Gladius Legis
Legend
VII. Equipment
The basics:
Noteworthy magic items
Remember that a character can only be attuned to three magic items at one time. If an item requires attunement, it will be noted, along with other important properties like rarity and types of armor/weapon.
Weapons:
Armor:
Amulets:
Belts:
Bracers:
Headbands:
The basics:
- Rapier (DEX-based, single weapon); 2 shortswords (DEX-based, dual-wielding); longsword (STR-based, Shield Master); OR glaive or halberd (STR-based, Polearm Master)
- Longbow; OR hand crossbow (Crossbow Expert)
- Shield (if not dual-wielding or Polearm Master)
- Component pouch, for material spell components
- Medium armor (chain shirt at Lv. 1). If you take DEX to at least 18, switch to studded leather. If you're STR-based, get breastplate once you can afford it.
Noteworthy magic items
Remember that a character can only be attuned to three magic items at one time. If an item requires attunement, it will be noted, along with other important properties like rarity and types of armor/weapon.
Weapons:
- Weapon +1/+2/+3: Uncommon/rare/very rare. In practice, the humble basic magic weapon will be your best option in a lot of cases. A weapon that gives a bonus to hit and damage will actually do more for your DPR figures than most other fancier magic weapons that do not have such bonuses (especially the hit bonus). That it doesn’t require attunement is an added plus.
- Oathbow: Very rare; Longbow; Attunement. Basically, a bosskiller weapon. Gives you advantage against one enemy until they’re dead, along with a hefty damage boost (3d6) on each hit. That easily makes up for the lack of straight plusses to hit/damage in such fights and then some. Not as strong battle-to-battle as a straight +X weapon, but definitely awesome at its purpose.
- Scimitar of Speed: Very rare; Scimitar; Attunement. If you’re a melee DEX-Ranger going sword-and-board, this is the way to get your bonus attack. It’s also a +2 hit/damage weapon. Very solid.
- Sunblade: Rare; Longsword; Attunement. It’s literally a lightsaber! It’s nominally a longsword, but it’s finesse, making it fair game for a DEX-attacker to use. +2 to hit and damage, plus 1d8 extra damage vs. undead.
- Vorpal Sword: Legendary; Any sword that deals slashing; Attunement. +3 hit/damage weapon, so top of the line there, and on top of that you get to ignore damage resistance. Plus your crit can deal either death or big extra damage, depending on the enemy. Pretty well worth the attunement slot, all things considered. If you’re DEX-based, your only Vorpal option is the scimitar, if you were wondering.
Armor:
- Shield +1/+2/+3: Uncommon/rare/very rare. More AC from your shield is good. Not requiring attunement is even better.
- Armor +1/+2/+3: Rare/very rare/legendary; Any armor. The basic magic armor is as good as anything, straight plusses to AC being the most universally useful benefit. It doesn’t require attunement, either, leaving a slot open for something else.
Amulets:
- Amulet of Health: Rare; Attunement. Sets CON to 19. Good for you, as you’re not likely to boost your CON that high naturally.
Belts:
- Belt of Giant Strength: Rare/very rare/legendary; Attunement. Depending on the type of giant it’s based on, sets your STR from anywhere between 21 and 29. If you're a melee Ranger, this is definitely your overall preferred type of belt to wear, and should definitely be one of your three attuned items as soon as you get one. For STR-Rangers, this can mean delaying a STR 20 in favor of a feat you really want. For DEX-Rangers in melee, consider this one a boost to attack and damage rolls with more weapon options open to you.
Bracers:
- Bracers of Archery: Uncommon; Attunement. +2 to damage with longbows and shortbows! If one of those is your main weapon, you want this one ASAP.
Headbands:
- Headband of Intellect: Uncommon; Attunement. Sets INT at 19. If you plan on harvesting poisons often, you might give this a look.
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