"Rangers are unrivaled scouts and trackers, honing a deep connection with nature in order to hunt their favored prey."
Need to know more about the Ranger class? Then you've come to the right place!
*Not all information was available in Early Access - we will update as soon as we can!*
Table of Contents
Roleplaying as a Ranger
"Prints are fresh: an hour maybe. Two at the most." Your partner silently nods, and together you proceed. Your quarry is close, the snapped branches and muddy tracks a clear sign of their haste to get through the forest. You didn't need to be an experienced scout to notice them; after a day of solid running, your prey was wearing down. Sensing movement to the side, your blades find themselves drawn by instinct. Turning to face the threat, the great beast revealed itself, teeth still dripping with blood. The chase was over; the true hunt had begun.
If this sounds interesting to you, consider a Ranger. With bow and beast by their side, this class can bring down the mightiest foes.
Class Features at 1st Level
- Starting Hit Points: 10 + your Constitution modifier
- Proficiencies:
- Light and Medium armors, Shields, Simple and Martial weapons
- Strength and Dexterity Saving Throws
- Three skills from the following list: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and/or Survival
- Rangers choose a Favored Enemy, providing them various benefits.
- Bounty Hunter: Proficiency in the Investigation skill. Enemies have Disadvantage against your Ensnaring Strike.
- Keeper of the Veil: Proficiency in the Arcana skill, and can cast the spell Protection from Evil and Good.
- Mage Breaker: Proficiency in the Arcana skill, and can cast the cantrip True Strike.
- Ranger Knight: Proficiency with the History skill, and access to Heavy armor.
- Sanctified Stalker: Proficiency with the Religion skill, and can cast the cantrip Sacred Flame.
- Rangers also choose their Natural Explorer trait bonus.
- Beast Tamer: Can cast Find Familiar without requiring a spell slot.
- Urban Tracker: Proficiency with the Sleight of Hand skill.
- Wasteland Wanderer: Resistance to Cold, Fire, or Poison (picking one of them).
Class Features at Higher Levels
- Hit Points at Later Levels: 6 + your Constitution modifier
- At level 2, Rangers receive the ability to cast divine spells and a number of spell slots.
- You may choose 2 level 1 spells to start. Additional spells and spell slots are earned as you level in Ranger.
- They use their Wisdom modifier for this spellcasting capability.
- At level 2, you also choose a Fighting Style bonus, affecting your martial prowess.
- Archery: +2 to Attack rolls made with ranged weapons.
- Defense: +1 to your Armor Class while wearing armor.
- Dueling: +2 bonus damage when you only use one melee weapon (and your other hand is empty).
- Two-Weapon Fighting: Adds your Ability modifier to the damage of the weapon in your offhand.
- At level 3, Rangers choose the archetype they wish to express themselves as, determining their subclass.
- At levels 4, 8 and 12, you can increase one of your Ability scores by 2, two Ability scores by 1, or choose a Feat, which can provide you bonuses to Ability scores and skills simultaneously.
- At level 5, Rangers gain an Extra Attack in combat.
- *Not revealed yet.*
Subclasses
Rangers have three archetypes to choose from, denoting the areas they excel in and how they apply their trade. They are: Hunter, Beast Master, and Gloom Stalker.
- Hunters are defenders of a village or city against the perils of the wild, capable of slaying great beasts.
- At level 3 you must choose one of three Hunter's Prey bonuses, noting the kind of Hunter you are.
- Colossus Slayer: Deal a bonus 1d8 damage to an enemy that is already damaged, once per turn.
- Giant Killer: You may use your reaction to melee attack a Large or bigger enemy attacking you.
- Horde Breaker: You can target two enemies standing close to each other, attacking both of them.
- *Not revealed yet.*
- At level 3 you must choose one of three Hunter's Prey bonuses, noting the kind of Hunter you are.
- Beast Masters work together alongside an Animal Companion to defend the lands.
- At level 3, you gain the spell Summon Companion.
- The animal has its own Hit Points, Armor Class, and special abilities.
- Your choices include: Bear, Boar, Giant Spider, Raven and Wolf. You can swap between them.
- *Not revealed yet.*
- At level 3, you gain the spell Summon Companion.
- Gloom Stalkers find comfort in the darkness, ambushing threats from caves or even the Underdark itself.
- *Not revealed yet.*
Preferred Ability Scores
Rangers love to have a high Dexterity: this is used for their bows, their finesse weapons, and their Armor Class. Rangers who want to engage in melee combat might prefer to have a higher Strength. Wisdom is used for their spells, and Constitution is always appreciated. Intelligence and Charisma are not as important to them.
Multiclassing Suggestions
Rangers can be somewhat situational and rigid - their martial combat is pretty straight-forward, while their spells are limited compared to a Druid or Cleric. Thus, mixing it with another class for more options is very much recommended. Whether you plan to focus on spellcraft or being a true hunter of men, there are a couple directions you can go with this.
Ranger & Druid
Opens up the Ranger's Wisdom-based spellcasting ability, while also giving them more options in melee combat with Wild Shape. If you want to be a bear while also fighting alongside a bear companion, for example, this is the combo for you.
Ranger & Rogue
Can double-down on the "sneaky sneaky, stabby stabby" flavor they're both capable of. Combine the Rogue's Assassin subclass with the Ranger's Gloom Stalker to become a true terror of the darkness.
More Baldur's Gate 3 Class Guides
Considering a different class? Choose one of the options below!
Baldur's Gate 3 Character Creation Guides
When you're ready to continue, head to one of the other sections of this guide; Background would be next!
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