This Multiclass guide focuses on the Multiclass Ranger in Baldur’s Gate 3 (BG3), combined with the Rogue class, to create a powerful build.
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Multiclass Ranger Build Guide
The Ranger class in Baldur’s Gate 3 is a versatile damage dealer who excels at range combat. Rangers have a variety of skills and abilities that are useful in and out of battle. Rangers are skilled hunters and trackers, with a deep understanding of the natural world. They are also proficient in a wide range of weapons and armor, making them adaptable to any combat situation.
This Ranger build is focused on multiclassing. Multiclassing means combining two or more classes to further increase this build’s potential. This build will start with the Ranger, and combine the best of the Rogue and the Fighter. This guide will walk you through creating the Best Baldur’s Gate 3 Multiclass Ranger Build Guide. Consider this a power combination that has extra action and bonus action with a more robust gameplay experience. If you enjoy the base Ranger but want more utility, excitement, and power, then try this Best Baldur’s Gate 3 Multiclass Ranger Build.
Multiclass Ranger Build Features
The following list presents all the essential Multiclass Ranger Build Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Dexterity
- Saving Throws: Strength and Constitution
- Armour Proficiency: Light, Medium, and Shield
- Weapon Proficiency: Simple Weapons, Martial Weapons
- Gloom Stalker Subclass: Focused on damage and mobility.
- Extra Attack: Can make an additional free attack after making an unarmed or weapon attack.
- Spell Casting: 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 and increase movement speed and damage on the first turn.
- Thief Subclass: Gain four Superiority Dice, which are d8s, obtained at level 3.
- Sneak Attack: Deal additional damage while having an Advantage.
- Bonus Actions: Rogues can use bonus actions for multiple attacks per turn.
- Cunning Action: Hide, Dash and Disengage
- Fast Hands: Additional Bonus Action
- Second-Story Work: Gain resistance to Falling damage.
- Defence Fighting Style: While you are wearing armor, you gain a +1 bonus to AC.
- Second Wind: Heal yourself with a bonus action.
- Action Surge: Gain one additional action, acquired at level 2.
- Battle Master Subclass: Gain four Superiority Dice, which are d8s, obtained at level 3.
Multiclassing in Baldur’s Gate 3 allows your character to gain a level in a new class instead of advancing in their current class. To Multiclass in BG3, hit the top right plus button to add a class, so that it will bring up a new screen with the other classes in Baldur’s Gate 3.
Multiclassing grants most of the benefits of that new class, but there are some limitations. Your multiclassing character does not receive all the proficiencies of their new class, meaning the Fighter class does not provide heavy armour. Your initial class is the most important and determines your build identity. You can pick multiple classes using the same button at each level. You also cannot multiclass when playing on Explorer Difficulty.
Below is a list of Multiclass Proficiencies gained by taking one level in a new class:
|Barbarian||Shields, Simple Weapons, Martial Weapons|
|Bard||Light Armor, One skill, One instrument|
|Cleric||Light Armor, Medium Armor, Shields, Morningstars|
|Druid||Light Armor, Medium Armor, Shields|
|Fighter||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Monk||Simple Weapons, Shortswords|
|Paladin||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Ranger||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, One skill|
|Rogue||Light Armor, One skill|
|Warlock||Light armor, Simple Weapons|
Best Ranger Multiclass
The best class for the Ranger to multiclass into is the Rogue because you can get the Second-Story Work, Additional Bonus Action, Cunning Action, and Sneak Attack. Also, a secondary multiclass choice for Ranger is the Fighter because you gain a Fighting Style, Action Surge, and Battle Master subclass.
|Sneak Attack: Ranged, Melee||Fighting Style|
|Cunning Action: Hide, Dash and Disengage||Action Surge|
|Additional Bonus Action||Superiority DIce|
For this build, we recommend 5 levels into Ranger, 4 levels into Rogue, and 3 levels into Fighter. This is a bit complex, but we will explain and walk you through the process in the leveling progression part of this Best Baldur’s Gate 3 Multiclass Ranger Build.
