Full and Updated Ranger Guide for Baldur's Gate 3 Patch 9 Early Access

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[Music] we will be looking at ranges in this video and what choices to make what things you should avoid and I want to make it clear from the very start this is based on Early Access patch 9 I'm not going to be looking at what we're going to be getting in the future because I don't know what we're going to be getting in the future we can base some assumptions maybe Off 5th edition but as we know we've got some differences even on this character creation screen already if you want to make comments about what things will be like in the future that's absolutely fine obviously but I'm not going to be taking into consideration things like level 6 7 8 9 10 or 11. so the ranger here we have ranges are unrivaled scouts and trackers honing a deep connection with nature in order to hunt their favorite great what do we get as a ranger I'll go through these choices after looking at what we get down at the bottom here so we get strength and dexterity saving through proficiencies what else do we get as a ranger we get Proficiency in lights armor medium armor Shields simple and martial weapons to all weapons most armor and shields but not heavy armor we also get to make a choice of a favored enemy so we get Bounty Hunter Keeper of the veil Mage breaker Ranger Knight and Sanctified stalker gonna go through through these one by one and what they're good for all of these before we start give you a proficiency and a skill it's a bounty hunter here game proficiency and investigation creatures you hit within snaring strike which is one of your spells other Rangel melee have disadvantage on their saving through this is actually potentially very strong because there is a weapon that when you hit an enemy forces them to make a saving through and if they fail they will become ensnared or get to that weapon later but this is actually a very good choice if you plan on using that weapon I guess or if you want to use this spell keep it of the veil your game Proficiency in Arcana and you can cast protection from Evil and goods which grants protection against aberrations celestials Elementals phase fiends and Undead this is a concentration spell it's not usually a spell I cast very often but it is essentially free it doesn't use a spell slot you can do it once per long rest it's okay Mage breaker game Proficiency in Arcana just like keep it of the veil and the true can't trip which is absolutely awful do not take this I've made a video about how bad true strike is and it is awful do not do it especially once we get to level five there's no good reason to pick major broker because if you want Proficiency in Arcana just take keep it with the veil and get a spell that you might use rather than a cat trip that you will never use or should never use Ranger Knight gives Proficiency in history and armor proficiency with heavy armor this is another kind of good one there aren't loads of heavy armors in the game currently though we can get a change shirt from Roma moon glow the zentarim trader inside the goblin Camp she usually sells chain armor that's the earliest we can get some heavy a decent heavy armor and we can also make some heavy armor in Grim Forge that's towards the end of the game you can Rush Down To Grim Forge I've done it before but not everyone will necessarily want to do that and Sanctified stalker this time Proficiency in religion and a sacred flame country which steals 1d8 radiant damage and when we get to level five which I'll talk about later that will go up to 288 wisdom is your spell casting ability for this country this can be okay if that you're in a situation where your ranged attack or melee attack just has a low chance to hit for some reason you've got a high armor-class enemy perhaps for some reason you don't have dark vision this is a nice alternative out of the SE choices I would usually go for Sanctified stalker Ranger Knight or Bounty Hunter there's no real bad choice apart from magebricker please avoid Mage broker don't want anyone to fall into the Trap that is true strike then we get natural Explorer this first one is probably the best one which is beastamer which lets you cast find familiar without without expending a spell slot I'll show you the find familiar options later it's just another body on the field if they die in combat so what you recast it and you get them back after combat the only downside is you can't cast it during combat that's it open tracker you gain proficiency with sleight of hand which is a nice one to have and then then these last three Wasteland Wanderer cold fight and poison give you resistance to either cold fire or poison I would completely avoid cold because there's very little cold damage in the game especially compared to Fire and Poison by enemies Through alchemist's Fire sometimes a few enemies have fire spells fire arrows poison there are some enemies that do have attacks with poison on them and enemies do also use poison if you want to have resistance I'd go with fire or poison Urban track I'd probably avoid we can probably find someone else with slow defined proficiency especially if you're playing with the companions which most of you are we've got either Shadow heart who has proficiency or starring who even has expertise with sleight of hand this Tamer is probably the better option but these two down here also decent choices don't feel put off by not taking Beast Hitler so that's a look at the class and the choices we can make at level one but to be able to finish character creation we've also got a race to pick and the thing is with race and Rangers that are very few bad choices for Rangers looking at the ability scores you're going to be either using strength or dexterity to attack and wisdom is the ability score that affects your spellcasting modifier not that we have many spells that use the spell casting modifier so it's not too important to have a very high wisdom for a ranger having some is a good idea also helps defend against some of the more annoying control spells so looking at elf elves good because we're at dexterity plus two which means then we have a high attacking stats sadly these proficiencies here are kind of wasted we already get proficiency with them but we get dark vision and quite importantly for any character fate ancestry means we can't be put to sleep and we have advantage on saving throws against being jumped if you want to pick a high elf you also get to pick a count trip I would not pick a country that is attacking because then you will need High Intelligence maybe you can put on the Warped headband of intellect if you want to do that and then you could use one of the attacking cat trips because that makes your intelligence score 17 unless you're doing that you don't actually have many choices and the reason I wouldn't take an attacking cat trip is your chance to hit with them is going to be very low blade Wards doesn't require concentration it's not the best of cat trips but there might be sometimes a situation where your attack shots is very very small maybe you're out of range you can't actually attack this is a backup sort of action to use it gives you resistance to bludgeoning piercing and slashing damage to the turn your caster and the next turn and that's it but it's concentration free which is important I'll get to that when we get to level two friends and friends will help with conversations but you can probably get someone else to do that although not many of the companions have a high Charisma so events is a decent Choice light for any companion will Gail basil you can't see in the underdark light is a nice way to kind of counteract that my illusion doesn't require concentration can change the way that NPCs are facing and then all the rest are attacking cat trips or one we should avoid now the wood elf here almost makes like the best Ranger I would say we get the dexterity I also forgot to say for the I hope we do get proficiency with perception we also get a higher movement speed of 35 feet now five feet doesn't sound like much but it all helps and if you want to be staying at range with a ranger then this really really helps helps you get into higher places and also you get proficiency and stealth and wisdom plus one all of these are great extra proficiency extra movement speed and an ability bonus to our spell casting modifier step tiefling I'd probably avoid tieflings personally apart from apart from zaryl tieflings if you want to be building a strength based Bard a strength based Ranger we also get extra spells as tieflings Dragon be good we get dexterity plus two Superior dark version which is nice and we get to cast some spells however the Spells are based off our Charisma modifier so unless you put your charisma higher you're not going to get a great use out of the Spells necessarily human this is good because having a high strength can't be is always good or you want to hide dexterity you want a high Constitution you will be concentrating on some spells you want a high wisdom we don't use intelligence or Charisma as much but you get a good stat spread there if Yankee we get strength plus two if you're building a strength based Ranger and at level three you get jump a great amazing spell which is available to the ranger which then then means you could probably memorize a different spell instead and at level five you get Misty step that's gonna be it could be very important dwarves