This Multiclass guide focuses on the Multiclass Rogue in Baldur’s Gate 3 (BG3), combined with the Ranger class, to create a powerful build.
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Multiclass Rogue Build Guide
The Rogue class in Baldur’s Gate 3 is a stealthy and versatile class that excels at dealing damage to single targets, especially from the shadows. Rogues are also skilled at picking locks, disarming traps, and navigating the world unseen. Rogues have a high Dexterity score, which gives them a bonus to their armor class, attack rolls, and damage rolls with finesse weapons. They also have a good Intelligence score, which gives them a bonus to their skill checks.
This Rogue build is focused on multiclassing. Multiclassing, meaning combining two classes, Rogue and Ranger, further increases this build’s potential, creating it from the most powerful features each offers in BG3 combat. Moreover, this guide will walk you through creating the Best Baldur’s Gate 3 Multiclass Rogue Build Guide. Consider this an improved version of the standard Rogue build that includes spell casting, extra attack, and well-rounded gameplay. This build will also retain the Rogue identity providing great outside-of-combat utility while exploring.
Multiclass Rogue Build Features
The following list presents all the essential Multiclass Rogue/Ranger Build Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Dexterity
- Saving Throws: Dexterity and Intelligence
- Armour Proficiency: Light, Medium, Heavy, and Shield
- Weapon Proficiency: Simple Weapons, Martial Weapons
- 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.
- Gloom Stalker Subclass: subclass focused on damage and mobility.
- Extra Attack: Can make an additional free attack after making an unarmed or weapon attack.
- Spell Casting: Ranger multiclass unlocks limited spellcasting and spell slots.
- Umbral Shroud: Wrap yourself in shadows to become Invisible if you are obscured.
- Dread Ambusher: gain a +3 bonus to initiative, increase movement speed on the first turn, and extra damage.
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. For instance, Rogues have Light Armour proficiency and won’t gain Heavy Armour proficiency using the Fighter class. This might be confusing at first, so check the list for proficiencies acquired. You also cannot multiclass when playing on Explorer Difficult.
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 Rogue Multiclass
The best class for the Rogue to multiclass into is the Ranger because you can get the Extra Attack, Heavy Armour Proficiency, and a Fighting Style. A secondary multiclass choice for Rogue is the Fighter which unlocks a Fighting Style, Extra Attack, and Action Surge.
|Extra Attack||Extra Attack|
|Fighting Style||Fighting Style|
|Spell Casting||Action Surge|
|Gloom Stalker||Battle Master|
For this build, we recommend investing 8 levels of investment into the Ranger class due to its added combat potential. The main strength of the Rogue is obtaining the Thief subclass and an additional bonus action. However, beyond level 5, the class drops in combat performance and offers little in terms of powerful class and subclass passives. The Ranger however gives you Extra Attack to combine with Sneak Attack. This allows you to attack twice with one action, while also having two bonus actions.
This combination of additional attacks with bonus action utility creates a powerful blend of the builds. With a 4 Thief Rogue and 8 Gloom Stalker Ranger split you will get the best of both worlds. Since this build is focused on the Rogue, you will unlock a massive amount of skill proficiencies which greatly help utility outside of combat. This is a perfect build for someone who wants something simple, and powerful, yet retains the Rogue look and feel.
Wood Elves is the Best Race Choice for a multiclass Rogue Build 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 Rogue Multiclass Build 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.
- Strength – 10
- Dexterity – 16
- Constitution – 16
- Intelligence – 8
- Wisdom – 14
- Charisma – 10
For this build, the most critical ability score is 16 Dexterity. 16 Constitution is helpful for survival but will limit your story and dialogue options with lower Intelligence and Charisma. If you intend to use this character as your main “talking” character, consider dropping Constitution by 2, you can even drop Strength by 2 though will struggle with carrying. This will free you up to increase Charisma and intelligence, which will thus help your skills and make a better dialogue character. Though lower health, equals less survivability, reaching 16 Dexterity is more critical than having some freedom with what’s most important to you.
Acrobatics, Insight, Intimidation, and Persuasion are the best skills for the multiclass Rogue because they complement your build when exploring the environment. Expertise will grant you two more skills with proficiency and you should take Sleight of Hand and Stealth.
