All Baldur s Gate 3 Ranger Subclasses Ranked
At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.
The max level in Baldur's Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Rogue build. On character creation you gain the basics for the Rogue class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.
When it comes to equipment, the Radiating Orb gear can be found throughout Acts 1 and 2. This equipment applies the Radiating Orb Condition, which reduces the creature's attack rolls by 1 per remaining turn of the condition. The Luminous Armor, found in the Selunite Outpost in the Underdark behind a hidden door, will cause Radiant Shockwaves whenever the wearer deals Radiant damage. These shockwaves apply Radiant Orbs to any enemy they hit.
Baldur's Gate 3 can be a tough game for someone new to the series, or new to CRPG Dungeons and Dragons -like games in general. A well-balanced party composition should have some kind of support class, which the Cleric happens to excel at . The best Cleric builds aren't necessarily those that deal the most damage, but those that make full use of this class' unique quirks.
Generally, Oath of the Crown Paladins will want to make use of a shield and a one-handed weapon to maximize their AC. Good shield options include the Glowing Shield from Act 1, the Justiciar's Greatshield from Act 2, and the Shield of the Undevout during Act 3. Viconia's Walking Fortress is an incredible option too , if you're willing to take the time to go and grab it. In terms of finding a good weapon, Phalar Aluve is an easily accessible and highly effective longsword, the Sparky Points can be decent and has the benefit of being throwable, and the Blood of Lathander is accessible late into Act 1 and remains a stunningly good weapon all the way to the endgame.
This section covers the best equipment for Life Domain Clerics in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.
Updated on April 24th, 2025, by Thomas Hawkins: With the release of Baldur's Gate 3 character builds 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.
The Knowledge Cleric has incredible potential as a 2-level dip when multiclassing, since it gets two additional intelligence skill proficiencies. By choosing the Sage background, a Knowledge Cleric can start the game with 4/5 intelligence skill proficiencies. They can then use their Knowledge of Ages ability to gain immediate proficiency in an entire skill category for the rest of the day, which is best used to gain all the Wisdom proficiencies most of the time.
In terms of equipment, players using at least ten levels of Nature Cleric can take advantage of a powerful interaction between Divine Strike: Elemental Fury and any effects that are triggered when making an attack. The damage from Elemental Fury is triggered using the reaction menu and treated as a separate attack, allowing it to trigger effects a second time if it meets the requirements to trigger that effect.
For defensive options, players should pick up the Cloak of Displacement from Entharl Danthelon in Wyrm's Crossing and the Boots of Persistence from Dammon in the Lower City (assuming he survived until Act 3.) The former gives enemies disadvantage on attack rolls against the wearer until the first time the wearer takes damage on each turn. The latter provides permanent Freedom of Movement (same as the spell), Longstrider (same as the spell), and a +1 bonus to Dexterity saving throws. The "Legacy of the Masters" gloves are also sold by Dammon during Act 3, offering +2 to attack rolls and damage with all weapons. Picking these up can make any martial character more effective , so they're worth grabbing if Dammon is alive.
At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below: