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In Patch 8,Baldur’s Gate 3received twelve new subclasses. Each of these subclasses fills its own niche, offering a new playstyle to an existing class and widening the potential of your builds. The new Fighter subclass is theArcane Archer, a ranged specialist who imbues arrows with magic to debilitate and destroy their foes.
Baldur’s Gate 3has a ton of equipment, consumable items, and other miscellaneous odds and ends for players to discover, ranging from the universally useful to the comically bad (Comeback Handaxe, anyone?). The Arcane Archer is a subclass that benefits greatly from having an inventory stocked with the right items, and the right weapons and armor to match. This guide will break down some of the best items available for the Arcane Archer class, explaining where to find them and how to use them to make the most of your build.
Titanstring Bow & Club of Hill Giant’s Strength
If you’re building a character that’s going to mainly use ranged attacks, which really should be the case if you’re considering this subclass, thenthe Titanstring Bow is gonna be your best longbow optionfor most of the game (arguably the entire game due to the added damage it offers). This bow adds your Strength Modifier to all damage it deals, which stacks with the dexterity bonus already applied to ranged attacks and allows you to cause huge amounts of damage with your ranged strikes. You can purchase this bow from Brem in the Zhentarim Hideout after completing the quest “Find the Missing Shipment”, or from Lann Tarv at Moonrise Towers if you did not complete the aforementioned quest.
To use the Titanstring Bow effectively, you’ll also need a high Strength Score,but since you already need high Dexterity and Intelligence to make the most of the Arcane Archer playstyle, it’s best if we secure the necessary strength through other means.
To get your Strength higher without investing in it,you should pick up the Club of Hill Giant’s Strength.This can be found on the top floor of the Wizard Tower in the Underdark, by breaking the Stool of Hill Giant’s Strength hidden away in the corner. This club will raise your Strength score to 19 while equipped, allowing you to benefit from the Titanstring Bow’s ability without needing to invest in strength at all. By having the Titanstring Bow and Club of Hill Giant’s Strength equipped, you’re able to get a huge power boost early into the game.
Before you enter the Underdark,you can use Elixirs of Hill Giant’s Strength(purchased from Auntie Ethel at the Emerald Grove or the Teahouse) to boost your strength up to 21 (and if you’re okay with taking the time to buy up tons of elixirs, you could use this strategy for your entire playthrough instead).
Special Arrows
While you already get Arcane Shots every short rest,which can be used to perform any Arcane Shot you’ve selected when leveling up, you’ll want to pick up and stockpile as many of the game’s special arrows as possible. These can be used to further enhance your ranged combat and offer you an even greater range of combat options when dealing with dangerous fights. Some particularly useful examples can be seen in the table below:
Notes
Arrow of Acid
Deals an extra 2d4 Acid Damage (Dex Save to Negate) and creates an Acid Surface. AOE 2m/7ft Radius.
These can be used to soften up enemies by lowering their AC, leaving them vulnerable to further attacks by the Archer or their party. Anything standing on an Acid Surface has its AC reduced by 2.
These are first sold by Arron at the Druid Grove, and can be found in the inventories of several other vendors later on.
Arrow of Ice
Deals an extra 2d4 Cold Damage (Dex Save to Negate) and creates an Ice Surface. AOE 2m/7ft.
When the Ice Surface is created, it will immediately force a Dexterity Saving Throw on all creatures standing on it, knocking them Prone if they fail. They also have a chance to fall Prone when moving over the Ice Surface. When a creature becomes Prone, they lose concentration on spells, making these especially useful against spellcasters.
These are first sold by Arron in the Druid Grove, and can be found in the inventory of several Vendors later on.
Arrow of Darkness
Creates a 3m/10ft Darkness area. Creatures in the Darkness are Blinded.
Darkness can greatly hamper your enemies attempts to attack you, especially if they can’t get out of the darkness on their turn. It also pairs well with Shadow Monks, Shadow Magic Sorcerers, and any party member wearing the Eversight Ring, allowing you to weaken your enemy while setting the stage for your allies.
These are first sold by Arron and Dammon in the Druid Grove, and appear in the inventory of several Vendors later on.
Arrow of Illmater
Deals an additional 1d4 Necrotic Damage. Target cannot regain Hit Points for 1 turn.
These are excellent against foes with any kind of self-healing ability, like Minthara in the Goblin Camp. Use them to hamper their healing abilities.
These are first sold by Arron, Dammon, and Mattis in the Emerald Grove, and appear in several Vendor inventories after that.
Arrow of Transposition
Teleports the Shooter wherever this arrow is fired.
These are a godsend when trying to get out of melee range and onto the high ground, though their rarity and cost mean you’ll have to be a little careful with how much you use them.
These are sold by Barcus Wroot, Dammon, and Quartermaster Talli at the Last Light Inn, Esther on the Rosymorn Monastery Trail, and Roah Moonglow in Moonrise Towers, but only once you are at least level 6.
