Ranger Items
Rangers are often an undervalued class in the face of Paladins Fighters and Druids each contesting space for parts of their thematica/mechanics. A part of this in our experience is the general lack of thematic items fitting rangers. Listed here are some options for Rangers to elevate their power level in hopefully thematic ways.
Whistle
Weapon (Dagger), uncommon
This pearl dagger has small channels which make a whistling sound as air rushes through them.
Whenever you hit a ranged weapon attack with this dagger, you can use your Bonus Action to whistle sharply, teleporting to an unoccupied space within 5 feet of the target of that attack with the dagger back in your hand.
Pack leader’s Horn
Wonderous item, uncommon (requires attunement)
Whilst this horn is on your person you may blow it when you roll Initiative, unless you are Surprised. This sound is audible within 300 feet and each creature of your choice that hears it may add 1d6 to its Initiative roll. Whenever you blow on the horn, it loses its magic and is unable to produce sound again until the next dawn.
Hunter’s Mercy
Scimitar, rare (requires attunement by a ranger)
This simple bronze scimitar has the marking of a wolfs paw at the base of it’s blade.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, when you reduce a Beast to zero hit points with this weapon, you can instead reduce it to one Hit Point. If you do, the Beast is Charmed by you for the next hour and obeys your verbal commands.
Explorer’s Tome
Wonderous item, rare (requires attunement by a ranger)
This tome is bound with vines and leather, carrying the secrets of generations of rangers.
You may use this tome as a spellcasting focus for your Ranger spells and whilst you hold it you gain a +1 bonus to your spell save DC and spell attack bonus. While you are attuned to this tome, you know two additional Ranger spells of your choice. These spells must be of a level for which you have a spell slot.
Blackhawk’s Quiver
Wonderous item, very rare (requires attunement by a ranger)
This hawk-down quiver produces magical arrows fletched with black feathers. At the end of a long rest, it produces 2d6 arrows. The quiver can hold up to 12 magical arrows, at which point it stops producing them.
Arrows produced by this quiver gain a +1 bonus to their damage rolls. When a creature is hit by one of these arrows, they must make a Constitution saving throw against your spell save DC. On a failure, they suffer one of the following effects of your choice until the end of your next turn
- The target becomes Blinded.
- The target becomes Frightened.
- The target takes an extra 1d6 Piercing damage.
Jade Fang
Weapon(Scimitar), very rare (requires attunement by a ranger)
This brass scimitar has a series of jades embedded in it’s handle, with it’s guard shaped like a coiled snake. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, whenever you damage a creature using the Hunter’s Mark spell, you deal an additional 1d6 Poison damage.
Azure Fang
Weapon(Shortsword), very rare (requires attunement by a ranger)
This silver shortsword has a large lapis lazuli embedded in it’s dark handle, with it’s cross guard shaped like a cobras head. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, you gain Resistance to Poison damage and Immunity to the Poisoned condition.
If you are attuned to both Azure and Jade Fang, their magics combine needing only one attunement slot between them.
In addition, whenever you damage a creature for the third time on one turn with attacks from these weapons, it must make a Constitution saving throw against your Ranger spellcasting DC or become Poisoned for 1 minute. An affected creature can repeat this saving throw at the end of each of it’s turns, ending the condition on a success.
Champion’s Bow
Weapon (any bow), legendary (requires attunement by a ranger)
This white-gold bow is blessed with the magic of Lugh, god of archery and sports. Pale blue markings of hounds falcons and stags can be discerned from it’s glistening vaneer. You can only attune to this bow if you have displayed some feat of mastery over the bow, which is approved by either general society or a relevant deity (DM’s discretion). Otherwise, it is a nonmagical bow of it’s kind.
While attuned you gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition,the bow has 10 charges, which be used for the following effects. You may expend charges only once per turn, and the bow regains 1d10+1 charges each dawn.
- When you damage a creature with this weapon you may expend 1 charge to cause gold flame to burst out from the wound. The target and each creature within 5 feet of it must make a Dexterity saving throw, taking 3d8 Radiant damage on a failure or half as much on a success.
You may expend additional charges, increasing the area and damage by 5 feet and 3d6 respectively for each charge, to a maximum of 3 charges (the target and each creature within 15 feet of it takes 9d6 Radiant damage.) - When you Critically Hit an enemy, you may expend 2 charges. Golden tapestry springs from the ground beneath the target, ensaring them. It takes 3d6 Radiant damage and is Restrained until the end of it’s next turn.
- When you miss an enemy with an attack roll, you may expend 1 charge and cause that attack to hit instead.
