There’s no telling what situation the DM might create, but at the end of long, hard quests players can often expect a satisfying payoff. Magical items aren’t just for spellcasting classes, like Wizards, Bards, or Clerics. Other classes also need guidance when it comes to magical items, one specific example being the Rogue.
Rogues are best suited to utility items such as carving tools and decks of cards because of their high Dexterity score. Accessories or things that work to enhance their natural skills about stealth, awareness, and combat style. There are plenty of items of “uncommon” and “rare” quality inDungeons & Dragonsthat any level Rogue character can use.

Updated on September 1st, 2024, by Kristy Ambrose:In early D&D history, this class was known as a Thief. Today, Rogues are still one of the most popular classes in D&D, along with virtually every other RPG in the world. Years of development and innovation have come from a combination of vintage gaming materialsand contemporary changes. Role-players and homebrewers alike have also had fun with this highly customizable class, which can be anything from a spy to a carpet-bagger.
Jewelry
Rings, necklaces, bracelets, pins, earrings, cufflinks, and more, depending on the adventure and the type of DM.
Amulet Of Health
This amulet sets the wearer’s Constitution score to 19 for as long as they’re attuned butdoes not affect a characterthat already has a Constitution of at least 19. This necklace would be useless to a Barbarian or Cleric, but it’s one of the best magic items for Rogues in 5e.
In a Rogue’s world, Dexterity is often the main focus, meaning their Constitution is often low. This amulet is a great supplement to their hit-point score and their ability to make a successful Constitution saving throw. It’s an advantageous combination for what’s usually a squishy class.

Ring Of Mind Shielding
This ring grants several abilities that are useful to virtually every class, but the advantages it grants when it comes to stealth make it feel like something a Rogue would use. Its primary ability shields the wearer from any magical spell or skill that allows other characters to read their thoughts, discover their alignment, or know what type of creature they are.
The ring can also be rendered invisible, so nobody knows the character is wearing it. The last and most interesting power this ring has is its soul-storing option. It can be used to store a soul, and if the Rogue dies while they’re wearing it, it stores their soul, but it can only store one soul at a time.

If the ring is already housing a soul when the Rogue dies, they’re out of luck. If the Rogue’s soul is stored in the ring, they can communicate with the wearer telepathically and can move on to the next world at any time they want.
Ring Of Evasion
Another quintessential Rogue item, theRing of Evasionmakes this class even harder to hit. Rogues can spend one of the ring’s charges to succeed a Dexterity saving throw that they had previously failed, further enhancing their already possessed Evasion ability.
It was last seen in the Marble Tomes Conservatory in Rosohna. Any party exploring the rougher parts of Wildemount might happen upon it.

Trinkets And Accessories
The Rogue class is infamous for the accessories they carry. Thieves Kits, Poison Vials, and other magical items unique to or well-suited for the class.
The Immovable Rod
It’s more of a camping or travel item than a combat accessory, butThe Immoveable Rodmight have some situational uses in battle. When the Rogue uses an Action to press the button on the end, The Immovable Rod becomes fixed in place, and it can be placed anywhere, even in midair.
The rod can support up to 8000 pounds of weight at this point, so other than storage, it can be used to hold up heavy objects like walls or castle gates. Be cautious, however, because any weight above the limit causes the rod to fail. Until the Rogue presses the button again, deactivating the rod, it can only be moved by a character strong enough to pass a 30 Strength check.

The Spies' Murmur
Something between a piece of jewelry and an accessory,The Spies' Murmuracquires attunement and is a small piece of dark metal worn around the ear. Even the least creative of players knows that’s a handy skill that applies to a variety of situations and fits well into the skillset of a Rogue.
In addition to its uses in communication, this device can act as a reverse speaker and allow someone to listen to a conversation, music, or some other audible exchange. This ability is important to Rogues, and the name of the device more likely comes from this secondary use.

Dust Of Disappearance
One of the advantages of being an Arcane Trickster is being able to cast Invisibility when needed; other roguish archetypes don’t have that going for them, but this dust can certainly help.
Throw theDust of Disappearanceinto the air, and everything within 10 feet of the source becomes invisible for 2d4 minutes. It’s not as long-lasting as a spell, but there’s no concentration needed. A Rogue can carry it around as a nice backup for their stealth.

Sending Stones
An Arcane Trickster might not need these at all, but any other rogue will wish they had a pair ofSending Stones. They’re one of the best magical items in 5e for any class, and they fit nicely with the usual toolkit of a Rogue.
Whoever holds one of these stones can use an action to cast the Sending spell and communicate with the bearer of the stone’s counterpart. These are perfect for reporting the findings of a scouting endeavor or calling for help when in a tenseD&Drole-playing scenario.

Manual Of Quickness Of Action
A rogue’s Dexterity score should be maxed out, and the default maximum is 20. If it’s not, the rogue should work on getting therethroughout theD&Dcampaign, either by a feat or ability score improvement when leveling up or by using a magical item.
One thing that a Rogue can do is bust into the Cobalt Vault and grab this handy learning manual. The best part of theManual of Quickness of Actionis that even if the rogue who reads it does have a 20 Dexterity, they’ll still increase their Dex score by 2 upon completion of the book.

