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The 15 Best Magic Items For Rangers in D&D 5e [Ranked]

The 15 Best Magic Items For Rangers in D&D 5e [Ranked]

Many players label the Ranger as the weakest class in all of D&D, which is quite unfortunate, as the class is extremely iconic.

However, despite all of its various flaws, it can still surprise players with how many potential playstyles it has and how well it synergizes certain magic items.

Building an effective Ranger is definitely possible, especially if you combine it with some powerful magic items.

Best Magic Items for the Ranger in 5e

15. Luck Blade

Rarity – Legendary (requiring attunement)

Item Type – Weapon (any sword)

Description

Gain a +1 bonus to damage and attack rolls with the attuned weapon. If the sword is on your person, you will also gain a +1 bonus to saving throws.

Luck – If on your person, use luck to reroll one saving throw, ability check, or attack roll. Use the second roll and the property can’t be used until the next dawn.

Wish – Sword has 1d4 -1 charges. While holding it, use an action and expend 1 action to cast the Wish spell. It can’t be used again until dawn, and if the sword has no charges, it loses this property.

Explanation

Luck Blade is a fantastic weapon for any character; the only problem is that the blade has a chance to not be able to cast Wish.

The fact that you might not have access to its best ability puts it far above other options that it would definitely beat if it had access to Wish.

14. Moon-Touched Sword

Rarity – Common

Item Type – Weapon (any sword)

Description

While in darkness, the unsheathed blade will shed moonlight, casting bright light in a 15-foot radius and dim light for an additional 15-foot radius.

Explanation

The Moon-Touched Sword is an easy way for melee martial characters to see in the dark and be ready for attack since the sword will be unsheathed.

It also makes it easier for characters to overcome early weapon resistances (Slashing and Piercing), as it counts as a magic weapon.

13. Mantle of Spell Resistance

Rarity – Rare (requiring attunement)

Item Type – Wondrous item

Description

Gain advantage on saving throws against spells while wearing this cloak.

Explanation

Rangers struggle against spells, but by taking Mantle of Spell Resistance, a lot of the struggle passes.

The only problem is that it doesn’t increase your AC, which could be an issue when you’re up against more common forms of attack.

12. Horn of Silent Alarm

Rarity – Common

Item Type – Wondrous item

Description

The horn has 4 charges. Using an action lets you blow it, and you choose one creature to hear the horn’s blare if the creature is within 600 feet of the horn and it is not deafened.

No other creatures can hear the sound produced from the horn. The horn will regain 1d4 expended charges each day at dawn.

Explanation

Rangers are one of the most common scouts in D&D, so Horn of Silent Alarm fits them perfectly.

Using the horn to give specific signals to a person in your party can indicate what you’re going through while scouting without them having to be there. 

A good way of going about this would be to link the amount of times the horn is blown to certain general events that could happen while you’re out scouting.

11. Ring of Spell Storing

Rarity – Rare (requiring attunement)

Item Type – Ring

Description

Spells cast into the ring are stored (up to 5 levels worth of spells are able to be stored in the ring at one time), holding them until the attuned wearer decides to use them.  

When the ring is found, it can contain 1d6 -1 levels of stored spells (chosen by the DM).

Any creature is able to cast a spell of 1st to 5th level into the ring by simply touching it as the spell is cast. Doing this makes the spell have no effect other than being stored in the ring.

However, if the ring cannot hold the spell, it will be expended without effect. The level of the spell slot used to cast the spell will determine how much space it takes up.

Wearing the ring lets you cast any spell stored within it. The spell will use the slot level, spell attack bonus, spell save DC, and spellcasting ability of the original caster but is otherwise treated as a normal cast spell.

A spell cast from the ring is no longer stored within it, freeing up space in the ring.

Explanation

The Ring of Spell Storing has a lot of uses, but the best way to use it would be to pump it with defensive spells to increase your durability.

Spells like Absorb Elements or Shield work extremely well when put into a Ring of Spell Storing.

10. Eyes of the Eagle

Rarity – Uncommon (requiring attunement)

Item Type – Wondrous item

Description

Wearing these crystal lenses gives you advantage on Wisdom (Perception) checks relying on sight. 

