Magic items generally aren't the easiest to get your hands on in Dungeons & Dragons, but when you do they can enhance your experience while playing like nothing else. Whether they're making you stronger, helping you deal more damage, or generally just doing something interesting, you likely can't help but want the best.

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For Clerics there are a lot of magical items that would be fun, but there are only a handful that will perfectly complement a Cleric's skill set. A lot of them are oriented towards healing, but if it helps you save your spell slots for other things, it's definitely worth the attunement.

10 Amulet Of Health

amulet of health item image from basic rules wizards of the coast
Basic Rules via Wizards of the Coast

Amulets of Health are great for most spell casting classes because of the Constitution score increase. At face value you might take this magic item for granted, but an increased Constitution means that you have a much better chance of passing your concentration checks if you're holding a concentration spell when hit in battle.

Given that the cleric has some pretty nice concentration spells, which are more often than not support spells that could turn the tide of battle, being able to keep your spells up is exceedingly helpful.

9 Amulet Of The Devout

Dungeons and Dragons half elven cleric raising one hand from the player's handbook
Player's Handbok 5e via Wizards of the Coast

Similar to how you can pick up weapons that increase your attack by +1 to +3, depending on rarity, the Amulet of the Devout will increase your Spell Attack and Spell Save DC depending on rarity. It replaces your holy symbol and offers an additional bonus that lets you cast Channel Divinity without expending a use once, though you will have to wait until the next dawn to use this feature again.

Given how powerful Channel Divinity can become in the later levels, you don't want to look this magical amulet over.

8 Crook Of Rao

crook of rao item image from tasha's cauldron of everything
Tasha's Cauldron of Everything via Wizards of the Coast

The Crook of Rao has a whole plethora of uses, able to cast Aura of Life, Aura of Purity, Banishment, Beacon of Hope, and even Mass Cure Wounds. It can also have an ability called Absolute Banishment, that can banish almost every fiend within a mile of your position (with a challenge rating of 18 and lower) back to their home planes for at least 100 years, which is absurdly powerful.

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Of course, when you use this Absolute Banishment, it activates the Failing Matrix property, which could potentially create an even worse problem for you by potentially summoning a Balor or every single fiend that has ever been banished by the Crook, so you should use this feature with absolute caution, if at all.

7 Devotee's Censer

devotees censer image from tasha's cauldron of everything
Tasha's Cauldron of Everything via Wizards of the Coast

Clerics can be pretty versatile when it comes to switching between spell-based and melee combat, so having a good melee weapon is important. Thankfully the Devotee's Censer plays well towards your strengths as a Cleric and fits aesthetically.

The flail deals 1d8 extra radiant damage to your enemies and, as a Bonus Action, you can cause the flail to give off a bit of incense for 10 feet, up to one minute. Anyone in that incense regains 1d4 hit points, so you should be careful when you use this feature.

You don't have to use it during combat and could, theoretically, use it during a short rest to help people who need to roll hit dice by giving them at least one hit point back.

6 Necklace Of Prayer Beads

necklace of prayer beads item image from basic rules wizards of the coast
Basic Rules via Wizards of the Coast

Although the Dungeon Master or the dice decide what each bead on this magical necklace does, the effects are still incredibly tempting. Each bead (up to 6 total) has a chance to cast Bless, Cure Wounds or Lessor Restoration, Greater Restoration, Branding Smite, Planar Ally, or Wind Walk.

Even better is that each bead is reusable after the next dawn and isn't just a one-and-done type of deal. This necklace, although a bit random, is incredibly useful for Clerics and will help you to save your limited spell slots and potentially worm out of any diseases the DM throws at your party.

5 Pearl Of Power

A cleric with a glowing hand placed on her companion as she helps him up from Dungeons and Dragons
Lords of Waterdeep by Tony Foti

As you may well know, Clerics can't get their spell slots back until they take a long rest. Or at least, without a Pearl of Power they can't, so having one of these on hand as a backup plan (or even a few of them, if you can manage that), can be a lifesaver.

While you won't be completely useless if you run out of spell slots during battle, given that you can switch over to melee combat, having one as a just-in-case can ease a lot of worries about running out of slots. Of course, you can't restore any slot higher than three, but sometimes that's all you need.

4 Robe Of Eyes

robe of eyes item image from basic rules wizards of the coast
Basic Rules via Wizards of the Coast

Given that you will probably already have a higher perception courtesy of the Cleric being a Wisdom-based class, it's only natural that you'd want to play to your strengths and boost that even more. The Robe of Eyes does this perfectly by granting you an advantage on perception checks.

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If that wasn't enough for you, the Robe of Eyes even grants you a 120-foot darkvision and lets you see invisible creatures, and into the Ethereal Plane. The only downside is that if someone casts Light (DC 11) or Daylight (DC 15) around you, then you'll be blinded for one minute (though you do get a chance at the end of each turn to end the blindness).

3 Rod Of Resurrection

rod of resurrection item image from the dungeon master's guide wizards of the coast
Dungeon Master's Guide via Wizards of the Coast

The Rod of Resurrection is a great way to use your spell slots for things other than healing and still play the role of the good healer. It has five charges and can cast Heal for one charge or Resurrection for five.

However, you shouldn't over-use this rod because it only regains one charge at dawn, so you'll need a total of five days to recharge it, assuming it isn't destroyed in a burst of radiance after you've used every charge. It does require attunement, but it's a handy item to have on hand.

2 Staff Of Healing

staff of healing item image from the basic rules wizard of the coast
Basic Rules via Wizards of the Coast

This is another useful item that will help you to save your skin and your party's. The Staff of Healing has ten charges and can cast Cure Wounds, up to the fourth level (though you do have to spend one charge for every level), Lesser Restoration for two charges, and Mass Cure Wounds for five charges.

It can regain up to 10 charges daily, so you will, more than likely, find yourself getting a lot of use out of this staff. This is a great item to have in the end game, especially when you're often finding yourself in more dangerous situations.

1 Boots Of Speed

dungeons and dragons boots of speed item image
Basic Rules 5e via Wizards of the Coast

Although yes, you shouldn't give in to Cleric stereotypes by being cornered into a heal-bot position, you should at least have a backup plan. Although you should be honest with yourself, as a Cleric, you're probably going to be doing a majority of the heavy lifting for healing and in this case, speed is key.

Being able to move around large maps quickly and get to your party members before they're knocked down, or worse, killed, is important. When you're the only one who can stabilize someone before they die, be it with Spare the Dying or otherwise, mobility can be the make or break between your party just barely squeezing out of a rough situation without needing to mourn afterward.

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