The best companions for a Rogue 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 for melee damage, 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 Rogue Build – Level Progression in Baldur’s Gate 3
Level 1 follow our character creator to pick all correct background, race, skills, and ability distribution focusing on Dexterity and Constituion. At level three we can pick our subclass. You want to find a Shortbow (Longbow if you are Elf) and use light armor. This build will use the Rogue for 4 levels and then switch to the Ranger for the entirety of the leveling process.
Class Feature and Mechanics
- 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 Rogues in Baldur’s Gate 3. It allows Rogues 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 Rogue, 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.
At the start, your weapon choices are very limited depending on the racial choice you selected. In general, Shortbows at range or dual Shortswords are the best way to play starting. This build will focus on playing at range because the damage is high with great survivability and mobility. Let’s move onto other levels within the Best Baldur’s Gate 3 Multiclass Rogue Build.
At Level 2, you will unlock the Cunning Action class feature, more health, and one more level until subclass choice.
Rogue Class Features
- Cunning Action Hide: Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines.
- Cunning Action Dash: Cover more distance this turn: double your Movement Speed.
- Cunning Action Disengage: Retreat safely: moving won’t provoke Opportunity Attacks.
This gives you the ability to use Dash, Hide, and Disengage as a bonus action. Bonus actions are the theme of Rogue and Thief, giving you much greater utility with them and allowing your action to be used solely for attacking. The best use of the bonus action is setting up your next turn in stealth. You can open up then retreat if not already engaged and Hide. If undetected, you will be able to open up with a Sneak Attack doing more damage. Also try to use your bonus action, either from Cunning Action, potion, poison, or anything that aids you in combat.
Combat at this level usually revolves are you closing into range on turn one and opening up. If you can attack with your action, or hide with a bonus action, your next turn will be even better. Look to use Oils and Poisons outside of combat that last until a Long Rest to increase your damage.
- Fast Hands (Level 3): Gain an additional bonus action.
- Second-Story Work (Level 3): You’ve mastered the art of falling and gain Resistance to Falling damage.
The double bonus action is very handy. You most likely use one bonus action to hide and get Advantage. The second one is usually for dash, potion, poison on the weapon, etc. The combat loop is easier to manage allowing for increase use of Hide and Dash further increasing mobility and reliable stealth while maintaining your action for weapon attacks. Also, don’t be afraid to use arrows with elemental properties constantly. Ice Arrows are my favorite early on, which can knock enemies prone. We will list a series of them below, but don’t hold on to 12 Ice Arrows! This build lacks crowd control and using Arrows, including Roaring Thunder for knockback is how you get around it at early levels.
At Level 4 you get an important decision, between a feat or Ability Improvement. We recommend forgoing the Ability Improvement to select the Sharpshoot feat. Your ranged weapon attacks do not receive penalties from 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.
The Sharpshooter feat makes you hit much harder and ignore high-ground rules, so you don’t receive a penalty when not at a height advantage. You will lower your chance to hit, and this can be troubling in the early part of the game with a lower ability score and gear. You can click your passives on the toolbar and toggle this off but still get the high-groud rule. Spells like Bless or even Elixir or Heroism will aid you in getting increased Dexterity. Look for the Gloves of Dexterity gear set as well.
If you prefer to play in melee range consider the Dual Wielder feat here and play a double Rapiers. I personally played that until level 8, but found my damage was the same as a range build, and my survivability was significantly diminished. The premise behind the dual-wield build is using your off-hand attack with a bonus action for multiple attacks. And yes, in theory, this works. But in reality, your bonus action often goes for hiding to get a sneak attack, which you can do at range. Using the +2 to Dexterity via Ability Improvement is also helpful if you want something simpler and feel Sharpshooter hinders your chance to land attacks. The gameplay remains unchanged at this level but will change drastically once we add the Ranger class to the Best Baldur’s Gate 3 Multiclass Rogue Build.
At this level, the Rogue diminishes greatly in terms of combat performance. What it’s really lacking is Extra Attack, giving you two attacks per action. Combat Extra Attack with two bonus actions you can do some serious damage alongside casting more spells, mobility, and consumables. The Ranger class at level one unlocks the following:
- Favoured Enemy: Bounty Hunter (class feature): Gain Investigation Proficiency. Creatures hit with Ensnaring Strike have Disadvantage on Saves.
- Natural Explorer: Beast Tamer (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.
