User:Toancaro/Ranger

From Baldur's Gate 3 Wiki

Subclass features

Subclass Feature Description
Beast Master Beast Master Bear Companion Bear Companion Summon a black Bear companion that can draw the enemy's attention and endure heavy attacks.
Beast Master Beast Master Boar Companion Boar Companion Summon a Boar companion that can sweep through the battlefield and knock enemies off their feet.
Beast Master Beast Master Dire Raven Companion Dire Raven Companion Summon a Dire Raven companion that can cover great distances and Blind enemies.
Beast Master Beast Master Wolf Companion Wolf Companion Summon a Wolf that can inflict devastating wounds and knock enemies Prone.
Beast Master Beast Master Wolf Spider Companion Wolf Spider Companion Summon a Wolf Spider companion that can poison enemies and shoot webs from afar.
Hunter Hunter Horde Breaker Horde Breaker Target two creatures standing close to each other, attacking them in quick succession.
Hunter Hunter Colossus Slayer Colossus Slayer Once per turn, your weapon attack deals an extra 1d8Damage TypesPhysicalDRS damage if the target is below its hit point maximum.
Hunter Hunter Giant Killer Giant Killer If a Large or bigger creature attacks you, you can use your Reaction to retaliate with a melee attack.

Prerequisite: You must be able to see the creature, and it must be within 1.5m / 5ft of you.

Gloom Stalker Gloom Stalker Dread Ambusher Dread Ambusher You specialise in taking out foes swiftly and ruthlessly.

You gain a +3 bonus to Initiative.

On the first turn of combat, your Movement Speed increases by 3 m / 10 ft, and you can make an attack that deals an additional D8 Physical.png1d8 damage

Gloom Stalker Gloom Stalker Dread Ambusher: Hide Dread Ambusher: Hide Hide from enemies by succeeding at Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
Gloom Stalker Gloom Stalker Umbral Shroud Umbral Shroud Wrap yourself in shadows to become Invisible Invisible if you are obscured.

Area must be Lightly or Heavily Obscured
Invisibility ends early if you attack, cast another spell, take an action, or take damage

Gloom Stalker Gloom Stalker Superior Darkvision Superior Darkvision Can see in the dark up to 24m.

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Spells

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Cure Wounds Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Heal a creature you can touch.
Enhance Leap Enhance Leap Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 1.5m Triple a creature's Jumping distance.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscured Heavily Obscure and Blinded Blind creatures within.
Goodberry Goodberry Transmutation Transmutation Druid Druid
Ranger Ranger
Action 1.5m Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4hit points.

Each berry counts as one Camp Supplies.

The berries appear in the targeted creature's inventory and disappear after a Long Rest.
Hail of Thorns Hail of Thorns Conjuration Conjuration Ranger Ranger Bonus Action Attack roll 18m 2m Damage Types Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10Damage TypesPiercing damage to the target and surrounding creatures. On miss, the thorns still explode. On save, targets still take half damage from the explosion.
Hunter's Mark Hunter's Mark Divination Divination Ranger Ranger Bonus Action Concentration 18m Mark a creature as your quarry to deal an additional 1d6Damage TypesWeapon damage whenever you hit it with a weapon attack.
Longstrider Longstrider Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Wizard Wizard
Action Ritual 1.5m Increase a creature's Movement Speed by 3 m / 10 ft.
Speak with Animals Speak with Animals Divination Divination Bard Bard
Druid Druid
Ranger Ranger
Action Ritual 0 Gain the ability to comprehend and communicate with beasts.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Barkskin Barkskin Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 1.5m Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
Lesser Restoration Lesser Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Cure a creature from Condition Type Icon.pngDiseased, Condition Type Icon.pngPoisoned, Paralysed Paralysis, or Condition Type Icon.pngBlinded.
Pass Without Trace Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 0 9m Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Silence Silence Illusion Illusion Bard Bard
Cleric Cleric
Ranger Ranger
Action Concentration Ritual 18m Create a sound-proof sphere. All within are Silenced Silenced and Immune to Damage TypesThunder damage.
Spike Growth Spike Growth Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 18m Damage Types Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Conjure Barrage Conjure Barrage Conjuration Conjuration Ranger Ranger Action 0 9m Damage Types Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional D8 Physical.png 2d8 damage of the same Type to enemies within a cone in front of you. This spell can be cast with either your melee weapon or ranged weapon. On a successful Dexterity Saving throw, targets still take half damage.
Daylight Daylight Evocation Evocation Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Sorcerer Sorcerer
Action 18m Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Lightning Arrow Lightning Arrow Transmutation Transmutation Ranger Ranger Action Attack roll 18m 3m Damage Types After the arrow hits, smaller bolts snake out from the target towards nearby creatures.
Plant Growth Plant Growth Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Action 18m Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
  • There is no Saving throw against this effect.
  • Any Damage TypesFire damage will burn away the surface, effectively ending the spell.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.

