This guide focuses on the best Ranger build in Baldur’s Gate 3, the Beast Master subclass, and includes all components to build a powerful character.

Ranger Class Guide
The Best Ranger Beast Master subclass in Baldur’s Gate 3 is a master of ranged combat and survival skills, blending the finesse of an expert marksman with an innate connection to the natural world. The key feature of the Beast Master subclass is the ability to form a strong bond with a loyal animal companion, which fights alongside the Ranger and aids them in various ways. The animal companion can be used for combat, exploration, and other activities.
This build premise is using ranged damage and summoning an animal to help. You will do great damage, cast some spells and have fun with a companion animal and a familiar.
This build is being updated with the full release of the game. There will be significant changes over Early Access builds. Here’s a list of what you can expect to be different on the launch of Baldur’s Gate 3:
- Race & Ability: each race now has a +2 and +1 of your choice rather than specific ability improvements.
- Respec & Reroll: your character will be able to reroll qualities of your original choice like subclass, and decision at various levels.
- Companions: can now also be respec or changed into the class you desire.
- Level Cap: the maximum level will now be 12 rather than 5.
- Multi-Class: you will be able to multi-class, and this will open many options.
We will be making changes live as we learn more about how Baldur’s Gate 3 plays out at end game, including gear, multi-class, level progression and racial changes.
Ranger Class Features & Mechanics
The following list presents mechanics for Baldur’s Gate 3 Ranger Beast Master Build:
- 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 powerful ranged damage.
Beast Master 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 rest in order to use spell slots long.
- 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.
The Best Baldur’s Gate 3 Ranger Beast Master Build allows you to excel in ranged combat, control the battlefield, and adapt to various situations. It offers a versatile and exciting playstyle that can be highly rewarding, particularly for players who enjoy strategic combat and wilderness exploration.
Pros of Ranger Build
- Great Ranged damage
- Summon Companion
- High Mobility
Cons of Ranger Build
- Area Damage
- Requires Concentration
- Lower Health
Ranger Best Subclass – Beast Master
The Beast Master Subclass is strong, because of summons you can call to fight on your sight. The Beast Master summoning helps do damage, stun opponents, and provide distractions. It’s a very fun and powerful playstyle especially later on in the end game max level of 12. In Baldur’s Gate 3, the Ranger class offers various subclasses, each with its own unique abilities and strengths. At level three, you can make your decision on which to pick. Here’s a brief description of the ranger’s subclasses and their strengths:
- Hunter: a simple subclass that focuses on dealing damage to enemies and targeting specific enemy types.
- Beastmaster: allows the use of beast companions while maintaining the class identity of a ranger.
- Gloom Stalker: focused on stealth, burst damage, and high initiative.
Recommended Backgrounds
In Baldur’s Gate 3, the choice of background can provide additional skills, proficiencies, and role-playing opportunities for your character. In our guide, we recommended using the Outlander for the Best Baldur’s Gate 3 Ranger Beast Master Build. Additional choices are:
- Outlander: Proficiencies in skills Survival and Athletics. As an Outlander, you have experience living off the land, navigating the wilderness, and surviving in harsh environments.
- Folk Hero: Proficiencies in Animal Handling and Survival. The Folk Hero background can be an exciting choice for a Beast Master Ranger who hails from a rural or wilderness area and is celebrated by the common folk for their heroic deeds.
- Solider: Proficincies in Athletics and Intimidation. The Soldier’s background is fitting for a Beast Master Ranger who has a military background or experience in combat.
Race Choice Beast Master Ranger Build
Wood Elves are the best choice for the Rangers because they get stealth proficiency, 12m Darkvision, and the best movement speed of all races. Wood Elves also have Fey Ancestry, giving an advantage on saving throws against being charmed and resistance to being put to sleep. This racial trait provides additional protection against magical effects that can potentially hinder or control your character, making Wood Elf Rangers more resilient in certain encounters. A secondary option would be the Drow which also gets Fey Fey Ancestry and extra spells with Superior 24m Darkvision.
- Highest Movement
- Stealth Proficiency
- Fey Ancestry
- Darkvision (12m)
- Fey Ancestry
- Super Darkvision (24m)
- Dancing Light Spell
- Faerie Fire
The Ranger’s racial choice will not influence ability score, but everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.
Recommended Skills for Ranger Beast Master Build

