Now that Patch 8 for Baldur's Gate 3 has dropped, players can explore and experiment with the various exciting new subclasses. Every class in the game has a new specialty, and for Rangers, it's the Swarmkeeper. This subclass depicts a rugged outdoorsy adventurer who has formed a deep spiritual bond with a type of swarming animal or insect.

This Ranger can command a swarm of bees, moths, or flying jellyfish, which grants them extra abilities when it comes to attacks, defense, and mobility. They have some extra spells related to their spirit animals, like Faerie Fire and Web, and eventually gain the ability to fly and take gaseous form. They still have all the other abilities that make Rangers great, like a wide range of armor and weapon proficiencies along with a few useful support spells, and now they also have a literal swarm of animals at their command.

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Overview

The Swarmkeeper Ranger, Explained

When a Ranger reaches level 3, they can choose their subclass, and there are now a total of four. Others include Beast Master, Gloomstalker, and Hunter, and they all have the same abilities for armor class and weapon proficiencies. The Swarmkeeper is a Ranger who bonds with insects and adapts their powers.

Rangers value Wisdom, Dexterity, Strength, and Constitution. However, the player might adjust the following stats for the Swarmkeeper based on this Ranger's specific party role.

  • Constitution: The saving throws for the Jellyfish and Moth builds are based on this stat, and might be preferable for Rangers that take a melee combat role.
  • Strength: The Legion of Bees bases their saving throws on Strength, which works better for ranged builds and Healers.

Extra Spells

In addition to the usual collection of Ranger spells, Swarmkeepers can also cast spells related to their subclass.

  • Mage Hand: A Conjuration cantrip that creates a spectral hand that can pull, pick up, and push targets.
  • Faerie Fire: A level 1 Evocation AoE spell that reveals hidden objects and enemies.
  • Web: A level 2 Conjuration spell that creates a sticky web that is flammable and traps anyone who tries to walk over it.
  • Writhing Tide: Unique to Swarmkeeper Rangers, the swarm gains the ability to lift the Ranger 30 feet off the ground.
  • Gaseous Form: This Level 3 Transmutation spell, which is often used by Wizards and Sorcerers, turns the caster or their target into a cloud of fog.
  • Mighty Swarm: The Ranger's swarm gets an increase in their damage dealing, teleporting increases AC, and each special attack has an extra feature.

Fighting Style

Like Paladins, Fighters, and certain subclasses of Bards, Rangers can choose a Fighting Style at level 2. This is more important in determining their role aside from choosing a subclass. There are a total of six fighting styles in the game, but Rangers have access to four, and every choice works well with the Swarmkeeper subclass.

  • Archery: Gives a +2 bonus to attacks made with Ranged weapons.
  • Defence: Adds +1 bonus to AC.
  • Duelling: Adds +2 damage when fighting only with a Finesse weapon in the main hand.
  • Two-Weapon Fighting: Add the Ranger's ability score modifier to attacks made with an offhand weapon.
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The Swarmkeeper's Signature Abilities

Swarmkeepers can choose to bond with one of three different insect spirits that grant different Reactions. Each offers several extra abilities that increase mobility, defensive, and offensive options.

Legion of Bees

This is the one choice out of three that deals physical damage (specifically, Piercing damage) instead of a magical type of elemental damage.

  • Damage: Deals an extra 1d6 Piercing damage to the target.
  • Teleport: Move up to 17 feet from the original location.
  • Utility: The Knockback ability pushes the target up to 17 feet back if they fail a Strength saving throw.

Cloud of Jellyfish

Use Lightning damage to Shock and disarm the target.

  • Damage: Deals an extra 1d6 Lightning damage to the target.
  • Teleport: Move up to 17 feet from the original location.
  • Utility: Shock the target unless they make a Constitution saving throw.

Flurry of Moth

Command a swarm of moths that does Psychic damage.

