You’ve planned the heist meticulously. Your disguise is flawless, your false documents prepared, your daggers well-hidden. You’ll need to sneak past guards, climb a terrace, and break open the safe. Oh, and try to avoid the tripwires and spring-loaded traps along the way. It sounds like an impossible mission, unless you're equipped with a magic item or two.
Below, we’ve listed 10 of our favorite items for rogues. To add an item to your character sheet, visit the D&D Beyond marketplace to buy it, or ask a friend or DM with a Master-tier subscription to share it with you using D&D Beyond’s content sharing feature.
- Cloak of arachnida
- Cloak of elvenkind
- Bracer of flying daggers
- Boots of speed
- Gloves of thievery
- Nine lives stealer
- Poison
- Ring of evasion
- Spies’ murmur
- Stone of good luck
Dungeon Master's Discretion
Rogues are a deadly and skilled class, capable of disarming traps, opening vaults, and assassinating foes in the dead of night even without any magic items. Your Dungeon Master may be cautious about what magic items they allow at their table, and reasonably so! If any of these items catch your eye, discuss your interest with your DM but keep in mind that they may limit you to an alternative option.
Top 10 Magic Items for Rogues
1. Cloak of Arachnida
Wondrous item, very rare (requires attunement)
Starting off the list with an Assassin’s dream accessory, the cloak of arachnida is made of black silk and flush with magical properties. While attuned to the cloak, you gain a climbing speed equal to your walking speed and can move along vertical services and walk upside-down along ceilings. You also gain resistance to poison damage, cannot be caught in webs and instead treat them merely as difficult terrain, and can cast an upsized web spell once per day.
Climb the outer wall, sneak in the window, drop from the ceiling onto your target, web them if they try to flee, and scoot on out of there.
2. Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
The cloak of elvenkind is a staple for any rogue hoping to avoid detection. While wearing the cloak with its hood up, you have advantage on Dexterity (Stealth) checks and others have disadvantage on Wisdom (Perception) checks made to see you. A cloak like this could get you out of some sticky situations—it’s even been rumored to allow you to hide under the guise of a desert rock while an army of men marches nearby.
Keep in mind that these benefits only apply to vision. Look to the boots of elvenkind if you’re concerned about noise. And if mere stealth is a little too pedestrian for your tastes, perhaps I could interest you in a cloak of invisibility?
3. Bracer of Flying Daggers
Wondrous item, rare (requires attunement)
Not every rogue enjoys hurling daggers from the shadows, but if you do, then the bracer of flying daggers might quickly become your favorite item. This magic armband contains a never-ending supply of throwing daggers. When you pull two daggers from the bracer as an action, you can immediately make two ranged attacks with them. Normally, throwing two daggers on a single turn for a rogue that has not multiclassed would take an action and bonus action, so this magic item also preserves your action economy.
What your rogue might most appreciate, however, is the bracer’s discretion: whether they hit or miss, the daggers immediately disappear. Evidence is for rookies.
4. Boots of Speed
Wondrous item, rare (requires attunement)
Your rogue can already move faster than most of your party members thanks to their Cunning Action feature. But what if you could widen the gap?
With the boots of speed, you can click your heels together as a bonus action to double your movement speed. If your rogue has the standard 30 feet of movement, then the most they can move in one round would normally be 90 feet if they use their action and bonus action to Dash. By using your bonus action to activate the boots, you can cover 120 feet in that first round and 180 feet on subsequent turns.
In addition, the boots of speed cause opportunity attacks made against you to be rolled with disadvantage, allowing for even greater tactical mobility. The boots only last for 10 minutes per day, but remember that each round of combat only lasts 6 seconds, so you'll have plenty of time to zip around!
5. Gloves of Thievery
Wondrous item, uncommon
Finally, a magic item to defeat every D&D party’s archnemesis: the door. If you attempt a Dexterity (Sleight of Hand) check or try to pick a lock while wearing the gloves of thievery, you’ll receive a +5 bonus. Items that bestow flat bonuses like this are exceptionally valuable, because they stack with common abilities that apply advantage like the Help action or enhance ability spell.