Wood Elves is the Best Race Choice for a multiclass Ranger because you gain the Highest Movement, Stealth Proficiency, Fey Ancestry, and Darkvision (12m) giving you a balanced racial choice for damage and survivability. However, a secondary choice is the Drow for two cantrips and Super Darkvision (24m).
The best Background for a Ranger is Charlatan because it has proficiency in Deception and Sleight of Hand. Backgrounds in Baldur’s Gate 3 are a way to represent your character’s backstory and give them some starting skills and abilities.
The Best Ability Score for multiclass Ranger Build is 16 Dexterity, 16 Constitution, and 14 Wisdom. Strength, Intelligence, and Charisma are all secondary stats. Dexterity and Constitution are almost entirely performances with Dexterity improving your Armour Class (AC) and Constitution improving your hit points. Intelligence, Wisdom, and Charisma have a big influence on dialogue and exploration combined with skills.
If you intend to use this character as your primary “speaker” during cut-scene interaction, consider reducing Constituion by two and improving Intelligence or Charisma. You will sacrifice some health, but if the story portion is important to you, this is a good choice for your playthrough. Try to land on even numbers vs. odd, because odd won’t give you any bonuses. Also, check out our Permanent bonus guide on how you can boost stats through quests.
- Strength – 10
- Dexterity – 16
- Constitution – 16
- Intelligence – 8
- Wisdom – 14
- Charisma – 10
The best companions for a Ranger Multiclass build in BG3 are Shadowheart, Gale, and Lae’zel. This will give you a balanced team with a Cleric for support, a Wizard for area damage, and a Fighter for melee pressure and crowd control.
- Shadowheart (Cleric): buffs, healing, and crowd control.
- Gale (Wizard): range magic damage, area damage, and crowd control.
- Lae’zel (Fighter): burst damage, lockpicking, and range if needed.
Multiclass Ranger Build – Level Progression in Baldur’s Gate 3
Level one follow our character creator to pick all correct background, race, skills, and ability score focusing on Dexterity and Constitution. You won’t be able to pick your subclass until level 3, so expect a slow start in terms of performance. For this build, we will focus on the Ranger for 5 levels before switching. This is primarily to unlock Extra Attack which allows for two attacks in one action. Here’s what you unlock as a Level 1 Ranger:
- Favoured Enemy: Bounty Hunter (class feature): Gain Investigation Proficiency. Creatures hit with Ensnaring Strike have Disadvantage on Saves.
- Natural Explore: Beast Hunter (class feature): You have cultivated a strong bond with animals. You can cast Find Familiar as a Ritual.
- Find Familiar (class spell): Summon a familiar, fey spirit that takes an animal form of your choosing.
Nothing exciting at this level really. If you wish to wear heavy armour for the entirety of the game, you can take Ranger Knight rather than Bounty Hunter. This will grant Heavy Armour proficiency. Typically this isn’t warranted because heavy armour is not that impactful in terms of bonuses and can limit stealth. The Find Familiar, even with very low health can be a great asset when exploring and combat. You can some this outside of combat and use it as a distraction or explore small spaces your character cannot reach.
Look to obtain medium armour and a Longbow. The vendor in the Hollow City north of the starting location Dammon is a good source of gear. Check back as well, especially when you hit level 4 it should restock with good gear even at the start of the game. Also, it’s CRITICAL that you use ammunition (special arrows) and spell scrolls. Your class won’t have a lot of crowd control, but Ice Arrow, Sleep, Hold Person, etc. can be obtained through the use of ammunition and scrolls. Fill in the gaps of your build, especially early, with these consumable items.
- Hunter’s Mark (spell selection): Mark a creature as your quarry to deal an additional 1~6 whenever you hit it with a weapon attack.
- Ensnaring Strike (spell selection): Your attack summons thorny vines that possibly Ensnare your target.
- Archery Fighting Style (class feature): You gain a +2 bonus to attack rolls you make with ranged weapons.
