In Act 1 , which typically brings players up to around Level 5 , you will be able to choose your Ranger Subclass (Beast Master), your first Favored Enemy and Natural Explorer choices, your Fighting Style, Feats, and a handful of Lvl 1 spells.
Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage.
Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. You can always interrupt spells of 3rd level or lower.
Transform yourselfand all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non—magical damage, gain Advantage on Constitution, Dexterity and RPG gameplay enhancements Strength Saving Throws, and become tiny in size.
Here’s a list of all the Boots that you can find in Baldur’s Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.
Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size.
Curse a creature so it takes additional damage whenever you attack it and to inflict Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends, you can use a bonus action to hex a new creature.
There are a lot of large animals that Rangers can choose from in the Beast Master build, but only one of them has an ability that forces enemies to focus on them: the Bear. The companion Bear has 19 HP base, which is upgraded to 39 at Level 5, as well as the Goading Roar (the Taunt) and Claws, which deals Cleave damage in a short range.
Here’s a list of all the Enchantment Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.
Of the four Fighting Styles that become available to Rangers at Level 2, one makes the most sense for the Beast Master build. Because Beast Master Rangers don’t get into the melee side of things too much, players should choose Archery for their Level 2 Fighting Style.
Snap an ally out of any Stun. Difficult Terrain can‘t slow them down, and they can’t be magically Paralysed or Restrained. If the target is Restrained by non-magical means, it can spend 5ft of movement to Free itself.
Here’s a list of all the Abjuration Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties, damage, effects, and other helpful information.
Karlach : Best suited for the Berserker subclass, Karlach is capable of dealing some of the most consistent, highest-hitting melee attacks on her own, and with two supports you won’t be at a loss for HP or dispels.
Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.
Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Inflicts Protection from Evil and Good
Magically Charm a humanoid to gain Advantage on Ability Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them.
Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.
Whether you are a Wood Elf or not, Perception is an important proficiency to have, so prioritize picking it up. Nature, Investigation, and Insight are all very useful in RP situations and for opening up new dialogue choices, too.
Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
Ward yourself or an ally against enemy attacks. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area.