Your fighter has completed their training, specialized in a weapon or two, and perhaps even found an adventuring party. But once their journeys bring them face-to-face with increasingly powerful creatures, their nonmagical equipment isn’t going to cut it anymore. Time for an upgrade!
Here’s our list of some of our favorite items for the fighter class. Suppose something catches your eye, head on over to the marketplace to pick it up. Alternatively, a DM or friend can share it with you with a master-tier subscription.
- Adamantine armor
- Battering shield
- Dragon wing bow
- Flame tongue sword/frost brand sword
- Iron bands of binding
- Potion of speed
- Ring of free action
- Spellguard shield
- Weapon of certain death
- Weapon of warning
Dungeon Masters’ Discretion
Some of these items may be unavailable or very difficult to attain in your campaign. Reach out to your DM if you are interested in a specific magic item, but bear in mind that some campaigns may offer many magic items while others may only include very few.
Top 10 magic items for fighters
1. Adamantine armor
An assassin thrusts their dagger precisely at the gap in your plate armor. It strikes true, and they twist the knife, hoping to sink the blade into your heart. “That’s going to be a critical–”
No, it isn’t. Not with your adamantine armor. Practically the most durable metal around, adamantine armor will render any critical hit against you a normal hit. Any medium or heavy armor (other than hide) can be made with adamantine, so it’s not just for the party tanks.
If you’re going to be up close and personal with enemies, you may as well minimize the risks where you can. For those that are a little less Strength and a little more Dexterity but want to prioritize good magical armor, all the same, look to adamantine’s cousin, mithral.
2. Battering shield
In addition to a +1 to its normal bonus to AC, the battering shield amplifies the shove attack, an often-underused ability. If you succeed on this contested check, you can use the shield to push the target 15 feet away and knock it prone. (You will also have the flexibility to apply a more muted effect if that is tactically preferable.)
Remember that the shove attack is not necessarily a full action. If your fighter can make multiple attacks, the shove attack only counts as one of these. Use the battering shield to shove the opponent prone with your first attack, then strike with advantage on future attacks. Pair this item with the Shield Master feat to maximize its potential.
3. Dragon wing bow
One of my favorite items from Fizban’s Treasury of Dragons, the dragon wing bow, is a gift from the dragon gods to archers everywhere. The effect is straightforward: an extra 1d6 damage of whatever chromatic, gem, or metallic dragon infused the weapon with its breath. Oh, and did the dragon who gifted this to you forget to mention? Ammunition is optional.
I enjoy using the dragon wing bow to demonstrate that items don’t need three abilities and seven charges to be cinematically powerful. A bow that produces its own magical arrows and does psychic damage? Legolas could never.
4. Flame tongue sword/frost brand sword
In a sense, they’re twins. They each shed light under certain circumstances and deal additional elemental damage on every attack.
Prefer a bit more offense? The flame tongue deals more damage—2d6 compared to 1d6—and sheds four times as much light as its icy counterpart. These effects must be activated using a bonus action.
Little more subtle? In addition to its extra 1d6 of cold damage per attack, the frost brand sheds soft light in freezing temperatures and provides you with resistance against fire damage. All of these effects are active upon attunement and do not require a bonus action.
5. Iron bands of binding
The barbarian and necromancer may not like it, but there might be times when you must capture rather than kill an enemy. If that enemy is a Huge or smaller creature, then the iron bands of binding might be right for you.
About the size of a baseball at rest, the iron bands of binding can be thrown up at an enemy up to 60 feet away. As the item hurls towards the foe, it expands into a series of overlapping metal bands. If this ranged attack roll hits the target, they are restrained until you release them using a command word or until they break the bindings. In addition, they’ll find that escape from the iron bands is much more difficult than against mere rope. If the restrained target fails the DC 20 Strength check, it will auto-fail any future attempts for 24 hours.
Alternately, use this item to turn your DM’s dire troll encounter into a very brief affair. Regardless of how you use it, a piece of advice: make the command word something ridiculous.
6. Potion of speed
We’ve all been there. You’re slashing through enemies, enjoying the doubled movement, the hasted attack, the +2 bonus to AC, the advantage on Dexterity saving throws. You’re flying high! You rush the goblin boss. Next turn, you’re absolutely going to crush them.
Bonk. A breeze blew a pebble onto your wizard, and they’ve failed their concentration check. The haste spell fades; lethargy sets in. The goblin boss smiles at you.
