Hunter |
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Initial Hunter Features |
Inherited Ranger Features |
Hunter is a Subclass of Ranger in Baldur's Gate 3. Hunters primary ability is Dexterity, their saving throw proficiencies are Dexterity & Intelligence and they have a Hit Dice of 1d10. They have proficiency with Simple weapons, Martial Weapons, Shields, Medium Armour and with Light Armour.
Hunters seek the most dangerous prey in Faerun, from ancient dragons to massive hordes of undead, and excel at slaying them all.
BG3 RANGER FEATURES PROGRESSION
All Rangers gain access to the following progression regardless of their subclass:
- Level 1 - Choose 1 Favoured Enemy (Class Feature)
- Level 1 - Choose 1 Natural Explorer Environment (Class Feature)
- Level 2 - Choose a Fighting Style from Archery, Defence, Duelling, Two-Weapon Fighting (Class Feature)
- Level 3 - Choose one Ranger Subclass (Beast Master, Gloom Stalker, or Hunter)
- Level 4 - Feat - Choose one from the Feats list
- Level 5 - Extra Attack (Class Feature)
- Level 6 - Choose 1 Favoured Enemy
- Level 6 - Choose 1 Natural Explorer environment.
- Level 8 - Land's Stride: Difficult Terrain (Class Feature)
- Level 8 - Feat - Choose one from the Feats list
- Level 10 - Hide in Plain Sight (Action)
- Level 10 - Choose 1 Favoured Enemy
- Level 10 - Choose 1 Natural Explorer environment.
- Level 12 - Feat - Choose one from the Feats list
BG3 HUNTER PROGRESSION
By selecting the Hunter Ranger subclass, you'll also gain access to:
- Level 3 - Choose 1 Hunter's Prey (Subclass Feature)
- Level 7 - Choose 1 Defensive Tactics (Subclass Feature)
- Level 11 - Volley, Whirlwind Attack (Actions)
BG3 Ranger Spell Slots
Level | I | II | III |
Level 1 Ranger | - | - | - |
Level 2 Ranger | 2 | - | - |
Level 3 Ranger | 3 | - | - |
Level 4 Ranger | 3 | - | - |
Level 5 Ranger | 4 | 2 | - |
Level 6 Ranger | 4 | 2 | - |
Level 7 Ranger | 4 | 3 | - |
Level 8 Ranger | 4 | 3 | - |
Level 9 Ranger | 4 | 3 | 2 |
Level 10 Ranger | 4 | 3 | 2 |
Level 11 Ranger | 4 | 3 | 3 |
Level 12 Ranger | 4 | 3 | 3 |
BG3 Hunter Tips & Builds
- Notes, Tips, and other Trivia for the Hunter subclass go here.
All Ranger Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
Name | Level | School | Casting time | Description |
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Cantrip | Evocation | Action |
1d8 Radiant Conjure a flame-like radiance that deals 1d8 Radiant. 18m DEX Save |
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Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Protect a creature from attacks: increase its Armour Class up to 16. Until Long Rest Melee Concentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. Melee |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Touch a creature to grant it protection against poisonous influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. Until Long Rest Melee |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
2~8 Damage 100 turns |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. 18m 15m |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 18m 6m |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 1 | Transmutation | Action Level 1 Spell Slot |
4~16 Healing 4d4 |
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Lv 1 | Conjuration | Action Level 1 Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns 5m18m Concentration |
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Lv 1 | Conjuration |
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Your attack summons thorny vines that possibly Ensnare your target. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
1d8+2 Heal a creature you can touch. No effect on undead or constructs. Melee |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
10 Turns Convince a beast not to attack you. 18m WIS Save |
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Lv 1 | Conjuration |
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+1d10Piercing |
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Lv 1 | Divination | Bonus Action Level 1 Spell Slot |
1~6 Damage 1d6Slashing (Conditional) Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expending a Spell Slot. Until Long Rest 18mConcentration |
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Lv 1 | Transmutation | Action Level 1 Spell Slot |
Triple a creature's jumping distance. 10 Turns Melee |
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Lv 1 | Transmutation | Action Level 1 Spell Slot |
Touch a creature to increase its Movement Speed by 3m. Until Long Rest Melee |
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Lv 1 | Divination | Action Level 1 Spell Slot |
Gain the ability to comprehend and verbally communicate with beasts. Until Long Rest |
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Lv 1 | Illusion | Action Level 1 Spell Slot |
Magically change all aspects of your appearance. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Channel your weapons essence into a destructive, widespread volley. 9m Dex Save |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
6~48 Damage Melee |
All Ranger Spells Gallery
Cantrips
Lvl 1 Ranger Spells
Lvl 2 Ranger Spells
Lvl 3 Ranger Spells
- Anonymous
Hunter
Horde breaker
Sharpshooter
2 Handcrossbows
Archery, high ground and bless for eliminate the flaws of the feat and 75% chances for more accurate shot
Do some stealth
Use minor ilusion to gather all enemies in one place
Start the attack with a bonus action (you can disable the feat for the starting attack if you're afraid of missing)
39 (42 if dipped in fire) base damage per turn if you don't miss any shoot.
