
Arcane Archer Build - Arrow Seeker - Baldur's Gate 3 (BG3)
Contents
Arcane Archer Build - Arrow Seeker
The Arcane Archer subclass is a perfect archetype for those who want to spice up a fighter with magic and long-range capabilities. This build is extremely deadly in the early game, allowing you to make enemies disappear via Arcane Shot: Banishing Arrow.
This is just one of the options that you can do with Arcane Arrows, and they do provide a tool for almost any situation. This is all on top of being a fighter, which comes with a simple and solid kit throughout the game.
With better gear and new class features, late-game Arcane Archer will be able to control the battlefield, disable foes, and dish out some good damage. All of this is thanks to Improved Extra Attack, allowing for 3 attacks per action. The build is the excellent backbone of any group as you can use it where the lacks options - damage or control.
I would say this build comes with a good simplicity and trustworthiness, which both beginner and experienced players can enjoy.
So let's jump into the build!
Class Contribution
The core of the build consists of Fighter. Although it may be simple, the reliability of its features is second to none:
12 Arcane Archer Fighter
Second Wind for instant hp restoration when in a tight spot
- Pick one of the fighting styles, specifically
Archery, for improved ranged attacks.
- The almighty
Action Surge to gain a full action point for a volley of attacks.
Improved Extra Attack for more attacks per action point
- Arcane Arrows -
Arcane Shot: Banishing Arrow,
Arcane Shot: Piercing Arrow, etc. Situationally useful arrow attacks to disable foes or inflict damage.
- Missed an attack?
Curving Shot helps with hitting another foe using a Bonus action.
Magic Arrow allows your shots to overcome various resistances.
- Save yourself from a detrimental spell effect via
Indomitable.
- Fighter can access in total of 4 Feats, allowing to cover any of the weak points you may have.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
Level | Class | Selection |
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1 | Fighter 1 | Fighting Style: ![]() |
Abilities: STR - 8, DEX - 17, CON - 14, INT - 16, WIS - 10, CHA - 8 | ||
Skills: Athletics, Intimidation | ||
2 | Fighter 2 | - |
3 | Fighter 3 | Subclass: Arcane Archer |
Cantrips: ![]() ![]() |
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Arcane Shot: 3 preferred ones, I recommend - ![]() ![]() |
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4 | Fighter 4 | Feat: ![]() |
5 | Fighter 5 | - |
6 | Fighter 6 | Feat: ![]() |
7 | Fighter 7 | Arcane Shot: any arrow, I do recommend having ![]() |
8 | Fighter 8 | Feat: Ability Improvement - +2 Intelligence or ![]() |
9 | Fighter 9 | - |
10 | Fighter 10 | Arcane Shot: any arrow |
11 | Fighter 11 | - |
12 | Fighter 12 | Feat: ![]() |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Hexblade build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
Race | Features | Description |
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Although this is a ranged build, the additional movement speed is extremely useful for better positioning of actions like ![]() |
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One of my favourite races - cool looking, and access to ![]() |
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One of the best races overall, and gets an advantage on stealth checks, in case you want to get into better positions for some combat encounters. |
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Githyanki comes with a wide array of utility actions like ![]() ![]() |
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Gets special ![]() ![]() |
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These subraces are great for getting some bonus cantrips. The highlights would be:
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Class
Overview | |
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Features | |
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You can use this to heal yourself in tight encounters, to get a little bit more of survivability. |
Fighting Style
Style | Description |
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This is an important passive feature as it will improve hit chance and make it easier to land shots with ![]() |
Background
Backgrounds are mostly for role-playing, and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points.
Background | Skills | Description |
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Charlatan | Deception Sleight of Hand |
Excellent pick if you want some lockpicking to be done with this character. |
Entertainer | Acrobatics Performance |
Acrobatics plays well with the high Dexterity of the Arcane Archer. |
Urchin | Sleight of Hand Stealth |
If you want some stealthy bonuses. |
Sage | Arcana History |
As Arcane Archer will have pretty good Intelligence, both of these skills will get high rolls. |
Noble | History Persuasion |
Intelligence and charisma-related bonuses, excellent for the main character. |
Abilities
Now, let's take a look at the abilities of the Arcane Archer build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that they give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling and so on.