The potion of speed bestows haste without concentration, largely eliminating the risk that you experience the spell’s lethargy during combat. Importantly, it also frees up your party spellcaster to send in an arcane hand to help watch your back or cast hypnotic pattern at the group of enemies running to flank you.
The goblin boss may have kicked your butt last time, but drink up and get back in the fight!
7. Ring of free action
As a fighter, spells like entangle or web can derail your battle plan, and more acutely powerful spells like hold person can quickly lead to a brutal death. While there are items that can provide bonuses to the saving throws or skill checks needed to resist or escape these spells, the ring of free action takes a more direct route: immunity.
While wearing the ring of free action, magic can neither restrain nor paralyze you. It also protects you from magic that would drain your movement, such as ray of frost and slow, and you’ll be able to stroll through the difficult terrain created by erupting earth without issue. Watch the enemy wizard’s eyes widen in terror as all of their usual tricks fail against you.
8. Spellguard shield
Arguably the most powerful item on this list, the spellguard shield imbues your fighter with potent magical resistance. If your DM is letting you access this item, they are prepared to hear the question “Does this count as a magical effect?” about as often as they hear that you have darkvision.
With this shield, your fighter will have advantage on saving throws against spells and magical effects, and spell attacks have disadvantage against you. Whether they’ve taken the Mage Slayer feat or not, this shield will surely make them a slayer of mages on the battlefield.
9. Weapon of certain death
If you’re tired of seeing trolls and vampires repair themselves at the start of their turns, pick up a weapon of certain death and tell them to stay down. Once you’ve hit a target with a weapon of certain death, that target cannot regain hit points until the start of your next turn. This weapon comes in any form, including firearms, if your campaign setting includes them.
Though a weapon of certain death does not provide a bonus to attack and damage rolls, nor does it add any damage dice, its effect is as valuable as it is rare. Its prohibition on regaining hit points applies to all healing, from healing potions and spells to a monster’s innate regenerative abilities. While many abilities in the game, such as the sword of life stealing’s, do not affect undead or constructs, the weapon of certain death affects all targets that it damages, with no opportunity to save against its power.
The hard part is finding one—why don’t you go ask that death knight if they have an extra they’d like to sell?
10. Weapon of warning
Despite its humble rarity and concise description, the weapon of warning provides one of the single most protective benefits in the game: the inability to be surprised (except when incapacitated by something other than nonmagical sleep).
Whether the assassin dropped from the ceiling or the panther pounced from deep within the shadows, your weapon of warning will notify you of the threat; accordingly, battle will begin without the bearer of the weapon (or any of their allies within 30 feet) being surprised. But the weapon of warning isn’t done keeping you safe. As combat begins, it grants you advantage on initiative rolls, ensuring you react quickly to danger.
If your fighter is very protective of the party, they’ll sleep better with a weapon of warning on their belt.
Building a fighter
Whether you’re a drow echo knight with a frost brand rapier or an orc wrapped in adamantine armor, hold onto that character concept and open up D&D Beyond’s character builder. Happy rolling!
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.
Cool article. Love these lists. But I think my DM probably hates that I have them all bookmarked.
Lies!
Javelin of Lightning should be number one on this list. HANDS DOWN.
An uncommon magical item that holds one daily charge of the Lightning spell, and even after its use it can still be used as a regular magical item? AND it doesn't have any class restrictions? AND the actual ranged attack on the target (that is within 120 feet) uses a regular ranged attack instead of just the DC save or half rules? Wait.... you can still use your proficiency for ANY attacks made with the Javelin! Even with the Lightening Spell affect?
OH WAIT!
Yes. You saw that correctly. Javelin of Lightning DOES NOT REQUIRE ATTUNEMENT. So, paired with it being an Uncommon magical item means that there isn't much reason that you can't source them at a low level and for a low cost. So pack 10 of these bad boys as soon as you can and you are a ranged God of Thunder for 10 turns a day. Enough to turn many encounters to ash before they are finished.
You can take your bonus action before or after your action on your turn, so with the battering shield, you can most certainly knock your opponent prone and then use your action to attack with advantage! Badda bing, badda boom!
You can't take your bonus action for Shield Master before the Attack action, because the bonus action requires you to take the Attack action first, which you can't have done if you try to use it after. This is because of the "If you take the Attack action" condition, which you don't trigger until the Attack action is taken.