Animal Handling, Nature and Insight are the best skills for the Ranger 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 Ranger in Baldur’s Gate 3:
- Animal Handling: is a Wisdom skill
- Nature: is an Intelligence skill
- Insight: is a Wisdom skill
While these skills are well-suited for the build, it’s important to consider your character concept and the specific challenges you may face in Baldur’s Gate 3. The selection of skills should align with your intended playstyle, complement your party composition, and reflect the narrative and roleplaying aspects of your character.
Best Ranger Ability Scores

The best ability score for a Beast Master Ranger Build in Baldur’s Gate 3 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 Ranger’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.
Ranger Illithid Powers

Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Beast Master Ranger Build:
- Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn. This is the priority power you want to obtain because you can force enemies to attack something else. Hypothetically, you would react and use this when you are getting pressured and about to die.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level. This is a passive and hard counter to casters near you.
- Repulsor: deal force damage and Force Push anything and anyone back 6m. This is a great area knockback and does good damage early in the game.
- Psionic Dominance: When an enemy within 18m targets you with a spell of a Level that is lower than or equal to your Proficiency Bonus, you can use your reaction to nullify the spell. The passive feature helps against spell casters.
Ranger Beast Master Companion’s

Here is a list of all the Ranger Beast Master Companions:
- Dire Raven: Raven can Blind its enemies.
- Wolf: Wolf can launch at and knock down enemies with Lunging Bite.
- Bear: can do damage and Goading Roar for taunt.
- Boar: can knock enemies off their feet with charge.
- Spider: can shoot webs and poison enemies with a bite.
Ranger 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 |
Ranger Level Progression
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.
Favoured Enemy is a unique class feature allowing you to choose a specific Favor. We suggest Bounty Hunter: Gain Proficiency in Investigation and learn the Thieves’ Cant passive. Creatures you Restrain have a harder time escaping.
Natural Explorer is a unique class feature allowing you to choose a specific benefit. We suggest Beast Tamer: you have cultivated a strong bond with animals. You can cast Find Familiar as a ritual. Find Familiar is a level 1 conjuration spell. Gain the service of a familiar, a fey spirit that takes an animal form of your choice.
Find Familiar: you can select one of 6 animals to aid you. These don’t help much in combat, but can access small holes and other areas you cannot explore. Cast outside of combat and bring to aid you there’s no downside.
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 just given 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 Beast Master. You will then need to pick one spell to add to your arsenal and a Hunter-specific focus.
Beast Master subclass is unlocked and should be taken for the Range Beast Master build. The Beast Master subclass will allow you to pick a subclass passive feature.
Gain a beast companion that accompanies you on your adventures and fights alongside you.
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. 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.
Unlock Companion Bond: Your Proficiency Bonus is added to its Armour Class and damage rolls.
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.
Level 6


At level 6 you get to choose another 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 Explorer 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.
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.
Unlock Exceptional Training: your animal companion can dash, disengage, and help as a bonus action.
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.
Feat: Take the Ability Improvement and put +2 into Dexterity getting you to 18 with the Sharpshooter feat.
Unlock class feature: Land’s Stride Difficult Terrian. You have become an expert at moving through the wilderness. Difficult terrain no longer slows you down.
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


From levels 9 to 12 the Beast Master Ranger diminishes in performance. The only thing that would help is level 11 with Bestial Fury, giving your companion animal two attacks per turn. While that sounds nice, there’s a much better option in terms of performance and that’s multi-classing to a Fighter.
What the Fighter Multi-class will do is help with what we lack, crowd control and additional actions. You will also get another feat at level 12 so there will be no difference there. We can use the Battle Master subclass and gain maneuver which will help us crowd control targets without the need for arrows.
If you wish to disregard this choice, the only remaining choices for the Ranger are at level 10, where you can choose another Favoured Enemy and Natural Explorer. Mage Breaker will allow you to wear heavy armor while Urban Tracker will help with Sleight of Hand proficiency. Both of which, I do not believe outweigh the raw power of four levels in Fighter. Your choice, but will deviate after hours of play testing this subclass (I love disarming attack).
Fighter Level 1
Defence Fighting Style: While you are wearing armor, you gain a +1 bonus to AC. This is a passive benefit at level 1 Fighter and will help with survival.
Second Wind: this skill is unlocked at level one Fighter and is a mediocre heal that is useful during the start of the game. You can use a bonus action, though most potions outperform it.
If you multi-class, this level will feel uneventful, but trust me it’ll be worth it. Prepared Spells remain unchanged from here on out.
Level 10

