Check out the Ultimate Guide to Foraging, Harvesting & Natural Discovery: www.kickstarter.com/projects/nordgames/ultimate-guide-to-foraging-harvesting-and-natural-discovery?ref=5fw2ic Top 10 D&D 5e Magic Items For Rangers: Introduction 00:00 Sponsor 00:26 Rules 2:18 10. Bracers of Archery 03:59 9. Moon Sickle 05:20 8. Cloak of the Bat 07:41 7. Sentinel Shield 09:20 6. Wand of Fireball/Lightning Bolt 10:39 5. Bag of Tricks/Figurine of Wondrous Power 12:48 4. Nature's Mantle 16:46 3. Dragon Wing Bow 17:51 2. Serpent Scale Armor 19:26 1. Scimitar of Speed 20:50 Outro 23:29
I’m hoping scimitar of speed comes up next week for rogue. the bonus action attack doesn’t require you to take the attack action on your turn; so you can use your bonus action to attack and then hold your attack action and get two sneak attacks a round using this magic item.
@@molagboolin313 Per turn and per round are two different things. In 5e you can attack, do sneak attack, and then if you get an opportunity attack you can apply sneak attack to that too. But with the Scimitar of Speed you can attack with your bonus action, apply sneak attack, hold your action to attack on someone else's turn and use that held action and your reaction to attack them and apply sneak attack again because it's not on your turn. This is something One D&D is thinking about changing by making it once per your turn, but that removes sneak attacks on reactions which is a bummer.
Why let (2attacs) for Reaktion 1 attack when you get your opportunity with normal AoA. 'Some else turn' is no trigger what a character can react to. No DM is arguing with the raw, No DM is letting you play this combo also. .
@@polorprewayx your grammar was pretty rough… but if I understand you right, I gotta mention, the rouges DPR kinda sucks. So I as a 6ish year DM wouldn’t mind letting a player do that, though I do worry that it might slow down the combat a bit much.
I love that Wizards is revamping and has given serious love to the Ranger class...but I'm kind of sad that it might become the "cool new" class that everyone wants to play lol I enjoy being one of the few people who loves playing a ranger!!
Good note for the moon sickle is that it functions with goodberry for 10+10d4 healing in a pool. Also you should do a list of top 10 bad but super cool magic items which rangers have a lot of “oathbow”, quiver of ehlonna, last stand armor…etc
19:14 I do voluntarily track my own ammo if I'm playing. Often times my DM says it's okay to try and retrieve expended arrows/bolts but I don't do that frequently. When I'm DMing I make sure the players keep track of their own stuff as well. My reasoning is simple. If you're a melee martial you don't track ammo since you're right in the fray. If you're a ranged martial you have the benefit of not being targeted as often by melee so you should suffer a "penalty" in tracking ammo. If you're a ranged caster, you're already squishier, your ranged cantrios aren't as strong and you can't send out multiple of them/crit fish (and you're already tracking spell slots)
I always track ammo and rations. Having those mundane needs makes me relate to my characters better. The extra tension it provides when running low is also fun... not to mention how powerful magic truly is.
I've been playing D&D for about seven years now, and Ranger is the class I've enjoyed the most. (I've mostly played Hunter, but am currently playing a Fey Wanderer) I don't know if my DM would enforce it, but I do in fact keep track of my arrow count. My first ranger's gimmick or obsession was trick arrows. So I had a counter on my character sheet for every single piece of unique arrow I had. And I just got used to it as the norm. The very first magic item my a DM gave me was a quiver with a bag of holding stitched to the bottom, so it basically had unlimited capacity for arrows so I would just buy them in bulk in cities so I never actually ran out. But I did keep track yes.
We don't track ammo in any game I play in. One DM initially wanted to because he likes the crunchiness of more numbers, but even he found it tedious to keep up with tracking it and recovering arrows after a fight.
We track our ammo. If we're in a space where arrows can be retrieved, we can recover half of what we used. Shots fired into lava/the ocean (from a moving boat) are lost forever.
