[Top 20] D&D Best Ranger Items, Weapons, and Armor

 D&D Best Ranger Items,  D&D Best Ranger Weapons,  D&D Best Ranger Armor

Ranger are skilled skirmishers who can dance in and out of fight, whether in melee or at range. Their powers allow them to deliver massive damage to certain sorts of adversaries, yet their abilities are useful against all enemies.

The ranger class in 5th Edition Dungeons & Dragons is a flexible class with several distinct potential playstyles. Rangers can specialize in ranged or melee attacks, and they can even have special companions accompany them in combat., and, fortunately, there are a plethora of magical equipment that complement their playstyle and themes.

To help you make out the hay from the straw, we compiled a list of useful items for you to use!

20. Ring of Evasion

Area-of-effect strikes from several creatures require players to succeed on a Dexterity saving throw.

Even outside of combat, several traps and other situations not related to dungeon crawling may call for Dexterity saving throws. While certain combatants will be more agile than others, a Ring of Evasion would help every warrior.

Why the Ring of Evasion is Great for the Ranger:

  • Makes up for a Ranger’s lack of proficiency in the game’s most common saving throw.
  • Doesn’t punish you for going strength-based.

Ring of Evasion details: https://roll20.net/compendium/dnd5e/Ring%20of%20Evasion#content

19. Boots of Speed

With benefits comparable to a feat, these boots let you use a bonus action to double your walking speed and grant disadvantage on opportunity attacks against you!

This is perfect for getting out of hairy situations, nabbing the Macguffin in the nick of time, and beating your allies in a race.

Why the Boots of Speed are Great for the Ranger:

  • Most characters are stuck with 30 feet walking speed, this means that, by doubling it, you can outrun most foes.
  • Attacks of opportunity can be lethal, and sometimes you just can’t waste your action of disengaging.

Boots of Speed full details: http://dnd5e.wikidot.com/wondrous-items:boots-of-speed

18. Ring of Regeneration

Did somebody say portable 7th-level spell? Seriously, this ring is amazing.

Every 10 minutes you recover 1d6 Hit Points and you can regrow missing body parts!

The weakest ability that does something similar is a 7th-level spell, and this effect is always active.

Why the Ring of Regeneration is Great for the Ranger:

  • You can save up on healing spells by letting the ring do its magic.
  • You can take bigger risks knowing your limbs can be safely regrown.

Ring of Regeneration full details: http://dnd5e.wikidot.com/wondrous-items:ring-of-regeneration

17. Scimitar of Speed

Whistling through the air with deadly sharpness, this curved sword strikes with supernatural speed.

This +2 Scimitar is made deadlier by the fact that you can make one attack with it as a bonus action, perfect for a sword and board build.

Why the Scimitar of Speed is Great for the Ranger:

  • Since you can attack a bonus action with this weapon, you could easily cast a spell and cut down a foe in a single round!
  • Since this is a +2 magical weapon, this trusty Scimitar will always be a good choice.

Scimitar of Speed Details: https://roll20.net/compendium/dnd5e/Scimitar%20of%20Speed#content

16. Winged Boots.

Tired of seeing your enemies fly away? Winged boots are the solution to your problem. These bad boys grant your Ranger a flying speed equal to your walking speed for 4 hours, much longer than any combat normally lasts, and longer than the fly spell does.

Why Winged Boots are great for the Ranger:

  • Once your foe is out of reach, it is extremely difficult to pursue. These boots solve that issue, by having a flying speed, you no longer need to rely on ranged combat to deal with these foes.
  • A lack of mobility is our Ranger’s main weakness more often than not, even outside of combat encounters. The ability to fly allows us to circumvent extremely dangerous situations, and not only that, doing so for 4 hours straight lets us traverse severely long distances with relative ease.