we get extra Constitution which is always going to be good advantage against seven throws against poison and resistance to poison damage we get dark vision these proficiencies here not so good because we already have them but as a gold dwarf in particular we get wisdom plus one and we don't have a higher strength or dexterity here which means whatever stat you're using for attacking isn't going to be a 16 at the beginning here we get strength and Constitution all these proficiencies are kind of wasted but not many braces get a total of plus four bonus to their ability scores half elf can work very well as well I would if I had to choose which stats here I'd probably go with dexterity and Constitution or strengthen Constitution depending on whether you're building a strength or dexterity based Ranger and then the same things go for what I said for the high off and wood off also could be dry half off if you want halfling we get dexterity either half link and dexterity in Constitution here for the strong heart halfling the important part here is that dexterity really gnomes don't come off so well we get dexterity plus one here so that is actually usable as is a deep name intelligence plus two is kind of wasted on a ranger but gnomes have the massive advantage their advantage on intelligence wisdom and Charisma saving throws which we don't have Proficiency in so if you take a gnome you'll have your proficiency modifier added to strength and dexterity saving throws and then advantage on intelligence wisdom and Charisma saving throws so it's not actually not that bad and you could even have advantage on stealth checks as well as getting proficiency and stealth checks and probably high dexterity so I'm going to show off what a wood off can do with ability scores so in terms of like Min maxing and just how your character doesn't combat you can get rid of intelligence and Charisma okay we'll make them as low as possible you don't have to do that but that leaves you with more ability points for the other stats let's actually start with this I've still got some ability points to assign as a Wood Elf or any other elf really I'd probably lean into the dexterity based Ranger which means you'll be attacking with your bow and finesse weapons starting at 17 means that at level 4 you can put this up to 18 plus you have another ability score Improvement point to use but it's a nice little bonus to have when we only want to improve dexterity by one or some of you might want to just use the hags here and put this 17 up to 18. I would definitely put Constitution as 14 as a minimum you will be making Constitution serving throws for concentration plus it means you can take more damage because you'll have a higher number of hit points wisdom could probably even be 12 or 14. you can easily pick spells that don't require your wisdom to be high but 14 is a good choice I usually dump the rest into strength well I don't want to have more into strength because this allows you to jump further and there's some gaps in some places where having a strength of 10 isn't good enough to jump a certain place to jump a certain distance I would personally advise having a strength for at least 12 having a high wisdom also helps with the wisdom saving throws I say this stat spread is probably the best this 14 also allows you to start thinking about using non-finess weapons in melee now it's not great because you really want this to be as high as possible but it's a viable alternative as for skills this is always up to personal preference but Rangers have access to a lot of skills especially if you're going to pick an elf because in our class choices we get some options that can give us Proficiency in different skills and so you can't end up with here what's this one two three four five six nine proficiencies at character creation which is great you can also link this up with your background I'm not going to go into any backgrounds here it just changes your proficiency you can make a choice here based on roleplay that's absolutely fine but that that's your choice to make not mine I have made a party with four Rangers already if you don't know how to make a party with four ranges very quickly open up four copies of the game create a multiplayer game I put it in Lan make sure everyone can join and in the other copies of the game that you've opened up you can then join your own multiplayer game live videos on YouTube I made one a while ago we'll fight Fierce has made one other people have made them you can look it up and so that next I'm going to show you what happens at levels two three four and five and what options you can make at those levels at level 2 we get to make some very important choices first of all we get to pick a fighting style and none of these fighting stars are particularly bad so this is where you really make the choice of what do you want your Ranger to be doing because each of these lean into something a little bit different so starting with archery you're getting a plus two bonus to range weapon attacks this is massive the one thing to note here is we don't get any extra damage we get a plus two bonus to ranged weapon attacks which then means if your to hit chance was 70 without this it means with it it will be 80 if it was 80 before it will now be 90 like this is a really big boost so if you want your Ranger to be using a bow please pick archery it's very very strong it's almost one of the best choices here defense a little bit boring as such well there's a time anyway a little bit boring defense isn't anything flashy you gain a plus one bonus to Armor class while wearing armor I assume you will be wearing honor this is a solid absolutely solid plus one Armor class not to be sniffed at not to be ignored if you're not quite sure what you're in what you want your Ranger to be doing in the future pick this if you want to have a slightly tankier Ranger that can avoid hit pick this dueling we can't press two here Jordan when you are wielding a melee weapon in one hand and no weapon in the other hand you can wear a shield so if you want to be using sword and shield or one-handed weapon in a shield you're gain a plus two bonus to damage rolls not attack rolls but damage rolls with that weapon and this is again is solid plus two damage just flat plus two damage that is great and when you get to level five you can make an extra attack that means that plus two damage can happen twice in the turn and two weapon fighting I can press two here though when you make an offhand attack which means you need to be dual wielding you can add your ability modifier to the damage of the attack and it's pretty solid if you're going to be dual wielding which isn't necessarily the best thing but if you are this is really really good but this is only for the offhand attack not for all attacks so pick your fighting style and yeah is actually bad these are all fairly decent and spells if you get spell casting also so spells here once you pick a spell it's always prepared but you can't change these apart from the level up screen so animal friendship I would really avoid this like charmer Beast to convince it not to attack you if this doesn't work for the whole group it just is just for you you can use it in some dialogues I believe uh this isn't really the greatest of choices and also just want to point out condition ends early if you want Ally hurts the target so if you use this to stop an animal from attacking you you've got got to let it attack your allies unless because as soon as you hurt it it can attack you again kill wind this is nice to have nice backup if you don't have any healing in the group this is all right this does depend on your wisdom modifier this plus one this bonus is based on your wisdom modifier ensnaring strike this is pretty good your attack summons thorny Vines possibly in snail Target which means the target cannot move and takes one D6 piercing damage while they're still instead also one great thing about this is attack crawls against the creature have advantage and the creatures attack crawls have disadvantage and they have disadvantage on decks 37 throws this is really good if you're fighting just one just a few enemies or you've got one strong enemy you want to pin down and I'll show you this later also because they actually they've made a change in this patch but it says here it uses an action and bonus action and the level one spell slot if this misses if the attack misses the bonus action and level one spell slots are not used up before they were but now they're not this has gotten better than what I've said in my previous video about this Cloud uses concentrations you have to be careful this is all right it creates a cloud of dense fog that heavily obscures and blinds creatures with them creatures cannot make ranged attacks into or out of the darkness it's not really darkness is it it's a fog but this is good to have some Battlefield control to hide inside the only real downside is that it uses concentration good Barry this is good for healing outside of combat cure wounds may be inside combat if you're desperate no but good barrier doesn't depend on your wisdom you create four berries each which regain 1d4 hit points there's no bonus there hell of thorns so this is kind of the only area of effect damage that we get the Thorns basically do slashing damage to the Target which is just your normal attack roll and Deals an addition to 1d10 piercing damage to the Target and surrounding creatures including