In this article, we will discuss the finest Hunter build in Baldur’s Gate 3. Simply follow the steps outlined below, and you’ll be set to go.
Hunter build:

Rangers can become Hunters at Level 3 in Baldur’s Gate 3, and when they do, they gain the choice of a powerful passive. Colossus Slayer will provide an extra 1-8 damage to any target they hit with a weapon attack. The Hunter can deal incredible damage every round without expending any resources.
Background:
Again what Background you choose doesn’t matter, but you will have a lot of Wisdom, so selecting a Background that affects Wisdom Skills is a good choice. Wisdom Skills are Animal Handling, Insight, Medicine, Perception, and Survival.
Race:

The race that seems to go well with this build is Wood Elf, Strongheart Halfling, and Human. Wood Elves can reach 17 Dexterity, gain Proficiency with Perception, have Darkvision, gain proficiency with Stealth, and gain +1 Wisdom. This makes them the clear favorite for a Ranger.
Skills:
Again it’s not that important what you choose, but you’ll have high Dexterity and Wisdom, so selecting Skills that fall under these Abilities is ideal. Dexterity has Acrobatics, Sleight of Hand, and Stealth, and I’ve already listed what Wisdom Skills there are.
Level 2:

At level 2, you will gain 2 Spells and 2 Spell Slots. It would help if you took Speak with Animals and either Ensnaring Strike or Hail of Thorns. Ensnaring Strike allows you to Restrain a target dealing damage each turn if they can’t make a Saving Throw, and Hail of Thorns allows you great damage shot that also AoEs a small amount. Speak with Animals is self-explanatory.
Level 3:

At Level 3, your Ranger can take the Hunter Subclass, and you’ll get to choose one of 3 passive abilities. They are all pretty good, but we’re going to take Colossus Slayer to get that increased damage with every weapon attack you do for this build.
You will also get to choose a third Ranger Spell at this level, and you should decide if you want Ensnaring Strike, Hail of Thorns, or Cure Wounds. If you are not running with a Cleric in your party, you may want to take Cure Wounds, but you can choose whichever you like here.
Level 4:
At Hunter Level 4, you’ll gain two Ability Points to place into Dexterity, bringing it to 18 and your Modifier to +4. This will increase the likelihood of you connecting with your attacks and will increase your damage by 1. Nothing else here is needed.
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