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All Baldur's Gate 3 Ranger Subclasses, Ranked

2026.02.27 21:25

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It is important to note that there are certain weapons whose enchantments only function when bound using either Weapon Bond or the Warlock's Pact of the Blade. In the release version of the game, only one of these weapons is currently accessible, this being the Charge-Bound Warhammer in Act 2. Purchased from Dammon, this warhammer gains +1 to attack and damage rolls and deals an additional 1d6 lightning damage when it is bound to its wielder. The Warped Headband Of Intellect , found during Act 1 by killing Lump the Enlightened in the Blighted Village (or at any point afterwards after summoning them using their horn), is an excellent option for players who want to take advantage of the Eldritch Knight's abilities during the early-mid game without investing in intelligence. The aforementioned headband sets the wearer's intelligence to 17 while worn.

Putting all of that together, players will be gaining Lightning Charges constantly from casting spells and standing in electrified water, which won't hurt them because of the Sparkswall Ring. Those lightning charges will boost the character's AC by 1, add lightning damage to all their attacks (including spell attacks), and deal even more lightning damage when they max out by spending the whole stack. The Lifebringer adds temporary HP as long as the character has lightning charges, while the Real Sparky Sparkswall allows them to burn three charges to create a lightning aura that jolts nearby foes. Finally, the Blast Pendant uses up all available lightning charges to empower the next spell or cantrip used, adding extra lightning damage to it.

The Battle Master subclass is best known for its access to Superiority Dice, a limited resource they can spend to execute maneuvers and boost the damage of their attacks. Battle Master Fighters start gaining their subclass abilities at level 3 , where they select three Battle Master Maneuvers and gain access to four Superiority Dice (1d8) per short rest.

In Baldur's Gate 3 spells guide Gate 3 the max level you can reach is Level 12, but not every class gets something every time it levels up. But as a Spellcaster class, this BG3 Cleric build will have something to choose at every level.

Depending on your choice of Arcane Shots, you could also make use of the Psychic Damage equipment (like the Braindrain Gloves and Boots of Psionic Movement), or the Sparkstruck Set (like The Speedy Lightfeet, Jolty Vest, and Sparkswall) to great effect. Poison damage equipment also deserves a mention here, though the sheer amount of poison-resistant foes makes it impractical.

They gain one new spell at level four and then get one more at level seven. They also gain two second-level spells at level seven, further strengthening their spellcasting and offering them access to more potent spells. Level seven is also where Eldritch Knights get "War Magic," allowing them to cast a cantrip and then make a melee attack as a bonus action.

At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below:

Additionally, both classes rely on Charisma, and can both take advantage of a player's high CHA stat without forcing them to invest in others. Three levels in Sorcerer lets players choose a Sorcerer subclass.

R8tei9ud4HNdDf4uYPhdMP-1200-80.jpgDuergar also gain the Dwarven Resilience passive alongside Duergar Resilience, granting Advantage on saving throws against Illusions, Charm, Paralysis, and Poison. The Darkvision can be nice, too, though the reduction in movement distance is a notable downside of the race. Most races can move at least 9m on a turn, while Dwarves can only go 7.5m.

This section covers the best equipment for Great Old One Warlocks in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.

In Baldur's Gate 3 , the Warlock class is widely considered to be the easiest caster to learn and play , but that doesn't mean it's not powerful. Warlocks don't have as many spell slots as other spellcasters, but they make up for that with an incredibly powerful Cantrip and access to some of the game's best control spells.

One's choice of deity as a Cleric doesn't affect the game altogether too much, aside from unlocking some unique dialogue options. As a Life Domain build that's focused on healing and support, it makes the most sense to go with either Selûne or Bahamut when it comes to deity choice in character creation.

After reaching level seven, Arcane Archers gain access to Curving Shot. This allows them to spend a Bonus action when they miss with any magical ranged attack to immediately make the same attack on the next closest target, once per turn. They also gain Magic Arrow, an ability that makes all of their ranged attacks magical for the purpose of overcoming Resistance. They also get three extra Arcane Arrows per rest and may select one more Arcane Shot. Finally, at tenth level, the Arcane Archer gets three extra Arcane Arrows per rest and learns one more Arcane Shot.

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