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The Arcane Archer inBaldur’s Gate 3’s is one of the strongest and most consistent classes introduced in Patch 8. An archer with the ability to overcome the hurdles posed in your typical ranged archer class, this wall-breaking striker is the perfect addition to any team.
With access to magical shots that confuse, teleport, blind, and even explode enemy targets, this flashy Fighter with a quick mind and steady hand is quite capable of soloing encounters.

Best Arcane Ranger Races And Backgrounds
The Arcane Ranger is a ranged archery character that sees the most success with mobile and aggressive races.
Some ofthe best races for the Arcane Ranger are:
If you’re willing to gamble a little, Lightfoot Halflings can also do well here, trading lower movement in exchange for Lucky, Brave, and Advantage on Stealth checks.
As a martial and magic class, the best Backgrounds for the Arcane Ranger willfeature Dexterity and/or Intelligence.

However, amongst the many Backgrounds that fit that description, the very best Backgrounds include:
The Dark Urge receives little benefit from this class as its Background proficiencies are Wisdom and Charisma-based. However, the Deathstalker’s Mantle is a welcome take for an Arcane Archer Durge, and losing Alfira and thePotent Robematters little for such a build.

Multiclassing As An Arcane Archer
The Arcane Archer does not need another class to function well. While it falls off a little in the late Act Two and early Act Three, smart investment in special arrows alone is enough to combat this.
However, for those who want to spice up the class, you might try our recommended multiclass for an Arcane Archer:Assassin Rogue.

The best spread for this multiclass suggestion is 8:4, never sacrificing an Ability Score Improvement or Feat. Alternatively, if you have no interest in another Feat, you may take 9:3 (Archer-Assassin) and take the Fighter’s Indomitable Feat.
The Assassin Roguebenefits from:
However, in exchange for these benefits, theArcane Ranger might have to give up:
For those who feel that the Arcane Archer needs to be more of a damage-dealer than a setter of conditions,the Assassin will be a reliable choice.

You can try subclassing withGloomstalker Ranger. However, this path isn’t generally recommended as Ranger is a Wisdom-based half-caster, and Assassin Rogue does what Gloomstalker Ranger can do but better.
Your only benefits are increased Initiative, an extra attack at the start of combat, and access to Hunter’s Mark. If taking this route, we recommend taking the Two-Weapon Fighting Style, Hunter’s Mark, and Wasteland Wanderer: Fire.

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17
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14
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As an Arcane Archer, your two most important stats are:Dexterity and Intelligence.
We recommend, if you can get the Mirror of Loss to Work, putting +2 into Dexterity for a 22 stat. However, if you find yourself often relying on your Arcane Arrows and they’ve been failing often in combat, put that +2 in Intelligence.

