Hunter Ranger Build - Fire Archer - Baldur's Gate 3 (BG3)
Contents
Hunter Ranger Archer Build - The Fire Archer
The Hunter is one of the three available subclasses for Ranger. It comes with a good feature progression up to level 11, when you get access to
Volley, enabling you to hit all the targets for full damage in its radius. Generally, you would have some limitations, but not here.
There are other goodies to play around with, like
Horde Breaker, which gives additional attack if enemies are clumped close together. This is a powerful damage boost that is great for progression until you reach Act 3.
Of course, the general Ranger kit is quite decent, with plenty of proficiencies in both equipment and skills. Other small boosts, such as fighting styles and favoured enemies, are good additions that can give a slight role-play spin to your build.
So, where does the Fire Archer come? The main aspect is the
Oil of Combustion that allows to blowing up of enemies with preparation. The damage numbers grow exponentially, depending on the number of foes that you can tag, and one shot can reaches hundreds of it.
If you are not into relying on consumables or buffs, the build works perfectly fine without
Oil of Combustion. It will be more of a standard archer, with expanded glove slot options.
So let's jump into the build!
Class Contribution
The build does have variations, whether it is a pure or multiclass build. I do see merit in some variations to ensure that you can freely use all of the capabilities.
11 Ranger Hunter
- Minor features, and spin on roleplay via Favoured Enemy and Natural Explorer selections
- Selection of Fighting styles, mainly
Archery - Spell slots for casting spells -
Ensnaring Strike,
Spike Growth, etc. Decent spells for progressing through the game. - Hunter's Prey features, where the main one for progression is
Horde Breaker, followed by
Colossus Slayer for the late-game damage boost. - Defensive Tactics gives an option to select one of three defensive features
- Better movement on
Difficult Terrain with
Land's Stride: Difficult Terrain. - Can become invisible with
Hide in Plain Sight, albeit the effect only works if you don't move. - The core feature -
Volley, allowing to hit multiple targets with full damage and no compromises.
1 War Cleric
- Access to additional bonus action attacks via the
War Priest feature.
Divine Favour for an easy boost of damage.- Some protection in dire moments like
Sanctuary.
Synergy with other builds
The Hunter Ranger is a very versatile build, mainly due to its simplicity. It can perform well as a standalone, but there are a few ways that can help take its damage to the next level.
Controllers
Almost any party can benefit from good controllers that use
Hold Person,
Glyph of Warding: Sleep, or
Hold Monster. They guarantee a 100% critical chance and allow you to maximize the whole group's damage. Shooting an Arrow of Slaying will deal a ridiculous amount of damage
- Fire Sorcerer - one of the most reliable builds for this type of setup, with
Hat of Fire Acuity +
Scorching Ray to build
Arcane Acuity. After that, use the control spell witha 100% success chance. - Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly, it is just limited to
Hold Person and
Glyph of Warding. - Spellsword build - Sorcadin, Bardadin, Swords Bard Archer is the standard option for gish controllers, as they get access to
Band of the Mystic Scoundrel +
Helmet of Arcane Acuity for a very high spell success chance - Other caster-related builds - Lore Bard or even Arcane Trickster with access to unlimited scrolls. They get nice features that help them improve their spell success chance.
Piercing party
The Hunter uses ranged weapons, and these deal piercing damage. In Act 3, the biggest boost in terms of damage for this is
Bhaalist Armour as it applies
Aura Of Murder. You can do this by yourself, but I would recommend having a melee character do that:
- Melee martials with piercing weapons - Bardadin, Battle Master, Sorcadin, Bladelock, or any other.
This way, you don't need to get in close and get a penalty for your
Volley attacks.
Fire Party
The biggest and most obvious option would be a fire party. Hunter can easily apply
Oil of Combustion or, if needed, use
Arsonist's Oil to remove Fire resistance from enemies. This is a powerful combination that unlocks huge damage potential:
- Fire Sorcerer - gets access to plenty of fire spells
- Lorecerer - also has access to fire spells
- Light Cleric - one of the strongest cleric subclasses with access to fire spells.