allies so you've got to be careful if you miss the target the Thorns still explode so getting the creatures to the side and honestly if targets still take half damage from the explosion while an area of effect sounds good and great this 1d10 is kind of not that great and if they make their saving throw which is dexterity saving through they only take half of that and I've used this several times and half the time I feel like the damage to the nearby creatures is somewhere between one and five is I don't personally think this is really worth a level one spell slot it's also used as a bonus action it's nice when it comes up a chance to use it it's okay but yeah I'm personally not all that impressed by the damage but if you want some area of effect it's nice and thematic it's actually unique two ranges no other class can get this it's not the worst spell to take but don't expect it to be doing loads and loads of damage to lots and lots of enemies because the area of effect is is actually quite small and does Mark this is probably kind of the bread and butter of the Ranger and where it gets it damage from so Mark a creature as your Quarry to deal an additional 1d6 slashing damage whenever you hit with a weapon attack the target dies before the spell ends you can Mark a new Target without expanding a spell slot you have it until end of the long rest or you lose concentration this is why you don't want to pick too many concentration spells four Rangers because they're probably going to be using it for Hunter's Mark and when we get to level five you make two attacks each of them has an additional 1-6 damage if you get a critical hit this is 2d6 damage it uses a bonus action there has been a change in patch 9 whereas before after the creature died you stopped concentrating on it but you still had the ability to recast it or Mark a new enemy but now after an enemy has died you still have to be concentrating on it so it's possible to lose concentration between battles be very careful with that jump a great spell allows you to get around the place doesn't require concentration lasts for 10 turns nothing bad to say about this spell long Strider touch creature to increase its movement speed by 10 feet until long rest this is this is quite good the only thing is if you're using this every time you long rest you you use up one of your spell slots you don't have very many speak with animals this lasts until long rest but nowadays we've got several ways to get this there are loads of potions of animals speaking if there weren't lots of potions of animal speaking I would say maybe take this but with so many potions available I would avoid taking this so I would say pick Hunter's Mark every level we get to make a new choice and when we level up we can change one of the spells that we know for another one so depending on what else you want to be doing if you want a bit of healing cure wounds or good Berry do take a snaring strike if you've taken the option at level 1 that gives enemies disadvantage on saving throws against it which is a strength saving through do bear in mind though this requires concentration we cannot use both Hunter's Mark and ensnaring strike want some area of effect head of thorns if you want a bit of a buff jump or long Strider I think Hunter's Mark and jumper 2 very good spells to take at level two at level three is when we make our sub class choice we also get an extra level one spell slot which is nice so we get Hunter or Beast Master I'm gonna go through Hunter first since it's the one that's here first if you choose Hunter you get to make a choice for this Hunter's prey we get Colossus Slayer giant killer horde breaker someone has pointed out that both Colossus layer and giant killer are essentially synonyms almost starting with Colossus layer once per turn your weapon attack deals an extra 1d8 damage if the target is below its hit point maximum this is great especially once you get to level five when you get to make two attacks or if it's your wielding make an offhand attack first I do want to point out Colossus sled still doesn't seem to be applying to offhand attacks which is really disappointing actually so if an enemy is missing even just one hit point if you hit it you do an additional 1d8 it doesn't sound like much but we can get quite a few sources of damage and it really stop starts to stack up this is great also because you use this almost every single turn it's very likely you can hit someone who's already missing some hit points and if you can't you know it's not the end of the world you miss one turn when you're not doing 1d8 damage this is almost guaranteed 1d8 damage every single turn I really rate this very highly giant killer this this is uh yeah this is awful uh compared to the others other options we get if a large or bigger creature attacks you you can use your reaction to make a melee attack they're prerequisite you must be able to see the creature and it must be within five feet of you that isn't actually true that last bit I've had times where they weren't within five sheets of me now this sounds good in theory for large creature attacks you can use a reaction to attack not many classes you can use their reaction to attack I mean Battle Master Fighters have got repost but that uses up uh one of superior to die whereas here you can use it every single round it uses your reaction so you can't use an uh opportunity attack but they don't come up too often the main downside to this is there's so few larger bigger creatures currently in Early Access we've got ogres hook Horrors uh I think the mimics I guess grim and I'm starting to run out of enemies where the larger bigger some of the spiders right but there's so few enemies this does and come up very often at all and it's not like this is necessarily going to hit you might not even do damage with your reaction whereas Colossus layer you're doing one day damage almost extra every single turn and then horde break it Target Two creatures standing close to each other attacking them in quick succession this again sounds oh we get the uh sorry if I put this here we get these two actions so hold break a melee or range you have to pick one or the other Target Two creatures standing close to each other attack the first creature and open up the second for a follow-up strike the explode radius but the enemies have to be within seven feet this is the main downside there's so many times where enemies I feel like I've played through a full range of playthrough within 24 hours this came up sometimes but I could not use this every single turn at all I'd be lucky to use it once per combat or maybe I could use it twice for a combat I could probably get use of it use out of it maybe once per combat it's kind of really good in the goblin camp where there are lots of goblins and they're all close together but other times it's quite hard to find the opportunity to use this when you can use it it's absolutely great but the opportunity to use it aren't so good right here between these three personally I would rate Colossus Slayer as being the best then horde breaker and then giant killer being way way further below it's not that hard break is a lot worse than Colossus layer it's just the opportunities we get to use it aren't as high as Colossus layer which is utilized pretty much every single round which is what makes it I think the strongest of these three choices and then we get Beastmaster to Beastmaster Ranger's companion gained a beast companion that accompanies you on your adventures and fights alongside you and one change in patch nine compared to patch 8 is that you can have a ranger companion and you can use find familiar if you chose that at level one so you can now have two animals following you around at level three we also get to choose a new spell pick whatever you want let's say good Barry and if you wanted to say oh I'm not getting any use out of engineering strikes so I'm going to pick head of thorns instead you can swap some spells around if you wish so here I'm going to show off the find familiar options so we've got the spider so the spider has six hit points which compared to all the others it is a lot now what can the spider do it's got a few things first of all it's got the arachnid jump actually you can jump really far 60 feet no other of the companions here can actually jump 60 feet of the one can fly all the companions now have a dismissed summon which they do themselves you don't have to do that as on your character and then also what differentiates these companions also is their attacks are all different so we do two to five damage do one piercing damage and if the enemy fails a Constitution's saving through which uh thing is Right lots of enemies have a good Constitution saving through do an extra 1d4 poison damage this is all right it's not really the best uh some of the or most of the other companions actually apply some sort of debuff this one just does a bit more damage but the nice thing about this is it does have six hit points it doesn't sound like a lot but when I show you the next one The Raven one hit point if it gets hurt it dies however Raven has two attack options and it can fly but this fly uses movement speed not a bonus action it can do a beak attack which has three damage I mean none of the familiars do loads of damage right but the thing is here right this is three damage the poison the spider this poison damage is dependent on a failed Constitution saving through but your average