Last Updated on January 22, 2023
Magic is what makes playing full casters like the sorcerer in D&D 5e so much fun, so what better way to add to that fun than with more magic?
If you’re looking for top-quality magic items for your sorcerer character or if you’re a DM trying to find magic items appropriate for your player’s tier, this guide will have the answers.
These are the 12 magic items that best complement the sorcerer’s magic and low-spells-known playstyle.
What Makes a Good Sorcerer Magic Item?
Sorcerers are full casters, like wizards, but there are a few core differences that alter how they’re played.
For one thing, sorcerers are spontaneous casters, which means they don’t have to prepare spells like wizards. They also have sorcery points that can be turned into a few extra spell slots per day and used for metamagic.
However, sorcerers get far fewer spells known than wizards do and can’t learn spells between levels at all. That means that a sorcerer has to be very careful about their spell picks, and usually there isn’t a lot of room for variety.
If your sorcerer is a blaster, you probably won’t have the spells to spare for controlling a battlefield or providing utility magic.
Building a sorcerer usually means picking a groove and sticking with it; if you want to be a jack-of-all-magical-trades, a wizard might be more appropriate for you.
These restrictions mean that magic items that make spells stretch further or replace the need to learn certain spells are especially valuable to the sorcerer.
If you can’t afford to learn Fly, Mage Armor, or other defensive spells, then magic items that provide similar effects will be especially valuable to you.
Obviously some sorcerers will have Mage Armor or Fly. If you find that a magic item on this list is extremely effective but is a little redundant with your spell selection, don’t pick it!
A balanced character means letting your magic items compensate for your spells and your spells compensate for your magic items.
Of course, some of the items on this list are just generally useful for sorcerers, so use your own judgment, and pick the magic items you think you’ll use.
Low-Tier Play (1-5)
Bloodwell Vial (Uncommon – Very Rare)
This item requires attunement and comes in three varieties.
The uncommon version grants a +1 bonus to your Spell Attack rolls and Saving Throw DCs of your sorcerer spells, the rare version grants a +2 bonus, and the very rare version grants a +3 bonus.
All versions grant the ability to, once per day, regain 5 sorcery points on a short rest, as well as serving as a spellcasting focus for your sorcerer spells.
This last ability is the best reason to try to get this magic item and is why this item is almost as good at a rarity of uncommon as it is at very rare.
The ability to regain 5 sorcery points is very valuable for a sorcerer as it means you can be a little more liberal with your metamagic.
Five sorcery points is the equivalent of a 3rd-level spell slot or twinning a 5th-level spell.
While its fantastic utility for sorcerers means you’ll probably get this item closer to level 5 than level 1, it’s worth picking up anywhere in the low and mid tiers.
Broom of Flying (Uncommon)
The Broom of Flying does exactly what it sounds like. It allows any character with the command word to ride it into the sky with no time limit and a reasonable speed (50 feet, or 30 feet if you weigh more than 200 pounds).
It doesn’t even require attunement!
As casters, sorcerers can be fairly squishy. This broom is an excellent low-rarity defensive item, and it provides the utility of fly.
Ranged attacks are generally rarer and less powerful than melee attacks, so simply being out of reach of your opponents can let a caster safely toss spells from afar.
Useful at any level, the Broom of Flying is best at low-tier gameplay for its accessibility.
At higher levels, flight may become trivial for the party — and more worryingly, easily accessible for your enemies.
Pearl of Power (Uncommon)
The Pearl of Power is an attunement item that allows a spellcaster to regain one expended spell slot per day up to 3rd level.
This is a great item for any spellcaster, including sorcerers. I recommend using it to replace your go-to 3rd-level spell since sorcerers are more likely than wizards to repeatedly cast the same few spells.
This isn’t the fanciest magic item on this list, but an extra spell slot is an extra spell slot, and at uncommon rarity, it’s an excellent pick you’ll likely use every day you can.
Wand of Magic Missiles (Uncommon)
This wand has 7 charges, each of which can be expended to cast Magic Missile (which produces 3 darts that each do 1d4+1 damage).
Each dawn the wand regains 1d6+1 charges, but if you use all 7 charges on the same day, you have to roll a d20. On a 1, the wand crumbles into ash.
You can also use more than one charge at the same time to increase the level of the Magic Missile (so 2 charges casts it at 2nd level, 3 charges at 3rd, etc.).
Magic Missile is a staple for spellcasters, and rightly so. However, it can be difficult to justify learning it as a sorcerer.
If you’re the primary caster of the party, I highly recommend picking up this wand since your other party members aren’t likely to think of it.
In addition to being an excellent personal-defense tool for casters who simply don’t specialize in the more violent types of spells, the wand also is great for countering enemy casters and finishing off downed foes.
An enemy spellcaster hit with Magic Missile will need to make a separate concentration check for each dart, making it very likely they will drop concentration.
And downed enemies receive each dart as a failed Death Saving throw; just one charge from this wand will turn an about-to-be-healed enemy into a dead one.
I recommend using each charge of the wand individually. While you save on actions by using multiple charges at once, the wand can only provide a 7th-level Magic Missile if you use all the charges.
That’s just 9 darts compared to the 24 darts you can make by casting the spell at 1st level 7 times.