So combining these can create an excellent synergy - need more damage? Use
Oil of Combustion, which both you and other fire builds can utilize. Need to remove resistance and help your casters? Use
Arsonist's Oil.
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 |
|---|---|---|
| 1 | Ranger 1 | Favoured Enemy: |
| Natural Explorer: |
||
| Abilities: STR - 8, DEX - 17 (15+2), CON - 14, INT - 8, WIS - 16(15+1), CHA - 8 | ||
| Skills: Athletics, Perception, Survival | ||
| 2 | Ranger 2 | Spells: |
| Fighting Style: |
||
| 3 | Ranger 3 | Spells: |
| Subclass: Hunter | ||
| Hunter's Prey: |
||
| 4 | Ranger 4 | Feat: |
| 5 | Ranger 5 | Spells: |
| 6 | Ranger 6 | Favoured Enemy: |
| Natural Explorer: |
||
| 7 | Ranger 7 | Spells: |
| Defensive Tactics: |
||
| 8 | Ranger 8 | Feat: Ability Improvement - +2 Dexterity |
| 9 | Ranger 9 | Spells: |
| 10 | Ranger 10 | Favoured Enemy: Any |
| Natural Explorer: Any | ||
| 11 | Ranger 11 | Spells: |
| 12 | Cleric 1 | Cantrips: any 3 |
| Subclass: War Domain | ||
| Deity: Any |
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
| Setup | Description |
|---|---|
|
This is pure build variation, which offers the third feat. It could be something like |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Hunter Ranger 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 |
|---|---|---|
Lightfoot Halfling |
|
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. |
Dwarf Duergar |
|
Gets special |
High Half-Elf |
|
These subraces are great for getting some bonus cantrips. The highlights would be:
|
High Elf |
|
|
Githyanki |
|
Githyanki comes with a wide array of utility actions like |
Deep Gnome |
|
With a general advantage to mental checks with |
Class
| Overview | |
|---|---|
Ranger |
|
| Rangers are unrivaled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey. |
Favoured Enemy
This is a set of abilities unique to the Ranger class. Based on your selection, you can get new spells or unique effects against specific enemy types. Generally, anything works here based on your role-playing choices. I would choose:
| Passive Feature | Description |
|---|---|
Natural Explorer
You also get these nature-related boons for the Ranger. These are based on the class experience in nature and how it can survive in different conditions.
| Feature | Description |
|---|---|
| A free Sleight of Hand proficiency, helping to cover more skill options. |
Background
Backgrounds serve a few purposes:
- They give a role-playing option of your previous history, if you are into that
- It gives skill proficiencies, meaning that you get an additional bonus when you roll that skill check in which you are proficient. This depends on your proficiency bonus, which increases as you level up.
Here are my recommendations based on this build
| Background | Skills | Description |
|---|---|---|
| Criminal | Deception Stealth |
Gives useful proficiencies both for dialogues and stealth. |
| Entertainer | Acrobatics Performance |
Utilizes Dexterity for Acrobatics and helps with Performance checks. |
| Folk Hero | Animal Handling Survival |
Roleplay-friendly pick, as the skills are Wisdom-based, and feats neatly fit into the playstyle. |
| Guild Artisan | Insight Persuasion |
Insight works with Wisdom, and Persuasion is a good addition for dialogues. |
Abilities
Now, let's take a look at the abilities of the Hunter Fire Archer build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Here are some key points to know about ability points:
- 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.
