Best Magic Items for Druid in D&D 5e
Druids are already one of the strongest classes in the game on account of their full spellcasting, great spell list, powerful subclass abilities, and the utility of Wildshape. To add to this power is a bit foolhardy, but obviously the designers disagree.
There are a ton of magic items that are straight up designed for the Druid, and plenty more that either synergize well with what you’ve already got going on or fill in one of your very few gaps. We are mostly looking for those types of items, as anyone can benefit from a +1 set of armor. Notably about armor though, the Druid’s shunning of metal armor means that a lot of magic armor and shields (shields count as armor) are immediately off of the table.
Moon Sickle (Rarity varies, Attunement): This is a basic buff to any Druid or Ranger that increases your spell attack rolls and spell save DCs by an amount dependent on the item’s rarity. It also grants a small d4 bonus to healing spells, which is likely insignificant but at least free. This is definitely worth the attunement slot for any Druid.
Uncommon:
Nature’s Mantle (Attunement): This allows you to use this cloak as a spellcasting focus, freeing up your hands to easily hold a shield and something else (perhaps a different magic item). It also allows you to hide as a bonus action if you can manage to be lightly obscured. The wording of this is strange, as it seems to imply that you can only use this bonus action while lightly obscured, but not while heavily obscured. This seems very silly, but unless your DM handwaves this strange ruling, I don’t actually think this is worth the attunement slot.
Armor of Fungal Spores: This is mostly here because it just completes the look and theme of a Spores Druid perfectly. The BA aura of poisoning is also quite potent, especially because many Druid subclasses (including spores) don’t have great uses for their bonus action. It’s only once per day, but it will feel pretty powerful when you do use it.
Insignia of Claws: This gives a +1 to hit and damage for unarmed strikes and attacks with natural weapons, giving this item an easy home on Moon Druids who plan spending combat Wildshaped. The lack of attunement definitely saves this, as I don’t think it would be worth a slot.
Saddle of the Cavalier: An odd choice for sure, because I’m actually recommending that you wear this, rather than putting this on a mount. Obviously this is only for Moon Druids, but if that’s you, this item grants disadvantage on all attacks against you while Wildshaped into a form that could realistically wear a saddle and someone is riding you. A war horse is the obvious pick, but I’d argue that bears and even giant scorpions could wear a saddle. Aquatic forms are probably off of the table, as are the Moon Druid’s elemental forms. You do have to be mounted to gain this benefit, though I see this less as a downside and more as a fun opportunity to team up with another player and make cool combo plays!
Wand of Web (Attunement): The fact that Druids don’t get Web is a crime. This fixes that, giving Druids a great control option that stays great for the majority of the game.
Winged Boots (Attunement): Concentration free flight is busted on full casters, and this is the best and cheapest item to acquire that.
Rare Items:
Barrier Tattoo (Rare or Very Rare, Attunement): This item’s rare version essentially acts as half plate, and the very rare as plate mail, but doesn’t have any of the downsides of those armor sets and isn’t metal, so it skirts around our no-metal rule. Both versions are good, though the very rare one will provide an additional +1 AC compared to the rare version.
Cape of the Mountebank (Attunement): All Druids except Wildfire and Dreams lack short range teleportation options, making this a strong option to fill in that gap.
Cloak of Displacement (Attunement): If your DM is being a stickler about metal armor and you find your AC is lacking, this is a good option for patching up your defenses.
Staff of Swarming Insects (Attunement): Giant Insect and Insect Plague are both fine spells, but I’m mostly here for the insect swarm cloud. This cloud surrounds you and counts as heavy obscurement for everyone other than you, essentially making this a one-way Fog Cloud. This makes us untargetable by most spells, gives us advantage on attacks and disadvantage on all attacks against us. This is basically concentration-free Greater Invisibility.
Staff of the Woodlands (Attunement): Awaken, Wall of Thorns, Speak with Animals, and Speak with Plants are all great spells, but the real power here is Pass Without Trace at will. That spell usually takes up most of a Druid’s 2nd level slots each day, so getting it for free saves you a lot of spell slots.
Very Rare Items:
Staff of Fire (Attunement): Many complain about Druid’s lack of blast spells, and while I argue that they don’t need them, this item will definitely fix that if it’s a problem for you.
Voyager Staff (Attunement): This item gives you just about everything you could ever want for getting your party around the world. Be it long distance travel or just on the other side of the locked door, this staff can get you there, and that’s an area of spellcasting that the Druid falters in.
Legendary Items:
Ring of Three Wishes: Three castings of Wish should realistically be all you need for the last 2 sessions of your campaign.
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