This guide will explain the best Minsc Companion Build in Baldur’s Gate 3, the Ranger Class, and the Gloom Stalker subclass, for the optimal setup.

This build has been updated for the patch 3 version of Baldur’s Gate 3.
Minsc Companion Introduction
Minsc is a Ranger Human and a potential companion. He is a complex and well-developed character and was a recruitable character in previous Baldur’s Gate games. He is most remembered for having a companion Boo, who according to Minsc is a ‘Miniature Giant Space Hamster’. Minsc can be recruited in Baldur’s Gate 3 later in Act 3.
Companions in Baldur’s Gate 3 are a group of non-player characters (NPCs) who join the player’s party and accompany them throughout their journey in the game. These companions are essential characters that offer various benefits, such as providing additional combat support, contributing to the story, and offering different perspectives on the events unfolding in the game world.
Companions can be avoided entirely, die, romanced, and have their own sprawling background. In this build guide for Minsc, we will explore his character and how to make a powerful Gloom Stalker Ranger Build with him. We also suggest using the Respec or Reroll feature to change Minsc’s default subclass to a much more powerful one. This will be explained later. This build is being updated as we progress to the max level of 12. Check back frequently for updates.
Minsc Pros | Minsc Cons |
---|---|
Great Ranged damage | Weak Area Damage |
Stealth and Invisibility | Requires Concentration |
High Mobility | Lower Health |
Minsc Features & Mechanics
The following list of features and mechanics for Baldur’s Gate 3 Ranger Gloom Stalker Build:
- Class: Ranger
- Race: Human
- Background: Unknown
- Subclass: Reroll to Gloom Stalker
- Primary Ability: Dexterity
- Weapon Proficiencies: Simple Weapons, Martial Weapons
- Extra Attack: Can make an additional free attack after making an unarmed or weapon attack. This can be acquired at level 5.
- Spell Casting: The Ranger gets some limited spells to cast but can combine that with consequential ranged damage.
- Umbral Shroud: Wrap yourself in shadows to become Invisible if you are obscured.
- Dread Ambusher: gain a +3 bonus to Initiative. On the first combat turn, your movement speed increases by 3m, and you can make an attack that deals an additional 1d8 damage.
- Best Build: Ranger, Gloom Stalker subclass
- Origin Character: No
- Romance: Yes
- Location: Act 3
Your companion can be respecced or rerolled early in the game. This means you can change their class, subclass, ability score, and more. The only feature that cannot be adjusted is their race and story. We suggest using Withers at Camp after he’s unlocked in order to optimize the build.
Ranger Spell Mechanics
- Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots.
- Spell Slots: a resource that requires you to long rest in order to use spell slots.
- Concentration: is a spell mechanic in Baldur’s Gate 3 that some Spells require to maintain and keep their magic active. You only want a limited number of spells that require concentration and one active at a time.
Recommended Subclass