You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
Ability | Value | Description |
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8 | Not relevant ability for the build. Some weapons will benefit from it, but it can then be increased with some outside sources. |
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17 (15+2) - With Auntie Ethel Hair 16 (14+2) - No Hair |
The main attribute of the build, which will improve damage, initiative, and in some cases provide higher armor bonuses. |
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14 | This attribute will decide your health pool. Leaving at a sufficient allocation for HP bonuses. |
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16 (15+1) | The main spellcasting ability of Arcane Archer. It will decide the success of your arrows, so we want it as high as possible. Later, we will use some gear to boost it. |
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10 - with Auntie Ethel Hair 12 - no hair |
Minimum investment to reduce the chance of failing Wisdom saving throws. The 2 points can freely be allocated to Charisma or Strength, if you need. |
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8 | Semi-relevant ability if you are the main character. Unfortunately, due to limited points, we leave it untouched. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier. Sadly, as a Fighter, you do not have many options:
- Acrobatics
- Athletics
- Intimidation
- Survival
Leveling Progression - Levels 2-12
Here is the detailed progression for the Arcane Archer build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class, you can start picking your options.
Level 2
By this time, you should have landed in the first area already. The level-up gives some welcome improvements for your Fighter.
Feature | Description |
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The iconic action of a fighter is extremely popular for its simplicity and effectiveness. You get additional action with full bonuses from ![]() |
Level 3
The main level that unlocks the new features and the Arcane Archer itself.
Subclass
Overview | |
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Features | |
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This resource is used to cast arcane arrows like ![]() ![]() |
Cantrips
There are two options; pick the one that seems the most relevant.
Cantrip | Description |
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I would say one member of the party needs to have this cantrip as it enables improved rolls for all ability checks. It can also work well with some concentration items like ![]() |
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Extremely helpful cantrip later in Act 2. It can also serve well to apply the effects of ![]() |
Arcane Shot
At first, you can pick 3 shots. Overall, try to take ones with different saving throws, so that you could deal with different types of enemies
Shots | Description |
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One of my favourite arcane shots. Can disable an enemy for 2 turns without any concentration slot usage. This also targets Charisma saving throw, making it excellent against enemies with low attribute values. |
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I use this as bread and butter arrow to blind enemies, deal decent damage, and give an easy advantage for my other party members on their attacks. A good alternative can be ![]() |
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Excellent for when enemies are standing in one line or close together. This applies good damage, but unfortunately does not work with the very important feat ![]() |
Level 4
The 4th level unlocks the first feat for the build. This is generally a big improvement as it helps by providing stat improvement or unique effects.
Replace Spell
Can add/remove any of the arrow effects.
Feat
Here you have a few choices, depending on how risky and well-rounded your party is:
Feat | Description |
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This would be the best pick, especially as you can easily get an advantage with various Arcane Archer effects. Still, there are ways to manage attack rolls for the -5 effect. |
Ability Improvement - +2 Dex | The safer pick, which will improve attack rolls, damage, initiative, and armour class depending on the armor. |
Level 5
Level 5 plays a pivotal role in most of the builds. Fighter gets 1 simple but very powerful feature:
Feature | Description |
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Additional attack with all the same stats and damage riders. |
Replace Spell
Feel free to pick any change if you deem it necessary.
Level 6
Nothing much in this level besides a new feat option.
Replace Spell
Feel free to pick any change if you deem it necessary.
Feat
Pick one of the feats that you did not take in level 4:
Feat | Description |
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This would be the best pick, especially as you can easily get an advantage with various Arcane Archer effects. Still, there are ways to manage attack rolls for the -5 effect. |
Ability Improvement - +2 Dex | The safer pick, which will improve attack rolls, damage, initiative, and armour class depending on the armor. |
Level 7
This is a significant level as Arcane Archer gets new features:
Feature | Description |
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Allows you to overcome resistance as the arrows count as magical damage. |
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Excellent feature, that allows to "save a shot" in case it misses and hits another enemy by using a bonus action. |
Arcane Shot
There are a few highlights that you can pick if you haven't already:
Shot | Description |
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In case you did not pick this option previously, having this arrow type is great for killing an enemy that you know you cannot miss. |
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Excellent option for weakening enemies, once you have other debuffs covered. |
Level 8
The main highlight of this level is the additional feat.
Replace Spell
Feel free to change anything that you might find irrelevant.
