For this one, I wanted to test out the engraving technique I used for the No Safe Arbor. I'm not 100% sure if this worked out but at least the silhouette still looks pretty imposing! For the design I leaned into the leatherworking and made them especially effective against organic armor, with a boost to two-handed fighting to keep up at the higher levels. It'd be really thematic for a ranger for sure!
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These seemingly oversized shears find practical use among master leatherworkers, particularly for thicker leather from the tougher variety of beast. The odd shape renders them relatively safe against flesh unless wielded by the right hands.
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Rogue Skinner
Weapon set (sickles), rare (requires attunement by a character proficient with leatherworker's tools)
These sickles come in a pair and you attune to them as a group. You can use a bonus action to combine them into shears, during which they can be used as leatherworker's tools for cutting leather, and allows you to double your proficiency bonus to ability checks made using leatherworker's tools. Creatures unaware of the sickles' properties initially perceive the shears as simple tools and can use an action to recognize their true purpose by succeeding on a DC 15 Intelligence (Arcana or Investigation) check. You can use another bonus action to separate the shears into sickles.
Dual Blade (Sickles Only). These magic weapons have the Light and Finesse properties, and you have a +1 bonus to attack and damage rolls made with them. If you hit a target with one of these weapons and hit again with the other in the same turn through engaging in two-weapon fighting, you deal an extra 1d4 slashing damage with the bonus attack. This extra damage becomes 1d8 if the target is unarmored, is wearing leather or hide armor, or has natural armor made of skin, leather, or hide. Additionally, if the bonus attack was a critical hit, the target receives a -2 penalty to its AC that lasts for 1 minute.