is probably going to be less than three with the spider this isn't what we picked the Raven for though it's for this render Vision you hit an enemy there's one damage we're not taking this for one damage although if your Colossus Slayer but if you're a Colossus layer you can maybe hit here first it doesn't want damage not at maximum hit points but that's not even what we take it for if this attack hits it blinds the enemy there's no saving through is automatically blinded which means that it has disadvantages on attack rolls and attack rolls against them have advantage and range of attacks and spells reduced to 15 feet this is a strong debuff to have which you can try and apply every turn but it only lasts one turn only lasts until that enemies turn let me attack the thing you have to be careful of is you make sure you click on the Rend click here it's just a big attack which is three damage keep on trying and so now there was no saving through against this this Ranger is blinded so if I switch to a melee weapon you can see disadvantage blinded at the top there 42 chance to a hit right then we have the rats also one hit point all the armor classes are very low the Ravens was 12 the spider was nine the rat Heroes ten they've just really got one thing that's just bite why to creature and infect it which means it has disadvantage and Constitution saving throws very good if you've got a spellcaster in the party who's using spells that affect Constitution and reduces the Constitution by one oh affected good and there's no saving through against that now the ranger here has disadvantaged and Constitution saving first and Constitution reduced by one let's just see that it was 17 before ah so it makes no real difference here but now she has disadvantage on Constitution saving throws there's a nice debuff if you've got some spells that are focusing on Constitution if you don't I wouldn't use the rap as a familiar frog another one hit point familiar I'm a class 12. still very lucky to be hit it's got one thing it can do touch a creature and possibly impose disadvantage on dexterity saving throws so this is different to the wrap right we need a passive constitutional saving throw to not be affected by this it does one damage one nice thing though it has a jump a bit like the spider but it does use 10 feet of movement speed whereas the spider was well just a bonus action since Houston infected by the rat this can't happen in combat because you can't summon different families in combat but now she has disadvantage on dexterity seventh race the DC for this is 13. the tool tips aren't actually correct if I go to the Frog it says the Constitution serving throws five that's not true at all when we come to the combat log we can see here the FIFA toxins DC is 13 which isn't two lows gonna be past a fair amount of time though frog then the crap two hit points twice as many as the Frog uh I'm a class of 11 still gonna die it's pretty much just one hit so it can jump like all the other familiars didn't know crabs could jump but there we are and it has pinch crippling pinch so it does two to five damage so 1d4 plus one attacks the creatures feet and can be pinched what does that mean it takes two damage at the beginning of each turn and movement speed is reduced by 10 feet that's what you want to use pinch for really the last for two turns let's have a goat so here we are her movement speed is now 15 feet because she started at 25 being a dwarf and takes two piercing damage at the beginning of each turn a bit like bleeding this could stack with bleeding so as I'm walking around she'll eventually take there we are two damage and then two more damage there so it's a nice damage over time I mean you can hit an enemy with the crab and even if the crab dies the enemy will still have the pinched debuff I think it's a fairly decent debuff the families aren't here for damage they are here for debuffs and reducing Roofing speed by 10 feet is great you could stack that with rare Frost that's another 10 feet movement speed gone you could put them in difficult terrain put them in grease and you can really slow down an enemy with the crap and then lastly the cats we go the car has some problems going up and down places not so great so it can attack for three damage there's no debuff there and can try to attract the attention nearby creatures to draw them closer to you this one's a bit different to the others it doesn't apply any debuff but it has a bit more utility outside of combat but yeah do bear in mind it has some problems going up and down steps and rocks and things seems to be unique to the cat all the other familiars are able to well one can fly around you can Traverse the terrain uh but Cuts jump distance also isn't very high either so take your pick I often go with the Raven because applying disadvantage or having an advantage against an enemy is great there's no saving throw against it but if you've got some spell casters that affect dexterity or Constitution saving throws then you know go for the rat or the Frog next up I want to show you the Beastmaster Ranger companion and I'm going to use this fight here these aren't the most difficult enemies to show off each of these companions one at a time so we'll be reloading and come back with some forwards to get Varys here we got the boar as a Tusk attack which can do 1d6 plus one damage that's okay or charge this is better though charge forward attacking all enemies in the way and possibly knocking them Chrome based on a strength saving throw from the enemy 11 hit points I'm a class with Lev I'm a class of 11 Not Gonna Last Forever bear in mind that we can re-summon this outside of combat let's get him to going in here there we are starting to come back for us and look at that Warren was not prone to failed the saving through which is has a DC of it says 13 here this is eight plus one equals 13 there's some real messed up maths here messed up calculations for these saving through DCS for the companions but it says it's 13 after eight plus one and the thing is the spell safe DC of The Beastmaster is 12 so you know who knows anyway Warren is now prone no it's varys's turn again and I think I've got this white set up quite nicely I want to point out just general tip if an enemy has a ranged weapon equipped they can't make opportunity attacks so I'm gonna try and run around oh apparently Taman can though if it's a bit strange anyway thankfully he survived and we get to use ball charge every single turn it's gonna try and go Warren again you can see the seventh floor is made by both enemies Taman happened to pass it though sadly if he'd failed it he would have been not prone as well which is good it's quite a decent companion here won't survive more than about two hits but knocking enemies prone is good for you many characters who will have advantage against them next up is the diode similar to the conjure Draven but bigger and better look at that corvus 13 hit points that's a bit more than the bore I'm a class of 16 I started to get half decent it pretty much does the same as the Raven but better so big attack four to ten damage as opposed to just three as Rand Vision this time just three to eight damage and also blinds them for two turns rather than the conjured Raven's one turn so yeah a direct upgrade from The Raven but you can have both around also we can fly as an innate ability of a creature is good we'd have to concentrate concentrate on it we've always got this fly we're in Vision good chance to hit we've surprised everyone as well to come to Warren who's now blinded for like two turns and everyone's gonna have advantage against him so I wonder if conjured Raven can get here and just to show you what happens maybe it won't work right Ren Vision we've got advantage right the blind it doesn't stack he's already blinded for two turns to find a surprise and then we can attack and we've got Advantage because he's blinded all right so yeah I'd say Contra Draven is a great familiar to have the fact it does a half decent amount of damage for something that's replenishable outside of combat and debuffs the enemy quite severely next we have the wolf spider companion you switch around did I just pick what random last time I don't know anyway the wolf spider so kind of scary looking 10 hit points I'm a class of 14. it's a bit on the low side so it has venomous bite why to Target and possibly poison it for one turn which means it has disadvantage on attack Frozen but it's ability checks uh poison isn't really as good as blinded I'd say blinded is a stronger debuff here because Blended gives a disadvantage on attack rolls plus we get advantage against them and their range of their attacks is reduced this is just ability checks which is not the same as saving throws but the other thing we get which is really what we want the spider for is web now so expel a thick flammable webbing see what you can do I'll show you this actually first of all just show what web does outside of combat creates this area of webbing and then I don't know if these characters have actually got anything that does fire damage oh we've got the ever been blades right we'll just just do that for this and if we attack it with something fire damage it sets the web on fire and enemies will be hurt by the fire it's not loads of damage like 1v4 damage if they're in it they might get the burning condition which is an additional 1d4 damage but that's not the only use of web or they want to point out that