Feat
There are a few relevant picks here:
Feat | Description |
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Ability Improvement - +2 Intelligence | This is a nice way to slightly improve your Spell Save DC. The result will be improved arrow success and higher damage if you decide to use ![]() |
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Useful feat, especially for the build that can apply control. It almost guarantees that you always go first, and it helps avoid Surprise rounds. I do recommend at least 1 character in the group having this feat, especially if it can apply control. |
Level 9
A new feature is unlocked, otherwise, there is nothing fancy on this level:
Feature | Description |
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A decent passive that helps avoid failed Saving Throws. |
Replace Spell
I leave this up to you
Level 10
This level gives more Arcane arrow shots, otherwise nothing special.
Arcane Shot
By this point in the game, pick anything that you are interested in trying. Core arrows are already obtained, like psychic damage ones for Resonance Stone or shots targeting different Saving Throws.
Shot | Description |
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Can be used to target Strength saves, in case enemies have low ability for it. Sadly, the poison damage can be resisted by many enemies. |
Level 11
Level 11 is a major highlight for any Fighter subclass build, and the main reason for that is:
Feature | Description |
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This is a huge boost to damage as the fighter can now hit three times with the same action. This also gives a third attack for an action point gained via ![]() |
Replace Spell
Change anything that you might find irrelevant
Level 12
The last level of the build. There are variations here, like going for 1 level of War Domain Cleric, but I will leave this as is, as I intend on going for a specific setup.
Replace Spell
This is the last level when you can change your arrow picks
Feat
As a fighter, you gain a total of 4 feats, level 12 is the last one. Here are my recommendations:
Feat | Description |
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My recommended pick. Late game, gives a large variety of stat stick weapons to boost the damage output. |
Ability Improvement - +2 Intelligence | This is a nice way to slightly improve your Spell Save DC. The result will be improved arrow success and higher damage if you decide to use ![]() |
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An additional feat option if you do not find the above ones relevant for the late game. |
That's it, the build is done!
Maximizing Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Dexterity
The main offensive stat that decides initiative, armour class, and weapon damage:
- 17 Dexterity - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Dexterity if you pick this choice.
- Feat - Ability Improvement - +2 Dexterity. If you did not get Auntie Ethel Hair, then take +1 Dexterity and put 1 point into Constitution.
- Act 3 - Mirror of Loss - pick +2 Dexterity.
These will allow you to reach 20-22 natural Dexterity, which results in a +5- 6 ability modifier bonus.
Intelligence
High intelligence greatly benefits Arcane Archer and allows it to reach higher arcane shot success chance and overall damage bonuses:
- 16 Intelligence - the base from character creation.
- Feat 1 - Ability Improvement - +2 Intelligence.
- Feat 2 (Optional) - +2 Intelligence.
This leads you to 18-20 Intelligence, which can boost damage via Diadem of Arcane Synergy and help with landing Arcane Shot effects.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
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In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
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Although not powerful, it is worth stocking up and chugging them once you see an animal. |
Any kind of healing potion | If you use ![]() ![]() ![]() |
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Gives +2 to attack rolls, which is great for negating the ![]() |
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Gives +1 to attack rolls, which is great for negating the ![]() |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
Consumable | Description |
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Sets strength value to 21 until the Long Rest. This helps with maximizing ![]() ![]() |
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Sets strength to 27 for the highest possible damage boost on ![]() |
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Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
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Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
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For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have ![]() |
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Provides bonus damage of 1d4 and some other good bonuses. |
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Boosts attack rolls by 1d4, excellent to negate the ![]() |
Arrows
The Arcane Archer does have a slight problem. It's Arcane shots overlap with various consumable arrows that you find in the game. Early in the game this is not a problem. For the late game, you will have to evaluate which ones to use, as slaying arrows like Arrow of Humanoid Slaying deal double damage, greatly boosting your possible damage output.
Still, I would prioritize this build more of a control build, and use these once you are out of Arcane Shots.
Consumable | Description |
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The core arrow for this build. It will help you apply ![]() ![]() ![]() |
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These arrows are very powerful when used against the correct target, as they double the damage. This does conflict with Arcane shots, later in the game. But I do prefer the latter for the control aspect, especially against stronger foes. |
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Other same-name arrows... |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
Illithid Power | Type | Description |
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Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. |
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Base | It's an easy way to ensure you land critical hits. |
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Base | It can help to kill an enemy faster if it is left with a few HP. |
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Base | It can help with enemies that cast spells, which can result in disabling or killing an ally. |
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Elite | Can be used to maximize the effectiveness of charisma-based skills, especially relevant to the main character. |
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Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks, for example, ![]() |
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Elite | It can be used to save yourself from a deadly spell at the cost of a reaction. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Arcane Archer Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
This part of the game is where Arcane Archer shines the most. For this reason, getting good gear and boosting your hit chance will do wonders for your combat performance.
