Fighters are one of the most useful and versatile classes in all of Dungeons And Dragons Fifth Edition. They can take hits without going down and deal massive amounts of damage in melee or at range. At low levels, they dominate over every other class except perhaps a well built barbarian, cleric or paladin. Magic items have the potential to skyrocket their attack and defense, or provide them access to magic outside of the eldritch knight subclass.
It is hard to find a magic item that does not work well with a fighter. That being said, here are fifteen magic items that I think work particularly well with fighters.
1. Adamantine Armor
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.
Adamantine armor is, without a doubt, excellent for any kind of fighter. It comes in a lot of variations, but the handbook description applies to any kind of armor, from leather to full plate. Not to mention that it can come with an extra +1, +2 or +3 to your AC. The fact that this armor negates any critical hits against you means that your enemies have no hope of ever inflicting a serious wound against you and that their only means of defeating you is to hope you don’t get a crit.
Adamantine Armor is good for:
Getting that extra bit of protection. With this armor, you cannot receive a critical hit and take the extra damage it would normally give.
Boosting your AC. Getting a full set of +3 adamantine plate means that your enemies will almost never deal damage to you.
Looking amazing. Adamantine Armor can come in any shape or size, so you will still be able to keep your signature look with this armor.
2. Brooch of Shielding
While wearing this brooch you have resistance to force damage, and you have immunity to damage from the magic missile spell
The immunity to magic missiles is where this magic item really excels. Magic missile is one of those spells that everyone seems to have in some form, even if it's just a wand of magic missiles. Magic missile is also one of those spells that continues to get really powerful as you level up, so having immunity to it may just come in handy.
Brooch of Shielding is good for:
Protecting you from pesky spell casters. Magic missile is too much of a default for magic users to just be ignored.
Protecting you from other pesky spell casters. Chances are they’ll try to use force damage spells on you. Good thing you have this brooch!
Looking amazing. This isn’t just a magic item, it’s a great piece of jewelry.
3. Gauntlets of Ogre Power
Your Strength Score is 19 while you wear these gauntlets. They have no effect on you if your strength score is 19 or greater without them.
These gauntlets may not be the best magic item for increasing strength, but they are one of the most common. Every fighter needs a high strength score, and you don’t get much higher than 19 at lower levels. If your stats aren’t quite what you wanted and you need a simple boost to your strength score, these gauntlets are just the thing!
Gauntlets of Ogre Power are excellent for:
Increasing your strength score. They boost your strength to 19, which comes with a nice +4 modifier.
Showing off. A lot of NPC’s will be impressed by your fancy ogre armor.
Protection. These gauntlets can be worn with armor, so you don’t have to sacrifice your AC to increase your strength!
4. Javelin of Lightning
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
There’s a lot to talk about with this weapon. This javelin could single-handedly take care of low level encounters. The ability to splash this kind of damage a line between you and your target is not to be scoffed at, not to mention the damage you can deal to your target with this weapon. One of the best things about the javelin of lightning is that it can still be used as a weapon even if you have already used its magic ability that day.
Javelin of Lightning is excellent for:
Dealing a line of devastating damage. 4d6 averages 14 damage before modifiers, so pretty much anything between you and your target is taking a hefty hit.
Working as a regular weapon. This javelin is still a javelin when you can’t use its ability.
Giving that party member you hate a little shock. All you have to do is line them up and it will look like an accident when they take the splash damage
5. Mithral Armor
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity stealth checks or has a Strength requirement, the mithral version of the armor doesn't.
Although Mithral Armor doesn’t add to your AC, it does bring a lot to the table. The main qualities of this armor are that you can hide it under normal clothes and that it doesn’t impose disadvantage on stealth checks where normal armor would. If you have a set of full mithral plate armor, you can wear it into fancy dinners or peace treaties and it will not be clocked by guards, bouncers or anyone else attempting to divest you of your armor. It also allows you to overcome one of the fighters main downfalls, being disadvantage when you’re trying to be stealthy.
Mithral armor is excellent for:
Staying hidden. It takes away the disadvantage that a fighter's armor normally imposes on stealth checks.
Sneaking armor into places where it is not allowed. Mithral Armor can be hidden underneath everyday clothes.
Being underestimated. If your enemies don’t see your armor underneath your clothes, they will assume you don’t have any.
6. Periapt of Wound Closure
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a hit die to regain hit points, double the number of hit points it restores.
For fighters who tend to lose a lot of hit points, this is definitely on your shopping list. First of all, it stabilizes you when you are dying, which means no more death saves! For you to die, an enemy will have to hit you while you’re down or your party healer will have to run out of spell slots. Secondly, you double the number of hit points you recover whenever you are resting, meaning that if you take a lot of hits, you’ll be ready to fight again the next day instead of waiting for you hit points to regenerate.
The Periapt of Wound Closure is great for:
Fighters who carry the party in melee. If you’re the only frontliner in your party, you’ll take a lot of hits. This pendant helps with that!
Tanks. After combat, You’ll get back to tanking a lot sooner.
Fighters who like their fashion. This is a piece of jewelry after all.
7. Amulet of Health
Your constitution score is 19 while wearing this pendant. It has no effect if your constitution score is already 19 or higher without it.
This is the Gauntlets of Ogre Power for constitution. It bumps your constitution score up to 19, which is quite significant. First of all, a higher constitution means that you get more hit points per level. Secondly, it means you have increased resistance to getting poisoned, and thirdly, it means you regain hit points faster. This is quite a useful little necklace.
The Amulet of Health is good for:
Gaining more hit points per level. It increases your constitution which increases how fast you gain hit points.
Healing faster. A higher constitution score also means that you heal faster from resting or from magic.
Looking amazing. So many magic items are pieces of jewelry, so looking good is not a fantasy.