uh NPCs are scared by a lot of these companions they cost but here [Music] all right it is he passes 73. so what I want I want to show you another use of web forces to sleep so one use of web which will just about be able to show off usually I use use this outside of combat but let's say we cast web down here and why might we want to do that what it means we can do I wouldn't really do this in combat but you can do this outside of combat is we can jump onto a web without taking any fooling damage like so but you might get in well I was lucky there you might get in webbed the saving through here just to point out is 12. so if you've got someone with a high dexterity and we have proficiency with it as a ranger for example it's not a bad way of doing it this is a nice way to Traverse the map outside of combat and inside of combat it's a great debuff really because enemies can be in wept which means yeah they have disadvantage on their attack rolls and we have advantage against them and I'll try and show you that here best I can this I honestly I'd probably use web more than the bite so one of them is in webs let's just show you that so can't move attack Falls made against creature have Advantage so basically a little bit like blinded except that they have disadvantage on dexterity saving throws next I'll show off the wolf companion Lucas oh hit points of 11 I'm a class 13 a little bit low really against bites with four to ten damage and lunging bites lunge at a Target to bite it and possibly knock it in front and then try and creep up on boring here I do like this animation with the ears pointed back looking that a little bit aggressive punching bite and let's have a look at this so the DC here is 11 that's quite low really uh but we've knocked him thrown however I would argue that the bore is better than this because you can do this to more than one enemy in a turn there's not much use of having the wolf except something that isn't shown to a sort of double oh it doesn't show in here right the wolf has pack tactics which means when it's in combat the creature the wolf has advantage on Attack rules against the target if one of his allies is within 10 feet of the target isn't capacitated so although the bore can attack more or possibly charge at more than one enemy The Wolf is more likely to connect with its hit but the enemy can actually resist the effect topek tactics is nice let's see if I can make this happen I need to get someone within the distance we'll leave it there so now oh it says 10 feet doesn't it I'm way too far away well look at this it's kind of funny so for pack tactics my range is too far away I couldn't get close enough and we can't throw or in so we've just got uh normal 60 chance to hit all right so here right we've got advances from pack tactics because I've got allies within 10 feet of him and 10 feet of the enemy so we've got a bite Taman or gimbal buck so if I want to deal with damage I'll pick bites if I want to knock one of them prone because I want to help my allies or you use lunging bite it's not going to kill either of them with white attacks and may as well go for lunging bite go for the one that's hurt the most and has the highest chance for this to hit uh it doesn't but you know we had Advantage it's all good and lastly we have the bear that's a bear has an armor class of 11 is quite low and 19 hit points so it can actually take several hits the Bear's good at distracting enemies rather than doing damage this claws do three a three to ten only one the eight plus two damage it's about right compared to all the other Companions and then it has goading raw raw and enemies and to go them into attacking you so we should probably start a combats okay so it's the best turn Gooding raw the range is 30 feet not the highest but not too low so I'm going to put there here and hope yeah these two I was in range I'm gonna actually try and get gimbal block down there but gimbabok being a gnome will have advantage against this because the enemies have to make a wisdom saving throat to resist this so let's go for it one of them failed encoded must attack the golden Creature if possible so I'm gonna move him over to there all right so he's go dude uh if it didn't attack the bear which is a massive shame because it was possible for him to attack the bear he just would have had disadvantage so Warren the DC of God in war is 13. it's just not quite as strong as you might think really because Warren really had the possibility of attacking the bear just wasn't the best thing to do it's it's but it doesn't really work I would say as intended we'll try one more time um it's time it was time so let's just wait so yeah even the time we could walk towards the bear he's not I would say that the Golden Rule doesn't really do what it's supposed to do right now we get up to level four so we can replace a spell we don't learn any new spells though which is a bit sad so maybe I don't want jump but I do one goodberry I don't know and then we get an ability score Improvement or a feat so some obvious choices I would say is making your strength or dexterity whatever you're using for your attacking stats go up to an even number so maybe dexterity plus one now I built this particular range to have a high Constitution so for her when I was playing through this I did actually put just dexterity and Constitution up by one which is why I started with 15 and 17. but other choices that we can talk about I've not used this personally but maybe defensive duelist if you're using someone who's got finesse weapons and maybe who is dueling this really leans into that theme so when you're attacked by melee attack you can use your reaction to increase your armor class by two it's not bad but you do need to be using a finesse weapon dual wielder certainly possible plausible not that bad because we get an extra one Armor class and you can use two of them fighting even if your weapons aren't light that's actually probably the more important part here so you can be dual wielding to warhammers you've got a Ranger with high strength probably two rapiers if you're using a range with a high dexterity but there aren't many good rupiers there's a very plus one and Nia has a special rope here but otherwise they want any special ones which is a bit sad great weapon Master you could use that if you're using someone who's got a high strength if you want to be using the extra plus 10 but I do want to point out others are points this out to me so when you attack with a melee weapon any melee weapon Atlanta critical hit or kills a creature you can make another melee weapon as a bonus action that term so perhaps you're using a ranger who's got a Rapier and a shield with the dueling fighting style and then they land a critical hit or kill someone you can then use your bonus action to attack again but you do lose out on the -5 to attack bonus and plus 10 damage if you're not using a heavy basically a two-handed melee weapon heavily armored I probably wouldn't take this unless you're specifically trying to build a ranger who has an odd strength score character creation and you want to put it up to 16 and you want heavy armor proficiency but of course we can choose heavy armor proficiency at level one anyway like the armored would be pointless uh maybe one of the magic initiates I've personally found I did play one that had magic initiate sorcerer I think it was and I picked up Thunder Wave but I ended up not really using it that often and most of the time I'm just attacking twice so unless your charisma it's high you wouldn't want to pick the hard sorcerer or warlock kind of if you've got high wisdom you lean in with the cleric and Druid because they use wisdom for the spell casting modifiers also so maybe you could pick up guidance and second Flame or one of these others if you want the hard part is picking a spell that you can do once per day healing word is a nice backup command is quite strong now it's gotten even stronger than it was before you can pick what you want Druids we've got similar options and we have some overlap with the Spells you can pick one of these where wisdom is a casting modifier maybe even shillelagh you could use a Quarter Staff in your main hand and this would turn it into 1d8 damage but based on your wisdom modifier if you've got a higher strength maybe you will just want to stick with uh just a high strength instead I wouldn't personally I didn't really find much use out of the magic initiates or Rangers martial adapts the downside to this is always there's only one superiority dice I wouldn't really recommend this mobile is a good feat increases your movement speed to get into and out of danger and if you make a melee attack you don't provoke opportunity attacks and from level five you can attack up to twice with your action and of course if you're wielding you get your offhand attack moderately armored is pointless former and unless you really want this I wouldn't pick this up Shield Master gonna plus two bonus 2 dexterity saving throws when building a shield I wouldn't really recommend this I'd put your dexterity up by two instead or put out to an even number skilled and game proficiency oven you usually do that tough that can be okay although usually it's better to put your Constitution up to the next even number although you don't get as many hit points you're saving throws or concentration will be higher if you put your con if you put your Constitution up lastly weapon Master is pointless