Your DM could rule that as long as you declare both at the same time then it could be allowed, but this isn't RAW, as actions (and bonus actions) normally happen separately one after the other, so it would be a house-rule that the feat arguably doesn't need; knocking enemies prone so that your allies can attack with advantage is still hugely beneficial, and like I say, on a Fighter you can use Action Surge to still benefit yourself.
I think we play it as follows: Take attack action, then if you have multi-attack, the player can take their bonus action to knock with the shield and then attack with advantage if they knock the enemy prone. Not sure if this is legal, but I know that attack action allows you to break up your attacks, so you can move in-between attacks if you multi-attack.
Unfortunately this isn't legal in the rules as written; to shove first using the Shield Master's bonus action Shove you would have to take the bonus action before the Attack action, which isn't valid as the bonus action requires you to take the attack action to trigger it ("If you take the attack action").
Moving in between attacks is a separate issue, and just part of the normal movement rules (any action that allows you to make multiple attacks can also involve movements between them).
Again, anyone with multiple attacks can Shove first if they want to, you just need to swap one of your attacks for the Shove as normal. In this way you could Shove a target multiple times (if you have two attacks normally, with the bonus action you can shove three times). But the bonus action Shove must always come after in a normal single action, single bonus action turn.
This just means it requires a bit of teamwork as you can shove an enemy, and your allies can then attack with advantage. Or, as I already said, if you're a Fighter you can Action Surge to gain advantage on some of your attacks for the turn.
But it definitely 100% is not intended (or written) to be a free bonus action you can take whenever you want. Your DM is free to house-rule otherwise, but that's what it will be; a house-rule, and it really isn't necessary when it's already a really good feat for a shield user.
Yeah it's pretty good
javelin of lightning is a good cost/power ratio for giving strength melee characters a ranged/ aoe option. At high level it would be possible for a fighter to have more than one of these and use them all on one turn because they use 1 attack not an action ( they are basically magic ammunition). Its also a good option for the tasha's battle master maneuver quick toss which allows you to make an additional thrown weapon attack as a bonus action which can trigger the javelins special ability.
A high level battle master fighter or fighter with haste using action surge could in a single turn could throw 9 of these giving them aoe damage on par with a wizard expending a 9th level spell and obliterating basically any enemy. The cost of that is about as much as a very rare item.
At my table, I gave my party four of them, they sold three. They now complain that the encounters are too deadly.
A magic weapon is a magic weapon whether it has a bonus to attack and damage of any sort. So, even a moon-touched sword counts as a magic weapon against damage resistance/immunity versus nonmagical sources. This also applies to the various magical staves which, coincidentally, also still count as spellcasting foci where applicable.
I just gave my fighter a shield that gives the Shield Master feat, which hopefully they will find good use for.
Dragon wing bow looks so cool!
I believe the shields pushes it further. Part of the magic items ability
My primary character is an Eldritch Knight fighter, some particular items are super helpful for this spellcasting subclass.
Ring of Spell Storing and Headband of Intellect are amazing
This is one of the things Crawford has clarified, that I disagree with immensely. His ruling, the way I read all his explanations, is based on the idea that this clarification was needed to remove doubt on when the timing of other bonus action things could occur, and not what the Shield Master feat BA does itself. It's a mistake that can't be fixed, otherwise, in a RAW interpretation. However, he always follows that up with "As always, the DM decides how things work at a particular table."
The rule at the table I play with, after discussing with the DM, is "attack" is the qualifier for being able to Shove with the Shield Master feat, and not the full "action."
I can currently make 2 attacks, so the sequence goes Action (attack), bonus action (shove via Shield Master), complete the Action (extra attack, with advantage maybe).
Not only does this make way more sense (though still not what would make the MOST sense), it makes this part of the feat actually useable. For me the whole gain here, is turning Shove into a bonus action, but it provides basically no benefit with this interpretation, and actually creates multiple detriments, one of which you point out.
As a "shield master," I'd expect my mastery to help MYSELF in combat, but with this RAW interpretation like you say, it only helps OTHER melee characters in the party. Which, if it's like mine, doesn't include another (and the rogue doesn't need this condition to trigger any advantage/sneak attack, as I'll already be within 5 feet), AND, it actually hurts your ranged players (weapons or spells), as a prone character gives them disadvantage on their attack roles. (There are no times I've ever even thought about pushing the character away with this feat. I'd just use the normal shove if this was needed for the situation, as my BA can do a lot of other things if I'm not planning on just attacking.)
