[Top 10] D&D Best Wizard Weapons and Items
A Wizard grasps his newly created Staff after Months of research and enchanting.
Wizards and Their Gear
A Wizard is a force of nature. They bend the very cosmos to their will and, often, extend their lives by magical means. What do they do with all this time? Make sick magic items of course!
Wizards are known for their abilities to enchant items and can often be commissioned to complete a magic item that you have in mind. What they design for themselves, though, can be expected to be even more powerful! Right now, we are going to look at the most powerful among these Items!
10. Illusionist’s Bracers
These Stylish Wristguards will have you on the best dressed adventurer list.
What are the Illusionist’s Bracers Capable of?
- These Bracers got their name from a powerful Illusionist who could create multiple minor illusions at once.
- Essentially, these bracers allow their wielder to cast a cantrip as a bonus action if they cast that same cantrip with their action as well!
- They allow the user to have “pimped out” wrists.
- Requires Attunement.
What makes the Illusionist’s Bracers so good on a Wizard?
- These bracers allow you to, essentially, have infinite “Quicken spell” on your cantrips.
- As the name suggests, you could cast 2 minor illusions to make a much more convincing scene!
- They look so cool!
- They can protect your weak wrists.
- Fire off 2 fire bolts in a turn, doubling your damage output for cantrips so you can focus your prepared spells to be filled with more utility!
- These are REALLY good if you picked up the Magic Initiate feat for the Eldritch Blast cantrip and you can cast it reliably!
9. Bracers of Defense
The design on this life saving bling will help you block incoming attacks like Jackie Chan!
What are the Bracers of Defense Capable of?
- While wearing these bracers, the wielder gains +2 AC while not wearing any armor or wielding a shield.
- Requires Attunement.
What makes the Bracers of Defense so good on a Wizard?
- As a book nerd, you won’t be wearing any armor or holding a shield, so you aren’t trading off anything important for these bracers!
- The Mage Armor spell does not count as wearing armor! So with a Wizard’s average Dexterity of 14, these will boost your AC to 17 with your Mage Armor!
- The Shield spell will also add to the top of this AC, allowing you to have a 22 AC for 1 round!
- By keeping monsters from punching you in the face as often, you can hold onto your concentration spells more reliably!
8. Cloak of Displacement
This Cloak makes it hard to pin you down, if only it could help you get out of chores too. Bummer.
What is the Cloak of Displacement Capable of?
- This Cloak creates an illusion that makes it appear as if you’re standing near your actual location, but not completely right.
- Creatures trying to hit you with any sort of attack roll will have disadvantage to hit, but if you take any damage, the creatures no longer have disadvantage to hit you until the start of your next turn.
- Requires Attunement.
What makes the Cloak of Displacement so good on a Wizard?
- This Cloak looks totally metal and will earn you several cool points within the party.
- Giving baddies disadvantage to hit you on top of mage armor, shield, and mirror image. This is nothing to underestimate!
- Being harder to hit keeps your frail body out of harm’s way.
- Concentration spells are your bread and butter as a Wizard, the fewer hits you take, the fewer concentration checks you have to make!
7. Spell Gem
This Gem vibrates with power, save your spells for a rainy day!
What is the Spell Gem Capable of?
- Basically, the spell gem can store a spell in it that you can cast at a later time with an action. The level of spell that can be stored is determined by the color of the gem.
- This means that you can store a spell with a casting time of, say, 10 minutes, but at the time you cast the spell from the spell gem it will only take an action.
- Spell storage also applies to ritual casting, so you can cast a spell as a ritual without using a spell slot into the gem, then cast the spell only using an action from the gem anytime you want.
- The downside of the gem is it has a set saving throw DC and attack bonus for the spell that is stored which may be lower than your own caster stats.
- Requires Attunement.
What makes the Spell Gem so good on a Wizard?
- You can store a spell in the gem to offer utility to another party member by giving them the gem in the case they need a spell without you being there. (They will need to make an arcana check to do so though).
- You can save yourself some concentration by casting, for instance, haste into the gem and letting the fighter cast the spell themselves so you can concentrate ona wall of force.
- You can give yourself an extra spell slot if you cast an extra spell into the gem before a long rest.
6. Tome of the Stilled Tongue
The super creepy book that you carry around. No, it's not a Stephen King novel.
What is the Tome of the Stilled Tongue Capable of?
- This tome counts as both a spellbook and an arcane focus.
- The tome allows you to cast a spell from the tome using a bonus action, without expending a spell slot or using any verbal or somatic components.
- The tongue can be removed from the cover, doing so erases all spells from the book (in case someone gets ahold of it and you do not want them having access to your spells).