- Proficiency: Medium Armour, Shields, and Marital Weapons
- Skill with Proficiency: Perception
With one level into Ranger, you get a massive boost in power. Specifically, you obtain Martial Weapon and Medium Armour proficiency. At this point, you can drop that boring shortbow and pick up a longbow for more damage and better gear options. Light armour is still strong at this level, but medium armour may give you more Armour Class (AC). Stick with Light Armour that doesn’t give disadvantage with sneak or stealth. Later in BG3, Medium Armour options are available that fit this build well, but Martial Weapons is huge if you didn’t pick an optimal race that unlocks longbow.
In terms of gameplay, you gain access to Find Familiar which can be a helpful critter while exploring. You can select the Ranger Knight Favoured Enemy which will allow for heavy armour proficiency but generally doesn’t function well on a stealth build. Next level into Ranger we will get more utility and damage added.
- 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 biggest tool unlocked is Hunter’s Mark. This consumes a bonus action (which we have two now), 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.
Level 6 Rogue Multiclass Spells: Find Familiar, Hunter’s Mark, and Ensnaring Strike
- 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 the 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.
The majority of your combat prowess comes at this level. Dread Ambusher allows you to take an extra attack for free on turn one. This is incredibly helpful combined with Hunter’s Mark and an extra bonus action. 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.
In combat, your first turn is a big opener that should be used to eliminate a priority target who’s likely to harm or crowd-control your allies. If possible, stay in stealth for an opening attack. Use your bonus action for Hunter’s Mark, Dread Ambusher, and Stealth Attack for massive damage on an opening attack. It gets even more powerful with Extra Attack allowing you to assassinate that annoying spellcaster or Githyanki Fighter on turn one.
Level 7 Rogue Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, and Hail of Thorns.
- Ability Improvement (feat selection): Add +2 to Dexterity
- Replace Spell: allows you to swap spells in and out, useful if you have a spell to try out.
Adding +2 Dexterity is useful to increase your weapon attacks and percentage to land attacks. Something to keep in mind is if you have access to the Gloves of Dexterity. These gloves obtained by the vendor Sold by A’jak’nir Jeera at Crèche Y’llek in Act 2 will automatically do this for you. In fact, you can wear these gloves for the entirety of the game and select another feat. However, I recommend this in general because it’s a more reliable way to add power without a specific gear piece.
Another feat that is useful is Lucky which grants 3 Luck Points. These can be used to gain Advantage on Attack Rolls, Ability Checks, Saving Throws, or to make an enemy reroll their Attack Roll. This is perfect for an Advantage-dependent build and is something worth considering if you have the Dexterity gloves. Lastly, the Medium Armour Master feat helps not impose Disadvantage on Stealth checks along with adding a +3 Dexterity modifier rather than +2. Not overpowered by any means, but helps retain the build stealth identity while wearing medium armour.
Level 8 Rogue Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, and Hail of Thorns.
- Spiked Growth (spell selection): Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5 m.
- 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 level is where you experience a massive surge in power due to Misty Step and Extra Attack. Extra Attack allows two attacks with one action. Combine this with your subclass featuring allowing a free attack and you get three on turn one. With two additional bonus actions, you can use Hunter’s Mark before to further increase damage, Misty Step for mobility, or a consumable. This will give you enormous killing potential, especially with sneak attacks and elemental arrows.
Misty Step is a powerful mobility tool primarily used to close the distance, retreat, or gain high ground. I suggest taking the spell Spiked Growth for area-based damage and a snare slowing down targets. Replace Hail of Thorns with Pass Without a Trace. Hail in early levels serves a purpose, but now with Spiked Growth and more utility, we can gain a powerful outside-of-combat spell. Enjoy attacking twice with one action at this level and beyond with the Best Baldur’s Gate 3 Multiclass Rogue Build.
Level 9 Rogue Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise Self, Spiked Growth, Pass Without Trace, and Misty Step.
This level rewards you with new passive features from the Ranger class.
- Favoured Enemy: Ranger Knight (class feature): Gain History and Heavy Armour Proficiencies.
- Natural Explorer: Wasteland Wanderer Fire (class feature): You have spent endless days surviving forbidden deserts. You gain Resistance to Fire.
- Fire Resistance: Take half the amount of damage from fire damage type.