Mid-Tier Play (6-13)
Ring of Spell Storing (Rare)
The Ring of Spell Storing is an attunement item that allows you to store up to 5 spell levels worth of spells in the ring to be cast whenever you wish.
While this is a great magic item for anyone, spellcasters like the sorcerer can make good use of it for additional defensive spells or spamming useful 1st-level spells.
In particular, this frees up spell slots for the sorcerer to convert into sorcery points, so the Ring of Spell Storing adds a great deal of versatility to your spell management.
Shadowfell Shard (Rare)
This small crystal can only be attuned to by a sorcerer. It attaches (as an action) to a Tiny object and can serve as a spellcasting focus for your sorcerer while you hold or where it.
It also grants the ability to curse a creature when that creature is targeted by one of your spells that you’ve used metamagic on.
Until the end of your next turn, the cursed creature has disadvantage on ability checks and saving throws that use an ability score of your choice.
This item is excellent for debuff and control sorcerers. The ability to specifically target a save makes save-or-suck spells a lot more useful.
Plus, conjoining this with a quickened Mind Sliver means that you can set your target up to have both disadvantage on their save and -1d4 to their roll.
If your sorcerer relies heavily on save spells, this is a must-have.
Astral Shard (Rare)
This crystal is also only attuneable by a sorcerer, attaches to items in the same way, and can also be used as a spellcasting focus (almost like it came from the same source!).
When you use metamagic on your spells, this crystal grants the ability to teleport to an unoccupied space you can see within 30 feet of you immediately after casting the spell.
An excellent positioning tool, this crystal is great for wizards who like to relocate around the battlefield or drop control spells they might be in the middle of, like Grease.
If you often get cornered or are just looking for a little more movement magic on your sorcerer, I recommend this item.
Elven Chain (Rare)
Elven Chain is a chain shirt that, in addition to setting your AC to 13 + Dex modifier (max 2), also grants a +1 bonus to your AC.
What makes this armor great for sorcerers is that anyone who wears it is considered to be proficient with it; no medium-armor proficiency required!
Plus, the armor doesn’t require attunement, so if you have the opportunity to wear this, take it. There’s no cost (except for the literal cost in gold pieces of course).
High-Tier Play (14-20)
Tome of Leadership and Influence (Very Rare)
This magical book grants anyone who reads it an additional and permanent 2 points of Charisma, potentially pushing your Charisma above 20.
It does take 48 hours over 6 days or less to read it, but it’s definitely worth the downtime.
The manual can only be used once every hundred years, but as a Charisma-based caster, this tome is always worth grabbing if your DM allows it.
Staff of Power (Very Rare)
While this staff can be used as a +2 quarterstaff that does an extra 1d6 force damage on hit and does grant a +2 to AC, saving throws, and spell attack rolls, its real power is in its spells.
You can use an action to expend some of the staffs charges to cast one of the following spells:
- Cone of Cold (5 charges)
- Fireball at 5th level (5 charges)
- Globe of Invulnerability (6 charges)
- Hold Monster (5 charges)
- Levitate (2 charges)
- Lightning Bolt at 5th level (5 charges)
- Magic Missile (1 charge)
- Ray of Enfeeblement (1 charge)
- Wall of Force (5 charges)
The staff has 20 charges and regains 2d8+4 charges each dawn. If you use all the charges and roll a d20, on a 1 the staff loses all properties except its +2 to attack and damage. On a 20, the staff regains 1d8+2 charges.
You could also break the staff to cause a massive explosion that does 8 x the number of charges to creatures 10 feet away, 6x the number of charges to creatures 11-20 feet away, and 4x the number of charges to those 21-30 feet away.
You have a 50% chance to randomly planeshift to avoid the explosion or take 16 x the number of charges in the staff. Creatures take half damage on a DC 17 Dexterity throw.
Obviously this staff is a potent weapon in anyone’s hands (though it can only be used by warlocks, wizards, and sorcerers).
Sorcerers have an extra advantage however as you can use metamagic on the spells cast with the item.
If you don’t believe me, check out this Sage Advice! Metamagic applies to any spell you cast, even if you cast it with an item.
That makes this staff the ultimate tool in versatile spell casting for sorcerers, filling out their limited spell selection and allowing them to alter the spells as they wish for maximum effect.
Robe of the Archmagi (Legendary)
The Robe of the Magi grants an AC of 15 + your Dexterity modifier and grants advantage on saving throws against all magical effects, and it increases your Spell Save DC and Spell Attack bonus by 2.
This is the ultimate in anti-spellcaster protection, and it’s great on sorcerers too. Sorcerers are a natural fit for counter-magic since with Subtle Spell they can cast an uncounterable Counterspell.
If your sorcerer is designed to fight other magic users, I highly recommend aiming for these robes.
Sorcerers are powerful spellcasters, and what they lack in versatility of spells, they make up for with metamagic and sorcery points. Still, no class is perfect!
These magic items offer excellent ways at every tier to round out your sorcerer and make the most of your build.
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Growing up I spent most of my time reading, so when I first started playing RPGs in middle school and got a copy of DnD 3.5’s rules I loved their collaborative take on storytelling. These days I like to use RPGs to develop my creative problem-solving skills as well.