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.
Let's build a sorcerer
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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.
Yeah, definitely. The article over all seemed a little half-baked to me, as a lot of them have been lately. Not dissing, but would like to see some more frequent well-written article content like we used to get (I know they don't have the same head writer but you'd think with a big team we'd get good consistent content).
I liked this article, gave me lots of ideas for a character whose (fairly silly) campaign featured a “Magical CostCo” style shop in between major quests. Sadly that campaign has ended, but there are a few things in here I’d have tried to get.
I see a few rules questions have already been answered by other folk. I just wanted to talk about this example:
I was so sure there was a general rule that doubling doesn’t stack, but instead each instance adds to the multiplier of the original value; that is, this range wouldn’t be 120 x 2 x 2 = 480, but 120 x (2+1) = 360.
But I can’t find this rule anywhere, so I think I must be thinking of a previous edition! So this combo is just as good as advertised, assuming you need to hit something nearly 500 feet away. (Flying enemies won’t feel so safe now!)
This makes me think of a level 2 build (well, it's not really a specific build, just a warlock, really) where you can shoot stuff 600 feet away with force bolts: Variant Human with Spell Sniper + Warlock with Eldritch Spear. I then realized that you can double that with Distant Spell metamagic (via Sorcerer multiclass or the Metamagic Adept feat) for a range of 1200 feet on the best damage cantrip in D&D. There are probably more ways to extend your range, too.
Stacking effects like that (especially multiplying ones) gets insane.
I homebrewed a variation of a Ring of Spell Storing for sorcerers, where they can expend a sorcery point to store it in the ring instead of using the sorcery point. It can hold up to five sorcery points. Charge it up in your downtime and have an extra reservoir of power to tap into when the going gets tough.
I really Really REALLY wish there was something official like this. My DM is squeamish about HB stuff that they didn't specifically create. And it just makes sense, lorewise, that there would be at least ONE arch-sorc that created something like this.
Oh, good call, didn't read the item text that it's not casting a spell. Still, there are enough errors in the article that it's easy to miss that lack of one since it doesn't say why it works.
The specific type of action does matter by RAW, at least for Reaction timed spells, as the PHB Casting A Spell > Casting Time specifies for spells with a reaction timing:
So per RAW, you can only cast Reaction spells when their condition is fulfilled. Of course you could just ask someone to punch you in the face, so it can be circumvented. On the other hand there's only about 8 spells that this restriction would affect (5 of them being in the PHB), and I think per RAI it should be allowed to precast a spell with a timing of reaction into the ring.
For casting it, as Gh0styy said, the timing is based on the spell, as the item description does not explicitly specify that you need to take an action to cast the spell, and regarding to action used, it is treated as if you cast the spell, meaning you would use your reaction for Shield, as usual.
Lorewise it actually would not make sense, as Sorcerers tend to be the innate spellcasters, who don't learn or experiment with their innate abilities, thus creating magic items for storing sorcery points (which is their inner font of magic) does not make sense lorewise. On the other hand, lore is something that depends on your game and your setting, so while traditionally it wouldn't make sense for such items to exist, It's Your Game, and make one. (Hell, I have come up with some custom magic items for my players that didn't make sense "lorewise", but made a lot of sense for that specific character...)
I'd like to make a case for the Staff of Defense. Mage Armour and Shield on tap to increase your survivability and allowing you to focus all your spellslots on offensive capabilities
Inherently not a bad call, however there's a minor issue with the item: it states you use your action to cast the spells, making casting Shield use your action instead of a reaction. While it can be argued that it doesn't make sense and you should be able to cast Shield using your reaction, some DMs might stick to the RAW interpretation since there were no official errata for this as far as I know
While Staff of Defense has some issues unless you work out the rules questions with your GM, staves in general are a good call for sorcerers. It's not really that they let you conserve your spell slots (sorcerers do get a lot of spell slots and fungible spell slots, although you can go through them very quickly if you use the class's abilities to get as many high level castings as possible), as to give you extra spells you can cast from the staff so you can shift your spells known to something less critical. A sorcerer that attunes and carries a staff of fire or frost can skip fireball or Cone of Cold, relying on the wand for those when they need it, thus having a greater variety of spells at their command (while still getting their DC on castings from the staff and being able to apply metamagic to its output). And since a spellcasting staff often has four spells at its command, that makes for a lot of flexibility.
Also, for the multiclassers building the perfect gish character (like I'm trying to do), the Illusionist's Bracers are a ****in' must!
Who needs Extra Attack when you can Booming Blade twice without using any resources?? Add a level of Warlock or the Magic Initiate feat for Eldritch Blast pandemonium!
yeah, it does seem like the more recent posts are written by people who . . . maybe play D&D on the regular, but more likely, do not.
This is for a campaign that I am building and will DM. The item is for an NPC, but such things have a way of falling into the hands of player characters.
"Spoiler yourself with just another clickbait article!", "Buy our supplements, then buy even more of our supplements!", "Start asking your DM for stuff you shouldn't be able to know or choose until they give in to your obtrusiveness! They eventually have to if you are quoting D&D Beyond, right?"
Another article targeted at players that directly and willingly spoilers DM content, creates an atmosphere of player agency regarding that content, and promotes unpolished and definitely not beginner-appropriate books like Tasha's Cauldron of Everything once again as desirable starting points for this nonsense. Overall another prime example of crude psychology and poor marketing. Granted, the authors have to meet certain demands and perhaps don't work autonomously, but this is pure cringe.
Could have been a great DM article otherwise.
most of these items are too rare to just get
There are far better magic items for Sorcerers, by far that can easily replace some of the items on this list:
1. Bracers of Defense: +2 to AC, requires attunement. Since Sorcerers aren't proficient in any armor, this would bump up their AC; especially if they're focused on having DEX as their second-highest stat.
2. Amulet of Health: brings your CON score all the way up to 19 (+4 mod), requires attunement. If you're going to have DEX as your 2nd highest stat, this item can help make up for the gap. Especially since Sorcerers are proficient in CON saves.
3. STAFF OF THE MAGI: a PLETHORA of spells, some are only cast at specific higher levels (EX: Fireball at 7th lvl), requires attunement. Even at lvl 20, Sorcerers can only learn a total of FIFTEEN spells, and their ability to learn spells is SO RESTRICTIVE compared to other spellcasters (EX: Druids, Clerics, Wizards, all of which can learn a total of 25 spells at lvl 20 and that's with their spellcasting mod at max). Additionally, the staff has 50 charges which is practically a 2nd wellspring of magic.
I'm not sure you're totally clear with how learning and preparing magic works, or maybe you've just mixed the terminology up a little bit:
It doesn't really change your point about the item, just thought it might be good to clarify before it might confuse someone ;) (Terminology, unfortunately, matters.)
That crossed out
fireball slothas me dying 🤣🤣🤣Quite useful. My Sorceress should be pleased.
Lol, they changed it from heat metal to ray of enfeeblement. Probably saw your comment :)
This is Staff of Defense erasure. It can cast two 8-hour mage shields and, in an emergency, a couple Shield spells as well.