Winged Boots details: http://dnd5e.wikidot.com/wondrous-items:winged-boots

15. Cloak of Displacement

While you wear this cloak, all creatures have disadvantage on attack rolls against you, but if you take damage, the property ceases to function until the start of your next turn. Since Rangers are proficient with heavy armor and shields, as well as gain access to defensive spells, this makes you incredibly hard to hit!

Since it gives disadvantage to all attacks, this includes spells, meaning that you’ll incredibly lower the chances any attack will even scratch you.

Why the Cloak of Displacement is great for the Ranger:

  • This cloak essentially gives your Ranger the benefits of the blur spell, except it does not require concentration and lasts virtually forever!
  • As a Ranger, you’ll have about 17 Armor Class (AC) or higher, depending on your armor choice. Mathematically, disadvantage on attacks against you is roughly equivalent to a whopping +3 bonus to AC, making you incredibly hard to hit.

Cloak of Displacement details: https://www.dndbeyond.com/magic-items/cloak-of-displacement

14. Dragon Scale Mail

As the name suggests, this set of scale mail is made out of the hide of the most iconic creature in fantasy literature: A dragon.

Aesthetic, powerful, expensive, and grossly magical, this +1 set of Scale Mail grants the user advantage on saving throws against dragon fear and breath weapons and having resistance as one damage type associated with the dragon whose scales were used.

Why Dragon Scale Mail is Great for the Ranger:

  • Dragons are one of D&D’s more threatening foes, their breaths can reduce a building to ashes. This kind of protection not only grants you a good Armor Class but also reduces the danger a dragon’s main weapons pose.
  • Additionally, you can use the armor to locate dragons of the same type as the armor, serving as both protection and a guide in dragon-centric adventures.

Dragon Scale Mail details: https://www.dndbeyond.com/magic-items/dragon-scale-mail

13. Moon Sickle

Radiating a gentle moonlight, this silver-bladed sickle hums the tone of the earth and the skies, eager to be wielded by someone blessed by the forces of nature.

A Moon Sickle is a Druid and Ranger-exclusive weapon. Wielding such an item grants you a bonus to attack and damage rolls made with it, as well as a bonus to your spell attack rolls and the saving throw DCs of your spells based on their rarity.

As if it weren’t good enough already, you can keep your allies up and going with it too, for when you cast a healing spell you can add a d4 to the healing done!

Why the Moon Sickle is Great for the Ranger:

  • An item that bolsters both your Spellcasting prowess and your melee combat is any Ranger’s best friend.
  • You can use the sickle as a spellcasting focus. This means you need not drop it or substitute if you’d rather sling spells from afar.
  • That extra d4 healing can prove extra useful in a pinch, picking allies up from death’s door with low-level spells!

Moon Sickle Details: http://dnd5e.wikidot.com/wondrous-items:moon-sickle

12. Boots of Elvenkind

A pretty straightforward perk that is provided by boots of elfkind is an advantage on stealth tests.

This halves the drawback of various armors, making it safe for a ranger wearing scale mail or half plate to sneak.

A ranger can utilize another beneficial magic cloak by donning the Boots of Elvenkind instead of the Cloak of Elvenkind.

The Boots of Elvenkind are a good option for any ranger overall, especially those who are trying to focus more on melee combat by donning heavier armor.

Why the Boots of Elvenkind are Great for the Ranger:

  • Enhanced stealth skills, ideal for any scout, guide and skirmisher,
  • Allows the ranger to employ heavy armor while sneaking about

Boots of Elvenkind details: https://roll20.net/compendium/dnd5e/Boots%20of%20Elvenkind#content

11. Cape of the Mountebank

The user of this magical cloak has the ability to instantly teleport 500 feet away by using the spell Dimension Door. They vanish in a cloud of smoke, then emerge in another cloud in the specified spot, both clouds softly obscuring their territories.

A ranger may quickly discover the ideal viewing point from the Cape of the Mountebank, and the smoke clouds also offer some protection. Being able to teleport across such vast distances may be a very useful tactical tool for rangers who specialize in ranged or melee combat.