The Best subclass for Minsc is Ranger Gloom Stalker, which focuses on stealth, darkness, and ambushing enemies. The Gloom Stalker excels in operating in low-light or dark conditions, gaining various abilities that make them effective at surprise attacks and staying hidden. Consider this the stealth-based Ranger build with high damage using a bow at range and perfect for Minsc.
For this build, we will be focused on single-target burst damage at range using a bow. Your objective with this build is to destroy targets and be the first to take a turn. This way, you can prioritize the highest damage dealer and eliminate it before their turn. High initiative, stealth and big damage!
Baldur’s Gate 3 Gloom Stalker Ranger Features & Progression
The Gloom Stalker subclass unlocks the following features and spells:
- Dread Ambusher (Level 3): You specialise in taking out foes swiftly and ruthlessly. You gain a +3 bonus to Initiative. On the first turn of combat, your Movement Speed increases by 3m, and you can make an additional attack that deals an additional 1d8 damage.
- Dread Ambusher: Hide (Level 3): Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
- Umbral Shroud (Level 3): Use an Action to wrap yourself in shadows to become Invisible if you are obscured.
- Superior Darkvision (Level 3): You can see in the dark up to 24 m / 80 ft.
- Misty Step Spell (Level 5): Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Iron Mind (Level 7): You gain Proficiency in Wisdom and Intelligence Saving Throws.
- Fear Spell (Level 9): Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can’t see you, they can make another Saving Throw to shake off their fear. Affected targets become Fearful for 2 turns and Disarmed for 1 turn.
- Stalker’s Flurry (Level 11): When you miss with a weapon attack, you can make another one for free.
Minsc Race
Minsc by default is a Human, which offers versatility and adaptability, making it a popular choice and a decent choice for Ranger. Here are the following Human Race bonuses:
- +2 and +1 to any ability score of your choosing.
- Base Racial Speed trait: The distance a race can travel per turn. For most races, including Humans, that distance in 9 meters.
Recommended Skills for Minsc Build
Animal Handling, Nature and Insight are the best skills for the Minsc in Baldur’s Gate 3 because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the best skills for Minsc companion in Baldur’s Gate 3:
- Animal Handling: is a Wisdom skill
- Nature: is an Intelligence skill
- Insight: is a Wisdom skill
In Baldur’s Gate 3 each skill is related to a specific ability score and it’s effectiveness scales with the level of that score. You want to choose skills for your character that they already have a high ability score in. For example, if you want to have high Persuasion (which is used to influence dialogue choices), you need to have correspondingly high Charisma. Ideally, you want a party composition which includes a variety of high ability scores which can give you success in different skills.
For example, a primary Dexterity companion like Astarion can be the primary one to open locks with his Sleight of Hand ability. A primary Intelligence companion such as Gale can be used to investigate cursed objects or can take the lead in dialogue with Intelligence checks.The ideal configuration is to have one member with primary Dexterity, one primary Intelligence, one primary Charisma, and one primary Wisdom. This may not always work out, and may not be 100% necessary, depending on your own personal roleplay style, your preferred companions and how you like to play the game.
Minsc Ability Scores

The best ability score for the Baldur’s Gate 3: Best Minsc Companion Build is an ability score is one that prioritizes Dexterity, Wisdom, and Constitution.
Ability Score | Points Goal |
---|---|
Strength | 10 |
Dexterity | 16 |
Constitution | 16 |
Intelligence | 8 |
Wisdom | 14 |
Charisma | 10 |
The Minsc’s priority ability is to reach at least 16 Dexterity with 14 constitution and 14 wisdom. After you choose the class, subclass, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Ranger build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Minsc Spell Slots
Here’s a chart that shows the levels and spell slots the Ranger Unlocks:
Ranger Level | 1st | 2nd | 3rd |
---|---|---|---|
Level 1 | 0 | 0 | 0 |
Level 2 | 2 | 0 | 0 |
Level 3 | 3 | 0 | 0 |
Level 4 | 3 | 0 | 0 |
Level 5 | 4 | 2 | 0 |
Level 6 | 4 | 2 | 0 |
Level 7 | 4 | 3 | 0 |
Level 8 | 4 | 3 | 0 |
Level 9 | 4 | 3 | 2 |
Level 10 | 4 | 3 | 2 |
Level 11 | 4 | 3 | 3 |
Level 12 | 4 | 3 | 3 |
Minsc Level Progression
In Baldur’s Gate 3, ability scores are the six core stats that determine a character’s capabilities. For companions, the game automatically distributes them without the ability to change. Keep in mind, change your default ability score in your camp via the NPC Withers for 100 gold. The images are from another character but apply to Minsc Ranger Build.
Level 1

At level one, not much happens with your class and you pick a subclass at level 3. You will have access to Find Familiar. Follow our character creator to pick all correct background, race, skills, and ability score distributions focusing on Dexterity and Wisdom.
Take Bounty Hunter Favoured Enemy. Creatures you hit with Ensnaring Strike (either Ranged or Melee) have a Disadvantage on their Saving Throw. This will make Ensnaring Strike more useful.
Take Beast Tamer as your Natural Explorer. You can cast a Find Familiar conjuration spell. This critter can be used to distract enemies, fight in combat and find holes outside of combat to explore.
Level 2