because we're proficient with all weapons anyway but yeah for this character and now we have the long-awaited level five so what do we get we get an extra level one spell slot so we've got four we get two level two spell slots we get extra attack make an additional free attack after making an unarmed or weapon attack and get to pick a new spell and a replacement spell now they've added the level one and level two spells kind of mixed in together so I'm gonna have to point these out so we get Spike growth this is a great spell unfortunately requires concentration so what does it do a creature walking on the spikes takes two D4 piercing damage every five feet it moves spikes are difficult terrain halving the creature's movement speed and concentration during my 24 hour stream with these four ranges are absolutely destroyed the get Yankee Patrol by having two Rangers with Spike growth completely controlled where they could go and you can shut down where enemy enemies move to because they will avoid this if they can they will jump out of it if they can also but you can shove people into it throw them into it cast on top of them puts them into a bad position sometimes they do decide to walk through it and then just start racking up the damage it's great lesser restoration I would avoid this one of Ranger there is a there's a necklace with this anyway and if you've got a cleric in your party they can just prepare this when they need it master that Trace not many subclasses get access to this you get plus 10 to stealth checks and you have to concentrate on it while enemies of what allies are nearby which is great you can abuse this actually and just attack from while stealths outside of combat it's a bit cheesy a bit broken really uh but yes it's the most Choice protection from Poison again I'd probably go cleric to cast this but it gives you gives you resistance to poison damage until long rest doesn't require concentration it's not a bad use of a spell slot I don't usually use it but it's not really that bad boxing this is really quite awful really touchy wooden creature toughen its skin and increase its armor class up to 16 which by itself doesn't sound bad but the really big downsiders that requires concentration so you can't be concentrating on Hunter's Mark which would be usual uh get dark vision similar to protection from poison in that it doesn't require concentration but we've got to remember we've got very low number of spells that we can actually use and remember and prepare so you know if I'm going to pick dark vision that means I'm missing out on potentially Spike growth to be careful but anyway this gives dark vision to a creature uh dark vision lasts up to 40 feet doesn't require concentration I'd probably find other ways around that by using light spells and silence to creatures within our silence which means they can't cast actually and are immune to thunder damage this isn't really that great enemies will just walk out of the silent story silence Aura sometimes enemies cast on me I do the same thing I'd say silence doesn't really affect that much it helps maybe move enemies around but otherwise yeah I don't really recommend this very much of the level 2 spells despite growth and part of that Trace would probably be the number one picks protection from Poison maybe gotta consider that we only have two level two spell slots and we can get lots of these spells from other classes Spike growth comes from Druids also but there's no Druid companion which is why Spike growth is probably number one for me and we can replace a spell if we want to I'm not gonna do that though so I just showed you the level up screen for Colossus layer what Hunter Ranger really peace Masters yet companions Bond bond between you and your companion grow stronger your proficiency bonus is added to its armor class and our proficiency bonus goes up to three at level five and its damage rolls what isn't said here we actually get new forms and new abilities also from these Companions and I want to point out this is the Ranger that had the high Constitution and hit points now 59. so that's well I had to spider out already there's no Arena major let's check it out so she now has 24 hit points and an armor class of 18 actually getting quite tanky in a way he's almost the same as like a level three character they might have hit point to normal class so the venomous Spike will do 1d8 plus four plus three it doesn't actually mention that mention that there she's still got web and then this is this is completely broken really in Tomb should have an enemy in your web twin tumor what's this trapped in a spider's web can't move or take actions or bonus actions or reactions and they have to make a dexterity saving through but if they fail that's it they're stuck and the condition ends upon taking damage so what you can do I'll see if I can do it with minotaurs and so the nearest enemy to me here is you get your spider don't you don't use it to attack get it to entomb an enemy or try to do that every turn and then you can ignore that enemy until the end of the fight and I use this to great effect it's just so overpowered because against let's say the gift Yankee Patrol if this works and you can find ways of giving enemies disadvantage on dexterity saving throws using your familiars if this works when this works it's amazing and some enemies have a relatively low that's 37th where I found out that dweger actually aren't that great at dexterity saving throws the mica nids whether you like them or not and relatively easy to entomb I'd say yeah this is really really strong some down by the Minotaur let's have a look at this I mean 11 he's got plus zero to us like 37 first so what I'm gonna do in web it we can jump onto the webbing [Music] I was immune because I accidentally chose the one who's got the spider step boots but didn't take any full damage and on the next turn I'll get it to jump down there oh landed through because I didn't land on the webbing right we'll just watch this happen so the web and in tune both take an action it says the target's too far oh Target is too far so we're gonna do try that instead all right this is good spider gets to turn now 80 chance to entomb he's work there it is so this Minotaur here is out of the combat essentially as long as I don't touch him hurt him I don't know what to worry about this Minotaur I'm gonna stay on the webs to try and make the this Minotaur come across that's why it's jumping so it doesn't actually go onto oh while we're here so I forgot about the minotaurs earlier one of the few times we can use Giant Killer Business like I chose this dude again so we get the reaction and I get to make a melee attack and I hit I'm not see that there that Minotaur missed its turn also since I'm here this is the lifted power force tunnel charge forward pushing all objects and creatures in your part 13 feet away from you doesn't provoke opportunity attacks doesn't do any damage does automatically knock people back not things back so I'm not gonna I'm gonna send him this way so we potentially knock this Minotaur back so we can see that doesn't knock them prone or anything it's good for getting into and out of situations and if you've got enemies near some high place you'd knock them over right it's actually quite good it's not going to be used for every combat but it does have its uses back to the spider the try and entomb this monitor there we go all right so now I can set everything up how I want to if as long as I don't hurt them they will stay entombed so everyone else is going to come along it's gonna make sure everyone's safe No One's Gonna Be hurt let's put a bit more webbing down perhaps in webbed now as well as in tombs so then you've got all the Time in the World to set everything up how you want and then we can attack now something that isn't told to us but I think I've worked out from playing through this enough now let's just use lacerate all right I missed I missed and if you missed they don't come out of being in Tomb let's try again so full damage what's going on it seems like while the enemies are entombed they are resistant to pretty much all damage the first attack here isn't going to do much damage now they're not in tombs oh we've got a problem now but what you do is you get the spider to go last so now she's not concentrating on anything let's let's trying to attack twice and you can see here the Minotaur isn't resistant now to any damage a bit nice like I said we'll leave the spiders will last this dude's got horde breaker this is one of the combats we can't use it so it's kind of attack what I should have said of Hunter's Mark oh well he's got dual build eyes missed and we'll get the Frog to use Buford toxin or attempt to so now just because we hate this monitor he's got disadvantage of dexterity saving throughs to actually if I come to here in two minutes well it still says 80 so what I can do is she might actually kill the mine at all right so she's got Colossus layer so we had Hunter's mic damages three there Colossus notes four this next attack won't have Colossus there does have Hunter's Mark now she hasn't killed it it's what we're gonna do is into it again it's got Ben now because she's gone that's when I double check right it seems like the pupa toxin didn't actually work so we didn't get to kill it it's still in tombs and we can then have another go we can attack with everyone and if we fail to kill it we get the spider to in two more temps to entomb