- Weapons can benefit from either Dexterity or Strength, depending on their type
- You also have a spellcasting modifier, which can be Wisdom, Charisma, or Intelligence, depending on your class.
| Abilities | Description |
|---|---|
| Recommended Setup: Strength - 8 Dexterity - 17 (15+2) Constitution - 14 Intelligence - 8 Wisdom - 16 (15+1) Charisma - 10 |
The main stat is Dexterity, which will improve the weapon's effectiveness. After that Wisdom is the spellcasting stat which will work with spells. Moreover, with |
Skills and Expertise
Overall, the skills should be impacted by your role-playing 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 or are useful in general:
- Athletics
- Investigation
- Stealth
- Animal Handling
- Survival
Leveling Progression - Levels 2-12
Here is the detailed progression for the Hunter Rnager 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 on the
Ravaged beach already. The Ranger gives good features from the very start:
Spells
| Spell | Description |
|---|---|
| Together with |
|
| Excellent spell to utilize a bonus action in the early game. It provides easy bonus damage to help with combat. |
Fighting Style
| Style | Description |
|---|---|
| My recommendation as it improves hit chance, increasing the overall average damage. It will be especially important once you get the |
Stocking on Strength Elixirs
Early in Act 1, after you reach the first settlement -
Druid's Grove, you can stock up on some powerful potions for Acts 1 and 2 -
Elixir of Hill Giant Strength. This is relevant if you would like to use the most powerful bow in the game -
Titanstring Bow - to its full potential.
Another alternative is to use
Club of Hill Giant Strength and use it as a stat stick weapon in one of the weapon slots. This way, you save up the slot and can use other elixirs like
Elixir of Bloodlust or
Elixir of Heroism. Still, the
Elixir of Hill Giant Strength and later the
Elixir of Cloud Giant Strength option is the best in terms of damage, up to the end of the game.
Getting elixirs is pretty easy, and you can stock up on these in a few minutes. Here is a guide to stock up on Elixir of Hill Giant Strength.
Level 3
The ranger obtains a subclass and more spell options
Spells
| Spell | Description |
|---|---|
| Make sure that at least one member in the party has this spell. It enables buffing everyone in the group without using spell slots for free movement speed. |
Subclass
| Overview | |
|---|---|
Hunter's Prey
| Action | Description |
|---|---|
| A very powerful early game feature, allowing for additional attack. This gives a significant damage boost if you are able to activate it, if enemies are standing close together. |
Level 4
Level 4 brings a new feat, slightly improving the build capabilities
Replace Spell
For now, I would not make any changes.
Feat
| Feat | Description |
|---|---|
| This is a powerful feat, that gives a flat 10 damage increase for ranged attacks. As a downside, you lose 5 to attack rolls. Early game requires some effort to overcome this, but you have a few options: attack from high ground, attack with an advantage on blinded enemies, receive |
Level 5
The level gives an important feature:
| Feature | Description |
|---|---|
| Can make an additional free attack after making a hit with your main action point. |
Spells
| Spell | Description |
|---|---|
| A very powerful spell, that covers a large area. It can inflict significant damage and greatly slow down enemies. |
Replace Spell
Nothing to replace
Level 6
The level gives more choices for the Ranger features
You have an "optimization" option here. You could do a respec and change to 1 War Cleric/5 Ranger. This enables to use
War Priest effect for bonus action attacks. Of course, you would then have to respec again at level 11 for
Volley, so it complicates the progression. But I leave it here as an option.
Favoured Enemy
To be fair, any option works here, as they have a minor impact:
| Feature | Description |
|---|---|
| The Heavy Armor proficiency can be useful, as there are a few armor options in Acts 1 and 2. |
Natural Explorer
| Feature | Description |
|---|---|
| Gain fire resistance, which is the most widely used element. |
Replace Spell
Feel free to make any adjustments if needed.
Level 7
Hunter gets a subclass feature that opens up a few defensive buffs
Spells
| Spells | Description |
|---|---|
| This spell can be very useful in certain situations where you need to boost stealth. | |
| Although not mandatory, there as situations where it is easier to remove the debuff than go for a long rest. |
Defensive Tactics
| Feature | Description |
|---|---|
| I think this is the most relevant pick out of three. |
Replace Spell
Sadly, no level 2 replacements yet
Level 8
| Feature | Description |
|---|---|
| Makes it easier to move on |
Replace Spell
Nothing to change
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Dexterity | Improves the main weapon stat, boosting hit chance and damage. |
Level 9
The main highlight of this level is the level 3 spells. These are not gamechangers, but could be utilized well in certain situations.