8. Armor of Resistance
You have resistance to one type of damage. The DM chooses it or determines it randomly from the options below.
The options referenced are all of the basic ones, acid, force, lightning, etc. The reason that this is so good is because it drastically reduces the amount of damage that your fighter will receive when fighting a certain kind of enemy. Ideally, your DM gives you resistance to a kind of damage that you will be facing a lot, but whatever kind of damage you have resistance to, it could just save your life.
Armor of Resistance is good for:
Protection. You gain resistance to a certain kind of damage.
Looking awesome. I mean, look at that armor. Who wouldn’t want it?
Applying to any kind of armor. Armor of Resistance can come as any kind of armor, so whatever your build calls for, it can answer.
9. Arrow Catching Shield
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
The arrow catching shield is essentially a normal shield, except it gains an additional +2 in AC against ranged attacks and allows you to take ranged hits for your allies. This is excellent because it greatly decreases the likelihood of you being hit by a ranged attack and allows you to protect the more vulnerable members of your party from ranged attacks as well. This means that overall, you and your party will take less damage from ranged attacks. Depending on your DM, that could come in very useful. Some DM’s do love to throw lots of ranged attacks at their players, and if your DM does, make sure to get this shield.
The Arrow Catching Shield is great for:
Increasing overall AC. Any shield, including this one, increases your overall AC by 2.
Increasing AC against ranged attacks. The Arrow Catching Shield increases your AC against ranged attacks by an additional +2.
Protecting party members. This shield allows you to take ranged attacks that were meant for you friends.
10. Belt of Dwarvenkind
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma persuasion checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
This magic item has a lot of benefits, but I’m only going to talk about a few of them. The first is the increase in constitution by +2 to a maximum of 20. I’ve already mentioned the advantages of increased constitution, but it amounts to more hit points. The second is the 50% chance to grow a full beard every day. That is amazing, and I want one of these belts in real life now. Thirdly, you get a few very dwarvish benefits if you are not a dwarf, including knowing how to speak dwarvish and having resistance to poison. Given how many benefits this belt has, it’s a must have for any fighter.
The Belt of Dwarvenkind is superb for:
Increasing hit points. It increases constitution and therefore your hit points.
Growing a beard. Regardless of your folicular situation, this belt gives you a chance to grow a full beard every morning.
Learning a new language. This belt gives you the ability to speak, read and write dwarvish.
11. Belt of Giant Strength
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
The main point of this belt, as seen in its name, is to increase your strength. In fact, that is the only point of this belt. Depending on what variation of this belt you acquire, it will increase your strength to anywhere from 21 to 29, all of which is impossible without a magic item such as this belt. If you got the storm giant variation, which gives you a strength score of 29, your strength modifier would be +9. That would make it nearly impossible for you to miss an attack or fail a strength check.
The belt of Giant Strength is superb for:
Being strong. It increases your strength.
Being stronger. It increases your strength a lot
Being insanely strong. It has the potential to increase your strength by an insane amount.
12. Berserker Ax
You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Curse. This ax is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the ax, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the ax is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the ax. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
There is a lot to unpack with this ax. First of all, you get a +1 to both attack and damage rolls, making you much more combat proficient. Secondly, you gain an extra hit point for every level you have. These two things combined make you a much more formidable fighter. The curse, although not ideal, does have its benefits. It means that you will fight until everything is dead, regardless of anything else that is at stake.
The Berserker Axe is good for:
Dealing damage. You deal an extra point of damage per roll with this ax.
Keeping a weapon close. You are unwilling to part with this ax.
Being a good overall fighter. You are more likely to hit your enemies and harder to kill when using this ax.
13. Flying Sword
A magically animated flying sword dances through the air, fighting like a warrior that can’t be injured.
The flying sword is technically a monster, although to me, it qualifies as a magic item that deserves to be on this list. It is a +3 longsword that hovers around and attacks whatever you want it to attack, separate from your own actions and attacks. It allows you to deal more damage per turn as well as attack more enemies per turn, making you a much better fighter. It deals decent damage and can operate as another friendly fighter in a combat situation.
The Flying Sword is superb for:
Occupying/Distracting enemies. It will attack them at your bidding.
Dealing more damage. It is an independent +3 weapon that will damage what you want it to.
Attacking more enemies. It allows you to attack an extra enemy every turn, turning an encounter with you into a bloodbath.
14. Mace of Terror
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
I don’t think I can fully explain the usefulness of terrifying every enemy within 30 feet of you. Ambushed by bandits? Mace of terror. Attacked by a wolf pack? Mace of terror. Caught sneaking into somewhere by guards? Mace of terror. Truly this weapon is the master of your enemies will to fight and whoever wields it shall surely emerge victorious from any battle.
The Mace of Terror is great for:
Terrifying your enemies. That’s its purpose and main use.
Killing your enemies. If they are not terrified, just smash their skulls in with the heavy end.
Terrifying your enemies. I don’t think I stressed how useful that is yet.
15. Mantle of Spell Resistance
You have advantage on saving throws against spells while you wear this cloak.
The bane of a fighter's existence is a well built spell caster. They won’t enter melee range to fight you like a real warrior would. They’ll sit back behind a wall of muscle all day, but actually confront them and they’ll crumble instantly. It really is a shame that they can deal a lot more damage than fighters at higher levels because they are really annoying to fight. This mantle gives you an edge. It means that you get an extra chance to protect yourself from their magical attacks and that is very useful, especially if the big bad hires a lot of spell casters or you piss off the party wizard.
The Mantle of Spell Resistance is great for:
Resisting magic. It’s in the name.
Defeating magical BBEGs. You can’t win if you don’t survive, and this mantle will help you survive.
Looking really cool. I know I say this a lot, but it really does look cool and I want to wear one.
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