Baldur’s Gate 3 is one of the most anticipated releases, and it contains tons of classes that players are able to choose from. In fact, there are so many options for classes, that it might become overwhelming, therefore, for players who want to focus on choosing the Baldur’s Gate 3 Cleric as their main class choice, they should know what spells, cantrips, subclasses, and actions it offers!
- The Baldur’s Gate 3 Cleric class primarily focuses on being supported, as well as being able to use debuffing spells while also being a DPS if built right.
- The Cleric class has starting features such as unlocking spell slots, light and medium armor proficiency, charisma, shield, simple weapon, and wisdom saving throw proficiency.
- There are also domains that players will have to choose from such as Light, Life, and Trickery domains.
- Author’s Note: After 80+ hours of hands-on experience in BG3 via Steam, these are my recommendations for the best Cleric Class.
What Is Cleric Class In Baldur’s Gate 3?
Kicking things off, the Cleric class is typically known to be one that has its main primary ability being focused on Wisdom, which is used as a spellcasting ability for classes such as Druids, Rangers as well as Clerics.
- Clerics are able to provide ultimate support to the group by being able to use healing spells that can allow the team to stay alive for longer periods of time.
- Other than that, Clerics are also able to use Debuffing spells that can allow opponents to become weaker, while also being able to act as a DPS if built correctly.
Cleric Features
Upon choosing the class, there are a few features that you will get, such as being able to unlock spell slots and many others that are conveniently summarized below as follows.
Baldur's Gate 3 Cleric Features | Details |
---|---|
Unlocking Spell Slots | Upon choosing the class, players will be able to unlock spell slots, as consuming a spell uses a specific spell slot. -At level one, players get 2 level 1 slots -At level two, you get 2 level 1 slots. -At level three, you get 1 level 1 slot. -At level four, you get 2 level 2 slots. |
Wisdom Saving Throw Proficiency | Players are able to add their proficiency bonus to saving throws that are Wisdom-based. |
Light Armor Proficiency | Players can also use Light Armor and it won't prevent you from using spells. |
Charisma Proficiency | You can also add your proficiency bonus to Saving throws that are Charisma Saving throws. |
Getting Shield Proficiency | If you wear a shield, it won't stop you from casting spells. |
Gaining Medium Armor Proficiency | If players end up wearing medium armor, it won't hinder their attacks or spellcasting. |
Gaining Simple Weapon Proficiency | You can add your proficiency bonus to attacks that are launched by simple weapons. |
All Subclasses For Cleric Class
Now, whenever players are starting out with their Cleric Build, you will be asked to pick from the three sub-class options that are presented to them.
Subclasses | Effects | Starting Spells/Cantrips/Actions | Features |
---|---|---|---|
Light Domain | Light domains are best for players that want to go for a DPS-centric build that is able to unleash a lot of damage. | Light, Faerie Fire, Bless, Cure Wounds, Burning Hands. | Warding Flare and Domain Spells |
Life Domain | Life Domains will be focused on heals as well as supporting, therefore are optimal for a support-build. | Bless, Cure Wounds | Heavy Armor Proficiency, Disciple of Life, Domain Spells. |
Trickery Domain | Used mainly for deities. | Blessing of the Trickster, Bless, Charm Person, Disguise Self, Cure Wounds | Domain Spells and Blessing of the Trickster. |
Level One Progression
Upon reaching level one, players will be able to gain the features that were mentioned before, ranging from the Spell slots, light armor, and medium armor proficiencies as well as the shield and simple weapon proficiencies. After that, players will be asked to pick 3 cantrips ranging from five options that they have.
Cantrips | Effects |
---|---|
Resistance (Default option) | Players can able to magically bolster through a creature's defenses with little to not difficulties, and you can even get a bonus to saving throws. |
Sacred Flame (Default option) | Call forth a flame-like radiance that is able to deal 1d8 radiant. |
Guidance (default option) | Players are able to bestow guidance towards their allies, and can get a 1d4 bonus to their ability checks. |
Thaumaturgy | You can manifest forth a supernatural power that is able to grant you advantage on your Performance and Intimidation checks. |
Light | Players are able to infuse any object with an aura of light. |
- When players are starting out, they can go for Cantrips such as Sacred Flame, Thaumaturgy, Guidance, or Light.
As far as spells are concerned, at level one, players will be asked to choose 3 spells from a plethora of options, listed as follows.
Spells | Effects |
---|---|
Create Water (default option) | Players can choose to call forth either rain or they can also destroy a surface that is water-based. |
Shield of Faith (default option) | Surround a creature with a field of magic that is able to enhance your armor class by 2. |
Guiding Bolt (default option) | You can summon forth a beam of light that is able to give you advantage towards the next Attack Roll that is carried out against the opponent. |
Command (Halt) | You can command a creature to flee and then move closer, or even make their weapons drop. |
Bane | Target forth a total of upto 3 creatures, and you can receive a 1d4 penalty to your Attack rolls and your saving throws. |
Inflict Wounds | Use your nectrotic energy on a creature. |
Healing Wound | If you see any creature, you will be able to heal them. |
Protection from Evil and Good | You can protect any creature against celestials, fiends, undead and more. |
Cure Wounds | Interact with a creature to heal it. |
Bless | You can bless up to a total of 3 creatures and they will also get a 1d4 bonus to their saving throws and attack rolls. |
- If you want to go for a support build, then you can pick spells such as Healing Word, Cure Wounds, or Bless.