Spells
| Spells | Description |
|---|---|
| If there are multiple enemies stacked, this can inflict a high amount of damage. However, try to target enemies with lower Dexterity to improve its success chance. Later, it is outclassed by |
Replace Spell
You could remove any spells that you do not use.
Level 10
| Feature | Description |
|---|---|
| Although invisibility is good, this only works while you are not moving, so I would just better utilize |
Favoured Enemy
Take anything, by this stage, it has a minor impact
Natural Explorer
Take any option, they have minimal impact by now.
Level 11
This is an important level as it unlocks the strongest feature of Hunter:
| Feature | Description |
|---|---|
| This is a very powerful action, and what makes the Hunter stand out from other Archer builds. This allows you to hit multiple enemies with full weapon damage, riders, and effects. This can result in very high damage and destroy groups of enemies in a few shots. |
Spells
There are a few spell options
| Spells | Description |
|---|---|
| The spell is a powerful option for a particular Act 3 fight against |
|
| Sadly, this does not trigger |
Level 12 - Lv 1 Cleric
With all the core features of Hunter covered, we can optimize it and get a slight damage boost via the War Cleric dip.
Class
| Overview | |
|---|---|
Cleric |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
| Gives access to some additional spells. | |
Cantrips
There are a few useful ones; however, late in the game, they don't matter much.
| Cantrip | Description |
|---|---|
| Great for some dialogue checks, giving an easy advantage. | |
| Can help with various skill checks, especially dialogue rolls. Moreover, you can use it to get an easy Concentration spell before combat. | |
| Useful spell, that can help create lit up areas, for a few specific items. |
Otherwise pick anything
Subclass
| Overview | |
|---|---|
War Domain |
|
| Features | |
| The additional charges allow for attacks with bonus action. | |
| Gives +1d4 radiant damage rider. | |
| Decent concentration spell that improves armour class and helps avoid incoming attacks. | |
Deity
Feel free to pick any deity.
Abilities
I would prioritise Persuasion, the second one can be anything.
Prepare Spells
| Spell | Description |
|---|---|
| It can be used to avoid combat in a dire situation |
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.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These have short-term effects for a few turns.
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point, which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| It can be used in two ways - the first one is to enter combat with a |
|
| An easy way to get the |
|
| Gives |
Coatings
These are applied directly on weapons, and usually have a 10-turn duration:
| Consumable | Description |
|---|---|
| One of the key items, to create fire explosions that deal exponential damage to the number of targets affected. Apply this on a weapon, use the first hit to tag enemies, and the second hit with fire damage, to make them explode. | |
| This is an alternative coating that can be used on enemies that have fire resistance. This removes the effect and enables your casters to deal full damage against these foes. | |
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last for the whole day, before making a long rest. This makes exlixirs very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| These are go-to options if you want the strongest setup in terms of damage using |
|
| The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Provides bonus damage of 1d4 and some other good bonuses. | |
| Boosts attack rolls by 1d4; this is a good boost to increase the likelihood of landing attacks. |
Arrows
| Consumable | Description |
|---|---|
| One of the strongest arrow options in the game. Allows hitting multiple targets; its success depends on the first hit, and it can do powerful things, like activating consumables, while also hitting enemies. | |
| Allows to detonate enemies affected by the |
|
| These arrows are very powerful when used against the correct target, as they double the damage. This can result in huge damage numbers, with various optimizations and critical hits. | |
| Other same-name arrows... |
Grenades
| Consumable | Description |
|---|---|
| A very powerful consumable that can be used together with |
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 |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good with |
|
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | Decreases enemy ability score, free use, so worth getting it. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | Allows for easily pulling enemies together for effective use of the area of attacks. | |
| Elite | It can be used to save yourself from a deadly spell. | |
| Elite | Allows for freely casting a spell without resource limitation. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Hunter Archer Build. Items are especially important as they take the build to the next level thanks to their unique effects.