I'd never have picked the feat if Crawford's clarification is how it has to work (terrible use of Action Surge also, IMO, if that's what is required for you to get any swings with advantage).
It is still beneficial for a Rogue to have advantage regardless of your being within 5 feet, as it still gives them a significantly better chance of hitting at all, as well as a better chance at getting a critical hit (normally 5%, roughly 10% with advantage).
Also it's worth keeping in mind that if you have Extra Attack then you already have the means to Shove a target and then attack it; you just swap your first attack for the shove, then attack with advantage with the second (or Grapple to pin them then wail on them to your heart's content thereafter).
Knocking prone also isn't the only benefit of the Shove action; you can use it to push enemies towards environmental hazards or spell areas of effect (get an ally to throw something like black tentacles down for example, or anything similar), this can also be a way to effectively Disengage as a bonus action. It's also not the only benefit of the Shield Master feat, which also bolsters your own defences.
Personally I think the feat is fine as-is; on one of my older sword and board characters I used it a lot with Action Surge as getting two attacks with advantage is still huge, or you could go for the quintuple 25-foot shove into a pit or any number of other fun things that don't require the shove and stab that people seem to expect (despite it being specifically designed not to allow that without Action Surging). 😉
That dragon bow tho
Enchanted with Minecraft infinity lol
Belt of Giant Strength not on the list? Seems like an obvious one to leave off.
What I'm saying there is the rogue already has sneak attack if I'm within 5 feet of the creature they are attacking. If they're using a dagger, they're going to have advantage anyway as there is no rogue in existence who is going to approach an engaged enemy from my side or next to me, so I don't need to make them prone for advantage. And if they're using a crossbow from range, I'm giving them disadvantage.
The whole boon of Shield Master as I've stated, is eliminating the need to use one of my attacks to shove. It being a bonus action means I can take all of my attacks normally instead of doing this. As a sword and board character, it also gives me a use for my shield that otherwise doesn't exist.
I have used this as a disengage means, but only very situationally, like if I have to go save or help someone else.
Rogues can only gain advantage without help using Steady Aim (optional rule, requires them to not move), or by successfully attacking while hidden (strictly speaking requires them to have a way to remain hidden as they approach the enemy, which is far from guaranteed). Otherwise they can only get advantage with the help of others using an optional Flanking rule that your DM may or may not allow, and requires specific positioning.
Prone is easy advantage for all melee characters in your party; it's up to you to work with them to maximise that advantage, D&D is supposed to be a co-operative game; working together with your party is not a bad thing.
It's not the whole boon of Shield Master, as Shield Master grants several other benefits. It's also explicitly tied to your bonus action taking place after attacking.
And using the feat as presented doesn't make the ability worthless; you can absolutely 100% bonus action Shove an enemy every turn if you're willing to work with your party to take advantage of it; if you can't be bothered, then take a different feat.
If you want to benefit from the enemy being prone yourself, then once again, as a Fighter you can Action Surge to immediately gain 1+ attacks with advantage. You can use these, or combo with a party member (e.g- a Raging Barbarian), to Grapple the enemy once they're down, thus preventing them from being able to get back up without first breaking the grapple. This can get you longer lasting advantage on all melee attacks with a basic combo any party can do (though it helps if someone is built for grappling, e.g- Barbarian with Skill Expert taking Athletics).
And also again, it's not just the knocking prone that's useful; using Shove to push an enemy five feet allows you to potentially pseudo-Disengage as a bonus action, it allows you to push an enemy towards an environment hazard or an area of effect spell and so-on.
The possibilities of how to make use of the feat are broad without changing how it's worded just so you can exploit a feature it doesn't offer in the exact form you want.
Yeah, you completely missed that what I was talking about was flanking rules. And if I had a melee party, your points would hold more weight.
But I also explained that Crawford's clarification on attack action for this feat is aimed to prevent OTHER bonus action options from being able to be abused, and not specifically this shove. He's not exactly vague about that.
He's also confirmed that how I'm saying it can work is using it in RAI form.
Also, not a great way to use action surge, because you're relying on yourself and already spent actions, a point you seem to be trying to make as being a detrimental (working together with your party), and in this case, would agree with. I'd much rather have the wizard locking the guy down while I pound him with advantage 4 times versus 2.