Whether you're looting a dragon's hoard or perusing a merchant's rarities, deciding on which magic items are the best for your druid can be a tough call. While some magic items will complement your unique build, others could have effects that are best left forgotten.
Below is our selection of the best magic items for druids (listed in alphabetical order). Keep in mind that if there's a particular magic item that you like but don't own the book for, you can purchase just that magic item in the marketplace.
- Amulet of health
- Animated shield
- Cloak of protection, ring of protection
- Dragon scale mail
- Insignia of claws
- Moon sickle
- Rod of absorption
- Sentinel shield
- Staff of the woodlands
- Staff of healing
Rules: Magic items and Wild Shape
Magic items don't always interact nicely with the druid's Wild Shape. Here are a couple rules to keep in mind:
- Druids cannot cast spells while in their beast form, even spells that are granted by magic items. This includes both spells that can be cast for free and spells that use charges from an item.
- When entering Wild Shape, you decide whether worn equipment falls to the ground, merges with your new form, or is worn by it. If you choose to wear the equipment, and therefore reap its benefits, it cannot change size or shape to accommodate your new form. Your Dungeon Master might rule that certain equipment cannot be worn by your new form. For example, a wolf might be able to wear magical earrings, but not a giant poisonous snake.
Adding to this second point is this tidbit from the Dungeon Master's Guide: “In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
Top 10 magic items for druids
1. Amulet of health
Rare, require attunement
The amulet of health is an all-around powerful magic item. It increases your Constitution score to 19, boosting your hit point total and Constitution saving throws. As spellcasters who do not get proficiency in Constitution saving throws, the amulet helps druids maintain concentration on their spells. But this magic item really shines if your Dungeon Master allows you to wear the amulet while in beast form.
Many of the beasts that druids can transform into have low or middling Constitution scores, so an amulet of health patches that nicely. Increasing the amount of hit points you get in your Wild Shape forms also helps you get more mileage out of them. Circle of the Moon druids who want to maintain their concentration on call lightning or other spells while exchanging blows with enemies in melee range will appreciate having a +4 bonus to Constitution saving throws.
2. Animated shield
Very rare, requires attunement
As a very rare magic item, you might have some trouble snagging an animated shield at lower levels. But they're worth the wait.
Unlike a regular shield, an animated shield hovers around you, providing the standard +2 AC while leaving both of your hands free. Although this item doesn’t provide a ton of value for druids outside of Wild Shape — since they can already wield shields — it benefits Wild Shape forms with low AC.
You won’t need to drop, merge with, or wear your shield when you Wild Shape. Simply use your bonus action to animate your shield, use your action to Wild Shape into your beast of choice, and you’re off to the races.
3. Cloak of protection, ring of protection*
Uncommon (cloak), rare (ring), each require attunement
Druids have a notoriously difficult time increasing their AC, in part because they typically don't wear armor made of metal. A quick fix to this problem is to equip a cloak of protection and/or ring of protection. Each increase your AC and saving throws by 1.
Of the two, the ring of protection might be more useful. You can realistically only wear one cloak, but a ring occupies a single finger, leaving you plenty of space for other magic rings or items you find in your journeys (assuming you have attunement slots).
*OK, so we cheated. These are two separate items, but they do the same thing!
4. Dragon scale mail
Very rare, requires attunement
Dragon scale mail is a classic late game armor for druids. As the name implies, this very rare armor is made from dragon scales. Unlike normal scale mail, dragon scale mail is not constructed from metal. This makes it one of the few high AC pieces of armor available to druids outside of legendary items.
On top of granting you AC equal to 14 + your Dex modifier (max 2), dragon scale mail offers an additional +1 bonus to AC. You also gain resistance to a damage type and other benefits that make locating and fighting dragons much less daunting.
5. Insignia of claws
Appearing in Hoard of the Dragon Queen, insignia of claws buffs druids who fight while in Wild Shape. It grants a +1 bonus to attack rolls and damage rolls with natural weapons. The attacks are also considered to be magical, something Circle of the Moon druids get at 6th level. (Magical attacks bypass monster resistance and immunity to nonmagical attacks.) That said, this magic item is a handy pickup at lower levels and for druids who otherwise can't get magical attacks while in beast form. It shouldn’t be difficult to take along in your Wild Shape forms either. Simply attach it to something you can wear in your new form.
This magic item's value for non-Circle of the Moon druids will fall over time. The typical CR limitations on Wild Shape mean that as you level up and face stronger monsters, your beast forms won't survive nearly as long in combat. But for druids who plan to often use Wild Shape in combat, any bonus to attacks will be a welcome one.
6. Moon sickle
Uncommon (+1), rare (+2), very rare (+3), requires attunement
The moon sickle is a unique weapon offered in Tasha's Cauldron of Everything. It grants a bonus to attack rolls, damage rolls, and the saving throw DCs of your druid and ranger spells. The bonus is dependent on the rarity of the magic item.
The moon sickle is great at any level. In addition to the above bonuses, the moon sickle can also be used as a spellcasting focus, so you can dump that sprig of mistletoe for something far cooler. The magic item also gives druids a d4 boost to any healing spell they cast. Druids have access to plenty of healing spells, but Circle of Dreams and Circle of the Shepherd druids will get the most mileage from this last feature.
7. Rod of absorption
Very rare, requires attunement
The rod of absorption is deserving of its rarity. While holding it, you can spend a reaction to absorb the magical energy of a spell that is targeting only you. In doing so, you simultaneously improve the staying power of your druid and set up the magic item's second ability.
