There are not many magical bracers in Dungeons and Dragons 5e, which is unfortunate because they are so stylish!
I mean, they just look cool.
So we took what was available and added a fair crop of homebrew items so that you could have new items to put on your meaty forearms (or wobbly wizard arms) tonight.
These bracers are organized by tier of play, and their rarity is also organized by tier.
In Tier I we have common items, in Tier II we have uncommon items, Tier III is rare, and Tier IV is very rare and legendary.
In Dungeons and Dragons, item cost is based on rarity. For more on that, check out our post here on magic item pricing.
Let’s get started.
What Are Magic Bracers?
A bracer is a piece of armor that covers a large section of the forearm. They are usually found in larger suits of armor, but in Dungeons and Dragons they do not directly affect your Armor Class.
There are some games that count them as a shield, but honestly, that is silly. A thin piece of iron or steel will not be as effective as a round chunk of wood with an 18-inch radius.
More likely, if you tried to catch a sword or an ax strike on your bracer, you would dent the metal and destabilize your arm until you could get the thing off.
Luckily that fashion sense won’t be wasted, though, because these things are enchantable!
They are a great way to hold magic without being loaded down with too many rings, wands, and cloaks. I mean, how many articles of clothing do we need to go through before everyone has enchanted underwear?
Although… Underwear of Cold Resistance has an appeal…
Bracers in Tier I
Tier I magic items are generally considered “common” in rarity — racers, even more so.
There are exactly zero magic Bracers in the Common Category. As such, if you find a Bracer in Tier I, it is either Uncommon or Homebrew and should cost anywhere between 50-100 gp.
Here is our list for Tier I magic Bracers followed by a detailed explanation of how and when to use them.
Bracers of Archery
This set of bracers functions exactly as if you had taken the Archery fighting style available to Fighters, Rangers, and Paladins.
While it is a great choice for those classes, it can also serve as an excellent fall back for literally anyone else. A longbow is a great weapon all around, and +2 is a nice little cherry on top.
Bracers of Finesse (Homebrew)
This set of bracers will allow you to take one weapon with which you are proficient and use your Dexterity instead of Strength for that weapon. Finally, your rogue can use that Yklwa effectively. “D8, here I come!”
Bracers of the Dartist (Homebrew)
This bracer set is ridged all the way around, and under each ridge is a dart you can pull and throw in the same action. The dart is normal in every way and disappears if not thrown in 10 minutes.
More powerful versions of this item create poisoned darts or +1 darts that deal an additional 1d4 lightning damage.
Bracers of Sparking (Homebrew)
Starting fires is an activity as old as thumbs, rocks, and determination. You can be the Prometheus of the party with nary an arcane or divine focus in sight.
Have you ever actually used a flint and steel to light tinder and get a fire going? It takes time. With this ring, you could even light said torch in the midst of combat.
One minute you’re drinking with your pals, the next you are throwing Molotov cocktails! Skol!
Bracers in Tier II
In Tier II, magic is starting to get a bit more accessible. Magic Bracers could be found in small treasure hoards, attached to important bad guys, or on display at a magic item shop for 500-1,000 gp.
Bracers of Defense
These Bracers are perfect for anyone who can not wield a shield but needs a bonus to Armor Class.
Incidentally, if you are not proficient with shields, you probably need a bonus to Armor Class, which makes for a very round Venn Diagram.
Bracers of Sighting (Homebrew)
When looking down the length of these bracers, you can see sight lines and a beaded protrusion at the end.
When using a ranged weapon, you can hold or throw your weapon in such a way that the sight lines grant you advantage on the attack roll, provided you take a bonus action to aim the sights.
This was a weapon built for rogues!
Bracers of Wand Storage (Homebrew)
One of the coolest things about Warforged is all of the specialized gear they get! This set of bracers works like a wand sheath, but it’s for everyone.
You can use this to stow or draw a wand as an action, and use the wand while leaving your hand free.
Bracer of Arcane Focus (Homebrew)
Spell casters have an item available to them called an Imbued Wood Focus. These are weapon focuses that grant a +1 to damage when used to cast spells of a certain type of damage.
These bracers function exactly the same way as those foci do, except you are constantly wearing them. In addition, once per short rest, you may add a damage die to any spell you cast that deals that type of damage.
Magic Bracers at Tier III
In Tier III, you are expected to be a powerhouse. Even in low-magic settings, like Dragonlance, you should have some ju-ju at your disposal.
These Bracers are flashy and useful – perfect for Tier III.
Bracers of the Iron Wrist (Homebrew)
This bracer set is made of heavy iron with dozens of round protrusions. It grants a +2 to unarmed damage and a +2 shield bonus to Armor Class.
Obviously, this weapon is great for monks and fighters with the Unarmed Fighting Style, but anyone can benefit.
Bracers of Spell Shielding (Homebrew)
This set is made of silver with a jeweled inlay. It grants a +2 bonus to Armor Class against spell attacks and blocks half damage from magic missile.
Bracers of Resistance (Homebrew)
This set is identical to Armor of Resistance, but it is available for those characters who do not wear armor, like monks, wizards, and sorcerers.
Magic Bracers at Tier IV – for DMs
These Bracers are very rare, artifact, or legendary grade, which means they shouldn’t exist in your game unless you explicitly say so.
All of these are world-changing. Think about it, if someone could cast continual flame at will, they wouldn’t need to adventure any more.
They could just go into business selling light bulbs.
And these Bracers are much more powerful than continual flame.
Here are four game-changing Bracers.
Bracers of Armoring (Homebrew)
These bracers are a bit like Iron Man’s nanobots; they can magically grow to cover your entire body in a mech suit!
Essentially, once per long rest, you can transform into a Shield Guardian as if you had cast polymorph on yourself with the exception of becoming a Shield Guardian instead of a Beast your CR or lower.
You gain everything in the Shield Guardian stat block; however, you cannot store a 4th-level spell or lower into your body. In exchange, you can cast your cantrips as normal.
Bracers of Spell Turning (Homebrew)
These leather bracers have small polished mirrors inlaid on the top. They function exactly as the Ring of Spell Turning.
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect).
In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Basic Rules, pg. 193
Bracers of Web-Shooting (Homebrew)
These bracers are red and blue and have a spiderweb design worked into the leather. By turning your wrist over and touching your palms with your fingers, you can shoot a line of web 50 feet.
This line will stick to any dry surface and grants you advantage on acrobatics checks to travel as if with a rope.
If you swing through an enemy’s space after moving at least halfway through your arc, they must attempt a DC 15 Dexterity save or take 1d6 bludgeoning damage per 5 feet of your movement and fall prone.
If successful, they take half damage and are not prone. This movement does not provoke attacks of opportunity.
Bracers of Thunder and Lighting
This is identical to the Staff of Thunder and Lightning with the following differences: the bracers add a +2 to unarmed attacks and damage, and the “lightning” and “thunder” abilities work after an unarmed attack instead of as an attack with the staff.
Staff of Thunder and Lightning
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.
It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet.
The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long.
Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw.
On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expand the daily use of those properties, only the use of this one.
Basic Rules, 290
We hope you can use these items in your game tonight. Roll on!
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I played the game a lot as a kid, back in first edition. Over the past few years since 5e was released, I’ve really started getting back into it. Currently, I run a campaign online for some friends and my brothers, and we also play a side-sesh just to mix things up.