This comment doesn't specifically relate to the topic of the video but it does relate to magic items and I think is still relevant. I don't know what/ if any information has been released regarding proposals for magic items and attunement for One D&D and what the policy is going to be, but I think this is a good opportunity to adjust the current rules to potentially allow for more magic item use (I admit I'm also not 100% sure which items currently require attunement and which don't, and therefore some of the following may be moot, but just getting that out of the way). I think that the PCs should be able to carry more attuned magic items, though not unlimited. This amount would be: 1 ring or bracer for each hand/arm (could remove attunement property of these items if they are currently and just limit the number like this, 2 pieces of magic armor: helmet, upper body armor, leg armor, or shield (not sure if these items are currently attuned, if so again follow the same rule for the previous), 3 additional miscellaneous magic items: weapons, boots, necklace or other non-arm/hand jewelry etc, wands/staff or any other type of magic item. Its possible that the property of attunement could be adjusted to entail just the connecting to a magic item - just so that the connection isn't instantaneous - but that attunement no longer relates to how many items you can carry. Or everything can be considered attuneable but with the same numbers involved and the "attunement" property just being an in game explanation for why PCs can only use a limited number of magic items at once and to account for the time needed to connect to an item. Having said all that - again, because I'm not 100% sure what the current rules are, if rings and armor currently don't require attunement then I suppose the numbers I gave wouldn't actually change the rules. In the event that they do I think these are reasonable numbers and allow for players to have a decent number of magic items specifically for defensive purposes, while still allowing for players to have a fair number of magic items that can have any purpose or properties. (note that the armor can have any property applied to it and it still counts as a piece of armor and not toward the 3 miscellaneous items - i.e. a "helmet of water-walking" if that's something someone makes or comes across, as opposed to simply a helmet +1 etc) *folks please feel free to correct me on the current rules and/or if Wizards has released proposals for magic items in the new version.
I do track arrows in my games. It's especially important in my extra realism games like my Last of Us or Westeros campaign, but even in my main game that's a much higher modern fantasy I like to track arrows. It's easy to buy new ones and they're cheap so it's not a big deal, my players don't mind, and it just helps with my immersion that people don't have infinite ammo
Oh yes. We try to rotate DM but there is one that DM's the most and he is VERY pedantic about tracking ammo, having to find water and food, tracking encumbrance, making sure that the backpack or other container is not overweight (did you know that the standard pack can only hold 30 pounds of stuff but bedrolls and rope can be lashed to the outside), and other small minutiae that is a written rule. The main DM of the my group LOVES the small details.
As it is worded, it is when you cast a spell that restores hitpoints, so RAW it does not work with goodberry, however a little dip into cleric for disciple of life works.
@@fauvarquelouis9598 Even though sage advice says it works, to me the way Disciple of Life is worded it shouldn't actually work with Goodberry. The wording on the sickle is not exactly the same, but it is extremely close. Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Moon Sickle: When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. When casting Goodberry, technically you aren't using a spell to restore hit points because Goodberry on it's own does _no_ healing. You're using a spell to create some magic bits of food that happen to heal anyone who eats them; it's a creature's action of eating the berry to trigger the healing. Even though I disagree with it working, if one is allowed I'd argue the other should be as well.
Another great selection of items, thank you Both of my current Frostmaiden groups are tracking ammunition, food and encumbrance as all of those things can become in short supply in parts or that adventure.
I feel like Cloak of the Bat and Sentinel Shield seems a bit overkill, especially with Tasha's Deft Explorer Moon Sickle deffinitly a must for Goodberry Rangers
I don't typically track ammo or require, unless it's special ammo like bullets for a magic gun, magical arrows/bolts, etc as otherwise it's neither critical nor fun for anyone involved.
Hey Ted. Just wanna say I hope you get 100k soon you've been a great inspiration and helped revitalize my want to play DND as well as my knowledge of the DND world keep up the great work!