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Domain cantrips & spells

Cantrips and spells that are only available for a speficic domain of Cleric class.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Nature Nature Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Burning Hands Burning Hands Light Light Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action DEX 0m 5m Damage Types Each flammable target is hit with 3d6Damage TypesFire damage.
Charm Person Charm Person Trickery Trickery Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Disguise Self Disguise Self Trickery Trickery Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 0m Magically change all aspects of your appearance.
Divine Favour Divine Favour War War Evocation Evocation Paladin Paladin Bonus Action Concentration 0m Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Damage TypesRadiant damage.
Faerie Fire Faerie Fire Light Light Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
Fog Cloud Fog Cloud Tempest Tempest Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscured Heavily Obscure and Blinded Blind creatures within.
Sleep Sleep Knowledge Knowledge Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Speak with Animals Speak with Animals Nature Nature Divination Divination Bard Bard
Druid Druid
Ranger Ranger
Action Ritual 0m Gain the ability to comprehend and communicate with beasts.
Thunderwave Thunderwave Tempest Tempest Evocation Evocation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action CON 1.5m 5m Damage Types Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Damage TypesThunder damage.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Barkskin Barkskin Nature Nature Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 1.5m Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
Flaming Sphere Flaming Sphere Light Light Conjuration Conjuration Druid Druid
Wizard Wizard
Action Concentration 18m 2m Damage Types Summon a Flaming Sphere that deals 2d6Damage TypesFire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere.
Gust of Wind Gust of Wind Tempest Tempest Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 0m 12m Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance Off Balance.
Magic Weapon Magic Weapon War War Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 1.5m Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
Mirror Image Mirror Image Trickery Trickery Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0m Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
Pass Without Trace Pass Without Trace Trickery Trickery Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 0m 9m Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks.
Scorching Ray Scorching Ray Light Light Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.
Shatter Shatter Tempest Tempest Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Spike Growth Spike Growth Nature Nature Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 18m Damage Types Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Call Lightning Call Lightning Tempest Tempest Conjuration Conjuration Druid Druid Action Concentration 18m 2m Damage Types Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.
Crusader's Mantle Crusader's Mantle War War Evocation Evocation Paladin Paladin Action Concentration 0m 9m Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Damage TypesRadiant damage.
Fear Fear Trickery Trickery Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 0m 9m Targets drop everything and become Fearful Fearful: they have Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls.
Fireball Fireball Light Light Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m 4m Damage Types Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Damage TypesFire damage.
Plant Growth Plant Growth Nature Nature Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Action 18m Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
  • There is no Saving throw against this effect.
  • Any Damage TypesFire damage will burn away the surface, effectively ending the spell.
Sleet Storm Sleet Storm Nature Nature Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Call forth a storm that douses fire, creates an Ice Ice surface, and forces spellcasters to succeed at a Concentration Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone Prone on a failed Dexterity Saving throw.
Slow Slow Knowledge Knowledge Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration WIS 18m Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Confusion Confusion Knowledge Knowledge Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 6m Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
Dimension Door Dimension Door Trickery Trickery Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 2m Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.
Dominate Beast Dominate Beast Nature Nature Enchantment Enchantment Druid Druid
Sorcerer Sorcerer
Action Concentration 18m Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination.
Grasping Vine Grasping Vine Nature Nature Conjuration Conjuration Druid Druid Bonus Action 9m Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns
Ice Storm Ice Storm Tempest Tempest Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 18m 6m Damage Types Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Damage TypesBludgeoning and Damage TypesCold damage. It also creates an Ice Ice surface that lasts 2 turns.
Otiluke's Resilient Sphere Otiluke's Resilient Sphere Knowledge Knowledge Evocation Evocation Wizard Wizard Action Concentration DEX 9m Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects.
Polymorph Polymorph Trickery Trickery Transmutation Transmutation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Transform a creature into a harmless sheep.
Stoneskin Stoneskin War War Abjuration Abjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.
Wall of Fire Wall of Fire Light Light Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Create a blazing wall of fire, Burning Burning anyone who dares stand too close. Deals Damage TypesFire to anything that moves into or starts it's turn in the area.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Destructive Wave Destructive Wave Light Light Evocation Evocation Paladin Paladin Action CON 9m Damage Types Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone Prone.
Dominate Person Dominate Person Trickery Trickery Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Dominated Dominate a nearby humanoid. Allies are unaffected.
Hold Monster Hold Monster War War Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Paralysed Paralyse a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.
Seeming Seeming Trickery Trickery Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Disguise up to 4 members of your adventuring party.
Wall of Stone Wall of Stone Nature Nature Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Damage TypesPsychic and vulnerable to Damage TypesForce and Damage TypesThunder damage. Pillars block movement and line of sight.

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Self notes

Good stuffs

  1. Hunter's Mark
  2. Longstrider
  3. Horde Breaker

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