You can convert the magical energy stored in a rod of absorption into spell slots to cast your own prepared spells. Druids are often hampered by the number of spell slots they have available. Unlike wizards or warlocks, they can't recharge any spell slots on a short rest. This magic item helps patch that issue.
8. Sentinel shield
Uncommon
Found in the Dungeon Master's Guide, a sentinel shield is a simple but elegant way for druids to ensure that they will never be caught unawares (or go last in initiative). In addition to the normal benefit of a shield, this magic item grants advantage on initiative rolls and Wisdom (Perception) checks.
With your already high Wisdom score, the sentinel shield will all but guarantee that enemies won't get the jump on you. And when combat starts, you'll be more likely to act first. Spike growth, anyone?
9. Staff of the woodlands
Rare, requires attunement
This is the quintessential magic item for druids. It's chockful of features, so don’t expect your Dungeon Master to give it to you early in a campaign.
To start, you get a +2 bonus to attack and damage rolls made with the weapon. You also get a +2 bonus on any spell attack roll you make. The staff of the woodlands also comes with charges, which you can spend to cast a small selection of staple druid spells, including favorites like speak with plants and awaken. You also get unlimited castings of pass without trace.
Finally, as an action, you can turn the staff into a tree. Use it to create cover for yourself in combat or climb its branches for a safe place to take a long rest.
10. Staff of healing
Rare, requires attunement
When most people think of making a character that specializes in healing, they think of the Life Domain cleric. But the druid also has access to a suite of healing spells, and subclasses like the Circle of Dreams and Circle of the Shepherd can make you even better at restoring hit points and protecting allies. But a staff of healing can really push you over the top in terms of potency.
The staff comes with 10 charges and allows you to cast cure wounds, lesser restoration, and even mass cure wounds. While these are all spells a druid can prepare, the staff of healing makes it so that you won’t need to worry about preparing or using valuable spell slots on healing spells.
Let's build a druid
When you're ready to make your druid and equip them to the teeth with potent magic items, you can pop into D&D Beyond's free character builder tool to get started. As a reminder, if there's a particular magic item you want access to, such as the insignia of claws from Hoard of the Dragon Queen, you can purchase just that item from the marketplace instead of the whole book.
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
Great Article. Will this be a one-off thing or will there be one of these for every class?
First!Second
cool article. Really like the focus on druid magic item use. Looking forward to the rest of the series
As a DM, I really don’t like the lack of a “Remember, DMs give out the items, so while you’re welcome to ask for them, please don’t expect them to give you exactly what you want”
What, you don't like being shouted at about how you're railroading the party? /s
Solid article that gets the brain thinking about item choice. However, druids can recover spell slots during a short rest. You just have to pick arguably the most mundane, vanilla Druid in order to do so. Circle of the Land.
Has anyone tried making the Amulet of Health that when attuned grants +1 to the wearer's Constitution score with an additional +1 every 5 levels until they reach 20th when it reaches +5?
I can't help wondering how to make this worth keeping, but not grant the wearer everything it does at once.
So they pick it up say at low level (say 3rd) and discovering how it works gives them a reason to want to keep it.
Has anyone tried that and if so how did it turn out?
Great article! I really hope there are more articles like this for the other classes.
You forgot Barrier Tattoo and Eldritch Claw Tattoo.
This is awesome, something like this for monk would be even better though as they're the hardest to give magic items
Will there be a 201 for every class or just the druid?
The answer is simple, don't give this to the party at low levels. It's a *super* useful magic item as is, and messing with it would be pointless. Just make a new item if you want to give folks bonuses like ASIs.
YAY another Mike Bernier article! This is really good for newer DMs who are unsure what the best magic items to give their players are. I hope there are more "Best Magic Items for Class X" articles in the future. Great job!
Thanks, I'll probably use this if I make the druid I'm planing to make with Fizban's.
Staff of the Woodlands will definitely be one.
It occurs to me that magic tattoos would be extremely useful for druids that use wildshape frequently.
My DM gave me a Staff of Swarming Insects for my gnome druid...and I have had a lot of fun with it! I think this should be on the list too.
Came here to write this. Eldritch claw tattoo is most likely better then the insignia of claws (I don’t own it), because it’s harder to argue against keeping a tattoo than a little thing that you would probably use as a pin or something in wild shape, plus more people have access to Tasha’s than hoard of the dragon queen (which is often considered a bad adventure anyway).
Eldritch claw tattoo. Staff of striking (powerful, but a great monk weapon). Staff of thunder and lightning isn’t bad, but not the best. Bracers of defense (ring/cloak of protection isn’t as good because monks already get good saves).
I always struggle with choosing magic items for druids, so this should be a good help.
Using standard array or point-buy the HIGHEST a CON score could be @ 1st level is 17 and then you would need to wait until 4th level to bump it to 19. this Amulet gets you there instantly.
Having an item that simply grants a +1 to an ability score that also scales as you level is normally not done, however, It sounds cool and I'm sure many players would want one for every stat. I suggest building it in home-brew and see how it works.
It would be in the upper levels of rarity (ie Very rare or above) as this would possibly boost your score beyond 20 (see items like belt of giant strength that do this, but are still only static "set score to X" not gradual "+X" increases).
Would love a 201 on a few more classes. I'm using the bookmark feature on the app to keep this list available at all times