- This tome allows you to receive messages from the super evil, super-powerful, legendary Lich named Vecna as this was once HIS tome. Who doesn’t like receiving cryptic texts from a powerful subject of evil incarnate?
- Requires Attunement.
What makes the Tome of the Stilled Tongue so good on a Wizard?
- Despite receiving the spookiest Facebook messages, this tome allows you to add versatility to your prepared spells by allowing you to cast a spell you may not have even prepared once a day without using a spell slot.
- This Tome, essentially, lets you have access to the Quickened Spell and Subtle Spell Meta Magics for free.
- You can keep your spells secret from your enemies by only putting the tongue on the book when you’re ready to use it. Even if you’re all captured, what orc shaman is going to think to nail the tongue to your book?
5. Ring of Spell Storing
Double ring or half brass knuckles? I'll let you be the final call on that one but don't go in expecting this to make your wizard punches any stronger.
What is the Ring of Spell Storing Capable of?
- The Ring of Spell Storing can store up to 5 levels worth of spells at a time.
- Any creature can cast their spell into the ring to be saved for later.
- Any creature, including those that do not have magical abilities, can cast the spells stored in the ring if they are attuned to it.
- Requires attunement.
- Very Stylish.
What makes the Ring of Spell Storing so good on a Wizard?
- This magical item can open up 5 more spell slots for free! My favorite strategy with the ring is to store either 5 Shield spells, or store 3 Shield spells with 1 Misty Step (in case you need a quick escape and don’t want to use your precious spell slot).
- As the first point suggests, you can store 5 LEVELS of spells, so 5 1st level slots, 1 5th level slot, or any combination of slots that add up to 5!
- According to the official ruling of the ring, the creature casting the spell from the ring acts as its caster, but it uses the spell attack, save dc, and spellcasting ability of the original caster. This means you can have another creature hold concentration on a spell for you (like a party member or even your familiar!)
- Giving this to your fighter to cast haste on themselves, or the rogue to cast invisibility, or the barbarian to play with something shiny is even better than the spell gem because there is no arcana check that needs to be made to successfully cast the spell!
4. Staff of Power
The boomstick to make the whole party jealous.
What is the Staff of Power Capable of?
- The Staff of Power gives a +2 bonus to attack and damage rolls made using the staff
- The Staff, also, gives a +2 bonus to AC, saving throws, and spell attack rolls!
- It can hold up to 20 charges and regains 2d8+4 charges per day. These charges can be used for its melee feature or for casting spells.
- Melee feature: When you hit with a melee attack using the staff, you may expend 1 charge to deal an extra 1d6 force damage to the target.
- Spell Casting: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
- Retributive Strike: You may use your action to break the staff causing magical energy to explode in a 30ft radius out from your space. You have a 50 percent chance to be teleported to a random plane of existence and escape the explosion. If you don’t find a way to avoid the explosion, you take 16 × the number of charges in the staff’s worth of force damage. Every other creature in the area makes a DC 17 Dexterity saving throw. If they fail, they take an amount of damage based on how far away they are from the center of the explosion.
- Requires Attunement.
What makes the Staff of Power so good on a Wizard?
- First off, the +2 bonus to your attack and damage rolls made with the staff is ok, along with the extra force damage you can do with melee. You will most likely never use this part of the staff as a wizard, but it’s good to know you have the option.
- When your knees feel weak from all the walking your party does you can use it to help you walk.
- Spellcasting without using spell slots?! What?! This allows you the variety when picking your prepared spells because you can focus on casting the spells available to the staff, from the staff!
- This Staff has the best spell list of any Wizard Staff, including the Staff of the Magi coming later in this list.
- Narratively, the Retributive Strike is so cool. I would never risk that sort of damage, strategically, and ruin a perfectly good smacking stick, but if you feel like pulling the Gandalf “go on without me” thing, your party will never forget that moment! I also can’t think of anything that makes you look tougher than breaking a fancy stick over your knee.
- Adding the +2 to AC and your saves is absolutely insane. If this is coupled with the Bracers of Defense, for example, with an average Dexterity, your AC would be 19 after casting Mage Armor, 24 with shield! If you have the Resistance (Constitution) feat, by level 20 (assuming you boosted your constitution to at least 18) your Constitution save to maintain concentration would be made with a +12 modifier!
3. Rod of Absorption
Lightning Rod? Nah man, I'll stick with the Magic Rod.
What is the Rod of Absorption Capable of?
- While holding the rod, you can use a reaction to absorb a spell targeting you (does not apply to AOE spells).
- The absorbed spells become charges in the rod.
- The charges can be spent to cast spells without using spell slots, the level of spell cast this way determines how many charges it takes. (1st level = 1 charge, 2nd level = 2 charges, etc.)
- After the rod has absorbed 50 levels of spells it cannot absorb any more spells.