Slot | Item | Description |
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Use this together with ![]() ![]() |
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This will probably be a far-fetched fantasy, but if you don't have a caster, this can be used to improve the success chance of landing your Arrow effects. | |
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A very popular stat stick weapon. I would say this has the lowest priority. It can be dual-wielded with ![]() |
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In terms of pure damage, this bow is the top option for the whole game. Use either ![]() ![]() |
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Special crossbow that can debuff enemies and make it easier to land Arcane Shot effects. | |
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This bow can be deadly with ![]() |
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It provides a substantial defensive boost by reducing critical hit damage. It also applies a reeling effect. |
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Decent shield if you got Absolute's Brand from the priestess in the Goblin camp. | |
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Gives a bonus to saving throws, easily accessible early in the game. | |
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If you can spare this item, it can be a big damage boost based on the Intelligence modifier. |
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Opens up opportunities for easy ways to improve Spell Save DC and the success of Arcane Shots. | |
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Improves movement speed, which is great for better positioning to land your shots. | |
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It can be a useful helmet for its bonuses and access to ![]() |
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Semi-useful headwear that could be used till level 8. Wearing it allows you to respec, set Intelligence to 8, and put points elsewhere. However, later on, once you get a third feat, you will want to maximize your intelligence in natural ways. | |
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- | Nothing relevant for the build. |
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To be fair, I would be indifferent to which armor you pick. But the heavy one does give higher bonuses, and you have proficiencies to wear them. |
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The best starter medium armor. You can just take it from Lae'zel | |
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I recommend at least getting these gloves. They apply ![]() |
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Your ranged attacks deal an additional 2 damage, one of the best options for early game gloves. | |
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Applies ![]() |
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These boots are in high demand, but if you can equip them, they provide Reverbation via your Arcane Shots applied conditions, further weakening foes. |
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One of the best boots in the game, giving easy traversal options and avoiding any difficult terrains and their effects. | |
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Simple yet effective boots, allowing you to avoid attacks of opportunity. | |
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In terms of damage, this is one of the best amulets in the game. You can just drink a ![]() |
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Using a bonus action, you can weaken a foe and deal double damage with your weapon. | |
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Grants ![]() |
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Adds additional damage to weapon attacks. |
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The bonus Armour Class is a great boost for survivability. | |
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Improves movement speed for better positioning. |
Act 2 - mid-game
Slot | Item | Description |
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- | Same as Act 1 |
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Just used for buffing the main weapon; after that, it can be unequipped. | |
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Continues to be the best bow in the game. |
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The best shield for casters as it gives +1 Spell Save DC, increasing spell success. |
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What makes this shield amazing is that by wearing it, you will be going first most of the time during encounters. This is a great way to apply control over key enemies. | |
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The boost to Spell Save DC does wonders to this build, If you are using this helmet, you can unequip ![]() |
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An alternative to ![]() ![]() ![]() ![]() |
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Alternative headwear, before ![]() |
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Gives an additional attack roll bonus, and works perfectly with ranged weapons if you decide to use them. | |
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Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
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A solid armor, with high Armour Class, and other relevant bonuses. |
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The best medium armor in Act 2. With high dexterity, it can have the highest Armour Class of all gear options in this stage of the game. | |
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The best overall shoes with easy Reverbation option. |
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Gives a bonus to armor class. | |
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As you can get Concentration effect via ![]() |
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Continues to be the best amulet, if you were able to obtain it. |
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Allows casting a ![]() |
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Adds additional damage to weapon attacks. |
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Gives an easy way to deal additional radiant damage with each shot. | |
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This ring is a good option, but I found myself having a high hit chance without it. If need arises, you can disable ![]() ![]() ![]() |
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You can use ![]() |
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Applies Mental Fatigue debuff, weakening enemies and increasing further debuffs or spell success chance. | |
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An easy source of additional psychic damage. You can get concentration from ![]() ![]() |
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The ring can be useful if your party utilizes the ![]() |
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Grants additional damage to obscured enemies. |
Act 3 - Final Build setup
The main setup options here lie in what you wear in your melee slots. These items will be your stat sticks, so they can improve damage, survivability, etc.