Why the Cape of the Mountebank is Great for the Ranger:

  • Gives the ranger increased access to regions that are tough to reach.
  • Permits outstanding movement both in and out of battle.

Cape of the Mountebank details: https://roll20.net/compendium/dnd5e/Cape%20of%20the%20Mountebank#content

10. Arrow of Slaying

A single-use item, the Arrow of Slaying loses its enchantment after being used to harm an adversary. The fact that each Arrow of Slaying is made to aim at a particular creature or creature type is an additional drawback. The fact that an Arrow of Slaying strikes and requires the target to attempt a Constitution saving throw or suffer 6d10 additional damage makes it still an extremely potent weapon.

Arrows of Slaying have a narrow range of use, but they may be fatal in certain situations.

Why the Arrow of Slaying is Great for the Ranger:

  • Exceptional damage output when battling particular foes.
  • Improves the ranger's portrayal as a skilled hunter.

Arrow of Slaying details: https://roll20.net/compendium/dnd5e/Arrow%20of%20Slaying#content

9. Quiver of Ehlonna

Anyone playing a D&D character who picks up a Quiver of Ehlonna while traveling won't be without a weapon. The three chambers in each quiver.

The first compartment may accommodate up to 60 arrows or bolts, the second up to 18 javelins or other similar weapons, and the last up to 6 long weapons like longbows or spears.

A ranger may be sure they'll have a weapon available for any range of combat with this quiver over their back.

This quiver is excellent for smuggling armaments into a place that could otherwise confiscate them since it can contain both weapons and ammo.

Why the Quiver of Ehlona is Great for the Ranger:

  • You can easily smuggle weapons in and out of heavily guarded areas.
  • You can pick the right weapon to deal with an enemy no matter what resistances they have.
  • You never have to worry about ammunition again.

Quiver of Ehlona details: https://www.aidedd.org/dnd/om.php?vo=quiver-of-ehlonna#:~:text=Each%20of...'s%20three,%2C%20bolts%2C%20or%20similar%20objects.

8. Bracers of Archery

Longbow and shortbow proficiency is granted by the intriguing Bracers of Archery, although it seems like anybody who would desire a pair would already have these abilities. However, their more significant skill is a +2 advantage to damage rolls for bow-based ranged strikes.

This is a straightforward advantage, but for rangers who want to concentrate on archery, it might matter. A Strength-based melee ranger may maintain their damage output both at a distance and up close with the aid of the boost provided by the Bracers of Archery.

Why the Bracers of Archery are Great for the Ranger:

  • Allows for ranged builds even with below-average Dexterity.
  • A flat bonus modifier that stays relevant even at higher levels.

Bracers of Archery details: https://roll20.net/compendium/dnd5e/Bracers%20of%20Archery#content

7. Oathbow

The Oathbow is a challenging yet potent weapon. The user of the weapon has the option to identify the target as their Sworn Enemy before hitting. The Oathbow dramatically enhances all attacks launched against the Sworn Enemy, causing more damage and ignoring cover.

The Oathbow's major drawback is that it penalizes assaults done with other weapons for the duration of the Sworn Enemy's life. However, a ranger who obtains an Oathbow won't want to use their other weapons in battle.

Why the Oathbow is Great for the Ranger:

  • May also be applied to improve multiclass spells
  • Expanded advantages in both melee fighting and casting spells

Oathbow details: https://roll20.net/compendium/dnd5e/Oathbow#content

6. Rod of Absorption

Threatening and world-changing, magic is a constant peril in the life of an adventurer and this obsidian rod has runes etched along its surface is here to protect you from them.

While holding a Rod of Absorption, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect, canceling the spell and storing its energy.

This energy can be recycled if you are a spell caster. This means that, as a druid, you can convert the energy stored in it into spell slots to cast spells you have prepared!