Cloaks And Footwear
Some hats, shoes, gloves, and other pieces of gear are specifically for Rogues, while others can be designed for casters or other melee fighters, but are still useful.
Boots Of Elvenkind
Elves are known for their grace and agility, by nothing more than being elves. As one can imagine, grace and agility are two things a rogue should have in plenty since stealth is really their purview in the party.
Boots of Elvenkindensure that the wearer’s steps are completely silent regardless of the surface they’re walking across, and grant an advantage to stealth checks that rely on moving silently. Best of all, they’re an “uncommon” item, so they shouldn’t be too hard to find.

Cape Of The Mountebank
This item is part of the inventory in Gilmore’s Glorious Goods.The Cape of the Mountebankis a rare cape that smells faintly of brimstone and allows the wearer to cast Dimension Door as an action. It creates a puff of smoke whenever used, but even then it’s still an invaluable item for a rogue.
Unless the party’s scout has a dextrous arcane spellcaster to accompany them on scouting missions, a cape such as this might very well be a lifesaver.
Cloak Of Displacement
The Cloak of Displacementis probably one of the best magical items in 5e a Rogue could have. It’s rare, so not quite as easy to find as other items, but worth the gold or the search.
While wearing the cloak, an illusion of the character is projected to confuse enemies, giving them a disadvantage on all attack rolls. Rogues work best when they can zip between enemies, dealing massive sneak attack damage and taking as little of it themselves as possible; this cloak makes this more possible.
Goggles Of The Night
If the Rogue already has Darkvision, then these goggles are unnecessary but handy, since Darkvision of 60 feet will become 120 feet with them on. However, a Rogue without natural Darkvision will treasure these, gaining a 60-foot span of Darkvision while wearing the goggles, so they can see the world in any light.
Since carrying a torch kind of invalidates sneaking around in the first place, a Rogue whoneeds some visual supplementswill want these at hand. The character of Beauregard Lionett in Critical Role is currently in possession of a pair.
Cloak Of Arachnida
Extra abilities like climbing and resisting or detecting traps are something a Rogue is good at anyway, and this cloak gives them some creative ways to add to those unique skills. Not only does it keep the Rogue from getting trapped in webbing, but they can also move through it with the same penalties as if it were difficult terrain.
Another boon for Rogues who add some spellcasting to their repertoire, equipping theCloak of Arachnidaalsoenables a Rogue one cast of the Web Spell per day. This requires an Action and a roll of a d12, similar to a conventional spell. It’s a great magical item for most classes in 5e but is best for a Rogue.
Armor
Light armor or clothing is the signature armor for a Rogue, but with all the customization options for Rogues these days, it’s a guideline as opposed to a rule.
The Gloves Of Thievery
The Dexterity bonus that these gloves grant also applies to the Sleight of Hand ability and the Pick Lock skill.Put all of these great advantages together, and theGloves of Thieveryis one of the best items for Rogues in 5e.
Another interesting trait these gloves have is that they’re invisible, so they can also be used in a situation that requires the player to hide something small or be more discreet about how much armor they have, or its quality.
Bracer Of Flying Daggers
A single bracelet as opposed to a pair of bracers, this handy item is decorated with small daggers in case the character forgets what they’re wearing. The character can use an extra action to conjure two magical daggers from this bracer that can be thrown at an enemy, and they can deal1d4 or 1d6 damagedepending on the DM’s discretion.
Unlike other magical items that have limited charges or need an overnight rest to recharge, theBracer of Flying Daggers is always fully functional.However, the daggers it conjures only last a short time and disappear unless you use them immediately.
Glamoured Studded Leather
Anyone playing a Rogue probably has some kind of leather armor equipped; anything heavier pretty much makes thathigh Stealth skill redundant. Here’s a suit of leather armor with a bonus effect rogues, in particular, should appreciate.
Along with a +1 bonus to AC, on a bonus action, the wearer can speak this armor’s command word and it assumes the appearance of any type of armor or regular clothing.Glamoured Studded Leatheris great for Rogues that rely on Stealth or the power of disguise to get the job done.
Boots Of Speed
A Rogue who gets their hands on a pair of these boots will be near-uncatchable on the battlefield. The boots double the wearer’s walking speed, give a disadvantage to enemies found in the Monster Manual who try an Attack of Opportunity, and grant 10 minutes of speed per long rest.
That should be plenty to get any DM started on outfitting their rogue with some epic loot. Now all that’s left is to make sure the party divides their spoils somewhat equally — and that the rogue gets any items intended for them.
Weapons
The exact weapons that a Rogue can use depend on the Feats they choose, but the common ones tend to be daggers, shortswords, short bows, and hand crossbows.
Nine Lives Stealer
Thereare a few weaponsand abilities that a Rogue can use for “insta-kills” and this is one of them, alongside the usual skills like Backstab and Attacks of Opportunity. Constructs and undead creatures are immune, and the weapon has a limited number of charges for this skill as determined by the DM.
It’s often depicted as a shortsword in official D&D artwork, but the other great thing about theNine Lives Stealeris that it can take a variety of forms and none of them are the usual dart or dagger. It can be a greatsword, longsword, rapier, or scimitar.
Dagger Of Warning
Most Rogues shouldn’t need help with their perception, but this dagger helps both the Rogue and everyone around them. While attuned, the Rogue can’t be surprised and are magically awoken from their sleep when danger approaches along with all allies within 30 feet of them.
The initiative is a great advantage to characters that rely on melee strikes, making this one of the best magical items for a Rogue in 5e. Not to mention theDagger of Warninggives the rogue Advantage on initiative rolls, which is a valuable thing for them to have.