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

Ranger Class Guide
The Best Range Hunter 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 Hunter subclass is unique because of Hunter’s Prey, allowing your target to pick a unique ability. This class blends high mobility with ranged damage and some spell casting.
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 Hunter 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.
- Favored Enemy: The Ranger chooses a favored enemy, such as humanoids, beasts, or aberrations. They gain an advantage on Wisdom (Survival) checks to track their favored enemy, and they deal an extra 1d6 damage to their favored enemy.
- Colossus Slayer: Once per turn, your weapon attack deals an extra 1d8 damage if the target is below its hit point maximum. One of the three Features available to choose from for Hunter’s Prey.
Ranger Spell Mechanics
- Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots. For Ranger, you will have access to a Cantrip (True Strike) and can use it for your action.
- Prepared Spells: will use your spell slots, which is a limited resource during combat. Unlike other games, to replenish your spells, you will need to have a long rest at camp. This isn’t very intensive and just requires food and resources. But it’s important to fill up on spells prior to an engagement or after an intensive fight. You can also change and swap prepared spells in your spell book after combat so make sure to have the appropriate loadout before an engagement.
- 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 Hunter 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
- Good Crowd Control
- High Mobility
Cons of Ranger Build
- Limited Spell Casting
- Requires Concentration
- Lower Health
Ranger Best Subclass – Hunter
The Best Subclass for the Ranger is Hunter, focusing on high damage, mobility, and survivability. 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: The Hunter subclass is a specialization that focuses on dealing damage to enemies. Strengths: High damage output, versatile combat options, effective against a variety of enemies, good at tracking and surviving in the wild.
- Beastmaster: The Beastmaster subclass is a specialization that allows the Ranger to bond with a beast companion. Strengths: Beast companion provides additional damage and utility, and can be a fun and flavorful option.
- Gloom Stalker: The Gloom Stalker subclass is a specialization that focuses on fighting in dark and shadowy places. Strengths: stealthier and More resilient in dark conditions, can surprise and take down enemies, has a number of thematic abilities.
This Ranger Build will focus on range damage; thus the Hunter subclass makes a perfect selection. The Hunter subclass Features Prey Form: Colossus Slayer, Giant Killer, Horde Breaker. For this build and later during level progression, we will pick Colossus Slayer.
Ranger Class Features
- Strength Saving Throw Proficiency
- Dexterity Saving Throw Proficiency
- Light Armour Proficiency
- Medium Armour Proficiency
- Shield Proficiency
- Simple Weapon Proficiency
- Martial Weapon Proficiency
- Spell Casting
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 Hunter Build. Additional choices are:
- Outlander: As an Outlander, you have experience living off the land, navigating the wilderness, and surviving in harsh environments. This background provides proficiencies in skills like Survival and Athletics, which are valuable for a Ranger’s exploration and survival abilities.
- Folk Hero: The Folk Hero background can be an interesting choice for a Hunter Ranger who hails from a rural or wilderness area and is celebrated by the common folk for their heroic deeds. This background grants proficiencies in Animal Handling and Survival, and you gain the admiration and support of ordinary people.
- Solider: The Soldier background is fitting for a Hunter Ranger who has a military background or experience in combat. This background grants proficiencies in Athletics and Intimidation, as well as access to military contacts and knowledge of battlefield tactics.
Race Choice for Baldur’s Gate 3 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)
- Fleet of Foot
- 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 Hunter Build

Animal Handling, Nature and Insight are the best skills for the Ranger Hunter 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 Hunter 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 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.
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, 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 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.
- Absorb Intellect: Gobble up a foe’s intellect, lowering their Intelligence by 1 per turn and healing your wounds for 5 turns for 1d8. This is a once per short rest action that can be useful to lower a Wizards intelligence and get some extra healing.
- 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. Passive feature that helps against spell casters.
- Shield of Thralls: Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. If these temporary hit points are lost due to incoming damage, the shield bursts, possibly Stunning nearby foes. This can be a useful defensive shield when expecting or taking pressure.
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 apply the heal directly.
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 Hunter. You will then need to pick one spell to add to your arsenal, and a Hunter specific focus.
Hunter subclass is unlocked and should be taken for the Range Hunter build. The Hunter subclass will allow you to pick a subclass passive feature.
Colossus Slayer which grants You 1d8 extra damage to an opponent that is not at its maximum health and does stack with Hunters Mark. This will allow you to focus on one target specifically and do a massive amount of damage to them.
Ensnaring Strike (ranged): this spell is a “lockdown” ability when you are getting pressured. It uses an action and bonus action so its VERY costly, along with requiring concentration. This is a panic button when you are going to get pressured by a one-shot melee build. Swap to Hail of Thorns if you want a non-concentration spell.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range)
Level 4


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


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


At level 6 you receive Favoured Enemy and Natural Explorer. These aren’t that important, and mainly add skill proficiency or a cantrip you are most likely not to use. One adds heavy armor, which won’t be an effective build combination but might look good for screenshots. You also get Natural Explorer which helps with resistance. The most lethal to you is cold, because it can knock you in prone giving a stun.
- Favoured Enemy take Ranger Knight: Gain history and heavy armor proficiency.
- Natural Explore take Wasteland Wandererer cold – gain cold resistance.
You can also replace a spell if you made a bad pick originally but should remain the same at this point.
Gameplay and spells remain the same at this level.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range), Spiked Growth.
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.
You can pick a defensive tactic at this level as well.
Multiattack Defensive: enemies have a -4 penalty to additional Attack Rolls against you until the start of their next turn. This can help to avoid being hit and is a useful tactic.
Prepared Spells: Find Familiar, Cure Wounds, Hunter’s Mark, Ensnaring Strike (Range), Spiked Growth, Lesser Restoration.
Level 8

At level 8 you will get to choose another feat and Land’s Stride.
Feat: Take the Ability Improvement and put +2 into Dexterity getting you to 18 with the Sharpshooter feat.
Land’s Stride: helps move through difficult terrain and 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 Hunter Ranger diminishes in performance. The only thing that would help is level 11 which gives two melee attacks. Those attacks (Volley and Whilrwind) aren’t going to do much for us in terms of performance with a range build. Moverover, you get one additional favoured enemy and natural explorer, which aren’t that impactful.
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. Lae’zeal is your typical melee Fighter with high damage, multiple actions, and crowd control. She’s the number one option to distract and engage opponents up close while you pick them apart at range.
- Shadowheart (Cleric): buffs, healing, and control. Shadowheart is a Cleric of Shar and can serve as a valuable support character in your party. She has access to healing spells and can provide buffs and utility through her divine magic. Her proficiency with medium armor and shields also grants her decent durability in combat.
- Astarion (Rogue): Astarion is a rogue with a vampiric twist. He specializes in sneaking, backstabbing, and dealing massive damage in melee combat. His ability to turn into a mist form provides additional utility and mobility, making him a strong choice for players who prefer burst damage. Ideally, you want to use a dual-wield melee build with Astarion and have Lae’zeal and Shadowheart do most of the “tanking” or damage-taking.
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 Hunter 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 Hunter 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 Hunter Ranger!
Best Baldur’s Gate 3 Ranger Hunter Build Guide Summary
Abilities Distribution
- Strength: 10
- Dexterity: 16
- Constitution: 16
- Intelligence: 8
- Wisdom: 14
- Charisma: 10
Best Companions
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