achieve with their characters.
2) Consider what sort of things they are most likely to need. After all, you are the one who controls what challenges they will face. Plan ahead, but don't put too much emphasis on a single item or piece of lore. There is always the possibility that they won't find it, will dispose of (sell/ give away /destroy) it, or that they will simply leave it behind. So, include things they will find useful, but never make your plot (or their survival) depend on a single object.
3) When adding a new character to an ongoing campaign, I like to give them one or more common or uncommon items that fit their specific build, or background. For example, few people would consider Heward’s Handy Spice Pouch or a homebrew cornucopia based on a Bag of Bounty as loot for a paladin, but in my campaign the paladin has the surname of Chefson and when given downtime in a town or city will inevitably make his way to the kitchen of the inn and want to help cook.
Overall, I prefer for rare or legendary items to be just that, and to involve specific story arcs. So while the Paladin may want a Holy Avenger (and would almost certainly find it useful), my players know that finding one will involve on-going story and is by no means guaranteed, where as an Amulet of the Devout or a Guardian Symbol are much more likely to be found or given as a reward by their order.
A ring that gives +20 to AC, Saving throws, attack rolls and ability checks as well as giving you 1000 HP and immunity to all kinds of damage and the ability to cast Wish an unlimited number of times. You'll need to homebrew it of course. If you don't want to do that, you need to be more specific in your question. :) There are also some videos on the youtubes that might be of interest.
3) When adding a new character to an ongoing campaign, I like to give them one or more common or uncommon items that fit their specific build, or background. For example, few people would consider Heward’s Handy Spice Pouch or a homebrew cornucopia based on a Bag of Bounty as loot for a paladin, but in my campaign the paladin has the surname of Chefson and when given downtime in a town or city will inevitably make his way to the kitchen of the inn and want to help cook.
What are the best magical items for each class?
A New DM up against the World
You'll want to be more specific according to Level, Subclass, Party Role, Party Composition, Item Rarity, DM Proclivities, Campaign style, Player intentions, etc...
"Best" is relative. What do you specifically want to achieve?
My personal favorite items are those which reinforce class specific features, such as the Blood Well Vial and various Planar Shards for the Sorcerer, but they aren't necessarily the "best" item. Some items, like the Bag of Holding, are good for everyone, and every party should have at least one.
I think the flame tongue is the best magic item for fighters in most campaigns, meaning from 1~11, and especially when the DM re-assigns the damage type from fire to something less resisted.
Lacking any +to hit bonus unlike the +1/2/3, it's high damage is balanced out to a point by it's lower to-hit compared to other weapons. Fighters generally lack options to augment their damage, and this helps in that. Also, it makes sword-n-board fighters, or any fighter that didn't take GWM/Polearm master, feel competitive in damage.
I agree with Memnosyne. There is no "best" item for each class. There are too many other factors. That said there are a couple of things I have found helpful for deciding which items to put into a campaign and when are as follows:
1) You can ask you players for a wish list. I usually like to do this when they are at least 4th - 6th level since by then they will have chosen Subclasses, and have a pretty good idea of what they would like to achieve with their characters.
2) Consider what sort of things they are most likely to need. After all, you are the one who controls what challenges they will face. Plan ahead, but don't put too much emphasis on a single item or piece of lore. There is always the possibility that they won't find it, will dispose of (sell/ give away /destroy) it, or that they will simply leave it behind. So, include things they will find useful, but never make your plot (or their survival) depend on a single object.
3) When adding a new character to an ongoing campaign, I like to give them one or more common or uncommon items that fit their specific build, or background. For example, few people would consider Heward’s Handy Spice Pouch or a homebrew cornucopia based on a Bag of Bounty as loot for a paladin, but in my campaign the paladin has the surname of Chefson and when given downtime in a town or city will inevitably make his way to the kitchen of the inn and want to help cook.
Overall, I prefer for rare or legendary items to be just that, and to involve specific story arcs. So while the Paladin may want a Holy Avenger (and would almost certainly find it useful), my players know that finding one will involve on-going story and is by no means guaranteed, where as an Amulet of the Devout or a Guardian Symbol are much more likely to be found or given as a reward by their order.
I hope these suggestions are helpful.
A ring that gives +20 to AC, Saving throws, attack rolls and ability checks as well as giving you 1000 HP and immunity to all kinds of damage and the ability to cast Wish an unlimited number of times. You'll need to homebrew it of course. If you don't want to do that, you need to be more specific in your question. :) There are also some videos on the youtubes that might be of interest.
His dad's name was "Chef"? :O
For the mostly magic users (Wizard, etc.) I really like the things that increase your spell DC. Arcane Grimoire , Amulet of Devout, etc.
The holy avenger is custom-made for a paladin, and a staff of the magi and robe of the archmagi for a wizard. But it's not as cut-and-dry for others in 5e. Fighters and barbarians get a ton of mileage out of a belt of giant strength. A cloak of invisibility is invaluable for rogues, rangers, etc. It basically guarantees free sneak attacks for a well-prepared rogue. Gloves of soul catching (new in Candlekeep) make monks functionally immortal. Instruments of the bards are custom-tailored for bards, and are very versatile.
For a bard, I would totally say any instrument of the bards would be nice. The Ollamh Harp seems to be the best Bardic instrument though
Any class would really benefit from the amulet of health if they have low con.
<(*_*)> Giffard