As a Fighter, you will receive four Ability Score Improvements or Feats throughout your full progression.We recommend the following progression path:
Level 12
Ability Score Improvement: Intelligence +2
Beyond your normal features,there are also additional Featsvia NPCs that can benefit the Arcane Archer:
The first will work very well with this build (especially if you multiclass into Assassin Rogue), and the second will open up a slew of Bonus Actions for a class that doesn’t have many to rely on.
As you level up, you’ll also get the choice of whichtypes of Arcane Shotsyou’d like to take. All of them have their uses, butwe found the following the most reliable:
If you don’t have a method of obtaining Misty Step via item or scroll to help you move around, or no access to a high ground position for good line-of-sight and often struggle to take aim at your enemies, take Arcane Shot: Seeking Arrow.
Mask of Soul Perception
3
Gain +2 to Attack, Initiative, and Perception rolls. Additionally, can castDetect Thoughts.
Elegant Studded Leather (Good Route)
Gain +2 to your Initiative rolls and Advantage on Stealth Checks. Cast Shield once per short rest.
Found in Vault no9in the High Security Blockof the Counting House.
Bhaalist Armor (Evil Route)
Gain +2 to your Initiative rolls. Enemies within 2m (7ft) will become Vulnerable to Piercing damage unless they are Resistant or Immune.
Braindrain Gloves
2
Inflict two turns of Mental Fatigue on a creature after you inflict Psychic damage.
Found on a skeleton in the Necrotic Laboratory in an area accessible bycompleting the laboratory puzzle.
All attacks ignore Resistance to Piercing, Bludgeoning, and Slashing damage.
Dropped by Strangler Luke inthe Farslayer Ghislev trial. Must be defeated before Ghislev to obtain his gauntlets.
Boots of Stormy Clamour
1
After inflicting a Condition on a creature, that creature has Reverberation for two turns.
Reduce your Critical Hit chance by -1.
Sold by Sticky Dondo in the Guild Hall (in the Sewers).
Ring of Mental Inhibition
When a creature fails against one of your Saving Throws, they gain Mental Fatigue for two turns.
Ring of Free Action
Ignore the effects of Difficult Terrain and gain immunity to Paralysis and Restrained.
Amulet of Bhaal
Put the Bleeding condition on an enemy you strike if that enemy had full health.
Looted or given by Sarevok whencompleting the Murder Tribunal.
Reduce your Critical Hit requirement by -1.
Sold or dropped by A’jak’nir Jeera in the Rosymorn Monastery Creche: Creche Y’llek.
Rhapsody(Off Hand)
When you slay a creature, gain +1 Scarlet Remittance. Each stack gives +1 to your Attack, Initiative, and Save DC (up to +3). Consume your stacks of Scarlet Remittance to gain a guaranteed Critical Hit, 3d10 healing, or Disadvantage for your enemies' saving throws.
If Invisible or Hiding, inflict the Bleeding condition on a hit.
Crimson Mischief(Main Hand)
+2 Legendary shortsword. Deal an additional d4 Piercing damage to enemies with 50 percent health or lower. If attacking with Advantage, deal an additional seven piercing damage.
The Dead Shot
Reduce your Critical Hit requirement by -1 and double your Proficiency bonus when rolling to Hit.
Sold by Fytz the Firecracker at Stormshore Armoury.
Although theGontr Maelis a compelling choice as a bow for this build,The Dead Shotguarantees the use of Sharpshooterfor all attacks.
You’ll have to balance the benefits of consistent hit rolls and lower Critical Hit requirements against theGuiding Boltchance and access toHaste.
If you are running a solo run, then Gontr Mael is the better choice. If you are running in a team, you’ll likely already have another teammate who can cast Haste, and Guiding Bolt can be eaten up by other teammates. The Dead Shot, we have found, is better for group play.
With the Arcane Archer’s ability to place a slew of Conditions on enemies with their arrows, you canmake the most of those conditions with:
When you don’t have the Arcane Arrows to waste, your Bhaal Amulet and Rhapsody can both place a Bleeding Condition on an enemy.
Yourfirst main hand weaponfor this build will be theKnife of the Undermountain King. Reducing your Critical Hit requirement in the second part of the game will be very strong.
Adding inRhapsodyin Act Three, you’ll be steadily increasing your damage, hit chance, and chance of your Arcane Arrows' successes for every enemy you kill.
If you want a strong melee weapon because you often find enemies getting too close for comfort, switch your Knife of the Undermountain King for theCrimson Mischieffor better melee damage.
However,do not switch the Knife of the Undermountain King for Crimson Mischief if you have a team that doesn’t let many enemies reach your archer.Crimson Mischief has no passive for your bow.
10 (0)
20 (+5)
14 (+2)
16 (+3)
100
15
Feats
Alert, Sharpshooter, Archery, Extra Attack (x2), Magic Arrow, B
As the name suggests, the Arcane Archer will bespending most of their time at a distant range.Their melee weapons are primarily there to add bonuses for your ranged combat.
Primarily a striker class, the Arcane Archerprimary two functions are:
Your early game will have you limited primarily tochip damage and making openings for others.
Staying back, you’ll want tofire from a distanceandprioritize using things like Grappling Arrowto keep enemies from getting into that dreaded melee range.
At the early stages,distance is your advantage.
High-ground will be your best friendas an archer in that early-to-mid game. Take it where you can.
After taking your Sharpshooter feature, whether you have the high-ground or not will matter far less. You’ll no longer receive debuffs at low ground, meaning Obi-Wan doesn’t stand chance.
Late-game combat will finally fix the one thing that this archer sometimes struggles with: large mob groups. WithCurved Shot(and probably Bursting Shot), you’ll be able to take out enemies quickly and in larger quantities.Use this liberally.
Of course, you should also keep in mind that you’ll have access to several special arrows.We recommend keeping stocked on:
Arcane Interference is especially important for shutting down those pesky mages that can reach you from afar.
Dipping your arrows with a bonus action into a poison suitable for an encounter is also recommended at the start of combat.Drow Poisonis especially useful.
As your build gets off the ground and your equipment comes together,your first round will be the most important.Any first round should:
If you are multiclassing with Assassin, that first round is even more important. But that first piece of damage with a Sneak Attack should be done against the boss or an enemy that has enough health so you aren’t wasting the large chunk of damage Sneak Attack grants.
No matter what situation you’re in, as long as youremember the following tipsfor your Arcane Archer, you won’t go wrong: