All Baldur’s Gate 3 Ranger Subclasses, Ranked

There are a total of three BG3 subclasses Fighter players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies, and other features.

At level six, Tempest Clerics learn «Thunderous Strike,» letting them push large or smaller foes back up to 3m after hitting them with thunder or lightning damage. Level seven Tempest Clerics learn «Ice Storm» and «Freedom of Movement.» This allows them to conjure a powerful hailstorm and prevent a target’s movement from being affected by difficult terrain, spells, or water.

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.

Updated on April 24th, 2025, by Thomas Hawkins: With the release of Baldur’s Gate 3 Path 8, every class has gained access to a new subclass. In the Ranger’s case, they can now select Swarmkeeper, commanding swarms of fey spirits in the shape of various creatures to aid them in battle. From legions of Bees, to Clouds of Jellyfish, to Flurries of Moths, the Swarmkeeper excels at using their swarm of choice to damage and weaken their foes. This guide has been updated to explain the Swarmkeeper subclass and provide advice on equipment and multiclassing combos that perform especially well with their abilities.

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 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.

The Wild Magic Barbarian rolls on a different Wild Magic Table to the Sorcerer, with a different set of effects that are, as a whole, consistently beneficial to the Barbarian and their allies. Here’s a complete list of Wild Magic effects available to the Barbarian:

In more general terms, players can make use of various elemental equipment sets to empower their Nature Cleric, based on their preferred elemental damage. For example, the cold damage equipment found throughout the game can be very effective when paired with Sleet Storm and Elemental Fury (Cold). Pick up the Mourning Frost from the Underdark in Act 1, along with the Hoarfrost Boots from the Inquisitor’s Chamber at the Githyanki Creche. The former will apply chilled whenever the Cleric deals cold damage and grant a small boost to all cold damage dealt, while the latter prevents the Cleric from slipping on icy terrain.

Level six Light Domain Clerics get the ability «Improved Warding Flare,» allowing them to use their reaction to impose disadvantage on an enemy attacking an ally. This should never be overlooked as it can drastically improve the party’s odds in a fight and protect them from especially dangerous attacks.

The Battle Master Fighter build is named after the Subclass that players select at Level 3, which grants a powerful new set of skills to the Fighter that rely on a new resource: Superiority Die, used to fuel Battle Maneuvers. At Level 3, Fighters can unlock three Battle Maneuvers from a list of six, most of which have both a ranged and melee version that unlock together.

At level five, they learn «Misty Step» as a second level spell, allowing them to teleport as a bonus action for better maneuverability. Level seven grants them «Iron Mind,» giving them proficiency in intelligence and wisdom saving throws. Level nine allows them to access «Fear» as a third level spell, helping them to render foes vulnerable to attack and prevent them from moving.

At level five, the Wizard gains an extra Bladesong use per long rest, going from two to three. Then, level 6 Bladesinging Wizards receive Extra Attack, allowing them to attack twice with their weapon of choice. At level nine, the Wizard gets one more Bladesong use per long rest, bringing their total uses per long rest to four. Finally, at level ten, they get Song of Defense, allowing them to spend a spell slot to reduce incoming damage by five multiplied by the level of the spell slot. This can be used to reduce or even nullify incoming damage.

Baldur’s Gate 3 beginner Guide 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.