Boots of Elvenkind, Pass without Trace, a +7 in stealth and 2 okay rolls = a Gloom Stalker planting a dozen explosive glyphs on the enemies front door and sabotaging ballistas and cannons for the siege the next day. 👍👍👍
If you have a newer player that is disappointed in the strength of their ranger compared to the party, non-attunement quivers, craftable/purchasable strong arrows, and the occasional tracking bit go a long way to making them on par with the more robust classes.
Maybe I just missed it in previous videos, I'll go back and rewatch to see, but when did the item tags of outerwear and wrist wear get added to D&D Beyond? Do you think they might move towards having designated slots for wrist, rings, cloaks etc?
Yeah thats usually how I handle it, or the party stocks up in town or something like that. Not that I want it to be a resource tracking game, but the tension of only having a few arrows left seems like it could be fun
@@NerdImmersion yeah or i make it known that lvl 1-4or5 i have them track per quest and then the average of that is how many they need to buy per quest/job for lvl 6 onward
I stand by people only hating the ranger because of their reputation. Players that began when 5e first came out remember it for its horrible start, and newer players usually hear the ranger's reputation before ever even playing one.
Until revised ranger, there actually was decent satisfaction with base ranger. It's the memes and people who are glass half full types that ruin it. Tasha's left it with universal appealing options allowing the people who couldn't figure it out to have fun without ruining the core.
"when you cast..." If DM feels benevolent he can allow it once. On the otherhand if you already using rare magic items there are better different options for healing.
No Oath bow love? Shame shame, anyway Figurine of wondrous power: Onix steed can be fun if you are outdoors. I personally like it for everyone. If you can't get a gem bow that deals force damage I would also add a wand of magic missile to the wand list. I personally like the idea of a non caster decked out with a bandolier of wands all the non attunement toys they can get. Maybe even a ring of spell storing but I'm getting off topic.
@@NerdImmersion That's fair. It has a special place for me as my 1st 5e character was a Gloom Stalker Ranger and as it was in AL the DM set me up for the original module that gave an Oathbow. Currently lvl 17 and near impossible to find T4 content being ran locally to play him in.
@@fynnkessels2488 I agree. I think it needs a rework akin to what they did with exhaustion levels, spread the power level of items out over something like 10 or so levels, maybe even more. Then you won't have things like 3 different Belts of Giant Strength all be the same rarity.
Check out the Ultimate Guide to Foraging, Harvesting & Natural Discovery: www.kickstarter.com/projects/nordgames/ultimate-guide-to-foraging-harvesting-and-natural-discovery?ref=5fw2ic
Top 10 D&D 5e Magic Items For Rangers:
Introduction 00:00
Sponsor 00:26
Rules 2:18
10. Bracers of Archery 03:59
9. Moon Sickle 05:20
8. Cloak of the Bat 07:41
7. Sentinel Shield 09:20
6. Wand of Fireball/Lightning Bolt 10:39
5. Bag of Tricks/Figurine of Wondrous Power 12:48
4. Nature's Mantle 16:46
3. Dragon Wing Bow 17:51
2. Serpent Scale Armor 19:26
1. Scimitar of Speed 20:50
Outro 23:29
Number #1: Tashas Cauldron of Everything
Big facts right here.
Well yeah, Tasha is also the same book that give us more Spells and optional Features that replace the crappy old ones
Your Mario cape sound effect was spot on lol
I’m hoping scimitar of speed comes up next week for rogue. the bonus action attack doesn’t require you to take the attack action on your turn; so you can use your bonus action to attack and then hold your attack action and get two sneak attacks a round using this magic item.
You can only activate Sneak Attack once per turn, per the wording of the ability.