At level two you get access to a Fighting Style and two spells. Below are our recommendations.
Archery gives you a +2 bonus to attack rolls you make with ranged weapons. This fits our ranged damage build perfectly. You will want to Take Archery to get a +2 to-hit chance when using Bows and Crossbows.
Level two will give you two level 1 spell slots and two level 2 spell slots. Here are the two you should take:
- Hunter’s Mark: Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attack. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot. This can be cast with a bonus action rather than an action.
- Cure Wounds: a simple melee-based heal that can be used on yourself or others. I prefer this over Goodberries because someone has to consume it vs a heal automatically applied to them.
Other spells at this point cost actions and bonus actions or concentration which we will use for Hunter’s Mark.
Level 3


At level three you unlock a subclass, and we select Gloom Stalker. You will then need to pick one spell to add to your arsenal and a Hunter-specific focus.
Here are the following abilities and features unlocked at level 3 via Gloom Stalker Ranger subclass:
- Dread Ambusher: gain a +3 bonus to Initiative. On the first combat turn, your movement speed increases by 3m, and you can make an attack that deals an additional 1d8 damage.
- Superior Darkvision: can see up to 24m in the dark.
- Umbral Shroud: Wrap yourself in shadows to become Invisible if you are obscured.
- Dread Ambusher: Hide: use a bonus action to hide from enemies though attacking or casting breaks this.
- Umbral Shroud: Become invisible for 10 turns, ends if you attack or cast another spell.
- Disguise Self spell: change your character’s appearance.
You have so much unlocked at this level. The biggest is using Dread Ambusher and Umbral Shroud to conceal yourself. Use this offensively and defensively to take advantage pre-fight and during. Your goal with this build is to proc surprise status effect attacking from stealth FIRST, then eliminating the primary target.
Ensnaring Strike (ranged); this spell is a “lockdown” ability when you are getting pressured. It uses an action and bonus action so its VERY costly along with requiring concentration. This is a panic button when you are going to get pressured by a one-shot melee build. Swap to Hail of Thorns if you want a non-concentration spell.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range)
Level 4


At level four, you get to pick a “feat” or increase of ability score and you can replace a spell. The most damaged setup with range setup is a feat called Sharpshooter.
- Shapershoot feat: This ignores High Ground rules, essentially allowing you to maintain higher damage. Similar to Great Weapon Master for melee builds, you will also get a +10 to damage, but -5 to attack roll.
This essentially means less chance to hit, but a greater chance of damage. Spells like Bless will help augment the lower percentage, but expect massive damage!
Gameplay at this level remains starting from stealth, opening up as the attacker, using Hunter’s Mark and your main bow attack. You can use Ensnaring Strike when needed a crowd control CC that is helpful.
Level 5


At level five you get an Extra Attack, allowing you to strike twice, one additional level 1 spell slots, and another level 2 spell slot. We suggest picking up Spiked Growth.
Spiked Growth is the spell you should select. This spell has an 18m range, a radius of 6 meters, and requires concentration. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves. The spikes are difficult terrain, halving a creature’s Movement Speed. Your primary means of survival is battlefield mobility and ensnaring opponents and this decent-size area skill is a great option.
Misty Step: you get a free spell Misty Step which is important for mobility both in and out of combat. Use this as a bonus action when you need to escape or close the distance.
Gameplay at this level becomes about applying Hunter’s Mark with your bonus action and then striking for two turns due to Extra Attack. You can also use various elemental arrows for stuns, damage overtimes, and more. Cast additional spells when you need to control a target from reaching you.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range), Spiked Growth, Misty Step.
Level 6


At level 6 you receive Favoured Enemy and Natural Explorer. These aren’t that important, and mainly add skill proficiency or a cantrip you are most likely not to use. One adds heavy armor, which won’t be an effective build combination but might look good for screenshots. You also get natural explorer which helps with resistance. The most lethal to you is cold, because it can knock you in prone giving a stun.
- Favoured Enemy take Ranger Knight: Gain history and heavy armour proficiency.
- Natural Explore take Wasteland Wandererer cold – gain cold resistance.
You can also replace a spell if you made a bad pick originally but should remain the same at this point.
Gameplay and spells remain the same at this level.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range), Spiked Growth, Misty Step.
Level 7