The Archery Fighting Style is primarily why we use a bow. Additionally, the ranged Longbow strategy makes it easier to avoid damage and still melt targets at range. Hunter’s Mark consumes a bonus action, and you mark a target dealing extra weapon damage to them. The best thing about this ability is, that you can reapply after the target dies for free. Meaning, that if you want to mark the target you will focus down until death, then reapply it to the next target to save spell slots. Typically, Hunter’s Mark is turn-one bonus action usage.
The next spell we get is Ensnaring Strike, which locks down a target in place. This can be used as a useful root that deals extra damage but it’s costly. Ensnaring Strike uses an action, bonus action, and requires concentration which can be broken. Use this spell when you must root a target in place to prevent it from reaching you or a teammate.
Gameplay at this level revolves around keeping your distance and looking for the “high ground.” When you attack from above, you gain a +2 bonus to the Attack Roll. When you attack from below, you have a -2 penalty. The height difference between you and your target must be at least 2.5m. This is critical to getting the most out of your damage and this bonus stacks with Archery Fighting Style. In summary, look for higher ground than your target, Hunter’s Mark the target you intend to attack and blast them with ranged attacks. Buckle up, at the next level you get your subclass and it’s a monster!
Level 2 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, and Ensnaring Strike
With 3 levels invested into the Ranger class, you unlock subclass, one spell, and two subclass features. The majority of your combat powers come from the Gloom Stalker subclass which emphasizes the importance of your first turn. Moreover, you get increased Darkvision and a bonus for Initiative. This helps with going first in the combat order, allowing you to influence the initial phase of combat. Let’s break down what you unlock and how to use it:
- Gloom Stalker (subclass): Specialize in taking out foes swiftly and ruthlessly from the shadows, gaining damage bonuses and increased movement speed.
- Hail of Thorns (spell selection): The thorns deal Weapon Damage to the target and then explode. The explosion deals an additional 1~10 Piercing damage to the target and surrounding creatures.
- Dread Ambusher (subclass feature): 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 (subclass feature): can see up to 24m in the dark.
- Umbral Shroud (subclass feature): Wrap yourself in shadows to become Invisible if you are obscured.
- Dread Ambusher (subclass feature): Hide: use a bonus action to hide from enemies though attacking or casting breaks this.
- Umbral Shroud (subclass feature): Become invisible for 10 turns, ends if you attack or cast another spell.
- Disguise (subclass spell): change your character’s appearance.
Dread Ambusher gives you a free attack on turn one. Look to the far right on your toolbar to see this icon pop up which won’t consume an action or a bonus action. This is incredibly helpful combined with Hunter’s Mark on turn one. Dread Ambusher uses a bonus action to hide as well, so plenty of options with bonus action utility. Umbral Shroud helps as a getaway tool, but typically I use Invisibility potions because they are more reliable.
With all this utility coming in, you need to focus on your first turn. Ideally, you want to eliminate, stun, crowd control, or immobilize the most damage-producing target. Combine Dread Ambusher with Ice Arrow or Scroll if you must stun a target. Roaring Thunder is another good arrow to knock back targets. Ensanring Strike is great for targets that rely on mobility like Githyanki Fighters. Also, consider using consumable poisons and oils to buff your damage. I list a bunch below, but many can be applied to your weapon outside of combat and buff you until a long rest. That way you open up very strong and single-handedly can influence the outcome of a fight. Big increase in power here, but we aren’t done yet with the Best Baldur’s Gate 3 Multiclass Ranger Build!
Level 3 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, and Hail of Thorns.
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. Your ranged weapon attacks are not penalized for High Ground Rules. Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll but deal an additional 10 damage. This -5 penalty and +10 damage is toggleable, which you can turn on or off in the passive sections of your toolbar.
Sharpshooter 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! From here, you will get one more feat with this multiclass setup. If you want to reach 20 Dexterity before max level, take +2 Dexterity here. However, there are Gloves of Dexterity in Act 2 that give us 18 Dexterity and can be used for the entirety of the game. The gameplay remains unchanged, just less chance to hit with greater damage.