it again and so this is stupidly strong the minotaurs aren't going to be able to hurt me at all there's almost nothing they can do this help it really helps here and the minotaurs dexterity is quite low which means it's very likely to fail the saving throw against being entombed and the DC4 is 15 that's it that's getting quite high now I may have just made a big mistake right I've just found one of the problems within tomb I didn't notice this through my playthrough it didn't actually stop to look at the numbers failed a serving through against him too so that's using the intelligence modifier the saving throw is an intelligent saving throw which is why the beautiful toxin didn't work and why minotaurs were very likely to fail because their intelligence is six all right let's say that's not coming along so yeah we can see also the damage has two to seven that's just a turn I've got them with the uh massive uh lethal attack knockout thing there now I've attacked it again to make sure if you do knock people out Hunter's Mark doesn't end you do need to finish them off so yes sorry this is only the first companion but I just want to point out how broken this entomb ability is I I'd be surprised if this didn't get a change this is pretty much too powerful all right moving along to the next graded companion the wolf lupus major 31 hit points quite a lot Armor class 16 now starting to be okay and this time its normal bite is infectious bite the 2d4 plus two necrotic damage and turns an enemy septic defected and an entity has its Constitution reduced by one and disadvantage of the Constitution saving through so a bit like what the frog does but with a half decent amount of damage and it lasts three turns not just for one term but three turns it still has its lunging bite and bites we need to remember that it has pack tactics and will do extra damage so let's get down there so I'm going to try infectious bites it's just its natural attack 84 chance there's necrotic damage disadvantage on Constitution saving throws so here just about managed to set this up so septic I've got Fender wave which we can see requires a constitution saving through to resist rental failed at a disadvantage otherwise the wolf does the same thing that the other wolf did it's got pack tactics and so on uh compared to the spider this isn't really that good if the spider gets changed then this would be more feasible but by having the wolf we can't have the spider that's what we're gonna have to compare everyone all these other companions to is the spider next up is the dire Raven 21 hit points not as high as the others but Amber class 19 that's very high so it has a peak Attack Grand Vision as the other one has but now we've got bad Omen her one of your feathers at the Target to make it cursed attack rules against the entity have Advantage now that doesn't sound as good as blind and it kind of isn't however first of all it's a ranged ability which doesn't put the Raven In Harm's Way secondly it's the wisdom saving through and it's thirdly on top of that even on a save Target still takes half damage so we're definitely doing some damage to look at that all right it's now got curse at the die Raven attack Falls against the entity Advantage which is why we've got Advantage there just to show you here at Owens DC is 16. that's high but this level of play 16 is high but again if it worked and I want to point out we do get the plus three damage I haven't really shown that so far because we've been focused on the effects but the damage does get that plus three and now Fly Away obviously all right let's see what they did the surprise before everyone else into combat that's fine I want to actually want one of these ones was to pass the wisdom show me through foreign this is what I wanted to show you it succeeded its wisdom saving through so the damage was eight which is divided by two which would have been four but we add the three this three isn't halved so the minimum damage you're gonna do is force not like massive or anything but you can do damage and importantly you can give advantage on attacks against an enemy I've been using until some tier videos like Critical Hits ABC critical miss the spiders like critical critical critical hit I don't know how to describe it it's just so much better than anything else but if that gets changed this will be a good Contender for it though next we have the ball I just summon it down there to the ball 27 hit points I'm a class 14 the 40 is not very good ready so we've got our Tusk attack which I have plus three damage to it we've got our bore charge probably have plus two damage to it but then it's also got rage and frenzied strike yeah this is a barbarian there hopefully he'll survive at least one of these I'll survive so oh yeah I think it's off to your minotaurs so what can we do rage it slightly grows in size which I absolutely love and then we can charge just like the minotaurs charge to us and knocking one of them over no less uh so I also want to point out this charge damage two to five doesn't seem like very much but what's Happening Here we have 1d4 slashing damage plus one I think for its strength three from companions Bond plus two from range damage plus four I think that's because it's actually it's applying 1d4 twice I don't really think it should be but it is this Minotaur took five slashing damage just because it's got resistance to it because of its necklace and so I just want to point out that the ball has resistance now to all physical damage advantage on checks and serving throws and frenzied strike I'm going to use up as much movement as possible it's because I don't want this this uh ball to die uh but it has see the nice thing out of combat just get a new one and just like a barbarian it can't rage outside of combat just wants per battle and while enraged it has a bonus action attack just like a Berserker Barbarian so if you want something to be doing damage pause the way to go it's pretty tanky all right it can take 27 damage if you rage early that goes up to 54 damage it can absorb from physical attacks before it dies and lastly we have the bear the bear 39 hit points that's very high compared to all the rests I'm a class 15. it's okay it's okay it's got claw damage it's got good and raw again it's got this thing called honey pause now um this monitor doesn't have a weapon but let's have a look at 100 Paws let's chat with Paws sticky from honey and disarm your target if it isn't holding a weapon it falls prune instead it doesn't actually seem to be working I found this on my Ranger playthrough it doesn't seem to disarm anyone mindful didn't fall prone there's no saving throw against it that's mentioned right it's just it's just supposed to work so now we'll try and use honey pause here hurry up we hit it and it's not disarmed the bear just isn't working the hundred pause isn't working if it was this would be great because you some enemies if they're disarmed are so much weaker think about the Yankee Patrol South breather with her great sword which doesn't have it just it completely disarmed nothing to worry about so I mean the Bear's good at soaking up damage because he's got lots of hit points we can use the ball for that while it's raging uh so sadly it seems like bears at the bottom because this honeybose action ability doesn't work and the spider is way at the top because entombed is well overpowered with the other three kind of in the middle like decent choices to make the next thing I want to talk about are some items that are good for Rangers and there's nothing particularly special for Rangers so crush's ring is going to help to get into an out of combat if you are not using light armor as an if your dexterity isn't very high and you're using medium armor your tanky half plate is still pretty much going to be the best if you've got someone proficient in heavy armor you can put on the grimsical helm and perhaps make some splint armor down in Grim Forge as well the spider silk armor is actually very strong because we get advantage and Constitution saving through it now I haven't got this on the person with the highest Constitution which would be contact here but she has the dexterity of 20 because she took Auntie Ethel's hair so her Armor class is 19. she didn't have a shield it would be 17 it could I could have a dual wielding but I decided to give her a shield because she's not going to read your wielding very much she's mostly she took the archery fighting style however this is the Colossus sleds until our series here's a Colossus layer and there's the short sword of First Blood now this is very interesting because if you hit someone who's at full hit points they take 1d8 piercing damage as a Colossus layer she hits them again with any attack they take another 1D egg piercing damage so let's see this in action he's gonna go in attack Stone amazing doing good go around here so oh um stun missing go Granite is a rogue effectively because they used uncanny Dodge here so there's an extra one date damage here and now she gets an extra 1v8 from colossusler and she's actually in Arch I also want to show you she's got high on the class then I'll re-link which if you didn't know means they have a minus one penalty to attack Brothers she's got jolt shooter great weapon for someone who's got archery attack bonus because of her High dexterity and the ultra fighting style is plus 10 to 90 chance to hit 95 chance to hit a lot of their armor classes though uh quite low