All Baldur s Gate 3 Ranger Subclasses Ranked
Their other leveling choices make them both a controlling force in melee combat and a powerful support from a distance, though most of one's time should be spent on maximizing damage output while in Wild Shape.
Baldur's Gate 3 allows players to further customize their character via a subclass, selected either at character creation, at level 2 or at level 3, depending on the class. Warlocks choose their subclass during character creation since their subclass indicates what kind of being they made a pact with in exchange for their power. Be it a Fiend, Archfey, or Great Old One, their powers are sourced from dangerous creatures with ulterior motives.
Goolocks also get the spell options "Dissonant Whispers" and "Tasha's Hideous Laughter" at level 1. The former allows them to inflict psychic damage and frighten a foe, while the latter can leave a foe helplessly laughing on the ground for up to ten rounds. They gain the spells "Detect Thoughts" and "Phantasmal Force" at level three, allowing them to read the article minds without relying on the Mindflayer Tadpole and inflict psychic damage whose damage type changes to match the last attack that hit the target and occurs every turn for ten turns. At level five, they can get "Bestow Curse" and "Slow," which offer them a huge range of debuff options for dealing with strong foes.
At fifth level, Giant Barbarians gain access to Boot of the Giants, allowing them to spend a bonus action to kick a target away. This is a contested Athletics check, just like the shove action, but you can use Boot of the Giants to push enemies that are up to twice the weight you'd be able to shove. You'll also deal your unarmed damage to the target when using Boot of the Giants, which can be enhanced by Tavern Brawler, Martial Arts from Monk, and items like the Gloves of Crushing.
Level 1 Hexblade Warlocks also receive the "Hexblade's Curse" ability , which curses a target to receive extra damage equal to the Warlock's proficiency bonus whenever the Warlock deals damage to them. It also reduces the number needed to roll a critical hit against that target by 1, and restores HP equal to the Warlock's Proficiency+Charisma Modifier when they kill the cursed target. A Hexblade Warlock gains Shield and Wrathful Smite as level 1 spell options.
Upon wielding the Darkfire Shortbow, players get Resistance to Fire and Cold Damage, allowing them to brave Spellcasters with a penchant for using heavy-hitting Fireballs or even dangerous obstacles. Users of the Shortbow can also use Haste as a 3rd-Level Spell once per Long Rest, giving them an edge in emergencies as an escape tool or early in the fight to dish out heavy damage to thre
For defensive options, players should pick up the Cloak of Displacement from Entharl Danthelon in Wyrm's Crossing and the Boots of Persistence from Dammon in the Lower City (assuming he survived until Act 3.) The former gives enemies disadvantage on attack rolls against the wearer until the first time the wearer takes damage on each turn. The latter provides permanent Freedom of Movement (same as the spell), Longstrider (same as the spell), and a +1 bonus to Dexterity saving throws. The "Legacy of the Masters" gloves are also sold by Dammon during Act 3, offering +2 to attack rolls and damage with all weapons. Picking these up can make any martial character more effective , so they're worth grabbing if Dammon is alive.
Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.
Where equipment is concerned , Rangers should seek out the "Speedy Reply" scimitar in Act 1 (found on a dead caravan agent near Flind) or the "Thorn Blade" Scimitar sold by Dammon in Act 2. These two can be very effective during the first two acts, though the Thorn Blade's poison damage is unfortunately resisted by quite a few foes. The Justiciar's Scimitar (found in the Gauntlet of Shar during Act 2) is also an excellent pick that synergizes well with the Gloom Stalker's stealth tactics. During Act 3, players can track down Belm, a returning weapon from Baldur's Gate 2, which is an exceptional weapon that can turn your bonus action into an extra attack and is thus excellent for builds that aren't dual-wielding. It has some unique synergy with certain weapons when held in the off-hand, which are discussed in the Act 3 section.
At sixth level, Giant Barbarians gain Elemental Cleaver. This allows them to add acid, cold, fire, lightning, or thunder damage to their weapon while raging, and also adds the Thrown property to their weapon when used. Additionally, weapons under the effect of Elemental Cleaver will be returned to your hand immediately after being thrown, allowing for greater flexibility in throwing weapon builds. The elemental damage behaves like a damage rider when throwing the weapon, meaning the elemental damage is boosted independently by things like the Rage buff, Tavern Brawler, or the Ring of Flinging. This allows you to achieve much higher damage than expected with weapons enhanced using Elemental Cleaver.