Slot | Item | Description |
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Plenty of options here to wield. ![]() ![]() ![]() ![]() ![]() ![]() |
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The best shield for casters, as it gives +1 Spell Save DC, increasing spell success. |
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One of the best shields in the game. Overall, it serves more of a defensive role, giving advantages on Spell Saving Throws. | |
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Continues to be the best bow. For Act 3, you can chug ![]() ![]() |
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An alternative Bow, that looks very cool and does decent damage. It also applies bonus Radiant damage. | |
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This can be an extremely deadly bow if you have a way in the party to guarantee critical hits. This can be done with paralyzing effects like ![]() ![]() |
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The lower priority bow, in case you do not have access to the ones above. | |
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I would say this is the best headwear for the Arcane Archer if you can afford to use it, and have no other Gish build. The increased Spell Save DC will make it easy to land arrow effects and disable your foes. |
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An alternative to ![]() ![]() ![]() ![]() |
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Second-best headwear, as you get additional damage based on the Intelligence modifier. If you are not using ![]() ![]() |
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It provides an increased chance of avoiding enemy attacks with attack rolls. |
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This armor would be the highlight of the build, as it doubles piercing damage with ![]() |
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To be fair, besides ![]() |
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To be fair, all of these gloves have their pros and cons. The main question would be what headwear you are wearing, and pick based on that. If you have ![]() ![]() ![]() ![]() ![]() ![]() |
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These gloves are an exception as they have a buggy mechanic of doubling damage instances on crit hits. This can result in some ridiculous damage if your party has a member who can apply ![]() ![]() |
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The ![]() |
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In terms of damage, ![]() ![]() |
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Flat +2 damage boost |
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An easy source of additional psychic damage. You can get concentration from ![]() ![]() |
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+2 radiant damage, use it if it's free and not used by a Cleric. | |
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My pick if you decide not to use a Shield | |
- | I would use rings from previous Acts. |
Build Mechanics
In this section, I would like to dive deep into how to play the Arcane Archer Fighter Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Use the correct Arcane Shot to debuff enemies
What makes the Arcane Archer special is that, from the low level,s you can deal decent damage and apply control. Usually, control is effective with higher-level spellcasters when they have a high Spell Save DC. Here are the main arcane shots to look out for:
Arcane Shot: Banishing Arrow - targets enemy Charisma Saving Throws, and removes the target from the combat if successful. Use this on bosses or stronger foes that you want to eliminate for a few turns.
Arcane Shot: Shadow Arrow - targets enemy Wisdom Saving Throws. It applies blindness, which gives an easy advantage for all attacks, even your allies.
Arcane Shot: Piercing Arrow - use it on a group of enemies, especially if they have a low Dexterity attribute.
Arcane Shot: Seeking Arrow - can target enemies even if you cannot see them. It also has a guaranteed hit chance, making it perfect for eliminating specific foes.
Arcane Shot: Enfeebling Arrow - the Feeble effect targets enemy's Constitution Saving Throws. Great for weakening enemies that use physical attacks.
Managing Sharpshooter
One of the main parts of this build is- Sharpshooter: All In, which gives a solid 10 damage boost per hit. However, it comes with a drawback: -5 to attack rolls. This, of course, can be circumvented via various tricks:
Archery fighting style bonuses
- Attacking from stealth
Oil of Accuracy and
Diluted Oil of Sharpness
- Weakening enemies with Arcane Arrows like
Arcane Shot: Shadow Arrow.
- High Ground bonuses
I have a full article on increasing attack rolls. That goes into depth on various mechanics that work especially well in the early game, when the -5 attack roll hurts the most. You can also disable its effect. Pull the passives of Sharpshooter: All In into your hotbar and disable its effect, if your hit chance is very low.
Problems with damage riders and Arcane Shots
So the major problem with Arcane Shots, that some of them, like Arcane Shot: Seeking Arrow or
Arcane Shot: Piercing Arrow, don't have attack rolls. Currently, the
Sharpshooter: All In implementation does not work if this mechanic is not present. So these arrows lose 10 dmg per target potential.
Still, they are worthwhile to use. If a target has 10-15 hp and you need to eliminate him, there is no better choice than Arcane Shot: Seeking Arrow. If there are 3 stacked enemies,
Arcane Shot: Piercing Arrow is the best option to hit all 3 of them for substantial damage.
Buffing damage with Drakethroat Glaive
One of the stat stick items is Drakethroat Glaive. It can apply elemental damage effects on your chosen weapon. One of the great combos is cold damage with
Snowburst Ring. Now your arrows will create Ice puddles that enemies can slip on. This can force them to skip turns or waste their movement speed.