Level 4 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, and Hail of Thorns.
- Spike Growth (spell selection): Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Damage piercing damage for every 1.5 m it moves.
- Pass Without Trace (replace spell): Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks.
- Misty Step (subclass spell): Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Extra Attack (Ranger class feature): Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don’t add together.
This is our last level in Ranger because we gain Extra Attack. Your weapon attacks will now give you a secondary attack for free. This stacks with your Dread Ambusher passive, so in one turn you can get 3 attacks. I suggest dropping Hail of Thorns and picking Pass Without Trace and Spike Growth. Spike Growth acts as a powerful area-based snare slowing down targets approaching you. The downside is, this spell requires concentration and cannot be used in conjunction with Hunter’s Mark. Use this spell when it is critical the targets are funneled into one area and you don’t want them to reach you.
Passive Without Trace is a utility skill and helpful outside of combat. Misty Step is a mobility tool that allows you to use a bonus action and teleport a far distance. This helps you traverse very far distances and also reach higher areas to take advantage of high ground. This is where the Ranger’s power starts to fade and I suggest multiclassing out of it at level 6. Let’s show you how to do that with the Best Baldur’s Gate 3 Multiclass Ranger Build!
Level 5 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Pass without Trace, and Misty Step.
Level 6, I suggest switching to the Rouge class. To do this, simply click the + sign with two access for multiclass. Select your class then a popup will appear on what you can select. The reason we want to use the Rouge is mainly for the Thief subclass with a four-level investment. This will give us an additional bonus action, more skill proficiency, and a lot of utility. Below is what you unlock at level 1:
- Skills: Stealth and Sleight of Hand.
- Sneak Attack (Ranged & Melee): Deal an additional to an enemy you have Advantage against. Attack/Save: Ranged Attack Recharge: Once per turn. In order to gain Advantage, you need to be hiding or that enemy to be engaged with another in 1.5 meters.
Sneak Attack is a core class feature of Rouges in Baldur’s Gate 3 and understanding how to use it with Ranger Multiclass is critical to add damage. Sneak Attack allows this Ranger and Rogue Multiclass build to deal extra damage to a target if they have Advantage on the attack roll. The easiest way to get Advantage is to start combat in stealth or have a target that is attacking. For this build, you’d send in Lae’zel to soak up the damage and target that enemy. Spells like True Strike and Guiding Bolt can help grant Advantage and remove some of the issues with gaining it.
When setting up your build, go into the reactions tab and click the “ask” in reactions. What this will do is “proc” or trigger Sneak Attack damage if you didn’t use the attack. Similar to a Paladin’s Divine Smite, it simply adds the damage. This is a good way to make sure you also deal extra damage when it’s possible. You can see if you have Advantage when nearing attack, a great signal will appear near your mouse. Sneak Attack damage also increases with level and is important to sneak, stealth, and try to look for ways to exploit this Rogue core mechanic.
While you started as a Ranger, you can now use both high ground and Advantage mechanics to add damage passively. This changes your gameplay slightly by trying to start combat in stealth and using hide bonus action more frequently to enter into stealth. Attacking an enemy while you are hidden or invisible automatically triggers Advantage and thus extra damage.
Level 6 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Pass without Trace, and Misty Step.
- Cunning Action Hide: Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
- Cunning Action Dash: Cover more distance this turn: double your Movement Speed.
- Cunning Action Disengage: Retreat safely: moving won’t provoke Opportunity Attacks.
This helps with mobility and specifically Hiding using a bonus action rather than an action. In the next level, we will increase our bonus action, thus you can end your turn reliably with Hide and start from stealth-increasing damage. Disengage is useful when a melee aggressor is fighting you and you want to flee without getting attacked. Dash can be helpful in combination with your movement or if you don’t have a Misty Step to use. This level adds a decent amount of utility with our bonus action.
Level 7 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise, Pass without Trace, and Misty Step.
- Fast Hands (Level 3): Gain an additional bonus action.
- Second-Story Work (Level 3): You’ve mastered the art of falling and gaining Resistance to Falling damage.