The good thing about this build is that you can use your melee slots to increase base stats. There are two main setups:
- Dual Wielding - use Light weapons like
Knife of the Undermountain King or others to boost stats for ranged attacks - Weapon + Shield - this is a more defensive setup, or a good option if the weapons are taken for dual-wielding. This easily nets you +2 Armour Class.
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- Gear for each slot is listed Best -> Worst. Generally, this means that you would start with lower gear recommendations (as they are available earlier) and upgrade to higher ones. However, in some cases, the best items can be obtained early, like
Titanstring Bow, and some others. - I mention Stat Sticks. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - BiS - means best in slot item
- If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Act 1
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
Can use |
|
| It can be used as a stat stick and dual-wielded. | ||
| Use this together with |
||
Ranged |
In terms of pure damage, this bow is the top option for the whole game. Use either |
|
| This bow can be deadly with |
||
| A decent ranged weapon option, that applies |
||
| It provides a substantial defensive boost by reducing critical hit damage. It also applies a |
||
| Decent shield if you got Absolute's Brand from the priestess in the Goblin camp. | ||
| Gives a bonus to saving throws, easily accessible early in the game. | ||
Head |
The headwear can be a significant damage boost. | |
| Improves movement speed, which is great for better positioning to land your shots. | ||
| It can be a useful helmet for its bonuses and access to |
||
Cloak |
- | Nothing relevant for the build. |
Armor |
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. | |
| The best starter medium armor. You can just take it from Lae'zel, or get the |
||
Gloves |
Your ranged attacks deal an additional 2 damage, one of the best options for early game gloves. | |
| Applies |
||
| Applies |
||
Boots |
In terms of offensive potential, these are the best boots. However, I would prioritize them on a Cleric if you have one in the party. Otherwise, this is best used with |
|
| One of the best boots in the game, giving easy traversal options and avoiding any difficult terrains and their effects. | ||
| Simple yet effective boots, allowing you to avoid attacks of opportunity. | ||
Amulet |
In terms of damage, this is one of the best amulets in the game. You can just drink a |
|
| Using a bonus action, you can weaken a foe and deal double damage with your weapon. | ||
| Grants |
||
Rings |
Gives a significant damage boost, as long as you have a spell with Concentration, this can even be |
|
| Adds additional damage to weapon attacks. | ||
| The bonus Armour Class is a great boost for survivability. | ||
| Improves movement speed for better positioning. |
Act 2 - mid-game
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
- | Same as Act 1 |
| Obtain this weapon as it is one of the best options for buffing yourself with fire damage via |
||
Ranged |
Continues to be the best bow in the game. | |
| 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. | ||
| - | Previous Acts shields. | |
Head |
Continues to be a solid headwear option for higher damage. | |
| Gives an additional attack roll bonus, and works perfectly with ranged weapons if you decide to use them. | ||
Cloak |
Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | |
Armor |
A solid armor, with high Armour Class, and other relevant bonuses. | |
| 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. | ||
Gloves |
The best gloves if you plan on using the |
|
| Excellent glove picks that have fire damage and are excellent for use with |
||
| Both of these gloves give 1d4 necrotic damage boost. The upper ones also come with an additional effect. | ||
Boots |
In terms of offensive potential, these are the best boots. However, I would prioritize them on a Cleric if you have one in the party. Otherwise, this is best used with |
|
| Gives a bonus to armor class. | ||
Amulet |
Continues to be the best amulet in terms of damage boost. However, it will interfere with other coatings like |
|
| Allows casting a |
||
| Excellent amulet for Honour Mode runs, reducing your chances of wiping. | ||
Rings |
Grants additional damage to obscured enemies. | |
| An easy source of additional psychic damage. You can get concentration from |
||
| The ring is an excellent option when you would like to have an advantage without any worries, to maintain a high hit chance. | ||
| The ring can be useful if your party utilizes the |
||