Level 7 you will gain another level 2 spell slot. These spells aren’t that effective at this level. Pass Without Trace is good for stealth groups, Protection from Poison is helpful when poison is an issue and Silence can be a great crowd control spell but it requires concentration. Thus, we recommend going with Lesser Restoration.
Lesser Restoration: cure a creature from disease, poison, paralysis, or blindness.
Iron Mind: gain proficiency in Wisdom and Intelligence Saving Throws.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range), Spiked Growth, Lesser Restoration.
Level 8

At level 8 you will get a feat and Land’s Stride.
Land’s Stride: helps move through difficult terrain and no longer slows you down.
Feat: Take the Ability Improvement and put +2 into Dexterity getting you to 18 with the Sharpshooter feat.
Gameplay remains unchanged, use multi-attack, hunter’s mark and cast spells to crowd control targets.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range), Spiked Growth, Lesser Restoration.
Level 9


At level 9 the Minsc unlocks two level 3 spells and a subclass spell Fear.
- Fear Spell (Subclass feature): Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. This isn’t that useful of a skill unless you are trying to either run away or lock down a group in an area. It requests an action and concentration and there is typically a better way to manipulate targets including scrolls of Confusion or Banishment.
- Lighting Arrow: 4d8+2d8 lighting damage with a bonus action in melee range. The damage is very high with this spell though it’s in melee range. However, you can use this as a bonus action and keep your action. Use first, then your Roaring Thunder arrow to knock back enemies.
- Stoneskin (replace Lesser Restoration): Turn a creature’s flesh hard as stone. It gains Resistance (half the damage) of all non-magical Bludgeoning, Piercing, and Slashing damage last until long rest and requires concentration. The benefit of this spell is it last until long rest. Meaning, as soon as you finish a long rest, you can cast this though you won’t be able to use Hunter’s Mark. This is ideal when you 100% know you are going into a high-damage situation and need survival. The later game will have very difficult fights and since you can pre-buff this is a great spell.
At this level you have more buffs, damage in melee range and a way to control targets and keep in place. The downside so far is, many skills require concentration and you can only have one active. Experiment with each situation for more damage or survivability.
Level 10

Level Ten Brings useful utility Class Action, Hide in Plain Sight, and two Hunter Gloom Stalker Features:
- Hide in Plain Sight (Class Feature): Camouflage yourself with your environment to become Invisible and gain a +10 bonus to Stealth Checks until Long Rest.
- Ends early if you move, attack, cast another spell, take an action, or take damage.
- Favoured Enemy – Mage Breaker: You have a history of battling spellcasters. You gain proficiency in Arcana and can cast True Strike. This is somewhat useful for getting True Strike cantrip. We most likely won’t use this, so you can flex it out for skill proficiency of your choice.
- Natural Explorer – Urban Tracker: An expert at navigating the wild within the city, you gain Proficiency in Sleight of Hand. We are using this to gain skill proficiency in Sleight of Hand which really helps the class utility and not using a Rogue.
You can use the Hide in Plain Sight action prior to combat and unload during turn one, or use it for out of combat sneaking and stealing.
Level 11


At level 11 the Gloom Stalker Minsc will unlock one spell and one subclass feature.
- Stalker’s Flurry (Subclass Feature): You are swift enough to turn a miss into a new strike. When you miss a weapon attack, you can make another weapon attack for free.
- This is a truly amazing passive feature that helps our damage with attacks.
- Conjure Barrage: 2d8 slashing damage in 9m into a destructive, widespread volley. On Save: Targets still take half damage. This attack is a conal, not a radius.
- It’s helpful because we lack any type of area damage mainly, and it doesn’t require concentration. Downside is, you need to be close but you can combo this with Lighting Arrow because it’s a bonus action spell. If enemies get close you have a great counter for big damage in one turn.
Level 12


