The Arcane Archer is an interesting subclass for the Fighter in Baldur’s Gate 3 that takes the standard Fighter, gives them a bow, and imbues it with magic. The subclass feels similar to the Eldritch Knight, but without the spells.
The main feature of the Arcane Archer subclass is its bow. You imbue this bow with magical effects that can help you on the battlefield. For instance, you can charm your foes, blow them up, or even blind them.
This is a pretty versatile class that does take a bit, but let’s break down how to build the Arcane Archer in Baldur’s Gate 3.
Best Character Creation Settings for the Arcane Archer Fighter
Best Race Selections
The Fighter has always been one of the most versatile classes in Baldur’s Gate 3 and Dungeons & Dragons, giving you the choice of a Dexterity build or a Strength build. This class is even great at wielding magic when done correctly.
For the Arcane Archer, you are free to create your own character, but you can also choose Lae’zel if you wish to play a pre-made character, as she is already a Fighter.
Multiple races make for good Fighters in Baldur’s Gate 3, such as the following:
|
Race |
Bonuses |
|---|---|
|
Githyanki |
Githyanki Psionics grants you access to Mage Hand, Misty Step, and Enhanced Leap. Along with this, Astral Knowledge grants you proficiency in all skills of a chosen ability. |
|
Duergar |
The Duergar gain the Enlarge spell at level 3 and the Invisibility spell at level 5. They also get Superior Darkvision and advantage against being charmed or paralyzed. |
|
Wood Elf |
Wood Elves get enhanced movement speed, allowing them to move 1.5m further during combat. Also, Elves get Darkvision and advantage against being charmed. |
When it comes to being a fighter, most will want to stay on the front line. For this, Orcs make great fighters, but I plan on staying on the edge of the battlefield and using a bow. For this reason, Wood Elf is the best choice because of their proficiency with bows.
If you want to have a mix of both close-range and ranged combat prowess, you will want to stick with Duergar, as they have the ability to turn invisible when you want to escape combat.
You can also go with Githyanki because they get access to abilities such as Misty Step, for when you want to reach a new area to use your bow.
Best Background/Skills/Fighting Style
For the Fighter, you will want to get skills that focus on physical abilities rather than mental. Because of this, Outlander is one of the better backgrounds to choose since it gives you the Athletics and Survival skills. Soldier is also good because it grants you the Athletics and Intimidation skills.
I don’t plan on having my Fighter be the face of the group. Because of this, I chose to give my Fighter Acrobatics and Insight skills. Finally, you will want to choose a Fighting Style. For this, it is best to start with Archery if you plan on mostly using a bow, or Defense if you are planning on a mixed combat style.
Best Ability Score Choices
Fighter is a very physical class that relies heavily on all of the physical attributes. These are Strength, Dexterity, and Constitution. Since we are going for an archery build, Strength can be lessened to let Dexterity shine through.
|
Ability |
Score |
|---|---|
|
Strength |
12 |
|
Dexterity |
16 |
|
Constitution |
15 |
|
Intelligence |
14 |
|
Wisdom |
10 |
|
Charisma |
8 |
Believe it or not, you will want to make sure your Fighter has some Intelligence. While the main focus should be Dexterity for your ranged attacks, it is important to have Intelligence set to at least 14. This is because you will use this for your spell saves for your magic arrow shots.
My Strength is set to 12, for if I need it, Dex is set to 16 for ranged damage and attack rolls, Constitution is 15 for extra health, Intelligence is 14 for saving throws, and this leaves Wisdom and Charisma as my dump stats. Wisdom is a bit higher than Charisma to keep my score for my Insight skill.
