Even a powerful Dungeons & Dragons character can use a helping hand from time to time. There's no telling what situation the DM might send their players into, after all, but at the end of long, hard quests players can often expect one wonderful payoff: loot. The only problem is, it then falls to the DM to decide what loot their boss encounter will yield.
One of the awesome (and yet also headache-inducing) things about D&D is the sheer amount of magical items that exist for the party to find and use. However, even DMs using a D&D sourcebook for their campaign may want to take their own initiative when distributing those magic items, because it's really no fun when the party can't use anything they find. That's why it's time to look at magic items for one specific class to make great use of, beginning with the rogue.
Rogues are best-suited to utility items, things that work to enhance their natural skills—particularly their stealth, awareness, and combat style. And don't worry about overpowering the party with legendary magic items; there are plenty of items at the "uncommon" and "rare" rarity level in Dungeons & Dragons that any-level character can make use of.
Amulet of Health
This rare amulet sets the wearer's Constitution score to 19 for as long as they're attuned to it. In a rogue's world, where dexterity is often the main focus, this amulet is a great supplement to their hit point score and their ability to make a successful Constitution saving throw.
Boots of Elvenkind
Elves are known for their grace and agility, by virtue of 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 Elvenkind ensure that the wearer's steps are completely silent regardless of the surface they're walking across, and grant 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
Ever heard of this one? The Cape of the Mountebank is 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 life-saver.
Cloak of Displacement
The Cloak of Displacement is probably one of the best items a rogue could possibly have. It's rare—so, not quite as easy to find as other items—but totally worth the gold (or the search). While wearing the cloak, an illusion of the character is projected to confuse enemies, giving them 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 that a whole lot more possible.
Dagger of Warning
Most rogues shouldn't really 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. Not to mention the dagger gives the rogue advantage on initiative rolls, which is a valuable thing for them to have.
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. When thrown into the air, everything within 10 feet of the source becomes invisible for 2d4 minutes. So, it's not as long-lasting as a spell, but there's no concentration needed and a rogue can carry it around as a nice backup for their stealth.
Glamoured Studded Leather
Anyone playing a rogue probably has some kind of leather armor equipped; anything heavier pretty much makes that high 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.
Gloves of Thievery
Basically what it says on the tin! Wearing these gloves grants a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. So, if the rogue already has a roguishly high Sleight of Hand modifier, then nobody's pocket money will ever be safe so long as these gloves are worn.
Goggles of the Night
If the rogue already has darkvision, then these goggles are totally unnecessary (but handy, since darkvision of 60 feet will become 120 feet with them on). However, a rogue without natural darkvision will absolutely 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 who needs some visual supplements will want these at hand.
Manual of Quickness of Action
A rogue's Dexterity score should be totally maxed out (and the default maximum is 20). If it's not, the rogue should work on getting there over the course of the D&D campaign, either by a feat or ability score improvement when leveling up...or by magical item. And the best part of the Manual of Quickness of Action is: 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.
Ring of Evasion
Another quintessential rogue item, the Ring of Evasion makes rogues even harder to hit than they already are. 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.
Once again, an Arcane Trickster might not need these at all, but any other rogue will wish they had a pair of Sending Stones. 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, making these perfect for reporting the findings of a scouting endeavor or calling for help in tense D&D role-playing scenarios or otherwise.
Yes, a flying rogue might actually be a DM's nightmare, but there's no denying how incredibly useful the ability to fly at will can be. Winged Boots give the wearer a flying speed equal to their walking speed for up to 4 hours when fully charged, all at once or in several shorter flights. And don't worry, they'll gain flight capacity back for every 12 hours they aren't in use.
Boots of Speed
Finally, a rogue who gets their hands on a pair of these boots will be near-uncatchable on the battlefield. Don't except to loot (or distribute, as a DM) these boots anywhere near the beginning of a campaign; they're "very rare," which means they're not on the average store shelf either. The boots double the wearer's walking speed, give disadvantage to enemies found in the Monster Manual who try to make 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 actually intended for them!