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** [[Spells#Known_Spells|Known Spells]]: Ranger Spells are Always Prepared. In exchange, Rangers know fewer Spells at low levels. | ** [[Spells#Known_Spells|Known Spells]]: Ranger Spells are Always Prepared. In exchange, Rangers know fewer Spells at low levels. | ||
* Saving Throw Proficiencies: {{C|[[Strength]], [[Dexterity]]}} | * Saving Throw Proficiencies: {{C|[[Strength]], [[Dexterity]]}} | ||
* | * Equipment Proficiencies: | ||
* | ** {{SimpleWeaponsProf}}, {{MartialWeaponsProf}} | ||
* | ** {{LightArmor}}, {{MediumArmor}} | ||
** {{Shields}} | |||
{{clear}} | {{clear}} | ||
Revision as of 23:04, 8 February 2023
Main Page > Character Creation > Playable Classes > Ranger
Rangers are unrivalled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey. |
Ranger is one of the Playable Classes of Baldur's Gate 3. In tune with nature and their surroundings, Rangers utilize both their knowledge of the wilds and spellcasting to pursue their prey. Important Ability Scores for Rangers include Dexterity (or Strength), Constitution, and Wisdom.
Class Information
- Level 1 Maximum Hit Points:
10 + Constitution Modifier
- Hit points at higher levels:
6 + Constitution Modifier
- Hit points at higher levels:
- Important Ability Scores:
Dexterity
(orStrength
) for physical attacks,Constitution
for Hit Points and Concentration Checks, andWisdom
for Spells. - Spellcasting:
- Spellcasting Ability:
Wisdom
- Rangers are primarily martial fighters; they gain Spell Slots at 1/2 the rate of a full spellcaster.
- Known Spells: Ranger Spells are Always Prepared. In exchange, Rangers know fewer Spells at low levels.
- Spellcasting Ability:
- Saving Throw Proficiencies:
Strength, Dexterity
- Equipment Proficiencies:
Skills
You receive a bonus to every Skill that you are Proficient in. This bonus increases as you gain levels in your Class and applies to all Checks for those Skills.
Level 1 Proficiency Bonus: +2
- Inherited Skills: Granted by Races and Backgrounds
- Skills with Proficiency (Choose 3):
Level Progression
Through experience, you acquire new power. You gain the following trait:
Level 1
- Favoured Enemy (Choose 1):
Archetypes | Description | Grants |
---|---|---|
Bounty Hunter | Gain Proficiency in Investigation. Creatures you Restrain have a harder time esccaping. |
|
Keeper of the Veil | You specialise in hunting creatures from other planes of existence. You gain Proficiency in Arcana, which grant protection against aberrations, celestials, elementals, fey, fiends, and undead. |
|
Mage Breaker | You have a history of battling spellcasters. Gain Proficiency with Arcana and the True Strike Cantrip, which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell |
|
Ranger Knight | You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain Proficiency with History and Armour Proficiency with Heavy Armour. |
|
Sanctified Stalker | You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8 Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip. |
|
- Natural Explorer (Choose 1):
Archetypes | Description | Grants |
---|---|---|
Beast Tamer | You have cultivated a strong bond with animals. You can cast Find Familiar as a ritual. |
|
Urban Tracker | An expert at navigating the wild within the city, you gain Proficiency with the Disguise Kit and Thieves' Tools, used to disguise yourself or pick locks. |
|
Wasteland Wanderer: Cold | You have spent endless days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it. |
|
Wasteland Wanderer: Fire | You have spent endless days surviving forbidding deserts. Gain resistance to Fire, only taking half damage from it. |
|
Wasteland Wanderer: Poison | You have spent endless days surviving fetid swamps. Gain resistance to Poison and take only half damage from it. |
|
Level 2
- Fighting Style (Choose 1):
- Archery: You gain a +2 bonus to Ranged Weapon Attacks.
- Defence: You gain a +1 bonus to Armor Class while wearing Armor.
- Duelling: When you are wielding a melee weapon in one hand and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
- Two-Weapon Fighting: When you make an offhand attack, you can add your Ability Score Modifier to the damage of the attack.
- Level 1 Spell Slots Unlocked: 2 (You gain two Level 1 Spell Slots.)
- Spells Known (Choose 2)
- New 1st Level Spells available for selection:
Level 3
- Level 1 Spell Slots Unlocked: 3 (You gain an additional Level 1 Spell Slot.)
- Spells Known: Choose 1 additional Spell from the Ranger Spell List
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Choose a subclass:
Hunter | Beast Master |
---|
- Subclass Features:
Hunter | Beast Master |
---|---|
Level 4
- Ability Score Improvement or Feat (Choose 1):
- Improve an Ability Score by 2 or improve two Ability Scores by 1 (Ability Scores can not be higher than 20 using this feature).
- Choose a Feat.
- Spells Known: Choose 1 additional 1st Level Spell from the Ranger Spell List
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Subclass Features: None at this level
Level 5
- Proficiency Bonus: +3 (You gain +1 to your Proficiency Bonus.)
- Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Level 1 Spell Slots Unlocked: 4 (You gain an additional Level 1 Spell Slot.)
- Level 2 Spell Slots Unlocked: 2 (You gain two Level 2 Spell Slots.)
- Spells Known: Choose 1 additional Spell from the Ranger Spell List
- New 2nd Level Spells available for selection:
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Subclass Features:
Hunter | Beast Master |
---|---|
|
|
Ranger Spell List
1st Level Spells | 2nd Level Spells |
---|---|