At level 12 the Gloom Stalker gets a feat. Go with +2 Ability Improvement to Dexterity to reach 20. At this level, you will have a lot of damage, spells, utility and even crowd control. The max level in Baldur’s Gate 3 is 12 and you will feel very powerful at this level and should be a blast to play.
Best Gear for Baldur’s Gate 3 Minsc Build
Beginner: Act 1
Here’s the best beginner gear for Minsc Ranger Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item |
---|---|
Head | Shadow of Menzoberranzan |
Cape | – |
Chest | Drow Studded Leather Armour |
Gloves | Gloves of Archery |
Boots | Disintegrating Night Walkers |
Necklace | Amulet of Selûne’s Chosen |
Ring | Crusher’s Ring |
Ring | Caustic Band |
Weapon 1 | The Joltshooter |
Weapon 2 Main Hand | Steelforged Sword |
Weapon 2 Off-Hand | Hunter’s Dagger |
- Shadow of Menzoberranzan: Gives Shrouded in Shadow
- Looted from the Pale Corpse in the Myconid Colony, Underdark (X:50, Y:75).
- Drow Studded Leather Armour: Stealth +1
- Inside a Heavy Chest at Lolth’s Cultist’s cache (X:71 Y:-220) in Underdark.
- Gloves of Archery: You gain Proficiency with longbows and shortbows. In addition, your ranged weapon attacks deal an additional 2 damage.
- Bought from Grat the Merchant in the Goblin Camp.
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice. Grants Misty Step
- Can be looted from True Soul Nere in Grymforge
- Amulet of Selûne’s Chosen: Selûne’s Dream: 1d8-1 hit points. A creature you touch regains 1d8-1 hit points but potentially falls into a slumber.
- Found in Dror Ragzlin’s treasure pile in the Shattered Sanctum (X:296, Y:71)
- Crusher’s Ring: Movement Speed +3m
- Looted or stolen from Crusher in the Goblin Camp
- Caustic Band: Your weapon attacks also deal 2 Acid damage.
- You can buy it from Derryth in Myconid colony, Underdark
- The Joltshooter: When the wielder deals damage using this weapon, they gain 2 Lightning Charges.
- Reward for completion of Rescue the Grand Duke Quest
- Steelforged Sword: 1d6 + 1 piercing found in Blighted Village X:45, Y:408.
- Hunter’s Dagger: 1d4 + 1 Piercing and Rupturing on hit. Bought from Roah Moonglow in Shattered Sanctum Act 1.
Advanced: Acts 3
The following table presents the best advanced and end-game gear for the Baldur’s Gate 3: Best Minsc Companion Build:
Gear Slot | Best Gear Item |
---|---|
Head | Shadow of Menzoberranzan |
Cape | Shade-Slayer Cloak |
Chest | Drow Studded Leather Armour |
Gloves | Gloves of Dexterity |
Boots | Disintegrating Night Walkers |
Necklace | Amulet of Greater Health |
Ring | Killer’s Sweatheart |
Ring | Shifting Corpus Ring |
Weapon 1 | Gontr Mael |
Weapon 2 Main Hand | Bloodthirst |
Weapon 2 Off-Hand | Rhapsody |
- Shadow of Menzoberranzan: Shrouded in Shadow: Become Invisible for 2 turns. The spell breaks if you attack, cast another spell, perform an action, or take damage.
- Looted from the Pale Corpse in the Myconid Colony, in the treasure area unlocked by completing the quest Defeat the Duergar Intruders (X:50, Y:75).
- Shade-Slayer Cloak: While hiding, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Can be purchased at the Thieves Guild in Act 3
- Drow Studded Leather Armour: Stealth +1
- Inside a Heavy Chest at Lolth’s Cultist’s cache (X:71 Y:-220), climbing up a high spot near the entrance of The Festering Cove
- Gloves of Dexterity: Increases the wearer’s Dexterity score to 18; Attack +1
- Sold by A’jak’nir Jeera at Crèche Y’llek.
- Disintegration Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on Grease or Ice; Cast the spell Misty Step once per Short Rest.
- Can be taken from Nere, at the Grymforge in Act 1
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23; Advantage on Constitution Saving Throws Checks
- Can be taken from the Archive in the House of Hope
- Killer’s Sweatheart: When you kill a creature, your next Attack Roll will be a critical hit. Once spent, this effect refreshes after a Long Rest.