Of course, you can pick other elements like Lightning to or Fire, depending on the situation, but cold would be my choice as it also gets double damage with Wet status.
Another option is if you cannot use Helmet of Arcane Acuity you can use
Hat of Storm Scion's Power together with
Drakethroat Glaive and apply
Draconic Elemental Weapon: Thunder for an easy way to stack
Arcane Acuity. This will make it easy to maintain Spell Save DC for your Arcane Shots.
Using Special Arrows vs Arcane Shots
Arcane Archer does shine in the early game, but there is a major contradiction, and this is consumable arrows like Arrow of Acid,
Arrow of Fire,
Arrow of Dragon Slaying, etc. The Slaying ones are especially important as they deal double damage to specific enemy types and are one of the strongest damage boosts in the game.
On the other hand, Arcane Arrows like Arcane Shot: Banishing Arrow,
Arcane Shot: Enfeebling Arrow, cannot use those arrow effects, but they do apply specific statuses or disabling effects.
My recommendation would be to use the first few attacks to make sure you use the most out of Arcane Arrows and start combat with Arrow of Many Targets. Once key enemies are weakened or disabled, clear or finish them with Slaying arrows -
Arrow of Humanoid Slaying,
Arrow of Aberration Slaying, etc.
Bhaalist Armor and Aura of Murder
The build can get a huge damage boost in Act 3 with Bhaalist Armour. It has a unique effect -
Aura Of Murder, which doubles piercing damage. As you use a bow, your base damage is piercing, meaning that you can outright double it.
This does come with some caveats; you have to be close to enemies for the effect to take place, so in many cases, you will get Threatened status, which will decrease your hit chance. This can be mitigated in 2 ways:
- Find the sweetspot of being far/close to the enemy where the effect applies, but no threatened status is present.
- Have another melee party member wear it and apply the effect.
Still, even with Threatened status, you will have plenty of late-game boosts to negate the negative attack roll impact.
Piercing Shot maximization
So Arcane Shot: Piercing Arrow can be extremely powerful if enemies are stacked up correctly. This does require some preparation:
- Make sure to position yourself well, try to save up movement speed, and use it sparingly
- Having a decent Spell Save DC, you can buff it with
Helmet of Arcane Acuity +
Arrow of Many Targets.
- Wear
Bhaalist Armour for bonus damage in close proximity from
Aura Of Murder.
- If you are able, have an ally cast
Black Hole or
Void Bulb and collect enemies in one place.
With all of these points, your piercing shot will deal a lot of damage and inflict heavy casualties on a group of enemies.
Early Game Combat
Let's cover how you should progress through combat levels 1-6.
- The core aspect is to hit enemies that have low Charisma with
Arcane Shot: Banishing Arrow and those with low Wisdom -
Arcane Shot: Shadow Arrow. I would also use
Arcane Shot: Banishing Arrow multiple times on boss enemies or stronger foes, to remove them from the field until you deal with weaker targets.
Action Surge for more shots.
- Especially on groups of goblins
Arcane Shot: Piercing Arrow can be deadly.
- Don't forget to use consumable arrows. Targets that are wet can be heavily damaged using
Arrow of Lightning, or if you see an enemy on a ledge, use
Arrow of Roaring Thunder.
Second Wind is great when you need some healing in an urgent situation.
Mid to Late Game Combat
The mid and late-game setup unlocks more potential and options for the Arcane Archer.
- Use
Arrow of Many Targets to apply the effects of
Helmet of Arcane Acuity or
Gloves of Baneful Striking. This will help with landing Arcane Shot effects.
- Follow up with preferred Arcane Arrow effect -
Arcane Shot: Banishing Arrow to remove target from combat,
Arcane Shot: Shadow Arrow to blind foes, etc.
- If you need more shots
Action Surge to the rescue for more attacks.
- If wearing
Bhaalist Armour try to place yourself close to the enemies to get the double damage boost.
- Finish off enemies with slaying arrows -
Arrow of Monstrosity Slaying, etc.
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
Setup | Description |
---|---|
Selune's Holy Archer:
|
A radiant-themed build version that uses buffs from War Domain to get additional radiant damage and apply Radiant Orb effects. |
Conclusion
Thank you for reading the Arcane Archer Build for Baldur's Gate 3. This is a solid and very fun build to use. It mixes good Control and damage, depending on the situation. I think it fits almost any party as long as you can spare the recommended gear.
Cheers!
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