6. Nine Lives Stealer
Weapon (any sword), very rare (requires attunement)
The nine lives stealer makes critical hits count. If you score a critical hit on any creature with fewer than 100 hit points, the sword forces the target to make a DC 15 Constitution saving throw or instantly die. The sword also boasts a +2 bonus to attack and damage rolls, helping ensure it will last you all the way into higher level play.
If any class is going to wield weapons that increase the power of critical hits, it should be the rogue. Your Cunning Action feature allows you to Hide as a bonus action which, if successful, grants advantage on your next attack. (For the mathematically minded, this increases your chance of scoring a critical hit from 5% to 9.8%.) Remember, too, that the nine lives stealer doesn’t require you to roll a 20 on the die—critically hitting by attacking a paralyzed target (or a surprised target if you’re an Assassin rogue) will work just fine.
7. Poison
Mundane item, varies
Admittedly, these poisons are not a “magic item,” but isn’t sufficiently advanced alchemy indistinguishable from magic? Poisons are an underrated and undervalued tool for rogues of any archetype, and there are a wide variety for you to choose from.
Your Inquisitor or Mastermind rogue slipping truth serum into the right drink at the right time could change the course of history. If your Swashbuckler begins an encounter by throwing a dose of malice in the enemy’s face, the target may become poisoned and blinded for one hour without the opportunity to make a saving throw to end the effect. Many poisons knock an opponent unconscious or render them incapacitated, and plenty others deal additional poison damage (up to 12d6 from purple worm poison).
Poisons open your rogue up to a whole world of possibilities, both in and out of battle. Pick up the Poisoner feat to become a true expert!
8. Ring of Evasion
Ring, rare (requires attunement)
You already excel at Dexterity saving throws, but with the ring of evasion you can guarantee success. When you fail a Dexterity saving throw while wearing this ring, you can use your reaction to expend one of its three charges to succeed instead.
At 7th level, your rogue will receive the Evasion feature, allowing you to take no damage on a successful Dexterity saving throw, even if you would have normally taken half. When you've got the ring of evasion, you'll be walking away from most situations unscathed, even when an archlich sends a meteor swarm your way.
9. Spies’ Murmur
Wondrous item, uncommon (requires attunement)
Evoke the image of the modern secret agent with the spies’ murmur, an item from Guildmasters’ Guide to Ravnica. Wear this small earpiece to telepathically communicate with any creature you know within 1 mile who is also wearing a spies’ murmur. In addition, you can allow your friends (or bosses over at Spy Headquarters) to hear everything that you hear.
D&D parties tend to get into wild heists or concoct farcical plans. Will the addition of a spies’ murmur turn your party into a well-oiled machine, or only heighten the hilarity?
10. Stone of Good Luck
Wondrous item, uncommon (requires attunement)
Few classes can keep up with the rogue’s mastery over ability checks, and even fewer items boost these checks across the board. You’ll have the opportunity to increase your ability scores as you level up, and your proficiency bonus will rise over time as well, but these level ups are far and few between. Short of picking up a feat, what’s a rogue gotta do to increase their Acrobatics checks around here?
Enter the stone of good luck (luckstone), a pocket-sized magic item that bestows a +1 bonus to your saving throws and ability checks. This little rock helps you avoid fireballs, pick locks, and act sooner at the start of an encounter. Just be careful it isn’t a stone of ill luck in disguise!
Building a Rogue
When you’re ready to outfit your rogue with your favorite cloak and daggers, visit D&D Beyond’s character builder to begin. If you want access to a particular item, remember that you don’t have to buy the whole book it comes from, you can just purchase the individual item itself in D&D Beyond’s marketplace.
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.
"When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash."
It doesn't actually double your movement. It adds additional movement equal to your current movement. Taking a Bonus Action Dash and an Action Dash adds your movement twice.
I don’t think poison should be on this list. If it’s about magic items, why not just keep it about magic items?
I would have replaced it with the Infiltrator's Key.
No mention at all of Scimitar of Speed? I get that rogues don't get access to scimitars by default, but whether by feat, multiclassing, or just trading out a weapon proficiency with customized character creation, it's entirely feasible, and this magical finesse weapon benefits rogues to an absolutely wild degree. All it does is let you attack as a bonus action, which sounds like it's no better than what two weapon fighting gets you, but the difference is that you can take that bonus action no matter what you do as an action.
