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Best Ranger spells in Baldur’s Gate 3

What are the best Ranger spells in Baldur's Gate 3?

Updated: Mar 29, 2022 1:21 pm
Best Ranger spells in Baldur’s Gate 3

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Rangers are a melee and magical class, dabbling with both traditional weaponry and the magic of the wilds. Their spells are nature-orientated as well as made to bolster your melee attacks. Rangers don’t have the biggest spell list, as they’re meant to be a compliment to the Ranger’s melee combat. Whether it’s ranged or up-close! We’ll walk you through the best spells Rangers have access to and which shouldn’t be ignored when you make your ranger.

Ranger spells in Baldur’s Gate 3

First of all, we’ll start with which spells are available to Rangers in the first place.

  • Hunter’s Mark
  • Speak with Animals
  • Animal Friendship
  • Cure Wounds
  • Ensnaring Strike
  • Fog Cloud
  • Hail of Thorns
  • Jump
  • Longstrider

At level 4, the level cap for Early Access, will mean you can only have 3 spells. So we’ll go through which are the top 5 spells for any Ranger.

Top 5 Ranger Ranger Spells

5 – Cure Wounds

A simple but efficient at low-level healing spell. Cure Wounds is one of the few healing spells Rangers have access to and any means of aiding any of your allies – or even yourself – are useful. If you’ve not got a healer on your team then having Cure Wounds could be useful, especially if you’re running low on health potions. But because the game features – and heavily encourages you to keep her around – Shadowheart tends to be the usual healer.

  • Description: 1d8+2 hit points. A creature you touch regains 1d8+0 hit points. This spell has no effect on undead or constructs.
  • Level: Lvl 1 spell
  • School: Evocation School
  • Casting Time: Action
  • Range: 1.5m
  • Requires Concentration: No
  • Saving Throw: None

4 – Jump

Some Rangers are purely ranged and focus on using their bow and arrow. Summoning a beast to get up-close and personal. So the ranged fighters are better off getting to a vantage point and considering you get bonuses to your attack rolls when you’ve got the high-ground. Using the Jump spell to get into otherwise impossible spots can mean you’ll be out of the way of the fight and land the majority of your shots.

  • Description: Touch a creature to triple its jumping distance.
  • Level: Lvl 1 spell
  • School: Transmutation School
  • Casting Time: Action
  • Range: 1.5m
  • Requires Concentration: No
  • Saving Throw: None

3 – Speak with Animals

The sheer number of animals in Baldur’s Gate 3 and their dialogue means that if you were to cut yourself from the ability to speak to animals, you will miss out on a substantial amount of content. If you go through the Druid Grove with the ability to speak to animals, you’ll see just how much extra content you miss out on if you otherwise wouldn’t.

  • Description: Gain the ability to comprehend and verbally communicate with beasts.
  • Level: Lvl 1 Spell
  • School: Divination
  • Ritual: Yes
  • Casting Time: Action
  • Range: 
  • Target: Self
  • Duration: Day
  • Requires Concentration: No
  • Saving Throw: None

2 – Hail of Thorns or Ensnaring Strike

Both of these spells are useful in their own regard. Though one deals an AoE amount of damage while the other has the chance of ensnaring your foes, forcing them to take a d6 of damage at the start of their turn.

Hail of Thorns

  • Description: Shoot a volley of thorns. They deal 1d6+3 Piercing to the target and surrounding creatures. On a successful save, creatures only take half damage from the explosion.
  • Level: Lvl 1 spell
  • School: Conjuration School
  • Casting Time: Bonus Action
  • Range: 18m + 2mExplode radius
  • Requires Concentration: Yes
  • Saving Throw: Ranged Attack

Ensnaring Strike

  • Description: Your attack summons thorny vines, dealing 1d6+3 piercing and possibly Ensnaring your target. Ensnared creatures take 1d6 Piercing at the start of each turn. The creature or an ally can use its action to try and tear away the vines.
  • Level: Lvl 1 spell
  • School: Conjuration School
  • Casting Time: Bonus Action
  • Range: 18m
  • Target: Creature
  • Duration: 10 turns
  • Requires Concentration: Yes
  • Saving Throw: Ranged Attack

1 – Hunter’s Mark

Dealing an additional d6 of damage to your foes, and being able to place the mark on anyone new whenever your target dies leads to a very valuable and useful spell. Hunter’s Mark and a summoned beast plus your allies zeroing in on your foes can lead to quick disposal of your enemies.

  • Description: Mark a creature as your quarry to deal an additional 1d6 Piercing whenever you hit it with a weapon attack. If the target dies before the spell ends, you can use a bonus action to mark a new creature.
  • Level: Lvl 1 spell
  • School: Divination School
  • Casting Time: Bonus Action
  • Range: 18m
  • Requires Concentration: Yes
  • Saving Throw: None

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