@@molagboolin313 Per turn and per round are two different things. In 5e you can attack, do sneak attack, and then if you get an opportunity attack you can apply sneak attack to that too. But with the Scimitar of Speed you can attack with your bonus action, apply sneak attack, hold your action to attack on someone else's turn and use that held action and your reaction to attack them and apply sneak attack again because it's not on your turn. This is something One D&D is thinking about changing by making it once per your turn, but that removes sneak attacks on reactions which is a bummer.
Why let (2attacs) for Reaktion 1 attack when you get your opportunity with normal AoA. 'Some else turn' is no trigger what a character can react to.
No DM is arguing with the raw,
No DM is letting you play this combo also. .
@@polorprewayx your grammar was pretty rough… but if I understand you right, I gotta mention, the rouges DPR kinda sucks. So I as a 6ish year DM wouldn’t mind letting a player do that, though I do worry that it might slow down the combat a bit much.
I love that Wizards is revamping and has given serious love to the Ranger class...but I'm kind of sad that it might become the "cool new" class that everyone wants to play lol I enjoy being one of the few people who loves playing a ranger!!
Good note for the moon sickle is that it functions with goodberry for 10+10d4 healing in a pool. Also you should do a list of top 10 bad but super cool magic items which rangers have a lot of “oathbow”, quiver of ehlonna, last stand armor…etc
I'll add it to the list!
19:14
I do voluntarily track my own ammo if I'm playing. Often times my DM says it's okay to try and retrieve expended arrows/bolts but I don't do that frequently.
When I'm DMing I make sure the players keep track of their own stuff as well.
My reasoning is simple. If you're a melee martial you don't track ammo since you're right in the fray. If you're a ranged martial you have the benefit of not being targeted as often by melee so you should suffer a "penalty" in tracking ammo. If you're a ranged caster, you're already squishier, your ranged cantrios aren't as strong and you can't send out multiple of them/crit fish (and you're already tracking spell slots)
When your artificer and are just watching every classes video because knowledge is power in your case especially
I always track ammo and rations. Having those mundane needs makes me relate to my characters better. The extra tension it provides when running low is also fun... not to mention how powerful magic truly is.
I track also. Even to the point of collecting arrows and rolling etc
All I say is "I retrieve my arrows" instead of counting
I've been playing D&D for about seven years now, and Ranger is the class I've enjoyed the most. (I've mostly played Hunter, but am currently playing a Fey Wanderer) I don't know if my DM would enforce it, but I do in fact keep track of my arrow count. My first ranger's gimmick or obsession was trick arrows. So I had a counter on my character sheet for every single piece of unique arrow I had. And I just got used to it as the norm. The very first magic item my a DM gave me was a quiver with a bag of holding stitched to the bottom, so it basically had unlimited capacity for arrows so I would just buy them in bulk in cities so I never actually ran out. But I did keep track yes.
Watching this at 4am on my way to work. Who needs sleep? Clearly not me and Ted.
We don't track ammo in any game I play in. One DM initially wanted to because he likes the crunchiness of more numbers, but even he found it tedious to keep up with tracking it and recovering arrows after a fight.
magic items are one of my favourite aspects about dnd. Love these videos:)
interesting. cloak of the bat doesn't say which edges, so you could cross your arms and grab the collar to just spoop around.
We track our ammo. If we're in a space where arrows can be retrieved, we can recover half of what we used. Shots fired into lava/the ocean (from a moving boat) are lost forever.
great list man, I love rangers, hope the one d&d ranger sticks around as it is, of with minimal changes (just add some more flavour maybe?)
*When you're playing a Hunter Ranger/Spores Druid multiclass*
The aforementioned: Oh yeah, it's all coming together.
I just got a tan bog of tricks for my ranger.
I'd been recommended to get it earlier, but this just confirms I chose wisely.
