All Baldur’s Gate 3 Ranger Subclasses, Ranked

The Duergar are a great choice for classes that need to remain defensive while staying mobile in combat. Though the Rogue gains the ability to go invisible at Level 9 with Supreme Sneak, the Duergar gain the ability to turn invisible from Level 5 once per long rest, granting Rogues this powerful skill far earlier than most will normally get it.

The Swarmkeeper Ranger performs especially well with the Sparkstruck set if using the Cloud of Jellyfish Swarm. Grab the Joltshooter, Jolty Vest, Speedy Lightfeet, Sparkswall, and the Real Sparky Sparkswall for an excellent early-game set that’ll let you dish out tons of extra lightning damage. The Blast Pendant will pair well with certain Ranger spells to dish out some extra damage with this setup too.

In terms of equipment, Bladesinging Wizards will benefit greatly from items like the Ring of Arcane Synergy, the Ring of Elemental Infusion, and the Necklace of Elemental Augmentation. Arcane Synergy stacks will empower their melee attacks after they use spells, while the elemental damage they deal with spells will buff their weapon, and adding their Intelligence modifier to elemental spell damage is tremendously useful. The Vivacious Cloak or Cloak of Displacement both serve as excellent defensive options, further reinforcing the Wizard’s defenses. The Gloves of Battlemage’s Power are also an excellent option for building up stacks of Arcane Synergy via spells like Booming Blade, or attacks made with the Shadow Blade (created by the spell of the same name).

At level 5, the Oath of Ancients grants «Misty Step» and «Moonbeam» as additional prepared spells, allowing them to teleport as a bonus action and conjure a damaging beam from above that can be repositioned on later turns. Level 7 grants them the «Aura of Warding,» causing them to take half-damage from spells and letting them extend that protection to any ally within 3m.

As mentioned briefly in the previous section, Rangers can get hold of the exceptional scimitar «Belm» in Act 3. This can be found in Jaheira’s Basement, under Elerrathin’s Home in the Lower City. Belm is a legendary scimitar that can perform Whirlwind Attack, making an attack against all enemies within range, as an action once per short rest. The wielder can also perform an extra attack as a bonus action, which calculates its attack and damage modifier using the stats of the weapon in the wielder’s main hand. This makes it tremendously powerful when used in conjunction with a main-hand weapon that deals more damage, like Phalar Aluve or Larethian’s Wrath. If focusing on strength over dexterity but still using the dual-wielder feat, you could use the Nylruna trident (obtained by winning the jackpot from Akabi at the carnival, getting teleported to the jungle, and then picking the lock on the chest near the portal back to the Carnival) or Voss’ Silver Sword (stolen from Kithrak Voss via pickpocketing or murder) in the main hand to great effect. The aforementioned trident is also excellent for adding some range to a Strength-focused Ranger Build.

At level six, Conjuration Wizards learn «Benign Transposition: Teleport,» allowing them to teleport to any unoccupied space within 9m or swap positions with an ally in that range. This can be good for getting the Wizard out of dangerous situations and putting a tankier ally in range of dangerous foes. Level 10 has Conjuration Wizards learn «Focused Conjuration.» This prevents the Wizard’s Concentration from being broken when concentrating on Conjuration Spells, which would be fantastic for preventing a lucky archer from canceling their summons if summons required concentration the way they do in the tabletop game. As this isn’t the case for most summons in the game, this tends to be extremely niche.

There are three subclasses Druid players can try out in Baldur’s Gate 3 Character Builds Gate 3 : Circle of the Land, Circle of the Moon, and the Circle of Spores. While Circle of the Land focuses on spellcasting and Circle of Spores is a multi-faceted support and damage role, Circle of the Moon improves on the Druid’s ability to use Wild Shape.

The Urchin background grants proficiency in Sleight of Hand and Stealth, so these two classic Rogue options are removed from their massive list of 11 possible skills. Charlatans lose Deception and Sleight of Hand, while Guild Artisans lose Persuasion and Insight.

Lightning Damage is the way to go with Conjuration Wizardry even when not multiclassing, since wet opponents will receive double damage from lightning. Cold damage can also be quite effective with the right gear, like the Winter’s Clutches Gloves (Act 1, Sold by Lady Esther on the Rosymorne Monastery Trail or given by Sovereign Glut for completing the quest «Avenge Glut’s Circle») and Hoarfrost Boots (Act 1, found in the Inquisitor’s Chambers at the Githyanki Creche.)

The Sorcerer and Warlock multiclass build is one of the most popular in BG3 because of high damage potential, both class’ reliance on Charisma, and the added bonuses that the Warlock class can provide to a Sorcerer, like armor proficiency.