| Adds additional damage to weapon attacks. |
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 |
|---|---|---|
Melee (One-Handed) |
Plenty of options here to wield. |
|
| One of the best shields in the game. Overall, it serves more of a defensive role, giving advantages on Spell Saving Throws. | ||
Ranged |
Continues to be the best bow. For Act 3, you can chug |
|
| An alternative Bow, that looks very cool and does decent damage. It also applies bonus Radiant damage. | ||
| 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 |
||
| The lower priority bow, in case you do not have access to the ones above. | ||
Head |
The best headwear for the build, giving a damage boost via |
|
Cloak |
It provides an increased chance of avoiding enemy attacks with attack rolls. | |
Armor |
This armor would be the highlight of the build, as it doubles piercing damage with |
|
| To be fair, besides |
||
Gloves |
The best gloves if you plan on using the |
|
| Gives a fire damage rider, which allows for easy detonation of |
||
| Solid gloves that boost weapon damage and improve attack rolls. | ||
| 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 |
||
Boots |
The |
|
Amulet |
Continues to be the best amulet in terms of damage boost. However, it will interfere with other coatings like |
|
| A great amulet, especially if you are using |
||
| Great amulet, but as a ranged character with full HP and not many concentration spells, I would not worry about prioritizing it. | ||
Rings |
Grants additional damage to obscured enemies. | |
| An easy source of additional psychic damage. You can get concentration from |
||
| The ring is an excellent option when you would like to have an advantage without any worries, to maintain a high hit chance. | ||
| The ring can be useful if your party utilizes the |
Build Mechanics
In this section, I would like to dive deep into how to play the Hunter Ranger 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.
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- 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.
Horde Breaker
What makes Hunter powerful early in the game is that it gains an option to make
Horde Breaker Follow-Up (Ranged), which acts as a full additional attack. This does require the enemies to be positioned close, which can be a challenge. Still, there are a few ways to do that:
- You can use simple
Shove, which is straightforward to use and gives a decent bonus action use.
Sorrow is another powerful weapon that has
Sorrowful Lash. It is a bonus action use and does not have a saving throw, so it always lands.- Other characters like Warlocks with
Eldritch Blast +
Repelling Blast, and more.
Void Bulb is another easy way to clump enemies together.
Once the enemies are positioned close, you can release the
Horde Breaker (Ranged) attack, and apply the
Horde Breaker Follow-Up (Ranged) on a nearby foe. The interesting thing is that items like
Boots of Stormy Clamour or
Bow of the Banshee will apply the effects to nearby foes that are also included in the radius.
The main problem is that once you reach level 11, the
Horde Breaker gets replaced by
Volley, making it irrelevant.
For more ideas, I recommend checking this Horde Breaker Guide.
Arrow of Many Targets tricks
Arrow of Many Targets is a ridiculously powerful consumable, which indirectly doubles your damage if there are multiple enemies. Its success depends on the first hit, and if it hits or crits, all other foes are hit with the same effects. Even though your damage is halved, this is still a very powerful option.
Now, you can do some other tricks to further utilize it. First, you can debuff and apply effects like
Oil of Combustion,
Reverberation,
Radiating Orb, and others with each shot. This makes it easy to create various combos and weaken foes with just one shot.
However, there is one trick that helps a lot with resource management. Generally, you would use an action point to
Throw something like
Void Bulb or use a bonus action to apply
Potion of Speed. What you can do is place this consumable on the ground (via "Drop Item" in the menu), and then hit it with
Arrow of Many Targets.
VIDEO
What happens is that the first hit destroys consumable, triggering its effects, and the rest 3 of the bounces hit enemies and maintain your damage. Neat right? The
Void Bulb is especially useful for easily clumping enemies together.
Applying weapon damage buff with Drakethroat Glaive
Drakethroat Glaive is one of those wondrous weapons that you should be using each playthrough. There are no downsides to using it, and it gives a big improvement on what you can do with your builds, besides the damage.