- Requires Attunement.
What makes the Rod of Absorption so good on a Wizard?
- Although it does not apply to AOE spells, any spell that would shut you out of the fight like hold person, dominate person, or disintegrate can be absorbed into the rod. So, for free, you are immune to single target spells!
- Free spell slots! Something like the Staff of Power is amazing by allowing you to use charges to cast spells, but the Rod of Absorption gives you the ability to cast the spells you really want to be casting; the ones you prepared! You’re not limited to a spell list, cast as you please!
2. Staff of the Magi
The best Stick in all the Land. Please, don't let the dog get ahold of this one.
What is the Staff of the Magi Capable of?
- The staff, while wielded as a quarterstaff, grants a +2 bonus to attack and damage rolls made with it.
- While holding the staff you gain a +2 bonus to attack rolls for your spells.
- The staff holds 50 charges, and these charges can be used to cast Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), Knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or Web (2 charges).
- While holding the staff, you have advantage on saving throws against spells.
- The staff allows you to use your reaction to absorb a spell targeting only you (just like the rod of absorption), gaining charges equal to the level of the spell absorbed. (but don’t go over 50 the staff WILL explode)
- You can cast one of these spells without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
- Retributive Strike: You may use your action to break the staff causing magical energy to explode in a 30ft radius out from your space. You have a 50 percent chance to be teleported to a random plane of existence and escape the explosion. If you don’t find a way to avoid the explosion, you take 16 × the number of charges in the staff’s worth of force damage. Every other creature in the area makes a DC 17 Dexterity saving throw. If they fail, they take an amount of damage based on how far away they are from the center of the explosion.
- Requires Attunement.
What makes the Staff of the Magi so good on a Wizard?
- +2 bonus to attack and damage rolls in case you decide to turn in your spellbook and be a stick-wielding madman is pretty cool, but will probably never come up.
- The +2 to spell attack rolls is awesome if you’re casting a lot of spells you need to roll to hit with, but you, most likely, won’t have many.
- Here we go, the good stuff! 50 CHARGES FOR FREE SPELLS. Most of the spells the Staff of the Magi is capable of using are utility based. This saves you from wasting your precious prepared spells on situational spells (even though the spell list from the Staff of Power is WAY cooler).
- This Staff has a much higher potential of saving you an absurd amount of spell slots, as you can absorb incoming spells to refill your charges! This will make your enemies very upset.
- The Retributive Strike is cool for all the same reasons it was cool with the Staff of Power, except now if you break it over your knee, Mages around the world will shed endless tears when they hear what you did to the precious pew pew stick.
1. Robe of the Archmagi
The #1 Pajama Party Robe that can also make you the champion of the pillow fight battle royale.
What are the Robes of the Archmagi Capable of?
- Your AC becomes 15 + Dexterity modifier.
- You have advantage on saving throws against spells and all other magical effects.
- Your spell save DC and spell attack bonus each increase by 2
What makes the Robe of the Archmagi so good on a Wizard?
- WOW! As long as you wear this rad onesie you have infinite Mage Armor EXCEPT BETTER! 15 + Dex instead of 13 + Dex! That’s like wearing the bracers of defense without actually wearing them! Speaking of though, if you are wearing the bracers of defense with an average dexterity you AC becomes 19, 21 WITH A STAFF OF POWER! I THOUGHT MAGES WERE SUPPOSED TO BE SQUISHY!
- Spell Resistance is one of the best abilities in D&D. All the threatening creatures either have the ability to cast magic, or have a magical effect. Get advantage to avoid all of that AND have an insane AC. They can’t roll to hit you and they can’t force you to roll saves. Did we just break DND?!
- The Robe is super flowy so you can let everything… breathe, you know?
- What’s not to like about making your spells even harder to avoid? A Wizard’s worst nightmare is casting an awesome spell that just gets resisted. Land your spells, then wave those silky sleeves back and forth!
- The downside of this legendary onesie is that its color exclusively corresponds to alignment. So, taking down the super evil wizard that’s wearing this robe while being a good wizard, does not allow you to loot his dead body and wear this fashion statement. Hopefully, your DM isn’t evil enough to let you find a Robe of the Archmagi that you can’t wear!
That’s the top 10 items for Wizards guys! If your favorite item didn’t make the list let me know why I’m wrong! Obviously, in most campaigns, you can’t pick what magic items you receive from your adventures, but in the case your DM lets you pick your magic items or asks you for your magic item wishlist this is something that could help you out! Now, go be a stylish pajama wizard and show those baddies it pays to be pretty!
If you enjoyed this article you might also enjoy:
- [Top 15] Most Powerful D&D Monsters
- The Best D&D Classes (Ranked from Worst to Best)
- Top 25 Best D&D Villains of All Time