Is your sorcerer a master of battlefield control, incapacitating enemies here and creating difficult terrain there? Perhaps you've opted for a more explosive build, incinerating hordes of zombies from afar? Whatever role your sorcerer plays in the party, there's a magic item out there to complement them.
Below, you'll find 10 of the best magic items for sorcerers. Remember that any items you don’t currently own can be bought in the D&D Beyond marketplace or shared by a friend with a Master-tier subscription.
- Bloodwell vial
- Eldritch staff
- Elven chain
- Ioun stone of leadership
- Ring of spell storing
- Rod of retribution
- Sorcery shards
- Spell scrolls
- Wand of magic missiles
- Wand of paralysis
Your Dungeon Master has the final say on magic items
If there's a particular magic item or type of magic item that you’re interested in, talk to your Dungeon Master about it. They might be willing to include it in your campaign. However, be aware that it's within their right not to grant your request.
Top 10 magic items for sorcerers
1. Bloodwell vial
Wondrous Item, varies (requires attunement by a sorcerer)
The bloodwell vial is one of two items on this list that are unique to sorcerers, only capable of attuning to those who live and breathe their magic. This vial, brimming with the blood of its bearer, increases a sorcerer’s spell save DC and is the only magic item that can be used to directly regain sorcery points.
As a Dungeon Master, I enjoy the story potential a bloodwell vial offers. My players' characters might not find this item in a shop, but a hag could offer one in exchange for your sorcerer’s next seven Wild Magic Surges. What could go wrong?
If bloodwell vials aren't available in your campaign but you want those extra sorcery points per day, look to the pearl of power. It allows you to regain a 3rd level spell slot per day, which a sorcerer can convert into three sorcery points.
2. Eldritch staff
Staff, very rare (requires attunement)
As a sorcerer, you can move mountains, paralyze demons, and charm a pack of wolves, but you might struggle to stay alive. You’re not known for your high hit points, and you probably don’t want to spend all of your spell slots on defensive magic like shield or absorb elements.
Enter the eldritch staff. Though it boasts melee bonuses that other casters might be more inclined to take advantage of, sorcerers will want to focus on its Eldritch Escape ability: As a reaction when taking damage, you turn invisible until the start of your next turn and teleport up to 60 feet away. This ability costs three of the staff’s 10 charges, so you could use Eldritch Escape up to three times per day.
3. Elven chain
Armor (chain shirt), rare
Here's another option that's designed to keep your sorcerer alive. Like the wizard, you're not proficient in any armor, including shields. While most wizards address this vulnerability with mage armor, the sorcerer—who learns the fewest spells and cannot regain spell slots on a short rest—might want to reach for elven chain.
Elven chain is a +1 chain shirt enchanted with magic that allows anybody to wear it with proficiency. Under most circumstances, elven chain will meet or beat your AC with mage armor, all without spending a spell slot or occupying one of your Known Spells.
4. Ioun stone of leadership
Wondrous Item, very rare (requires attunement)
If you’re eyeing a feat but feel compelled to increase your Charisma score with your next Ability Score Improvement (ASI), consider indulging in the feat and using an ioun stone of leadership to pick up the slack. Though any character can benefit from an ioun stone's power to increase their main ability score, several spellcasting feats complement Metamagic in a way other casters can’t appreciate.
For example, imagine casting a Heightened hold person as an opportunity attack using War Caster so the enemy can no longer flee. Or targeting an enemy 480 feet away with a Distant chaos bolt augmented by Spell Sniper. Or just Twinning the 1st-level spell you get from Magic Initiate, effectively getting two castings out of a once per day spell.
Sorcerers have a lot of value to gain from spellcasting feats. An ioun stone can help fill lingering gaps when you choose a feat over an ASI.
5. Ring of spell storing
Ring, rare (requires attunement)
The ring of spell storing is a wonderful magic item for any character, but it is especially useful for sorcerers. It can help them compensate for their greatest weakness—having few spells in their arsenal—while holding the door open for Metamagic, a sorcerer’s greatest strength.
If you have spellcasters from other classes in the party, they can imbue the ring with spells your sorcerer couldn’t otherwise access or with circumstantial spells like shield that you perhaps couldn’t make room to learn.