The Fast Hands passives mean bonus actions like Misty Step, Hunter’s Mark, and Cunning Hide do not exhaust this resource. You can use them in conjunction with potions, consumables, poisons, etc. At every turn, you should try to exhaust your actions and bonus actions if possible. Remember how annoying it was that Ensaring Strike cost an action and a bonus action? Well, not that spell becomes much more useful with two bonus actions to use.
I also suggest always trying to end your turn in an obscure location with Cunning Hide if you have an extra bonus action. Even if enemies are around, you can possibly succeed in this check and remain hidden. This will proc Advantage when you attack and give you extra sneak damage.
Level 8 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Pass without Trace, and Misty Step.
We stick with one more level into the Rogue primarily to get a feat. Ability Improvement, Add +2 Dexterity to reach 18. Depending if you plan on using the Gloves of Dexterity or not, this can be a good choice. If you plan on using those gloves, which give you 18 Dexterity passively, then you want to take a different feat. Lucky is the best choice because it gives you a resource that you can use to gain Advantage on Attack rolls, ability checks, and saving throws. This combined with Sneak Attack is free damage and will be better than more Dexterity with the gloves. The Rogue power fades after this, but there’s one more class to take advantage of and that’s the Fighter!
Level 9 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Pass without Trace, and Misty Step.
- Defence Fighting Style (class feature): You gain a +1 bonus to Armour Class while wearing armour.
- Second Wind (class feature): Draw on your stamina to heal yourself.
Not much happens at this level as Second Wind is a weak heal at higher levels. Defence gives you passively more AC which is nice, but the next two levels are the big boost in power.
Level 10 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Pass without Trace, and Misty Step.
With a second level invested into the Fighter you unlock Action Surge (class feature): Immediately gain an extra action to use this turn. This gives you an enormous boost in power because Action Surge doesn’t cost any resources and gives you two actions once per short rest. Now, on turn one, you have an extra attack, Action Surge, two bonus actions, and Dread Ambusher. Here’s how this would look to destroy an enemy team in one turn starting from stealth:
- Dread Ambusher (free + sneak attack damage)
- Misty Step to High Ground (1x bonus action)
- Hunter’s Mark the target (1x bonus action)
- Attack with Ice Arrow knock prone (1x action)
- Attack Roaring Thunder arrow knockback (extra attack)
- Action Surge (one more action)
- Attack with Arrow of Many Targets AOE (1x action)
- Attack with Dragon Arrow (extra attack)
That is one turn, which will absolutely obliterate an encounter if done properly and with practice. But we are not done with the Best Baldur’s Gate 3 Multiclass Ranger Build!
Level 11 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Pass without Trace, and Misty Step.
- Battle Master Subclass: this will give you access to a new mechanic called Superiority Dice, which are d8s. Think of this as an additional resource that can be replenished during Long Rest. You will also get to select three maneuvers which are attacks that consume superiority dice. We suggest the following:
- Disarming Attack: Spend a superiority die to make an attack that deals additional damage and possibly forces the target to drop the weapons they are holding.
- Pushing Attack: Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly pushes the target back 4.5m.
- Trip Attack: Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly knocks the target Prone. The target must be Large or smaller.
What this does is grants the build 4 superiority dice which can be refreshed on short rest. Each attack, including those with extra attacks, can have an added effect. Disarming is great for Githyanki Fighters who rely on weapons for damage. Pushing Attack is essentially a knockback ability similar to Roaring Thunder Arrow. Trip Attack knocks prone similar to Ice Arrow. This compliments and fills in a major hole with the build and that’s crowd control without arrows or scrolls. Make sure to check below for the recommended gear sets as a beginner or advanced.
Level 12 Ranger Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Pass without Trace, and Misty Step.