Have fun.
- Anonymous
Unless my copy of the case is bugged, the Saving Throw Proficiencies are Strength and Dexterity, not Dexterity and Intelligence.
- Anonymous
- Anonymous
I put 7 lvl on rogue\thief and 5 on ranger/hunter.
Got dual
Wielder fighting style.
Got alert and savage attacker as feats.
17 on dex + hex gift to make it 18. U can also use gloves of the giant to get that juice 23 str.
some on con to boost life and some on wiz to help with saving trows
Race is Orc.
Gear: Saverok Helm, Blodthirst, Undermountain King Short Sword, DeadShot, and also the cape that enchance crit when hide (think that would be nice to have any other cape, tough, because u will want to make use off your two bonus actions as a offhand atack. Used risk ring too. Amulet that grants paralise when crit. Gloves that gives 1-6 fire damage (but i think that the glove that ignores resistences would be a nice one either).
First hit main hand u apply vulnerability, then u have another 3 hits in that foe are vulnerable to piercing damage.
Uses sneak attack just as a reaction, never as my main action. Using that way u can use a reaction after a hit with main ou off hand lands succesfull critical.
Absolutly fun to play with this build. It lands tons o damage. When crit it doubles the damage off your attack, and double again because of the vulnerability apllied by the blodthist, and also apply the orc bonus and hunter bonus doubled too. If u add the sneak attack as a reaction u can deal something near to 5 hits and something like near 200 damage in one turn.
- Anonymous
After try many hours I found Hunter is a strong one Subclass
not a OP class but balance with offense and defense, pretty decent damage with high survivability
Hunter's Mark + Colossus Slayer + Strange Conduit Ring give you 3d18 bonus damage every turns with a right weapon build hunter can deal damage over 50+ per hit make Hunter can be a decent hitter (but not OP) with some support spell like spike growth or fog cloud or bless if multiclass with Cleric
also Multiattack Defence -4 attack roll or 20% hit chance allow Hunter can survive longer, with 24+ AC or Heavy armor master + good Heavy armor allow Hunter can be a best tanker in game too
sadly Hunter after lv8 aren't not worth to build unless you are Bow Hunter, Volley is a good skill but also pain because need invest to lv11 Hunter, in my opinion better multiclass after lv8 to fighter or Cleric
for me I prefer start as fighter for Cons proficiency allow me can use Hunter's Mark without lose concentration before multiclass to lv 8 hunter, if you don't need 3rd Feats can try 3 Fighter 8 Hunter 1 Cleric too
- Anonymous
Currently playing with a friend. I'm thinking of multiclassing Astarion as an Assassin into Hunter on my own playthrough.
Burst Damage at the start and when an enemy isn't dead, he still gets 1d8 bonus damage from colossus slayer.
He even has just enough wisdom for it.
- Anonymous
Colossus Slayer is arguably the best part of the subclass until you reach level 11. And even when you reach that, it's still amazing.
Reason for this being, consistency. Every single fight you will get the benefit of Colossus Slayer so your maximizing your use from it. While the other two level three abilities have their case uses they don't come into play nearly as often.
- Anonymous
This one probably starts out kinda weak but then steady gets the best. The level 11 volley and whirlwind abilities is where this class really starts to shine. Having all of your attacks just becoming aoe is incredible to have on a martial class given how many encounters in this game have a crap load of mobs.
This also lowkey makes you amazing at cc if your weapons are triggering on hit effects since you can deal damage while inflicting conditions without expending any resources. For your final level, if you don't care about feats, I'd recommend just taking a dip into wiz so that you can scribe and use all the wizard spells instead since the ranger spell list is kinda meh while 3rd level wizard spells gets you some decent utility with things like haste, slow, shield, counterspell, misty step, etc.
- Anonymous
I've considered a duellist Hunter with a 1lvl dip into monk to access the bonus hand attack and flurry of blows. Sounds quite good with hunter's mark.
And it gives you more options in term of weapons since you can convert pretty much any non two handed weapon into a dext weapon (just don't get defensive duellist if you plan to get a non finesse weapon)
- Anonymous
- Anonymous
Is it correct that Hunter has nothing but some HP at level 9?
- Anonymous
- Anonymous
Level 4 allows you to either choose a feat OR add two stat points
Kinda worth for the lv11, but other subs does better
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