like 12 and 13. let's say I use it here to do damage from the boat and from Colossus layer and from now on after we've got some lightning charges we've got plus one to hit now and plus one at lightning damage oh you could miss that sad I'm not gonna get someone to do just to show you what can be done that's what I should have done uh this course Hunters mark if you start racking up these lightning charges obviously she's taking a hose push and I wouldn't say she's going to kill someone every single turn but I'd say Colossus layer with Jolt shooter and it helps that she has the Archer fighting style helps her do loads of damage this worked out very well for me she's very reliable at dealing lots of damage every turn one thing I want to point out if you don't have someone with Guidance the silver pendant is a great choice however it uses concentration and outside of combat that means we're going to lose concentration on Hunter's Mark The Amulet of Missy step will always be useful for any any class really everyone wants Misty step to be honest there weren't any other items that were massively different for Rangers compared to anyone else someone here has got the sort of Justice this person's just your wielding I didn't find another short sword plus one by this point we've got the kitenki crossbow which is a heavy crossbow plus plus one I do have like lots of items around but I found that you just want weapons without plus one weapons will have secondary effects on else if it's going to work out quite nicely because you can regenerate a spell slot this dude is a horde broker just kind of now just showing off the ranges yeah I'm not going to be able to use Ford broker in this combat which is sad because I just don't have enough enemies this one is The Beastmaster Ranger so her thing is she's got these these pets out effectively so we're gonna come over here just wanted to double check this from earlier yeah right intelligence is 10. let's try this entombed uh 734 with no bonuses if it was a dexterity saving throw there would have been at least plus one yeah it tells us here his is just plus one and then she does damage on top of that because she can but you know being a Beastmaster still gets two attacks per turn even if she can't buff any of those attacks we've already seen this guy as a giant killer just this this down I'm barely going to use it deep Ruth a if they attack us okay you could use it there and so I can do the whole thing that I did before of attacking still missing kith here I have the spider go last and try and tune him again now because she does more damage with someone who's been injured if you can't make get someone else to attack first so I'm gonna get my Beastmaster to try and attack the reason for that is that the one you do more damage afterwards and not because we're hosted absolutely destroy him no problem and I would say since we have lots of attack Bros having the gloves of power is actually really useful because you can inflict Bane on multiple enemies in a turn if you hit multiple enemies one thing you can do is actually use the spider to herd people around it doesn't work well they'll kind of chase after it group them up together oh you can abuse this completely you know some of the fireball boom I wanted to also show you that we can cast telephones at level two and what it tells us the explosion deals an additional 1d10 piercing damage per level it's going to try this now we've got lots of enemies to use on someone I say another enemies but we can see it's a level two spell slots quite valuable for the ranger at this level uh but you know we did okay we did it and it came out of damage considering it's our only area of effect now when I played through my full Ranger party I use them two in this battle to great effect taking out enemies one at a time who cares about the damage that the spider does when you can take enemies out of combat also at this point I want to show you how horde breaker works so we have these two icons down in the ranger tab here and we've either got ranged or melee I can't get into melee range I don't have enough movement speed right now so I will go with ranged now I can't Target just a random place on the ground I have to Target an enemy and you'll see that as you target an enemy or in this case at the moment neutral NPCs you'll see that another NPC nearby is also highlighted and you can I guess use it on one of your allies obviously I wouldn't recommend that it does depend on where you target exactly because if I if I go on the left hand side of thud here I only highlight mind master Von Mara however if I Target on the right hand side just in the right place it also highlights mind master dunno so I'm going to use this here no it's kind of a little bit broken that if you use it to open up a combat you'll get to use it twice in the first turn quick tip there for you and so we can see now that it is this range's turn again if I used horde breaker enemies have actually split up can't use horn breaker again on two enemies which is why I found that even though there are lots of enemies here they're just a tiny bit too far away as I mentioned since I used horde breaker to initiate the combat I actually have the free attack ready and I can attack either of the two dwega that were close by to each other so let's just go for this one and I didn't use up an action or bonus action or anything that's completely free I'm gonna try and if this will work so it did work so I've shoved them a bit closer now I can use the horde breaker again really since it's twice in one turn but here there we are could follow up with a melee attack if I wanted to it doesn't have to be two ranged attacks let's just let's just show that I'm gonna run up and then get an attack there and I still get to make one more attack as part of my extra attack [Music] so it can be good it can be useful but you cannot rely on being able to use it every single time the reason everyone here is highlighted green is because they are are affected by horde breaker and be able to use my horde breaker free action on them if I hadn't already used it the last item that I want to come back to mentioned earlier Nature's snap chance to instead Target if it is not a plant or beast and I've put this on the ranger that has Bounty Hunter so he created you hit with within snarish strike have disadvantage on the saving through and what I have had to do though is take a ocean or elixir of Hill giant strength because their strength is only 12. because this isn't a finesse weapon 75 chance let's keep going now we don't see any saving throws here really hurry up and snared we don't see a saving through but this is really quite useful hit that one uh critical Miss can't really help that let's take a position of speed yeah hit sadly not in snared it's a bit of a shame what we'll try isn't snaring strike let's up close to even so where's the saving through failed a saving through they're our disadvantage now they're in snerd I'll just keep going yeah and instead it's happened to get this haven't you almost sometimes when I've used potions of speed I've actually gained more than just one extra action ah look at this it's snowing everyone it's on their turn took 1d6 damage took 1d6 damage and then took 2d6 on the upgraded version of it the nice thing about the internet from the staff is it doesn't require any concentration however it looks like almost saving for against this even with this advantage that has happened before really high the disadvantage still counts on all of like the next saving throws that come up just apparently concentrating on and snaring strike it doesn't actually do anything now oh my this is dead but now in sned which gives us advantage and knocked out because I still got this turned on so overall uh Rangers are great Beastmaster easily topped because of the spider alone but also lots of utility from the other companions after that I'd go for Colossus layer lots of good single Target damage especially when linked to something like jump shooter having high dexterity means you can actually uh viable access to light armor we've got a decent Armor class and we can wield Shields so let me know what information maybe I forgot to include four ranges there's lots to do I don't really apologize for the length of this video because there's always a lot of details when looking at the class especially now that we have five levels oops killed that one [Applause] and let me know what you think of the ranger in general they've been dunked on quite a bit in Dungeons and Dragons 5th edition I feel like in Boulders gate three especially there's no real problem with them whatsoever I didn't even use Hunter's Mark on this turn right so thank you very much for watching if you made it this far please do consider subscribing and I'll catch you in the next one
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Channel: Casual Veteran Gamer
Views: 62,532
Rating: undefined out of 5
Keywords: baldurs gate 3, baldur's gate 3, baldurs gate 3 patch 9, baldur's gate 3 patch 9, bg3, bg3 patch 9, baldurs gate 3 ranger, baldurs gate 3 ranger guide, baldur's Gate 3 ranger guide, ranger guide baldur's gate 3, ranger guide baldurs gate 3, ranger baldurs gate 3, ranger baldur's gate 3, baldurs gate 3 beastmaster, beast master baldurs gate, beastmaster baldurs gate 3
Id: tPxziGqu5Yw
Channel Id: undefined
Length: 70min 17sec (4217 seconds)
Published: Fri Dec 30 2022
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