In conditions where you have clear visibility, you can make out details of very distant objects and creatures as small as 2 feet across.

Explanation

If you’re tired of enemies sneaking up on you, or you just want some more Perception while scouting, then Eyes of the Eagle is perfect.

Having this item forces enemies to use magic if they want to get to you undetected, which most enemies don’t have anyway.

Eyes of the Eagle is also good for you as a Ranger, even if you already have high Wisdom.

9. Manual of Bodily Health

Rarity – Very Rare

Item Type – Wondrous item

Description

Spend 48 hours over a period of 6 days or less studying this book, increasing your Constitution score by 2, as well as your maximum for it.

After this, the manual will lose its magic, only regaining it in a century.

Explanation

Raising your Constitution score, as well as its maximum, makes it easier for you to focus on other Ability Scores, gain HP, or just raise your Constitution score and Constitution maximum.

So, if you don’t have an item that raises your Constitution and you don’t want to use it anyway, then Manual of Bodily Health is perfect for you.

8. Blood Fury Tattoo

Rarity – Legendary (requiring attunement)

Item Type – Wondrous item (tattoo)

Description

The magic tattoo is produced using a special needle.

Tattoo Attunement – Hold the needle to your skin where you want the tattoo, pressing it to the spot throughout the entire attunement process.

When completed, the needle will become the ink that becomes the tattoo, then appear on the skin.

Ending your attunement will make the tattoo vanish, and the needle will reappear in your space.

Bloodthirsty Strikes – The tattoo holds 10 charges, regaining all expended charges each day at dawn. You gain the following benefits with the tattoo on your skin:

  • Hitting a creature with a weapon attack lets you expend a charge and deal an extra 4d6 Necrotic damage to the creature, regaining HP equal to the Necrotic damage dealt.
  • Being damaged by a visible creature lets you expend a charge and use your reaction to perform a melee attack against the creature with advantage on your attack roll.

Explanation

Rangers focus mainly on DPS, and the Blood Fury Tattoo brings a pretty decent amount of damage to the table.

However, the Blood Fury Tattoo also gives you some much-needed sustain that will help you stay alive longer and keep allies from exhausting their healing supplies on you.

The fact that it works with a weapon attack means that it even applies to your ranged attacks.

7. Cloak of Elvenkind

Rarity – Uncommon (requiring attunement)

Item Type – Wondrous item

Description

Wearing this cloak with its hood up gives creatures who make a Wisdom (Perception) check to see your disadvantage.

You also have advantage on all Dexterity (Stealth) checks made to hide, as the cloak’s color will shift to camouflage you.

Pulling the hood up or down will require an action.

Explanation

Cloak of Elvenkind is essential on any stealthy character like the Ranger.

Not only does it increase your own stealth, but it debuffs an enemy’s ability to detect you, making it even better if you want to assassinate enemies without them noticing.

6. Manual of Quickness of Action

Rarity – Very Rare

Item Type – Wondrous item

Description

Spend 48 hours over a period of 6 days or less studying this book, increasing your Dexterity score by 2, as well as your maximum for it.

After this, the manual will lose its magic, only regaining it in a century.

Explanation

Rangers mainly use Dexterity for their ranged attacks, so the Manual of Quickness of Action lets cash in on some much-needed extra damage.

Not only that, but it can even help with their stealth, as it is also linked to Dexterity.

5. Broom of Flying

Rarity – Uncommon

Item Type – Wondrous item

A wooden broom weighing 3 pounds, functioning like a normal broom until the command word is spoken.

If spoken, it begins to hover, having a flying speed of 50 feet, and can carry up to 400 pounds, but, unfortunately, its flying speed becomes 30 feet if it’s carrying over 200 pounds. When you land, the broom will stop hovering.

You may also send the broom to travel alone to its destination within 1 mile of you if you speak its command word, name a location, and are familiar with the location.

When you speak another command word, the broom will come back to you, but only if the broom is still within 1 mile of you.

Explanation

The Broom of Flying is one of the best ways to obtain flight for your character (except for those who wear heavy armor or weigh more than 200 lbs).