Why the Rod of Absorption is Great for the Ranger:

  • You can completely cancel spells with the Rod of Absorption as long as they only target you. Not advantage, not resistance, full-on canceling them is a terrifying feat.
  • While it can only store up to 50 levels of energy throughout its existence, it also means that you can get up to 50 levels worth of spells out of it, increasing the number of spells you can cast in a day greatly.

Rod of Absorption Details: https://roll20.net/compendium/dnd5e/Rod%20of%20Absorption#content

5. Hunter's Coat

A great choice found in the Explorer's Guide to Wildemount, this +1 leather armor is excellent for those who want their quarry dead.

How it works is simple, it has some charges that can be spent when you hit a creature below maximum Hit Points to deal an extra 1d10 necrotic damage.

If you consider all of the features most Dexterity-based characters have to bring in the hurt, you could reduce a foe to smithereens quickly with this extra boost.

Why Hunter’s Coat is great for the Ranger:

  • Since you decide whether or not to use a charge after you hit your target, you could save it up for when you score a critical hit to make your damage skyrocket.
  • When paired up with an archetype like the Swarmkeeper or the Hunter and Hunter’s mark spell, it can easily one-shot foes out of the battlefield.

Hunter’s Coat details: http://dnd5e.wikidot.com/wondrous-items:hunters-coat

4. Last Stand Armor

Found in the Explorer’s Guide to Wildemount, any armor can be this amazing +1 Wondrous Item.

A powerful bastion for a demon-slaying knight, this armor explodes when you die, banishing each celestial, fey, and fiend within 30 feet in a glorious burst of glory.

Why the Last Stand Armor is great for the Ranger:

  • Dying in 5th edition Dungeons and Dragons can be easily accomplished when you face demon lords and fey courtesans. This means that you can go in a blaze of glory, turning a moment of grief into an epic tale.

Last Stand Armor details: http://dnd5e.wikidot.com/wondrous-items:last-stand-armor

3. Nature’s Mantle

The nature's mantle has to be attuned by a druid or ranger, just like the moon sickle. You can use it as a focus for your ranger spells while wearing it.

Nature's Mantle also grants your ranger the ability to Hide as a bonus action, giving your action economy a significant boost. When your ranger gains the Vanish ability at level 14, you could outgrow this equipment, but it won't let you down in the interim. This cape works best when worn with elvenkind boots.

Why Nature’s Mantle is Great for the Ranger:

  • It’s a hands-free spellcasting focus that’s also fashionable.
  • As long as you are lightly obscured, you can take your role as a skirmisher to a whole different level.

Nature’s Mantle details: http://dnd5e.wikidot.com/wondrous-items:natures-mantle

2. Dragon Wing Bow

Archers throughout the world receive the dragon wing bow as a gift from the dragon gods.

Simple: whichever chromatic, gem, or metallic dragon's breath was utilized to infuse the weapon will deal an additional 1d6 damage. Did the dragon that gave it to you forget to mention that, too? Ammunition is not required.

Why the Dragon Wing Bow is Great for the Ranger:

  • You don’t have to worry about ammunition.
  • Elemental damage can help you bypass the more common resistances to piercing damage.
  • Since the extra damage is a die and not a flat bonus, it also doubles when you score a critical hit.

Dragon Wing Bow details: http://dnd5e.wikidot.com/wondrous-items:dragon-wing-bow

1. Manual of Quickness of Action

Dexterity is vital for characters in ranged combat. Your Dexterity and Dexterity cap increase by 2 thanks to this manual.

That's very outstanding! The rangers have a lot of attacks, and their Dexterity-based damage output is strong.

Why the Manual of Quickness of Action is Great for the Ranger:

  • Dexterity is the most powerful ability score in the game. It dictates Armor Class, the most common save, the most used skills for an Expert class, Ranged attack, and damage.
  • Besides homebrewing, this is one of the few ways to break past the 20 ability score limit.

Manual of Quickness of Action details: http://dnd5e.wikidot.com/wondrous-items:manual-of-quickness-of-action

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