  • Damage: Deals an extra 1d6 Psychic damage to the target.
  • Teleport: Move up to 17 feet from the original location.
  • Utility: Blind the target if they fail to make a Constitution saving throw.
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Best Swarmkeeper Builds

Initial Choices & Progressive Options

Races

  • Strongheart Halfling: With Resistance to Poison and Advantage on Saving throws against being poisoned, this hardy race is ideal for Rangers of any subclass.
  • Human: Get extra AC and weapon proficiencies through features like Civil Militia and Human Versatility.
  • Asmodeus Tiefling: Adds a few more handy spells to the Ranger's list, like Darkness and Hellish Rebuke.
  • Half-elf: Choose High Elf, Wood Elf, or Drow as part of this character's fey ancestry and get either an extra cantrip, a movement speed increase, or the spell Faerie Fire, respectively.

Feats

The Feats a Ranger chooses three Feats at levels 4, 8, and 12, and the player's choices depend on their party role and can vary widely.

  • Magic Initiate: As the choice of a Healing Ranger, popular choices for this feat include Cleric and Druid, who both use Wisdom as their casting modifier, like the Ranger does.
  • Crossbow Expert: For those building a Ranger who fights with ranged weapons, this Feat eliminates the Disadvantages of close-range or lower-ground shots.
  • Dual Wielder: Build on a Ranger that already has Two-Weapon Fighting with this Feat, which gives them even more choice of weapon proficiencies and a +1 to AC when they have a weapon in each hand.
  • Heavily Armored: Rangers can normally wear Medium or Light armor, but those who are built for melee fighting would benefit from the ability to wear heavy armor.

Backgrounds

  • Outlander: The most obvious choice for a Ranger, this character spent their formative years in the great outdoors and had little contact with civilization. They gain proficiency in Athletics and Survival.
  • Acolyte: Clerics and Paladins often choose this Background, but a Ranger could also serve as a temple or spiritual master. For those who choose the Favorited Enemy of Sanctified Stalker, this makes a lot of sense. Acolytes get proficiency in Religion and Insight.
  • Soldier: Ranger Knights would likely have been raised or trained as part of a military unit and have proficiency in Athletics and Intimidation.
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Weapons

A Ranger's Abilities Include Almost Everything

A Ranger's weapon proficiencies are comparable to Barbarians and Fighters, allowing them to wield virtually anything. Rangers should look for weapons that help buff their most important Ability Score or augment an existing skill.

  • Ne'er Misser : A Ranger that can dual-wield can carry two hand crossbows, and this one allows the Ranger to cast Magic Missiles and fire while in motion.
  • Justiciar's Scimitar: For those who have chosen the Dueling fighting style, this weapon adds the Dexterity modifier to the damage and gives the wielder the powerful Shadowsoaked Blow ability, which adds the character's proficiency bonus to the damage.
  • The Blood of Lathander : This powerful mace that gives the Ranger the ability to cast Sunbeam and Lathlander's Light. It's ideal for a Healer or ranged DPS build.
  • Least Expected : This shortbow gives a +4 bonus when the wielder is Obscured, and can also blind the target.
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Equipment And Accessories

Choose Gear That Improves Strength, Dexterity, Or Constitution

Armor

  • Elven Chain : The Ranger can already wear medium armor, so the real advantage here is the +2 bonus to Initiative rolls and Advantage on Dexterity saving throws.
  • Armour of Agility : This medium armor doesn't limit the Ranger's Dexterity bonus, and allows them to add that bonus to their AC.
  • Yuan-Ti Scale Mail : Adds the Dexterity modifier to the AC and gives the player a +1 to Initiative rolls.

Gear & Accessories

  • Gloves of Dexterity : Increases the Ranger's Dexterity to 18 and adds +1 to their attack rolls.
  • Helmet Of Autonomy : These gloves give the wearer Proficiency in Wisdom saving throws, so they are better for a Healer or spellcasting Ranger.
  • Amulet of Greater Health : Increases the wearer's Constitution to 23 and gives them Advantage on Constitution saving throws.
  • Gloves Of Soul Catching: +2 to Constitution and heals the wearer after an unarmed attack.
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Baldur's Gate 3 Tag Page Cover Art
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Top Critic Avg: 96 /100 Critics Rec: 97%
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Released
August 3, 2023
ESRB
M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence
Developer(s)
Larian Studios
Publisher(s)
Larian Studios
Engine
Divinity 4.0
Multiplayer
Online Co-Op, Local Co-Op
Cross-Platform Play
Full cross-platform play.
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WHERE TO PLAY

DIGITAL
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Genre(s)
RPG