Enjoy the opportunity of showing off for your fellow party members by applying new tricks to their own spells. Demonstrate for the druid what a Careful faerie fire can do, or show the Death Domain cleric that twice the ray of enfeeblement equals twice the fun with Twinned Spell.
6. Rod of retribution
Rod, uncommon (requires attunement)
Make hurting you hurt. If your sorcerer is the type to bite back, the rod of retribution provides them with an ability they won’t find anywhere on their spell list. Whenever you take damage from a creature within 60 feet of you that you can see, you can use your reaction to deal damage to the creature. A simple but effective tool to add to your arsenal.
7. Sorcery shards
Wondrous Item, varies (requires attunement by a sorcerer)
Along with the bloodwell vial, Tasha’s Cauldron of Everything introduced a new type of magic item unique to sorcerers: shards imbued with the essences of various planes of existence. Each shard’s unique effect triggers by using Metamagic, ensuring plenty of activity regardless of the role your sorcerer plays in the party.
Aberrant Mind or Shadow Magic sorcerers might select a far realm shard, looking to frighten their foes, while a Storm Sorcery sorcerer might reach for an elemental essence shard of air for increased maneuverability. If you buff your friends, perhaps you’d be drawn to an outer essence shard (good or lawful) to dole out temporary hit points or end status conditions. If you prefer to debuff enemies, look to a shadowfell shard to impose disadvantage on an ability score’s checks and saving throws, or an outer essence shard (chaotic) to impose disadvantage on a future attack.
There's a lot to love about these shards. The hard part is choosing which kind best suits your playstyle!
8. Spell scrolls
Scroll, varies
Not the flashiest entry on the list, but one of the most useful for sorcerers.
When any caster attempts to use a spell scroll of a level higher than they have spell slots for, they have to make a spellcasting ability check. Sorcerers have an advantage here: If your Dungeon Master is allowing optional class features, you’ll have access to the Magical Guidance feature at 5th level, which allows you to spend a sorcery point to reroll a failed ability check.
You can also use scrolls to make up for your small number of known spells. If you have access to a merchant that sells scrolls, consider whether you need to have spells such as blink, blur, or mirror image handy. Perhaps you can get by with keeping one or two such scrolls on your person for tough fights, freeing up space to learn spells that increase in power as you level up.
Note that spellwrought tattoos are similar to spell scrolls and useful for largely the same reasons. Importantly, the tattoos can be used by anyone regardless of whether it's on their class’s spell list, but they don't exist for spells higher than 5th level.
9. Wand of magic missiles
Wand, uncommon
If you’re like me, you might occasionally build your sorcerer as a bit of an anti-wizard. Do you harbor ill will toward the “at least I had to work for my magic” crowd? Of course not! But will you Subtle counterspell your way to victory in any duel? Absolutely.
When you aren’t snuffing out an enemy’s spell, you might need to break their concentration. A wand of magic missiles is a great way to break an enemy's concentration. Each missile auto-hits and triggers its own Constitution saving throw made to maintain concentration on a spell. The next time a dusk hag casts hypnotic pattern on your party’s melee fighters, send a 5th-level magic missile her way to see if she can make seven DC 10 Constitution saving throws in a row.
The wand is even useful against opponents with the shield spell. If you don’t want an enemy using their reaction for an opportunity attack or counterspell, unleash the wand’s power to encourage them to cast shield instead.
10. Wand of paralysis
Wand, rare (requires attunement by a spellcaster)
Unlike the wand of binding, the wand of paralysis afflicts a target with the paralyzed condition without formally casting the spells hold person or hold monster. This allows you to paralyze an enemy without using your concentration.
This wand will be most beneficial to sorcerers with Quickened Spell, as they’ll be able to get the nastiest combos off before the enemy has an opportunity to throw off their paralysis. Remember that a paralyzed target auto-fails Strength and Dexterity saving throws, and attacks that hit a paralyzed creature are critical hits if the attacker is within 5 feet of the creature. Therefore, sorcerers with Quickened Spell can use this wand to paralyze a target with an action and hit them with any number of powerful guaranteed successes as a bonus action.
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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.
Great article, but I don’t think Twinned Spell applies to Heat Metal.
No I will not say first.
RAW you're right, Heat Metal targets items, not creatures
Unfortunately you can only turn a third level spell into three sorcery points. Still a very useful and flexible item though since you can do that or just keep the
fireball slot3rd level spell slot.I was just about to comment that mistake. Good eye.