Recommended Gear for Baldur’s Gate 3 Multiclass Ranger Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. There are three Acts in BG3, and Best Baldur’s Gate 3 Multiclass Ranger Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s the best beginner gear for Multiclass Ranger Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Shadow of Menzoberranzan|
|Chest||Adamantine Scale Mail|
|Gloves||Gloves of Archery|
|Boots||Disintegrating Night Walkers|
|Weapon 1||Titanstring Bow|
|Weapon 2 Main Hand||Steelforged Sword|
|Weapon 2 Off-Hand||Hunter’s Dagger|
- Shadow of Menzoberranzan: Gives Shrouded in Shadow Invisible for 2 turns. Looted from the Pale Corpse in the Myconid Colony, Underdark (X:50, Y:75).
- Alternative: Haste Helm start of combat, gain 1.5m increased movement for 3 turns. Obtained in Blighted Village locked chest X: 32 Y: 403.
- Adamantine Scale Mail: 16 AC, damage reduction, and immunity to critical strikes. Crafted in Adamantine Forge.
- Alternative: Scale Mail +1 15 AC, and 1 less slashing damage. Dammon trader in Druid Grove Act 1.
- Gloves of Archery: Gain Proficiency with longbows and shortbows and your ranged weapon attacks deal an additional 2 damage. Bought from Grat the Merchant in the Goblin Camp.
- Alternative: Gloves of Hail of Thorns cast Hail of Thorns once per short rest. Obtained from Brem in Zhentarim Hideout.
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice, and grants Misty Step spell. Can be looted from True Soul Nere in Grymforge.
- Alternative: Boots of Genial Striding The wearer’s Movement Speed is unimpeded by Difficult Terrain. Sold by Blurg in the Myconid Colony.
- Moondrop Pendant: When the wearer has 50% hit points or less, they don’t provoke Attacks of Opportunity.
- Alternative: Amulet of Misty Step user gains Misty Step once per short rest. Chest Inside Defiled Temple within the Goblin Camp X: 386 Y: 8
- Crusher’s Ring: Movement Speed +3m. Looted or stolen from Crusher in the Goblin Camp.
- Alternative: Ring of Absolute Force cast Thunderwave once per short rest. Dropped by Sergeant Thrinn in Grymforge.
- Caustic Band: Your weapon attacks also deal 2 Acid damage. You can buy it from Derryth in Myconid colony, Underdark
- Alternative: Ring of Colour Spray can cast Colour Spray once per short rest. Obtained in Harpy Nest encounter Secluded Cove X: 326 Y: 495.
- Titanstring Bow: 1d8 + 1 Piercing Longbow damage and adds strength modifier to damage. Brem in Zhentarim Hideout Act 1.
- Alternative: Joltshooter 1d8. The 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.
The following table presents the best advanced and end-game gear for Multiclass Ranger Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Helm of Balduran|
|Chest||Armour of Agility|
|Gloves||Gloves of Soul Catching|
|Necklace||Surgeon’s Subjugation Amulet|
|Ring||Shifting Corpus Ring|
|Weapon 1 Primary||Gontr Mael|
|Weapon 2 Main Hand||Bloodthirst|
|Weapon 2 Off-Hand||Rhapsody|
- Helm of Balduran: Heals every turn, +1 AC and saving throws, cannot be critical hit or stunned. Found in Dragon’s Sanctum X: 636 Y: -964 Act 3.
- Alternative: Helldusk Helmet: Cannot be a critical hit, +2 saving throws against spells, and Immolating Gaze. Obtained in House of Hope Act 3.
- Shade-Slayer Cloak: While hiding, the number you need to roll a Critical Hit while attacking is reduced by 1. Can be purchased at the Thieves Guild in Act 3.
- Alternative: Cloak of Protection Armour Class and Saving Throws +1. Sold by Talli Quartermaster at Last Light Inn Act 2.
- Armour of Agility 17 AC, Add Dex modifier to Armour Class, no Disadvantage on stealth ability checks, +2 saving throws. Sold by Gloomy Fentonson at Stormshore Armoury during Act 3.
- Alternative: Helldusk Armour 21 AC, Fly Spell, and damage reduction. Looted from Pahael in Act 3 House of Hope.
- Gloves of Soul Catching: Constitution +2, and Soul Catching which you can gain advantage on attack rolls. Reward for Save Hope in House of Hope Act 3.
