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Rangers are unrivalled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey.
Ranger is a character Class in 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.
The Ranger Subclasses are:
, ,
Class Information
- Level 1 Maximum Hit Points: 10 + Modifier
- Hit points at higher levels: 6 + Modifier
- Important Ability Scores: (or ) for physical attacks, for Hit Points and Concentration Checks, and for Spells.
- Saving Throw Proficiencies: ,
- Equipment Proficiencies:
- Skills with Proficiency (Choose 3):
- Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
- You receive a bonus to every skill that you are proficient in. At Level 1 the Proficiency Bonus is +2.
- Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Spellcasting
For a list of spells available to the Ranger, see: Ranger/Spells
- Spellcasting Ability:
- 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.
Level Progression
Through experience, you acquire new power. You gain the following traits.
Level 1
- Favoured Enemy (Choose 1):
Archetypes | Description | Grants |
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Gain Proficiency in Investigation. Creatures you hit with (either ranged or melee) have Disadvantage on their Saving Throw. |
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You specialise in hunting creatures from other planes of existence. You gain Proficiency in Arcana and can grant protection against aberrations, celestials, elementals, fey, fiends, and undead. | ||
You have a history of battling spellcasters. Gain Proficiency with Arcana and , which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell. |
| |
You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain Proficiency with History and Proficiency with Heavy Armour. |
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You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip. |
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- Natural Explorer (Choose 1):
Archetypes | Description | Grants |
---|---|---|
You have cultivated a strong bond with animals. You can cast | as a ritual.
| |
An expert at navigating the wild within the city, you gain Proficiency. |
| |
You have spent endless days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it. | ||
You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it. | ||
You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it. |
Level 2
- Fighting Style (Choose 1):
- Attack rolls : You gain a +2 bonus to Ranged Weapon
- Armour Class while wearing Armour. : You gain a +1 bonus to
- : 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.
- Ability Score Modifier to the damage of the attack. : When you make an offhand attack, you can add your
- Level 1 Spell Slots Unlocked: 2 (You gain two Level 1 Spell Slots.)
- Spells Known (Choose 2)
- New 1st Level Spells available:
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:
Subclass Features: | ||
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Level 4
- Choose a Feat.
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
Level 5
- Proficiency Bonus: +3 (You gain +1 to your Proficiency Bonus.)
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
Spellcasting
- 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.)
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Spells Known: Choose 1 additional Spell from the Ranger Spell List
- New 2nd Level Spells available for selection:
- Subclass Features:
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Level 6
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Favoured Enemy (Choose 1):
Archetypes | Description | Grants |
---|---|---|
Gain Proficiency in Investigation. Creatures you hit with (either ranged or melee) have Disadvantage on their Saving Throw. |
| |
You specialise in hunting creatures from other planes of existence. You gain Proficiency in Arcana and can grant protection against aberrations, celestials, elementals, fey, fiends, and undead. | ||
You have a history of battling spellcasters. Gain Proficiency with Arcana and , which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell. |
| |
You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain Proficiency with History and Proficiency with Heavy Armour. |
| |
You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip. |
|
- Natural Explorer (Choose 1):
Archetypes | Description | Grants |
---|---|---|
You have cultivated a strong bond with animals. You can cast | as a ritual.
| |
An expert at navigating the wild within the city, you gain Proficiency. |
| |
You have spent endless days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it. | ||
You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it. | ||
You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it. |
Level 7
- [Level 2 Spell Slots Unlocked: 3 (You gain an additional Level 2 Spell Slot.)
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Spells Known: Choose 1 additional Spell from the Ranger Spell List
- Subclass Features:
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Level 8
- Choose a Feat.
- Difficult Terrain no longer slows you down.
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Subclass Features:
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Level 9
- Proficiency Bonus: +4 (You gain +1 to your Proficiency Bonus.)
- Level 3 Spell Slots Unlocked: 2 (You gain two Level 3 Spell Slots.)
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Spells Known: Choose 1 additional Spell from the Ranger Spell List
- New 3rd Level Spells available for selection:
- Subclass Features:
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Level 10
- Become and gain +10 bonus to Stealth Checks as long as you stand still.
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Favoured Enemy (Choose 1):
Archetypes | Description | Grants |
---|---|---|
Gain Proficiency in Investigation. Creatures you hit with (either ranged or melee) have Disadvantage on their Saving Throw. |
| |
You specialise in hunting creatures from other planes of existence. You gain Proficiency in Arcana and can grant protection against aberrations, celestials, elementals, fey, fiends, and undead. | ||
You have a history of battling spellcasters. Gain Proficiency with Arcana and , which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell. |
| |
You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain Proficiency with History and Proficiency with Heavy Armour. |
| |
You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip. |
|
- Natural Explorer (Choose 1):
Archetypes | Description | Grants |
---|---|---|
You have cultivated a strong bond with animals. You can cast | as a ritual.
| |
An expert at navigating the wild within the city, you gain Proficiency. |
| |
You have spent endless days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it. | ||
You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it. | ||
You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it. |
Level 11
- Level 3 Spell Slots Unlocked: 3 (You gain an additional Level 3 Spell Slot.)
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
- Spells Known: Choose 1 additional Spell from the Ranger Spell List
- Subclass Features:
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Level 12
- Choose a Feat.
- (Optional) Replacement Spell: Choose 1 known Spell and replace it with another Spell in the Ranger Spell List
External Links
- Ranger on the Forgotten Realms Wiki