With two levels into Fighter, you get access to the awe-inspiring Action Surge. You get an extra action, but the biggest strength is, it doesn’t require any resource to use it. Action Surge is a once-per-fight usage, but it allows you to cast another spell, attack, dash, etc. It gives you that extra oomph that no other class has.
At this level you want to use Action Surge when you just have to get out another attack and not always the first turn.
Level 11
At level 11, with 3 levels into Fighter you get a subclass. Battle Master is a perfect fit for the build because it lets us select Battle Manoeuvre and gives us a new resource Superiority Dice. Each of these new attacks will consume one of 4 dice which recharge on short rest. You will get four, so each fight you have a lot of options and don’t be afraid to spend them if you need a crowd control ability or knockback. Below are the maneuvers you want to select:
Disarming Attack: Spend a superiority die to make an attack that deals an additional Ids damage and possibly forces the target to drop the weapons they are holding. This essentially shuts down completely weapon based damage dealer if you drop their weapon. You can use this at melee or at range and is super effective against Barbarians, Fighters, Longbow users. You can disarm and even pickup the weapon immediately following preventing the enemy from using it. This doesn’t work on casters, but amazing skill for the entirety of the game.
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. This attack is used for a stun in melee or at ranged. Prone is a status effect and this can be used on casters or none weapon based enemies.
Pushing Attack: Spend a superiority die to deal damage type depending on the weapon used and possibly push the target back 4.5m. Usage: this is a simple knockback that can be used in melee or ranged. You can get many kills from knocking enemies of ledges and this gives you more battlefield crowd control.
Level 12


You’ve reached the maximum level in Baldur’s Gate 3. You will gain another level in the Fighter, which earns you a feat. You want to select +2 in Dexterity getting your main ability to 20. At this stage your Ranger will have a lot of utility both inside and outside of the battlefield so enjoy!
Best Companions for Ranger Build
The best companion for a Ranger Build in Baldur’s Gate 3 is Lae’zeal because she’s a melee-focused damage dealer. She will engage enemies and take the pressure off your ranged-focused build, allowing you to free-cast spells and ranged attacks. Having a heavy focus on melee will keep you in the distance while applying pressure, snaring, and debuffing the opposition.
- Lae’zeal (Fighter): damage, crowd control, and in-your-face aggression.
- Shadowheart (Cleric): buffs, healing, and control.
- Gale (Wizard): area damage, crowd control and range damage.
It’s important to note that party composition and synergy play a significant role in determining the effectiveness of your companions. Consider the strengths and weaknesses of each companion and how they align with your main character’s abilities and playstyle.
Best Gear for Baldur’s Gate 3 Ranger Build
Beginner: Act 1
Here’s the best beginner gear for Ranger Beast Master 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 | Shortsword +1 |
Weapon 2 Off-Hand | Shortsword +1 |
- 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)
- Emerald Ring: Movement Speed +3m
- Random loot from chests and NPCs.
- 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
- Shortsword +1:
- Can be looted from various enemies in Acts 1-3
Advanced: Acts 3
The following table presents the best advanced and end-game gear for Ranger Beast Master Build in Baldur’s Gate 3:
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 2
- 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.
Ranger 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 Beast Master Ranger!
Best Baldur’s Gate 3 Ranger Beast Master Build Guide Summary
Abilities Distribution
- Strength: 10
- Dexterity: 16
- Constitution: 16
- Intelligence: 8
- Wisdom: 14
- Charisma: 10
Best Companions
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