Just note that buffs giving you improvement speed won’t increase the flying speed since you’re using the broom’s flying speed and not giving yourself your own flying speed.

Since Rangers love scouting and getting to places quickly, the Broom of Flying not only improves this but lets you come up with many new ways to undermine your enemies as a Ranger.

4. Ioun Stone (Mastery)

Rarity – Legendary (requiring attunement)

Item Type – Wondrous item

Description

Your Proficiency bonus increases by 1 while this pale green prism is orbiting your head.

Explanation

Your Proficiency bonus applies to a lot of rolls made in D&D, so having it increase by 1 increases all rolls made with Proficiency by 1.

The Ioun Stone (Mastery) might be difficult to find, but if you can find it, you should definitely look at attuning to it.

3. Cloak of Displacement

Rarity – Rare (requiring attunement)

Item Type – Wondrous item

Description

Wearing this cloak projects an illusion that makes it look like you’re standing in a place close to your actual location, giving creatures disadvantage on attack rolls against you.

Taking damage will stop this function until the start of your next turn. This property is also suppressed while you are restrained, incapacitated, or unable to move.

Explanation

The Cloak of Displacement is considered to be one of the best defensive items for any character in D&D.

Giving creatures who want to attack you disadvantage is amazing, but try to take care of enemies who can damage you without having to expend an attack roll.

Rangers don’t like taking damage, and the Cloak of Displacement helps with that. It also allows you to have a lower HP, as it works so well that it becomes pretty difficult to take damage if you know how the cloak works.

2. Longbow of the Healing Hearth

Rarity – Legendary (requiring attunement)

Item Type – Weapon (longbow)

Description

You will gain a +3 bonus to attack and damage rolls with this weapon. Loading no ammunition creates its own magic arrow when the string is pulled back. 

The arrow vanishes after hitting or missing a target. The bow has 8 charges, regaining 1d4 + 1 charges each day at dawn.

Curative Arrow – Use the Attack action and expend 1 charge to replace your attack with a magical curative arrow that automatically hits a creature within 150 feet of you.

Target can immediately roll any one unspent Hit Dice, regaining HP equal to the roll plus your Wisdom modifier (minimum of 1).

If the target has no unspent Hit Dice, nothing will happen. The curative arrow can be used once per turn.

Spellcasting – While holding the bow, you may use an action and expend 1 or more charges to then cast a spell (save DC 18): Guardian of Faith (3 charges), Warding Bond (2 charges), or Create Food and Water (1 charge).

Explanation

Rangers can be decent secondary spellcasters, but the problem lies with their low spell slot count and spell limit.

Longbow of the Healing Hearth makes it a bit easier for Rangers to not only deal damage but also provide their party with some extra healing and utility.

This item is one of the best items you’ll ever get on a Ranger, and in my opinion, the +3 attack alone would already put it far above most magic weapons for a Ranger.

1. Cloak of Invisibility

Rarity – Legendary (requiring attunement)

Item Type – Wondrous item

Description

Wearing the cloak lets you pull down its hood over your head and become invisible. While invisible, anything you’re wearing or carrying is also invisible.

When you stop wearing the hood, you become visible, and pulling the hood up or down requires an action.

The cloak’s maximum duration is 2 hours, so deduct the time you’re invisible using increments of 1 minute.

After being used for 2 hours, the cloak stops functioning. If a period of 12 uninterrupted hours passes without the cloak being used, 1 hour of duration is regained.

Explanation

The Cloak of Invisibility is neck in neck with the Longbow of the Healing Hearth for the Ranger’s best magical item.

Having a cloak that can give you up to 2 hours of invisibility is preposterous, especially when you take into account that the invisibility isn’t broken when you attack.

When the Ranger combines a few of these items together, he becomes so powerful that you wouldn’t understand why some players think of Rangers as the weakest class!

Final Thoughts

The various items in this list show that it’s possible for a Ranger to become extremely powerful.

Many different items in this list work together, increasing aspects of your Ranger that are lacking or empowering areas where it’s needed.

Maybe now players might think twice before calling the Ranger the weakest class in D&D!