This comment doesn't specifically relate to the topic of the video but it does relate to magic items and I think is still relevant. I don't know what/ if any information has been released regarding proposals for magic items and attunement for One D&D and what the policy is going to be, but I think this is a good opportunity to adjust the current rules to potentially allow for more magic item use (I admit I'm also not 100% sure which items currently require attunement and which don't, and therefore some of the following may be moot, but just getting that out of the way). I think that the PCs should be able to carry more attuned magic items, though not unlimited. This amount would be: 1 ring or bracer for each hand/arm (could remove attunement property of these items if they are currently and just limit the number like this, 2 pieces of magic armor: helmet, upper body armor, leg armor, or shield (not sure if these items are currently attuned, if so again follow the same rule for the previous), 3 additional miscellaneous magic items: weapons, boots, necklace or other non-arm/hand jewelry etc, wands/staff or any other type of magic item. Its possible that the property of attunement could be adjusted to entail just the connecting to a magic item - just so that the connection isn't instantaneous - but that attunement no longer relates to how many items you can carry. Or everything can be considered attuneable but with the same numbers involved and the "attunement" property just being an in game explanation for why PCs can only use a limited number of magic items at once and to account for the time needed to connect to an item.
Having said all that - again, because I'm not 100% sure what the current rules are, if rings and armor currently don't require attunement then I suppose the numbers I gave wouldn't actually change the rules. In the event that they do I think these are reasonable numbers and allow for players to have a decent number of magic items specifically for defensive purposes, while still allowing for players to have a fair number of magic items that can have any purpose or properties. (note that the armor can have any property applied to it and it still counts as a piece of armor and not toward the 3 miscellaneous items - i.e. a "helmet of water-walking" if that's something someone makes or comes across, as opposed to simply a helmet +1 etc)
*folks please feel free to correct me on the current rules and/or if Wizards has released proposals for magic items in the new version.
One of the Rangers I know uses Entangle, Ensaring Strike, and hail of thorns fairly often
I had to hunt for this video, as it's not included in the Playlist with the other "top 10 magic item for X class" videos
I do track arrows in my games. It's especially important in my extra realism games like my Last of Us or Westeros campaign, but even in my main game that's a much higher modern fantasy I like to track arrows. It's easy to buy new ones and they're cheap so it's not a big deal, my players don't mind, and it just helps with my immersion that people don't have infinite ammo
Oh yes. We try to rotate DM but there is one that DM's the most and he is VERY pedantic about tracking ammo, having to find water and food, tracking encumbrance, making sure that the backpack or other container is not overweight (did you know that the standard pack can only hold 30 pounds of stuff but bedrolls and rope can be lashed to the outside), and other small minutiae that is a written rule.
The main DM of the my group LOVES the small details.
Reminder that the moon sickle can be pretty broken depending on how your DM rules its interacton with goodberry.
As it is worded, it is when you cast a spell that restores hitpoints, so RAW it does not work with goodberry, however a little dip into cleric for disciple of life works.
@@fauvarquelouis9598 Even though sage advice says it works, to me the way Disciple of Life is worded it shouldn't actually work with Goodberry. The wording on the sickle is not exactly the same, but it is extremely close.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Moon Sickle: When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
When casting Goodberry, technically you aren't using a spell to restore hit points because Goodberry on it's own does _no_ healing. You're using a spell to create some magic bits of food that happen to heal anyone who eats them; it's a creature's action of eating the berry to trigger the healing.
Even though I disagree with it working, if one is allowed I'd argue the other should be as well.
Another great selection of items, thank you
Both of my current Frostmaiden groups are tracking ammunition, food and encumbrance as all of those things can become in short supply in parts or that adventure.
So with the scimitar of speed if you dual wield this under the one dnd playtest could you make 4 attacks in a turn
Yup!
Nice to see the Oathbow omitted from the list. It's a great weapon, but comes with a big disadvantage.
I feel like Cloak of the Bat and Sentinel Shield seems a bit overkill, especially with Tasha's Deft Explorer
Moon Sickle deffinitly a must for Goodberry Rangers
I don't typically track ammo or require, unless it's special ammo like bullets for a magic gun, magical arrows/bolts, etc as otherwise it's neither critical nor fun for anyone involved.
