Dungeons and Dragons boost of new players is thanks to the hype for upcoming movies and shows like Honor Among Thieves and Legend of Vox Machina. In particular, Honor Among Thieves has people testing out the wily ways of the classic Rogue.

With only three attunement slots available, the typically shifty and versatile Rogues are spoiled for options. Still, Rogues aren’t just going for pure damage, they want to be prepared for anything, and these magic items are just what they need for their shady activities.

10 Weapon of Warning (Requires Attunement)

Weapon of Warning in 5e

Rogues are masters of taking people by surprise, but they’re not big fans of being taken by surprise themselves. Few things are more embarrassing than a stealth expert finding themselves snuck up by a giggling band of goblins. To prevent this, the Weapon of Warning is a must in people’s arsenal.

RELATED: 10 Best Subclasses In Tasha's Cauldron Of Everything

The Weapon of Warning, as long as it’s on the Rogue’s person, gives them the advantage on initiative rolls. In addition to this, the Rogue and companions within 30 feet of them cannot be taken by surprise, unless they’ve been otherwise incapacitated beforehand. If the party is naturally asleep, the weapon wakes everyone up if an ambush were to begin.

9 Gloves of Thievery

Dungeons and Dragons Rogue in 5e

While not every rogue is a thief, they certainly lend themselves extremely well to the profession. For rogues that do want to lean into the stereotype, thieving is a risky yet incredibly rewarding activity. To better one’s chances, it’s a great idea to pick up the Gloves of Thievery for more sophisticated thief work.

The Gloves of Thievery makes good on its title. It is completely invisible when worn, and gives the Rogue a +5 bonus to Sleight of Hand checks and lockpicking checks. For enterprising thieves, these are amazing benefits and ensure that no valuables are safe within their reach. Plus, not needing attunement leaves room for other magic items, befitting a greedy character.

8 Goggles of Night

Goggles of Night in 5e

Rogues do their best work in the dark. It lets them pass undetected through enemy territory, and it also makes ambushes much easier. However, being in the dark doesn’t necessarily mean one can see in it. Not every race has darkvision, and neither can every Rogue cast a spell to fix this problem.

For that, the Goggles of Night are a simple and practical choice. These dark lenses provide 60 feet of Darkvision, which makes Rogues that much more effective in their element. Plus, it doesn’t need attunement, so there’s no downside to just having the goggles around when needed.

7 Stone of Good Luck (Requires Attunement)

The Stone of Luck in 5e

Rogues, alongside Bards, are amazing skill monkeys. With expertise and proficiencies, they could be astonishing specialists, providing options for any situation with their agility, wits, or tools. Of course, there’s no harm in insurance, and that’s where the Stone of Good Luck comes in.

RELATED: 10 Strangest PC Backstories in Dungeons and Dragons, According To Reddit

This stone adds a simple yet powerful +1 bonus to ability checks and saving throws. With how close to the line some rolls can get, that +1 could mean the difference between life and death. Plus, Rogues having a lucky charm just has a certain flavor to it.

6 Boots of Speed (Requires Attunement)

Boots of Speed in 5e

While a Rogue’s sneak attack and evasion are plenty useful in hit-and-run, more speed is just extra insurance that whoever they just hit doesn’t get the chance to hit them back. The Boots of Speed, as a bonus action, lets the Rogue click their heels together ala Dorothy in Wizard of Oz.

Only instead of taking the player to Kansas, their movement speed is doubled and opportunity attacks made against them in this state are at a disadvantage. This makes Rogues that much harder to consistently hit in combat, which is really what they should be doing in the first place. Not to mention, it’s very easy to reach some Flash levels of ridiculous speed with the right build.

5 Broom of Flying

Broom of FLying in 5e

Since some Rogues are more likely to want Boots of Speed over the Winged Boots, they still need a way to fly around. This is where the Broom of Flying comes in very handy. With a command word, the mundane broom becomes a flying object that can be ridden, to bring out the best witch in anybody.

The broom has a weight limit of 400 pounds, and if the player (as well as anything on them) adds up to 200 pounds or less, the Broom’s flight speed becomes 50 feet. Otherwise, it’s 30 feet. The Broom can also travel to any place within 1 mile of the player while riderless. Most conveniently, the broom does not need attunement, meaning they still have room for other magic items. The only “downside” is that broom riders can get pushed off, but for high DEX Rogues, a DC10 saving throw is far from impossible.

4 Cloak of Displacement (Requires Attunement)

The Cloak of Displacement in 5e

Rogues don’t like getting hit, and few magic items are as amazing at preventing getting hit as the Cloak of Displacement. This magical cloak projects an illusion of the Rogue near them, giving enemies a disadvantage in attacks against them. This effect ceases to function upon taking damage until the start of the next turn.

RELATED: 10 Marvel Superheroes You Can Build In Dungeons and Dragons (& How To Do It)

When combined with Rogue’s already ridiculous Evasion and Uncanny Dodge, they become practically untouchable on the battlefield. Rogues in particular benefit from this as they have lower health than most, and it makes targeting them much less appealing to enemies.

3 Hat of Disguise (Requires Attunement)

The Hat of Disguise in 5e

Sometimes, the best way for Rogues to hide is by hiding in plain sight. The Hat of Disguise allows the player to cast Disguise Self at will. The disguise ends if the hat is somehow removed. The ability to essentially change face at a moment’s notice with no real limits (other than wearing a hat) has a plethora of uses.

It should be noted that Disguise Self is an illusion and not comic-book-level shapeshifting. That means the player can’t just pretend to be somebody 5 feet taller. This allows for some truly creative disguises, and with how fantastic Rogues are at Deception, the sky’s the limit when it comes to shenanigans. As a bonus, even if they do know it’s an illusion, they still wouldn’t know the Rogue’s true face.

2 Ring of Mind Shielding (Requires Attunement)

Ring of Mind Shielding 5e

Rogues are deceptive and sneaky, but even they can’t normally hide their thoughts from psychic creatures. Even the best disguises might end up failing if the person just so happens to be a telepath. For the paranoid Rogue, the Ring of Mind Shielding is the perfect solution. This trinket makes the player immune from any attempts of psychic observation or communication.

That means nobody will be able to read the player’s mind to know their true nature and intentions. As an action, the ring can even be made invisible, to further remove suspicion. If the ring is worn upon death, however, the player’s soul enters it, and they can either stay in the ring as a spooky ghost or move on to the Afterlife. Hopefully, the telepathy immunity is all the player will need.

1 Bag of Holding

The Bag of Holding in 5e

Rogues, especially thieves, are inevitably going to find themselves wanting a whole host of items at a moment’s notice. The Bag of Holding does just that, as its interior holds an extradimensional space that is 64 cubic feet bag that can hold 500 pounds (i.e. about a small crate that can hold a 4-foot tall gnome). It’s incredibly handy for practical storage, but there are also some shenanigans to be had.

The Bag of Holding, if ruptured or overloaded, will cause it to evaporate and send the contents into the Astral Plane. If, say, a particularly nasty item needs disposal, this is a surefire way to do it. Also, if one throws the bag of holding inside a Portable Hole or Handy Haversack, it implodes, destroying both items and spitting anything within 10 feet into the Astral Plane or a random location. A fun last resort for the desperate Rogue in a fight, if they’re creative enough.

NEXT: Every Fifth Edition Adventure Module Ranked