Lots of errors in this one. You can't cast a spell from a wand and cast a non-cantrip quickened spell, additionally -- the "casting a spell as a bonus action" rules don't make an exception for spells cast from items (though personally I'd except potions when GMing).
Elven Chain gives you a +1 +DEX to AC. Mage Armour gives you a flat 13 + DEX AC. So let's say you have 14 DEX. With Elven Chain you have 13 AC with Mage Armour 15. It doesn't equal or surpass Mage Armour. Not with lower DEX or higher DEX scores. For those who use the encumbrance rules, it also adds 20 pounds. And let's face it, strength is a lot off the time your dump stat.
Third level spell = five sorcery point. You can double check .
Also not true; Elven Chain counts as a Chain Shirt, which is 13 + DEX, so in this case 14 + DEX (because it's a +1 Chain Shirt), so yeah, better than Mage Armor (unless you've got a +3 or more DEX modifier).
Very cool, thanks for this! I love playing Sorcerers and this opens up a lot of options for items I hadn't thought of.
You don't have to make that an exception; drinking a potion is not considered casting a spell, even if the potion's effects imitate a spell's effect.
No, creating a third level spell slot costs 5 sorcery points; but turning spell slots into sorcery points gives you 1 point per slot. The table at your link is about sorcery points to spell slots; followed by:
Kinda agreed, although at +3 DEX mod the AC is equal (14 + 2 vs 13 + 3), but Mage Armor still needs casting and only lasts for 8 hours, while the Elven Chain protects you 24/7 (cause which DM cares about "you cannot sleep in armour and still get the benefit of a long rest!!!")
I had never spotted that before and had always assumed it worked both ways as per the table, but you're right; so it does only give 3 sorcery point after all. That'll teach me for not reading it properly.
Sorry MrMel!
Oops seems you are right, never used it on dndb will have a conversation with an old dm who blocked me at +1 in the past. Whips and burning coal will be used! Thanks!
So . . . two things we get out of this article:
1) GMs need to think deeper about the magic items they give to their sorcerers; and,
2) DnDB needs a solid content copy editor for their site and, especially, articles. (Runs off to look at Indeed listings!)
Sorcerers can't cast heat metal either way. They can only get through multiclassing or a magic item, therefore making it uneligible for Metamagic. Metamagic only works on sorcerer spells. Actually wait, you can technically get heat metal through Clockwork Soul's Clockwork Magic.
A Sorcerer can use metamagic on any spell that qualifies for the metamagic, regardless of the type of spell. So a sorcerer/cleric can twin their cleric Guiding Bolt, even if their sorcerer list doesn't include the Guiding Bolt spell; likewise, if they have a magic item that lets them cast a spell that's not normally on their sorcerer list, they can apply metamagic to that spell, too.
Metamagic is not restricted to sorcerer spells specifically - and nothing in the multiclassed spellcasting rules suggests that Metamagic doesn't work for multiclassed characters' non-sorcerer spells.
So this raises a question that has come up at my table, and we don't have a great answer for... Shield is cast as a reaction to being hit. How do you cast Shield into a spell storing ring? Do you have to be hit, and touching the ring when you cast it? Additionally, it's usually an action to activate a magic item. How do you cast Shield back out of the ring? Is it as you're being hit, which would be a reaction, or do you cast it as an action at the beginning of your turn, which seems to be against the text of the actual spell?
Using the Wand of Paralysis isn't casting a spell. Therefore, you can use it with your action and cast a Quickened spell with your bonus action. And as has been said, potions definitely don't count as casting spells.
18thYou cast the spell into the ring. The specific type of action doesn't particularly matter. Unless you're talking about casting shield into the ring during combat (why you would do that, I don't know). The specific wording says "the spell has no effect other than to be cast into the ring" therefore you don't have to take damage to cast shield into it, because then it wouldn't function as shield. Make sense?
To your second question, it would be cast as a reaction as the spell states. Activating a magic item and casting a spell through a ring of spell storing are technically two different things. I don't see any reason why it would change the nature of the shield
Yup. If the wand's wording doesn't say something like, "let's you cast . . ." or "as if casting . . ." or some such, then the sorcerer can definitely quicken a level-spell.
It's all about the wording of the magic item, be it wand or staff or box o' crisps.
Apart from the vial and the shards, this is a good list for warlocks as well.