Best Magic Items for Cleric in D&D 5e
As the class that gets nearly everything you could ask for, the Cleric relies very little upon outside help to make it powerful. That being said, there are a surprising number of magic items specifically tailored and exclusive to Clerics (and also Paladins sometimes). It makes sense as to why; a class with as much built-in flavor as the Cleric very easy to create interesting items for. We’ll be checking those out, along with items that help fill in the few gaps that the class has. Sorry martials, the full casters stay winning.
Amulet of the Devout (Uncommon-Very Rare, Attunement): This item is a basic upgrade for any cleric. It increases your spell attack roll and save DC by an amount depending on the rarity, and grants you one free channel divinity use per day. Any Cleric would love to have this at any rarity level, and it’s definitely worth an attunement slot for most of your character’s career.
Uncommon:
Coiling Grasp Tattoo (Attunement): An odd choice for sure, but hear me out. This gives us the ability to grapple an opponent at a 15ft range. This is conveniently just outside of the vast majority of monsters’ melee ranges, and just inside the area of Spirit Guardians, one of the best spells on your list. Granted, the DC for both the initial grapple and to escape is only 14, so this strategy will start to wane at higher levels. Still, as a level 5-9ish combo with Spirit Guardians, this will occasionally just cook an enemy to death.
Gauntlets of Ogre Power (Attunement): For those Clerics who would like to mix in melee attacks with their spells, it can be hard to have enough good ability scores to make that concept work. This item sets your strength to a flat and unchangable 19, plenty enough for any melee build. Special mention also goes to the various Belts of Giant Strength, items of higher rarity that further increase your strength score even beyond 20.
Guardian Emblem (Attunement): The best feature of the Grave domain is the ability to turn crits into normal hits. This is an incredibly unique feature, or at least it would be if this item didn’t give it 3 times per day to any Cleric or Paladin. This may not make the cut when you get full on attunement slots at higher levels, but the best form of healing is preventing the damage altogether, and this is a great way to achieve that.
Sentinel Shield: Advantage on Initiative is the big bonus here, as Clerics frequently have low Dexterity but also benefit greatly from going early in the first round of combat. This is due to their great support and damage spells like Bless and Spirit Guardians. This item is a nice, attunement-free method of fixing this issue.
Wand of Web (Attunement): The Cleric spell list lacks good movement control options, and this wand gives us plenty of uses of one of the best spells of that type.
Winged Boots (Attunement): Concentration free flight is good for everyone, but especially for full casters who now have much less to worry about in protecting their concentration.
Rare Items:
Cape of the Montebank (Attunement): The Cleric list lacks any short range teleportation spells, so this item fills that gap nicely with the best of those spells: Dimension Door.
Grasping Whip: The traditional method of squeezing more damage out of Spirit Guardians is to take the Telekinetic feat and use the bonus action 5ft shove to push an enemy into the area of the spell on your turn, causing them to take damage from the spell both on your turn and at the start of theirs. This item does the same 5ft pull, but using your action rather than your bonus action. This means you could pull and pick someone up with Healing Word, or pull two creatures for even more damage!
Neckless of Prayer Beads (Attunement): This is basically a bunch of free castings of a few Cleric spells each day, and there are potentially some really good options like Bless, Greater Restoration, Planar Ally, and Wind Walk. That being said, the beads you get are random, meaning you could have a neckless full of Branding Smites and Lesser Restorations. Odds are though, you’ll get some spells you really like from this.
Devotee’s Censer (Attunement): This magic flail deals a bit of extra Radiant damage on hit, but the bigger draw here is the healing. Once per day we can spend a minute to give anyone around us 10d4 (about 25) hp healed. This wildly outperforms basically all healing spells until Mass Heal, and it’s completely free with no limitation on targets besides the 10ft radius around you. Perfect for a quick out of combat heal when you don’t have the time for a short rest.
Staff of Healing (Attunement): While I don’t ascribe to the common belief that all Clerics must be healers and nothing more, I can’t deny the benefits of getting a bunch of free healing spells each day. I’d recommend saving most of these charges for out of combat, where’d I’d just spam 9 1st level Cure Wounds on whoever needed them. With a +5 wisdom mod, that’s an average of 85.5 HP healed, spread out as you choose.
Very Rare Items:
Cape of Enlargement (Attunement): Increasing in size will increase the area of Spirit Guardians, making it easier to catch more enemies inside it at once. This is the only way to do that without multiclassing or having someone cast Enlarge/Reduce on you.
Wand of Polymorph (Attunement): Clerics don’t get this amazing utility/debuff/healing spell, so suddenly getting to cast it 6 times per day is incredible.
Legendary Items:
Talisman of Pure Good (Attunement): Getting a +2 to our spell save DC plus 6 literal save-or-die effects (note it’s only 6 ever, but you’re probably almost done with the campaign anyway) is a really good deal for the end of an adventure where you are likely fighting some pretty evil dudes.
Ruby Weave Gem (Attunement): The options for Cleric spells at high levels are honestly very lacking. Boy, it sure would be nice if we had an item that just let us pick, oh I don’t know, WISH, and cast it with our 9th level slot instead of our paltry options. Oh hey look at that, another example of why Fizban’s is the best post-Tasha’s book so far.
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