Arcane Archer Abilities/Feats
The Arcane Archer Fighter gets the choice of various arrow abilities that make this subclass unique compared to the rest of the Fighter subclasses. Here are the abilities you get as you level up:
|
Ability |
Description |
|---|---|
|
Cantrip |
At 3rd level, the Arcane Archer gains a cantrip of their choosing between True Strike, Light, and Guidance. |
|
Arcane Shot |
Banishing Shot, Beguiling Arrow, Bursting Arrow, Enfeebling Arrow, Piercing Arrow, Seeking Arrow, and Shadow Arrow. At 3rd level: Choose 3 shots At 7th level: Choose 4 shots At 10th level: Choose 5 shots |
|
Arcane Arrows |
At 3rd level: 4 arrows At 7th level: 7 arrows At 10th level: 10 arrows |
|
Curving Shot |
When you miss with any magical ranged attack, use a bonus action to attack the next closest target with the same attack. |
|
Magic Arrow |
All of your ranged attacks are considered magical to overcome resistance. |
As you level up, you will get to choose different arrow types that you can fire from your Arcane Bow. Each of these has a different ability that can aid you in combat. At level 3, you will get your choice of three shots. I recommend taking the following:
- Piercing Arrow: Allows you to shoot through multiple targets in a line, and is useful when you are stuck in close-range combat.
- Bursting Arrow: An arrow that explodes, dealing AOE force damage to targets within the area.
- Seeking Arrow: This arrow deals additional force damage and applies the target with Faerie Fire, making it easier for your allies to hit them.
At later levels, you will get access to more arrow shots. Take the following two extra shot types as you reach level 7 and level 10:
- Shadow Arrow: Deal additional psychic damage to your target and possibly blind them.
- Grasping Arrow: Deal additional poison damage to your target and possibly lower their movement speed by 3m. If affected, the target also takes additional damage from moving.
Each of these arrows has a strong use, with one of the better ones being the Grasping Arrow. This is because the poison damage is combined with the additional damage dealt to the enemy while they are walking if they are affected.
Piercing Arrow is great for when you are stuck in melee combat with multiple enemies, allowing you to hit multiple foes at once. Seeking Arrow is also great because of its Faerie Fire effect, which gives your allies advantage on attack rolls against the affected target.
In addition to your magic shots, you will want to make sure to hang onto different arrow types to use in combat. I recommend holding onto Arrows of Many Targets, Arrows of Lightning, Smokepowder Arrows, and Arrows of Arcan Interference. These are all very useful during combat and will help you out immensely.
Along with these abilities, however, you will get Feats to enhance your character further. As a Fighter, you will get four of these throughout the campaign. I recommend the following:
|
Feat |
Description |
|---|---|
|
Ability Score Improvement |
Add +2 to your Dexterity |
|
Sharpshooter |
Your ranged weapon attacks do not receive penalties from High Ground Rules. Can use the All-In ability with a bow. |
|
Mobile |
Your movement speed increases by 3m, and difficult terrain doesn’t slow you down when you dash. Moving after making a melee attack doesn’t provoke an attack of opportunity. |
|
Weapon Master |
Gain proficiency with four weapons of your choice and increase your Strength or Dexterity by 1 point. |
|
Ability Score Improvement |
Add +2 to your Intelligence |
When it comes to your Feats, getting the ability score improvements and adding them to your Dexterity and Intelligence is a great way to bring them up to 18 and 16, increasing your character’s capabilities.
In addition to this, Sharpshooter is great since it allows you to ignore the High Ground Rules while using your bow.
Weapon Master is there as an optional choice if you choose a class that is not proficient with bows, as this will be needed for your proficiency.
Finally, Mobile is a great feat that enhances your movement speed. It also allows you to avoid attacks of opportunity by using your melee weapon, should the need arise.
Best Equipment for Arcane Archer Fighter
When building the Arcane Archer Fighter, you will want to keep an eye out for these weapons and armor.