- Alternative: Gloves of Dexterity: Increases the wearer’s Dexterity score to 18 and Attack +1. Sold by A’jak’nir Jeera at Crèche Y’llek Act 2.
- Helldusk Boots: Cannot be enforceable moved, Hellcrawler teleport, and Infernal Evasion. Locked Chest, Wyrm’s Rock Fortress X: -32 Y: 219 Act 3.
- Surgeon’s Subjugation Amulet: Scoring a Critical on a humanoid, Paralyse the target for 2 turns. Worn by Malus Thorm at the House of Healing in Act 2.
- Alternative: Amulet of Greater Health: Increases Constitution score to 23. Can be taken from the Archive in the House of Hope.
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a critical hit. Trial inside the Gauntlet of Shar ( X: -833 Y: -729).
- Alternative: Risky Ring Advantage on Attack Rolls and receives a Disadvantage on Saving Throws. Sold by Araj Oblodra Moonrise Towers in Act 2.
- Shifting Corpus Ring: Gain access to the Invisibility and Blur spells. Drop by Fist Marcus at the Last Light Inn.
- Alternative Ring of Free Action You ignore the effects of Difficult Terrain, and cannot be Paralysed or Restrained.
- Gontr Mael: On a hit, possibly inflict Guiding, can cast Celestial Haste once per Long Rest. Looted from the Steel Watcher Titan in Steel Watch Foundry.
- Alternative: The Dead Shot 1d8 + 2 Piercing, improved Critical and Keen Attack. Sold by Fytz the Firecracker at the Stormshore Armoury Act 3
- 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 Consumables, Potions, Ammunition, and Items
The following list represents the best individual use consumable items that will aid in our Best Baldur’s Gate 3 Multiclass Ranger Build Guide:
- Potion of Speed: Gain extra action, +2 AC, Advantage on Dexterity Saving Throws, and double movement speed.
- Drow Poison: Weapon poison that adds Constitution Saving Throw or becomes Poisoned and falls Asleep.
- Potion of Flying: Drink to gain a flying speed of 60ft for one hour.
- Elixir of Heroism: Gain 10 temp HP and become Blessed until a long rest.
- Potion of Greater Healing: 4d4 + 4 hit points restored.
- Oil of Accuracy: Coat Weapon. Bonus of +2 in Attack Rolls.
- Elixir of Vigilance: Drink to gain a +5 bonus to Initiative and you can’t be Surprised.
The best Ammunition for a Multiclass Ranger Build is listed below:
- Arrow of Ice: Deals weapon damage + 2d4 Cold and creates ice surface for 2 turns in a 2m radius.
- Arrow of Roaring Thunder: deals weapon damage, knocks back 5 meters if failed strength throw.
- Arrow of Many Targets: Deals weapon damage and an additional half of that damage to three other targets in range.
- Arrow of Dragon/Aberration/Humanoid: Deals weapon damage, and double damage against Dragon, Aberration, or Humanoid.
- Arrow of Salving: Cures a target of poisoned, paralyzed, and blinded conditions.
- Arrow of Transposition: teleports the shooter wherever this arrow is fired.
Best Baldur’s Gate 3 Multiclass Ranger Build Guide Summary
- Gloom Stalker (Ranger)
- Thief (Rogue)
Weapon: Longbow & Dual Wield
- Strength 10
- Dexterity 16
- Constitution 16
- Intelligence 8
- Wisdom 14
- Charisma 10
- Level 1 – Favoured Enemy & Natural Explorer
- Level 2 – Archery Fighting Style
- Level 3 – Gloom Stalker Subclass
- Level 4 – Sharpshooter Feat
- Level 5 – Extra Attack & Misty Step
- Level 6 – Rogue Class
- Level 7 – Cunning Actions
- Level 8 – Fast Hands
- Level 9 – Feat +2 Dexterity
- Level 10 – Fighter Class
- Level 11 – Action Surge
- Level 12 – Battle Master Subclass
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