With Ranger Knight, you can use heavy armour though that doesn’t really fit the build. You want to stay in stealth for Advantage and sneak attack, though some of the sets have high Armour Class. Even with light armour and 18 Dexterity, you can hit high AC numbers so that’s less appealing for this playstyle. You also get some elemental resistance which Fire seems to be the most common type of environmental damage in BG3. Gameplay remains unchanged just some helpful utility.
Level 10 Rogue Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise, Spiked Growth, Pass Without Trace, and Misty Step.
- Silence (spell selection): Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
- Iron Mind (subclass feature): You have honed your ability to resist the mind-altering powers of your prey. You gain Proficiency in Wisdom and Intelligence Saving Throws.
At this level, we want to select the Silence spell which will help shutdown casters at range in a bubble. Most likely this spell won’t be used often, but can help in larger fights with multiple targets in close proximity. Iron Mind helps with saving throws giving you some better defensive capabilities. This will also help if you changed your ability score to be more evenly distributed with less Constitution.
Level 11 Rogue Multiclass Spells: Find Familiar, Hunter’s Mark, Ensnaring Strike, Disguise, Spiked Growth, Pass Without Trace, Misty Step, and Silence.
Congratulations, you’ve reached the maximum level in Baldur’s Gate 3! You will unlock another Ability Improvement feat and subclass feature.
- Ability Improvement (feat selection): Add +2 to Dexterity, reaching 20 total.
- Land’s Stride: Difficult Terrain (subclass feature): You have become an expert at moving through the wilderness. Difficult Terrain no longer slows you down.
Your ability to improve determines your end goal and outcome. Another +2 Dexterity helps us become non-reliant on the Gloves of Dexterity and is a simple setup. Lucky and Medium Armour Master feats are also good considerations at this level, depending on your playstyle and goal. Thanks for reading the leveling progression part of the Best Baldur’s Gate 3 Multiclass Rogue Build. Below we will share gear set recommendations and flexible options.
Recommended Gear for Baldur’s Gate 3 Multiclass Rogue 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 Rogue 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 Rogue Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Shadow of Menzoberranzan|
|Chest||Drow Studded Leather Armour|
|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.
- Drow Studded Leather Armour: AC 12, Stealth +1. Inside a Heavy Chest at Lolth’s Cultist’s cache (X:71 Y:-220) in Underdark.
- Alternative: Studded Leather Armour +1 AC 13 and 1 less bludgeoning damage. Obtained from Brem in Zhentarim Hideout.
- 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 Rogue Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Circlet of Hunting|
|Chest||Elegant Studded Leather|
|Gloves||Gloves of Soul Catching|
|Necklace||Surgeon’s Subjugation Amulet|
|Ring||Shifting Corpus Ring|
|Weapon 1||Gontr Mael|
|Weapon 2 Main Hand||Bloodthirst|
|Weapon 2 Off-Hand||Rhapsody|
- Circlet of Hunting: gain 1d4 to attack rolls against creatures marked by Hunter’s Mark. Sold by Araj Oblodra Act 2 Moonrise Tower.
- 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.
- Elegant Studded Leather: AC 14, +2 Initative Rolls, Shield once per short rest. Obtained by completing Return Rakath’s Gold Act 3 Counting House.
- Alternative: Armour of Agility 17 AC, Add Dex modifier to Armour Class, no Disadvantage on stealth ability checks, +2 saving throws.
- 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.
- 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 Sweatheart: 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 Gain Advantage on Attack Rolls and receive 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 Rogue 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 Rogue 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 Rogue Build Guide Summary
- Thief (Rogue)
- Gloom Stalker (Ranger)
Weapon: Longbow & Dual Wield
- Strength 10
- Dexterity 16
- Constitution 16
- Intelligence 8
- Wisdom 14
- Charisma 10
- Level 1 – Sneak Attack
- Level 2 – Cunning Actions
- Level 3 – Fast Hands
- Level 4 – Sharpshooter Feat
- Level 5 – Choose Ranger Class
- Level 6 – Archery Fighting Style
- Level 7 – Gloom Stalker Subclass
- Level 8 – Feat +2 Dexterity
- Level 9 – Extra Attack & Misty Step
- Level 10 – Favoured Enemy & Natural Explorer
- Level 11 – Iron Mind
- Level 12 – Feat +2 Dexterity
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