- Can be found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729).
- Shifting Corpus Ring: Gain access to the Invisibility and Blur spells
- Drop by Fist Marcus at the Last Light Inn
- Gontr Mael: On a hit, possibly inflict Guiding Bolt upon the target; This object shines with a glowing light in a radius of 6m; Cast Celestial Haste once per Long Rest.
- Looted from the Steel Watcher Titan in Steel Watch Foundry
- Bloodthirst: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack; Creatures hit with this weapon receive Vulnerability to Piercing damage.
- Reward for defeating Orin in Act 3.
- Rhapsody: Provides Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3; and Sweet Bloodletting: Possibly inflict Bleeding when hitting a creature with this weapon while Hiding or Invisible.
- Dropped by Cazador Szarr.
Best Consumable Items and Potions
Consumables are items that can be used once and then destroyed. They are typically used to restore health or other resources. Some common types of consumables include potions, scrolls, food, drinks, and arrows.
The following list represents the best individual use consumable items that will aid in our Life Domain Cleric Build:
- Potion of Speed: Gain extra action, +2 Armour Class, Advantage on Dexterity Saving Throws, and double movement speed making it the best consumable in the game.
- Smokepowder Bomb: Throw bomb 18m with a 4m radius dealing 3d4+9 Force damage dealing a massive amount of area damage.
- Arrow of Fire: Deals +1D4 fire damage and creates a fire surface for extra area damage.
- Greater Healing Potion: use a bonus action to self-heal for 4D4+ 4 HP.
- Basic Poison: use a bonus action to coat a weapon with poison.
- Feather Fall Scroll: become immune to falling damage which helps to enter Underdark.
- Alchemist Fire: throwable single target dealing 1d4 Fire damage per turn to a creature hit
Minsc Gameplay Tips and Tricks
- Mobility: Rangers are very mobile, so use this to your advantage in combat. Use high movement offensively and defensively to position for better attacks and to get out of danger.
- Stealth: is a very useful skill for rangers, as it allows you to sneak up on enemies and get the drop on them. This can be especially useful in boss fights, as it can allow you to deal a lot of damage before the enemy even knows you’re there.
- Spell Timing: Rangers have a variety of spells that can be very useful in combat. Use them wisely to buff your allies, debuff your enemies, and deal damage but know they are limited and should be used when needed most.
- Prepare: Baldur’s Gate 3 is a very challenging game, so it’s important to be prepared for anything. Make sure to recharge spells with long rest, always have potions, elemental arrows, and speed potions ready.
- Environment: Use the environment to your advantage. If you’re overwhelmed, Dash to create more movement, line of sight of the enemy, and get in stealth. This will allow you to lose aggro and hopefully open with a damage ability or heal.
- Exploit vulnerabilities: Rangers have access to a variety of ammunition types. Use different arrows to exploit enemy weaknesses. For example, Fire Arrows can be effective against enemies vulnerable to fire damage, while Acid Arrows can be useful against foes with high armor.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable Gloom Stalker Ranger!
Best Baldur’s Gate 3 Minsc Build Guide Summary
Recruit Minsc
- Recruit and keep Jaheira alive in Act 2
- Follow the The Harper Commander Quest in Act 3
Subclass – Gloom Stalker
Preferred Weapon: Bow and Daggers
Preferred Armor: Light
Race – Human
Best Early Action – Umbral Shroud
Best Late Spell – Stoneskin
Minsc Abilities Score
- Strength: 10
- Dexterity: 16
- Constitution: 16
- Intelligence: 8
- Wisdom: 14
- Charisma: 10
- Level 4 – Sharpshooter
- Level 8 – +2 Dexterity
- Level 12 – +2 Dexterity
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