Arrow of Arcane Interference
This arrow instantly breaks the target’s concentration and inflicts Silence until the beginning of the enemy’s next turn.
While it can’t prevent them from re-casting spells, unfortunately, this arrow is perfect for neutralizing dangerous concentration spells and preventing enemies from using spells as reactions (like the ever-frustrating Counterspell).
These are only sold by Barcus Wroot at the Last Light Inn, and can otherwise be found in fixed quantities elsewhere, so it’s best to stock up before finishing Act 2.
Smokepowder Arrow
Instead of dealing weapon damage, this arrow causes a 5m/17ft explosion of 4d6 Fire Damage and 4d6 Force Damage. A Dexterity Saving Throw (DC:15) is made to halve the damage, and creatures failing that saving throw are knocked back 3m/10ft.
These are perfect for clearing out groups of enemies and blowing people over the edge of pits and long drops. They’re Expensive, and start showing up in vendor inventories at level 9. The first Vendor who can stock them is Barcus Wroot in the Last Light Inn.
Firestoker, Ne’er Misser, and the Hellfire Hand Crossbow
Players looking to try a ranged dual-wielding build should pick up the Firestoker during Act 1.This can be found in Grymforge in a room containing some Hellboars, inside a chest. Firestoker does an extra 1d4 damage to targets that are burning, which can easily be achieved by using Arrows of Fire with your main-hand weapon, and then firing the Firestoker in your off-hand afterward. As your main-hand weapon, we suggest using Ne’er Misser, which can be purchased from Roah Moonglow at Moonrise Towers during Act 2, though until you can get your hands on it, any +1 or better Hand Crossbow will work well.
When you reach the Gauntlet of Shar,you’ll want to get the Hellfire Hand Crossbow from Yurgirto replace your current main-hand weapon since it can inflict burning when attacking from hiding or when invisible. Use it to initiate combat from stealth whenever possible, and you’ll be able to set up your enemy for bonus damage from Firestoker, then use whatever means necessary to re-enter stealth or become invisible again, repeating the process. Having an allied Wizard cast Greater Invisibility will make this strategy much simpler. You could also multiclass and take a few rogue levels to make the most of hiding as a bonus action.
If you don’t particularly care for Firestoker, you could also wield Ne’er Misser in your off-hand and the Hellfire Hand Crossbow in your main-hand as a solid dual-wielding setup.
Harold, Fabricated Arbalest, and the Hellfire Engine Crossbow
If you want to use a crossbow as your weapon of choice, your best early option is Harold. This crossbow,rewarded to players who help the Zhentarim recover their shipment in Act 1, forces targets to make a Charisma Saving Throw or become afflicted with the Bane condition. Paired with the various Arcane Shots, this allows an Arcane Archer the chance to hinder their foes with each and every shot.
Later on, you can pick up the Fabricated Arbalest or Hellfire Engine Crossbow.The former is held by Enver Gortash in Wyrm’s Rock Fortressand can fire illuminating shots as a bonus action, inflicting the Radiating Orb condition on targets to reduce their attack rolls. It can also fire a beam of blinding light once per short rest.The Hellfire Engine Crossbow is assembled in the Steel Watch Foundryusing the Watcher Crossbow Blueprint, Targeting Module, and Steel Watcher Arm. This crossbow can cast Lightning Arrow as a 4th-level spell once per long rest, or pull enemies toward the wielder by using Reposition Malefactor.
This powerful Longbow can bepurchased from Fytz the Firecracker at Stormshore Armouryduring Act 3. It reduces the critical hit threshold by 1 and doubles the wielder’s proficiency bonus on attack rolls, as long as the attack roll isn’t made at disadvantage. The Dead Shot is one of two Act 3 longbows that perform well in the hands of an Arcane Archer, assuming you aren’t sticking with the Titanstring Bow.
If you pair it with other items that reduce the critical threshold,you’re able to massively increase your chances of landing critical hits with your ranged attacks. For example, if you hold Bloodthirst and the Knife of the Undermountain King as melee weapons, and have the Deadshot as your ranged weapon, you’ll reduce the critical threshold by 3 in total. This means you can land a critical hit with an attack roll of 17 or higher, instead of just a natural 20. Add the Shade Slayer’s Cloak and Sarevok’s Horned Helmet, and you can score critical hits with attack rolls of 15 or higher.
Gontr Mael
Gontr Mael is a legendary Longbow that can be found in Act 3, andis dropped by the Steel Watcher Titan in the depths of the Steel Watch Foundry.It can inflict the Guiding Bolt condition on creatures struck by it, granting whoever attacks that creature next advantage on their attack roll. It also allows the wielder to cast Celestial Haste once per long rest, granting their target all the benefits of the Haste spell without any of the drawbacks when the effect ends. Finally, it provides the weapon action “Bolt of Celestial Light”, which frightens enemies that fail a Wisdom Saving Throw and imbues the bow with an extra 1d4 Radiant Damage for 10 turns.