Baldur's Gate 3


CLASS: RANGER

Level 1:

  • Natural Focus (3)
  • Spells (1 / Ranger)
  • Spell Slots (Level 1 / 1)
  • Hunters Mark
    • Expend a charge of Natural Focus to deal an additional 1-6 damage to a target of your choice, so long as Concentration is maintained.

Level 2:

  • Spells (1 / Ranger)
  • Spell Slots (Level 1 / 1)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 3:

  • Spells (1 / Ranger)
  • Spell Slots (Level 1 / 1)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 4:

  • Spells (1 / Ranger)
  • Spell Slots (Level 1 / 1)
  • Feat (1)

Level 5:

  • Spells (1 / Ranger)
  • Spell Slots (Level 2 / 1)
  • Extra Attack
    • Make an additional attack for free.

Level 6:

  • Spells (1 / Ranger)
  • Spell Slots (Level 2 / 1)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 7:

  • Spells (1 / Ranger)
  • Spell Slots (Level 2 / 1)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 8:

  • Spells (1 / Ranger)
  • Spell Slots (Level 2 / 1)
  • Feat (1)

Level 9:

  • Spells (1 / Ranger)
  • Spell Slots (Level 3 / 1)
  • Improved Extra Attack
    • Make two additional attacks for free.

Level 10:

  • Spells (1 / Ranger)
  • Spell Slots (Level 3 / 1)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 11:

  • Spells (1 / Ranger)
  • Spell Slots (Level 3 / 1)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 12:

  • Spells (1 / Ranger)
  • Spell Slots (Level 3 / 1)
  • Feat (1)

SUBCLASS: BEAST MASTER

Level 3:

  • Beast Companion
    • Gain a Beast Companion of your choice, which scales with you every level, and grows in strength as you do.

Level 5:

  • Beastmaster’s Companion: Additional Attack
    • Each of your companions gains an additional attack.

Level 7:

  • Beastial Fury
    • Your Beast Companions gain the Extra Attack passive.

Level 9:

  • Beastmaster’s Companion: Additional Attack
    • Each of your companions gains an additional attack.

Level 11:

  • Exceptional Training
    • Each of your companions can Help, Dash, and Disengage as a Bonus Action.

SUBCLASS: GLOOM STALKER

Level 3:

  • Dread Ambusher
    • Gain a +8 bonus to Initiative.
    • On your first turn of combat, you gain Dash.
    • On your first turn of combat, you may make an attack for free which deals an additional +2d6 damage.
  • Superior Darkvision
    • See in natural darkness up to 24m/80ft.

Level 7:

  • Stalker’s Flurry
    • Once per turn, when you fail an Attack Roll, you may make another for free.

Level 11:

  • Master Ambusher
    • On your first turn of combat, all successful Attack Rolls are automatic Critical Hits.

SUBCLASS: HUNTER

Level 3:

  • Horde Breaker
    • Target two creatures standing close to each other. You may attack both for one Action.

Level 7:

  • Volley
    • Make a Ranged Attack which targetes all enemies within an AoE.
  • Whirlwind
    • Make a Melee Attack which targets all enemies within an AoE.

Level 11:

  • Colossus Slayer
    • Gain a permanent +1d6 bonus to all damage rolls.

FRONTIER ACCOLADES (PASSIVES):


  • Ambush Breaker
    • Gain a +4 bonus to your Initiative.
    • You can no longer be Surprised.
  • Archer
    • Gain a +2 bonus to Attack Rolls with ranged weapons.
  • Close Quarters Shooter
    • While threatened by an enemy, you will not suffer Disadvantage when attacking them with a ranged weapon. If threatened by multiple enemies, standard rules will apply.
  • Escapist
    • You are no longer slowed by Difficult Terrain.
  • Exceptional Trapper
    • Learn Ensnaring Strike (Melee / Ranged). You may cast this as a Level One Spell without expending a Spell Slot.
  • Hidden Inventory
    • Upon killing a foe, immediately apply a basic Poison to your weapon.
  • Marksman’s Edge
    • You have a 25% chance to leave your target Bleeding upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
  • Marksman’s Snare
    • You have a 25% chance to leave your target Hamstrung upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
  • Marksman’s Eclipse
    • You have a 10% chance to leave your target Blind upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
  • Marksman’s Grasp
    • You have a 10% chance to leave your target with a Weak Grip upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
  • Multi-Attack Defense
    • When an enemy fails an Attack Roll against you, they have Disadvantage on any further Attack Rolls against you until the start of their next turn.
  • Natural Huntsman
    • Making an Attack Roll gives you a +2 bonus to all further Attack Rolls for the rest of your turn. This can stack.
  • Natural Opportunity
    • Gain an additional Reaction.
  • Nocturnal Tracker
    • Gain basic Darkvision.
  • Pathfinder
    • Gain an additional 3m/10ft of Movement Speed.
  • Ranger’s Refusal
    • Upon failing an Attack Roll, gain Advantage on all further Attack Rolls for the rest of your turn.
  • Superior Technique
    • Gain a +2 bonus to damage rolls with Light Weapons.
  • Sure Shot
    • The number needed to roll a Critical Hit is reduced by 1.
  • Two-Weapon Fighting
    • Making an Attack Roll with your Off-Hand weapon adds your Ability Modifier to the damage of the attack.
  • Wanton Evasion
    • Upon killing an enemy, gain Enhanced Leap for the rest of your turn.

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