|
Equipment |
Slot |
Description |
|---|---|---|
|
Weapon |
This weapon deals additional damage equal to your strength modifier. |
|
|
Weapon |
The number you need to roll a critical hit is reduced by one. The wielder doubles their proficiency bonus when rolling ranged attacks with this weapon, unless they have disadvantage. |
|
|
Weapon |
On a hit, possibly inflict Guiding Bolt upon the target. Grants the ability Celestial Haste. |
|
|
Armor of Persistence |
Chest |
All incoming damage is reduced by 2. You gain resistance and Blade Ward. |
|
Helldusk Armor |
Chest |
When you succeed on a saving throw, the caster receives burning for 3 turns. You have resistance to fire and cannot be burned. You take 3 less damage from all sources. Gain the Fly spell. |
|
Helm of the Balduran |
Head |
The helmet heals 2 hit points at the beginning of every turn. You have a +1 bonus to armor class and saving throws. You can’t be stunned. Attackers can’t land critical hits on the wearer. |
|
Head |
You can see in magical or ordinary darkness up to 12m. You cannot be blinded. The wielder has a +2 bonus to saving throws against spells. Grants the Immolating Gaze class action. |
|
|
Cloak of Protection |
Back |
Armor Class +1. Saving Throw +1. |
|
The Deathstalker Mantle |
Back |
Once per turn, when you kill an enemy, shroud yourself in primeval darkness to become invisible for 2 turns. |
|
Hands |
When you use Action Surge, gain a +1d4 bonus to attack rolls for the rest of your turn. Strength Saving Throws +1. |
|
|
Hands |
Gain proficiency with shortbows and longbows. Your ranged weapon attacks deal an additional 2 damage. |
|
|
Hands |
Gain a +2 bonus to attack and damage rolls with weapons. Strength Saving Throws +1. |
|
|
Helldusk Boots |
Feet |
You cannot be forcibly moved by a foe’s spells or actions, and you ignore the effects of difficult terrain. When you fail a saving throw, you may use your reaction to succeed instead. Gain the Hellcrawler class action. |
|
Evasive Shows |
Feet |
Acrobatics +1. Armor Class +1. |
|
Feet |
You gain Freedom of Movement and Longstrider. Dexterity Saving Throws +1. |
|
|
Amulet of Branding |
Neck |
Gain the Brand the Weak spell. |
|
Unflinching Protector Amulet |
Neck |
When a nearby ally is targeted by an attack of any kind, you can use your reaction to make that attack automatically miss. This effect can only be used once per short rest. |
|
Neck |
Increase the wearer’s Constitution to 23. |
|
|
Finger |
Movement Speed +3m. |
|
|
Finger |
When you kill a creature, your next attack roll will be a critical hit. Once spent, this effect refreshes after a long rest. |
|
|
Finger |
Armor Class +1. Saving Throw +1. |
When it comes to your weapon, the Titanstring Bow is a very viable option for the first half of the game. This weapon is strong and can deal a lot of damage since you will be focused on both Dexterity and Strength. When the time comes, you will want to switch this to the Dead Shot, and then switch it again to the Gontr Mael, as this weapon is one of the best bows in the game.
The Armor of Persistence is a strong choice since it reduces incoming damage, but the Helldusk Armor obtained by killing Raphael in the House of Hope is a stronger choice, as this armor can damage enemies who attempt to hit you. It also grants you the Fly spell, allowing you to more easily maneuver around the battlefield.
The helmet is a toss-up between the Helm of the Balduran and the Helldusk Helmet, as one heals you each turn and prevents you from being hit by a critical hit, and the other keeps you from getting blinded and increases your saving throw against spells. Either one will be effective for the build, but the Helm of the Balduran is a bit better.
The Deathstalker Mantle is arguably the better option for your cape because it allows you to shroud yourself. As a bonus, if you choose to use the Helldusk Helmet, you will be able to shoot through the magical darkness created by the Deathstalker Mantle, giving you an edge. If you do not wish to use this combo, you can use the Cloak of Protection for an increase to your armor class.
The Gloves of Archery are a good choice if you are playing as a race that isn’t proficient with bows. This will also prevent you from needing to take the Weapon Master Feat to gain proficiency. Legacy of the Masters is better, however, because it gives you a guaranteed bonus to your attack and damage rolls.
The Helldusk Boots are fun to use since they give you the Hellcrawler action, allowing you to teleport to safety or into a group of enemies to deal damage to them. The Boot of Persistence, however, will give you Freedom of Movement and Longstrider – both very useful bonuses when you are a dextrous character.
If you find that you need more health, the Amulet of Greater Health is a good choice. However, I prefer to use the Amulet of Branding as this will allow me to inflict vulnerability on enemies, increasing the damage I deal to them.
When it comes to rings, I prefer to use the Killer’s Sweetheart and Crusher’s Ring, as these will benefit my character when killing enemies and increase my movement speed.
Baldur’s Gate 3
- Released
-
August 3, 2023
- ESRB
-
M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence
- Engine
-
Divinity 4.0


Gauntlets of Surging Accuracy
Legacy of the Masters
Killer’s Sweetheart