I haven't ask my DM but I track ammo on my own.
Hey Ted. Just wanna say I hope you get 100k soon you've been a great inspiration and helped revitalize my want to play DND as well as my knowledge of the DND world keep up the great work!
Scimitar of Speed sounds nice for Paladins.
Thank you for this
kinda would like to combine some of this with my horizon walker.distant strike with some melee items would be great
Boots of Elvenkind, Pass without Trace, a +7 in stealth and 2 okay rolls = a Gloom Stalker planting a dozen explosive glyphs on the enemies front door and sabotaging ballistas and cannons for the siege the next day.
👍👍👍
If you have a newer player that is disappointed in the strength of their ranger compared to the party, non-attunement quivers, craftable/purchasable strong arrows, and the occasional tracking bit go a long way to making them on par with the more robust classes.
Maybe I just missed it in previous videos, I'll go back and rewatch to see, but when did the item tags of outerwear and wrist wear get added to D&D Beyond? Do you think they might move towards having designated slots for wrist, rings, cloaks etc?
It's definitely possible!
We do track ammo but it comes down to they buy some as part of adventuring tax ie rations fresh water arrows and bolts replace rope etc
Yeah thats usually how I handle it, or the party stocks up in town or something like that. Not that I want it to be a resource tracking game, but the tension of only having a few arrows left seems like it could be fun
@@NerdImmersion yeah or i make it known that lvl 1-4or5 i have them track per quest and then the average of that is how many they need to buy per quest/job for lvl 6 onward
Hey could you please put all these in a playlist
great list , i think you will get the 400 subs no problem
Here's hoping!
I stand by people only hating the ranger because of their reputation. Players that began when 5e first came out remember it for its horrible start, and newer players usually hear the ranger's reputation before ever even playing one.
Until revised ranger, there actually was decent satisfaction with base ranger. It's the memes and people who are glass half full types that ruin it. Tasha's left it with universal appealing options allowing the people who couldn't figure it out to have fun without ruining the core.
ammunition is one of the only ways i'm not purely RAW
We track ammunition in all games I play, but not super accurate, just kinda ballpark it.
Entangle uses spell save
Rangers are great after you take 11 levels in fighter and pick only gloomstalker.
We only track ammo if it's something special, like silver plated arrows. Otherwise no.
Does the Moon Sickle work with Goodberry?
"when you cast..."
If DM feels benevolent he can allow it once.
On the otherhand if you already using rare magic items there are better different options for healing.
@@polorprewayx It does have 3 rarities, not just rare.
No Oath bow love? Shame shame, anyway Figurine of wondrous power: Onix steed can be fun if you are outdoors. I personally like it for everyone. If you can't get a gem bow that deals force damage I would also add a wand of magic missile to the wand list. I personally like the idea of a non caster decked out with a bandolier of wands all the non attunement toys they can get. Maybe even a ring of spell storing but I'm getting off topic.
Yeah, I used to be all about the Oathbow but I feel it's outclassed by something that can do more consistent damage to any number of targets
@@NerdImmersion That's fair. It has a special place for me as my 1st 5e character was a Gloom Stalker Ranger and as it was in AL the DM set me up for the original module that gave an Oathbow. Currently lvl 17 and near impossible to find T4 content being ran locally to play him in.
How is serpent scale armor uncommon?? +2 Studded leather (also AC 14+dex) is very rare...
They're consistently inconsistent when it comes to things like item rarity.
@@Reyn_Roadstorm tbh categorizing by "rarity" is somewhat stupid anyway. Power level would be far more helpful for DMs
@@fynnkessels2488 I agree. I think it needs a rework akin to what they did with exhaustion levels, spread the power level of items out over something like 10 or so levels, maybe even more. Then you won't have things like 3 different Belts of Giant Strength all be the same rarity.
Kinda hope Latinos shows up. Lemme tell ya, my Harengon Ranger used a LOT in Hell.
Rangers are great. My first class Monk and that was not fun.