Other than that, during the first progression, players will be asked to choose from the three domains such as Life, Light, or Trickery domains.
Level Two Progression
Moving on, whenever you make it to level 2, then you will be able to unlock even more features, while being able to gain more spell options to choose from, as well as actions and subclass features. For features, players will be able to get more spell slots that will be unlocked for them, as well as Channel Divinity Charges.
- Players will need to prepare 5 spells that will range from the ones that are listed below.
Spells | Effects |
---|---|
Create Water | Players are able to either call forth rain, or they can destroy a surface that is made of water. |
Shield of Faith | Surround a creature and surround it with a shimmering field that has magic which will enhance it's overall armor class by 2. |
Guiding Bolt | Players can call forth a beam of light that is able to grant you advantage towards your next attack roll against the enemy. |
Bane | Go ahead and target down 3 creatures, and give them a 1d4 penalty towards their attack rolls or their saving throws. |
Command (Halt) | You can command any creature to either flee away, come closer, freeze, or even cause them to drop their weapons. |
Protection from Evil and Good | Protect any creature that you want to from celestials, fiends, or anything else. |
Healing Word | Heal a creature that you are able to come across. |
Inflict Wounds | You can use your nectrotic energy on a creature. |
Blindness | Cause any creature that is your opponent to become blinded. |
Hold Person | Cause a humanoid creature to become paralyzed, and it won't be able to move around or do anything. |
Prayer of Healing | You can heal all allies that you can set your sights on. |
Silence | Summon forth a sphere that is completely sound-proof and anything that is in it will end up becoming Immune to thunder damage. |
- The same thing can be said before, to focus on more of a support-based build, you want to go for spells that will heal creatures or your allies.
- You will also get a Cleric Action that is known as Turn Undead and it is able to inflict Turned.
Level Three Progression
Upon level 3, players are able to unlock new spell slots and they are now to choose 6 spells from a list of Baldur’s Gate 3 Cleric Spells that have been mentioned before.
- Create Water
- Shield of Faith
- Guiding Bolt
- Bane
- Command (Halt)
- Healing Word
- Protection from Evil and Good
- Cure Wounds
- Hold Person
- Prayer of Healing
- Silence
- Bless
Level Four
As far as the level four progression is concerned for BG3 Cleric, you get more spell slots, and you will be able to pick a cantrip from the following.
Cantrips | Effects |
---|---|
Resistance | Players are able to magically bolster through a creature that has it's defense up. |
Sacred Flame | You can summon forth a radiance that is able to unleash 1d8 Radiant. |
Guidance | You can grant Guidance to any ally, and can get a 1d4 bonus to your ability checks. |
Thaumaturgy | Use supernatural power to gain an advantage to your Performance as well as your Intimidation checks. |
Light | You can infuse any object with light. |
When it comes to the spells, you wanna choose a total of 7 from the spell list and you can choose one feat from the following listed below.
Feats | Effects |
---|---|
Athlete | Players will have their Strength or Dexterity increased by 1 to a max of 20. |
Ability Improvement | 2 Ability points are granted to spend between Wisdom, Charisma, Constitution, Dexterity, Intelligence and Strength. |
Dual Wielder | You get a +1 bonus to your Armor class anytime you are wielding a melee weapon in each of your hands. |
Defensive Duelist | If you get attacked with a melee attack, you can use your reaction to enhance your armor class by 2. |
Great Weapon Master | If a melee attack ends up scoring a crit hit or assassinates a creature, you can carry out another melee attack. |
Lightly Armored | Players can gain proficiency with Light Armor as well as being able to enhance their Dexterity or Strength by 1-20. |
Magic Initiate Cleric | Gain a level 1 spell slot that gets restored upon a long rest. |
Martial Adept | Use the Battle master to learn two manuevers. |
Moderately Armored | Players can get proficiency with Shields as well as Medium Armor. |
Mobile | Overall speed is boosted up. |
Shield Master | Your Dexterity saving throws get a +2 bonus whenever you are using a shield. |
Tough | Max hit points are enhanced by 2. |
Weapon Master | Strength or Dexterity gets boosted by 1-20. |
Armored | You can get proficiency with Shields and Medium armor. |
Lastly, for level 5, players will gain more level 3 spell slots that will get unlocked and you also gain access to the Destroy Undead.
My Opinion On The Cleric Class
Clerics are a mighty unpopular class, in my opinion. I didn’t go for it, but that’s mainly because I have Shadowheart. But even after my 50-hour experience, I haven’t met many Clerics in my DnD social bubble so far.
However, they can be very useful if you mostly go for offense-based companions like Karlach, Astarion, or even Lae’Zel. Additionally, combining multiple clerics in one team is more often than not hilarious because of how long the crowd control utility lasts. This tactic is especially useful against more powerful boss enemies, particularly in the late-game stages.
And that’s just about it! All that players need to know about the Baldur’s Gate 3 Cleric guide and with that, let’s wrap up this guide! While you’re here, why not read up on the Baldur’s Gate 3 Bear Scene?
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