There are a few ways you can apply it:
- The easiest way is to drop your item and cast
Draconic Elemental Weapon on it while having
Drakethroat Glaive equipped. - You can use Sorcerer to apply
Metamagic: Twinned Spell and target two weapons. - If you are using
Shadow Blade, the weapon cannot be dropped, so use an ally to cast it on you.
This enables some crazy combos:
- The
Draconic Elemental Weapon: Fire is perfect for getting a fire damage rider, so you can create explosions with
Oil of Combustion and easy bonus damage via
Thermoarcanic Gloves +
Heat Convergence
Draconic Elemental Weapon: Cold is great for activating various ice effects like
Snowburst Ring.
Draconic Elemental Weapon: Thunder can be used to enable
Arcane Acuity via
Hat of Storm Scion's Power, when each weapon hit increases your stacks.
There are other options, but these are pretty easy to apply and utilize in various builds.
Creating fire Mayhem
So the build is about Fire Archer, and as you saw from the combat showcase, you can create truly huge damage numbers and outright melt foes. There are a few core steps to know about:
- Make sure to have a fire damage rider on your weapon, like
Flawed Helldusk Gloves,
Helldusk Gloves, or
Draconic Elemental Weapon: Fire from
Drakethroat Glaive. - Apply
Oil of Combustion coating on your weapon. - Clump enemies. Either with
Minor Illusion,
Black Hole, or
Void Bulb dropped on the ground. If using the latter, you can hit it with
Arrow of Many Targets, to clump enemies together + inflict damage and apply
Oil of Combustion. - Hit enemies with
Volley or
Arrow of Many Targets and apply
Oil of Combustion. - If you have
Heat you can activate
Heat Convergence from
Thermoarcanic Gloves and land another
Volley - Create a large explosion that deals exponentially more damage based on stacked enemies and
Oil of Combustion applied.
Props to Remus71 on the ideas of this mechanic.
Pretty simple sequence, that is extremely deadly and easy to pull off. Still, you might encounter a problem that we need to address...
Arsonist's Oil to weaken foes
Some enemies will have Fire Resistance. While this might not be a big problem for you as you have Piercing damage from your bow, your casters, especially those that use Fire spells, can suffer. To help with this, you can use
Arsonist's Oil +
Arrow of Many Targets/
Volley and remove this resistance.
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.
Early Game Combat
This part would cover how the build plays up until level 6
- Overall, it's pretty standard playstyle early in the game. Hit the targets with the highest success chance. I would try applying
Ensnaring Strike to gain an advantage for yourself and allies. - To increase damage and utilize a bonus action, you can use
Hunter's Mark. - Once you get
Sharpshooter: All In, your damage will greatly increase, enabling you to take out many weaker foes with one shot. - Once you obtain Hunter specialization, your goal is to activate
Horde Breaker as much as possible. Try to target foes who are standing close together or use various tactics like
Sorrowful Lash,
Shove, etc, to get them close together. - Use
Spike Growth to cover a wide area, and force enemies to move through it. This not only slows them down but also inflicts damage.
Late Game Combat
This covers the combat options for the late game:
- Use
Flawed Helldusk Gloves,
Helldusk Gloves or
Drakethroat Glaive to enable fire damage rider. - The main change that should be readily available is
Oil of Combustion via various vendors. Apply it to your weapon, and use it to hit enemies. It's best if you can use
Arrow of Many Targets. Follow up with a weapon attack having fire damage rider so that they would explode - Once you unlock
Volley, you can hit foes for full damage. It does not target allies. - Pull enemies together using -
Black Hole,
Void Bulb or any other option. This makes any of the combos easier to land, especially
Volley and explosions from
Oil of Combustion. - Use buffs like
Divine Favour and
Shield of Faith to increase your combat potential.
Conclusion
Thank you for reading the Hunter Ranger Build - Fire Archer for Baldur's Gate 3. This is truly exciting Archer variation build, which offers multi-attack features throughout the game. This rewards you for well-positioning and using techniques like clumping on enemies.
Cheers!
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