The +2 magic bonus is just icing on the cake.
I know you are doing Class 201's, but I would LOVE to see a class 101 on the Aberrant Mind Sorcerer, please.
Nice list! :)
I also prefer to scout for items that do not require attunement.
Helm of comprehension -
Slippers of spider climbing.
Cloak of Manta Ray -
goggles of Night
Gloves of Thievery
Alchemy jug - for the poison it can make
Dust of disappearance
Pixie dust
Magical light Armor +1 or +2
Magical ranged weapons +1 or +2
Magical melee weapons +1 or +2
Not just for Rogues list.
Heward's handy haversack, Efficient Quiver or Portable hole.
Rope of climbing
Immovable Rod.
Periapt of health
Circlet of Blasting
Potions of healing
Wand of magic missiles.
Necklace of Fire balls
Figurine of Wondrous power
Lantern of revealing
NO! Never give a rogue Gloves of Thievery. It breaks the game. Gloves of Thievery are great for parties without a rogue though. I know this from personal experience playing a rogue with them. DO NOT DO IT!
How about an Arcane Trickster with an invisible Mage Hand and Gloves of Thievery?
if by fun you mean fun and slightly horrifying than definitely yes!
I regularly DM a game with a rogue wearing gloves of thievery. While it presents challenges, I have found those challenges manageable! I do understand if a DM wouldn't want to allow the item in their game but I would encourage them to try it out. (In my experience, oneshots are a great venue to test new powerful items, for both the player and DM.)
LOL I loved the reference to LOTR in the cloak of elvenkind section.
The art is from Gateway Sneak mtg card.
What about the bag of holding.
Although not innately proficient in scimitars, the Scimitar of Speed is probably the most optimal item for a rogue if they can pick up proficiency. Attack as a bonus action on your turn with sneak attack and then ready an attack with another sneak attack when the next creature acts. Combine with a thief rogue for potentially as many as 5 sneak attacks in the first round of combat at level 17.
Reactions:
Since the Thief gets two turns on the first round, it would be like this:
Before first turn: reaction Sneak Attack (sentinel, opportunity attack, ally battle master or order cleric, etc)
First turn: bonus action Sneak Attack, reaction recharges
After first turn: readied reaction Sneak Attack
Second turn: bonus action Sneak Attack, reaction recharges
After second turn: readied reaction Sneak Attack
That's 5x (11d6 + 5 (DEX) +2 (magic weapon)) = average 227.5 damage
Add Booming Blade or Green-Flame Blade for even more damage.
The Blood Fury tattoo is absolutely devastating on the right rogue. Imagine pulling off a sneak attack and taking out an enemy, then having a nearby enemy attack you next turn. Burn a charge and use your reaction for another free sneak attack. Slap the equivalent to four sneak attack dice and free healing (something rogues rarely get access to) onto a hit as well. On an Assassin or Scout who knows the DM's style and what they're about, this would just be absolutely broken.
Sad part it is legendary. So unless your DM is hella-generous, you are not likely to come across less than level 15.
True, but to be fair, unless your DM is already generous and granting you (for instance) your choice of a rare item at the beginning, literally all of this is a tossup.
I don't think I would use any of these magic items. The cloak of elvenkind and gloves of thievery are pretty useless to a rogue as you already have expertise in those skills. The ring of evasion as even more useless as your reaction is already taken up by the exact same skill. You can't use both.
Sword of life steeling is nice, but sword of sharpness is a lot nicer. Life steeling only have a 1 in 20 chance of a crit and even then it gets a a very common savings throw. Sword of sharpness consistently does max damage and a plus 14 in a critical.
Next must have is an eversmoking bottle. Combine it with Skulker or Fighter Initiate Feat to get Blindsight.
Next would be Boots of Striding and springing. This will get you around the battle field a lot more efficiently than boots of speed. Its 10 less movement but a vertical jump will be more useful. You could use a ring of jumping instead but the ring needs to be activated and doesn't negate encumberance.
If they read the description of the nine lives stealer though, it actually can't do what they said. It clearly states 'roll a 20 on the d20 for the attack roll' it isn't just any critical hit. Still a very powerful weapon.