Baldur’s Gate 3 Cleric Class Guide
In thisBaldur’s Gate 3 Cleric Class Guide, I’m going to be covering the Cleric Class, including all 7 Subclasses, and providing you some useful information. I’ll be doing moreBuild GuidesforBaldur’s Gate 3, but for now, let’s just look at how a Cleric functions and its basics.
Clericsare divineSpellcastersin BG3 that are in tune with their chosen deity. They specialize in healing and supporting magic, but they can also cast offensive spells and do fairly well in martial combat (for a full spellcaster).
They have Proficiencies inLightandMedium Armour, as well asShields,Simple WeaponsandMorningstars, which is the most of any full spellcaster in BG3. And someSubclasses(Domains) even provide them withHeavy ArmourandMartial Weapon Proficiencies, putting them on par with even the best Martial classes in this regard.
Some Clerics lean more towards the melee side of things when it comes to martial combat, because they can cast Inflict Wounds, which is a melee range Spell that deals fantastic damage. However, some will prefer to forgo the use of this Spell and play at longer ranges.
Clerics can also useChannel Divinityevery Short Rest, varying greatly depending on their Subclass, which can often turn the tides of battle, and is extremely powerful in some cases.
In this section, we’ll take a look at how to set up your Cleric duringCharacter Creationfor the best results. We’ll begin with Abilities first, since this is arguably the most important part, aside from choosing your Subclass.
Your primary Ability as a Cleric is Wisdom.
For this reason, I strongly recommend that you invest 16 in WIS and at least 14 in CON during Character Creation. 14 DEX is also not bad if you plan to use Medium Armour, or you plan to play a more ranged Cleric. You could instead, take 16 STR if you plan to take a Subclass with Heavy Armour Proficiency, and plan to melee when not casting Spells. The choice is up to you.
Strength Cleric
Dexterity Cleric
Note I’ve changed this from the recommendations as it more optimizes your Character during the early goings of the game.
Elfis not bad for some Weapon Proficiencies if you don’t go Tempest or War, and Perception Proficiency, andFey Ancestry. They also gainDarkvision, which can help land your attacks in dark places, and Wood Elves also gain Stealth Proficiency and increased Movement Speed.
Human is also not bad if you want a couple more Weapon Proficiencies if not Tempest or War, and another Skill Proficiency.
Lightfoot Halflingsare another solid choice, because they reroll if they roll a 1 on any Attack Roll, Ability Check or Saving Throw, all but preventing them from ever Critically Missing. They also cannot be Frightened easily and they have Advantage onStealth Checks.
Drow have Superior Darkvision, Fey Ancestry and Perception Proficiency, which are all decent pick ups for the Cleric.
Half-Orc is also a good choice, especially for melee focused Clerics, since they have Darkvision, Relentless Endurance, and Savage Attacks.
ForSkillsyou’ll likely focus on Wisdom based Skills since that’s where you’ll have a good amount of Ability Points. If you take the Folk Hero Background, and are an Elf or Drow, you can select Insight and Medicine and have Proficiency in all Wisdom Skills.
Cleric Level 1 Spells & Cantrips
Al level 1, Clerics gain Level 1 Spells along with two Level 1 Spell Slots and 3Cantrips. They will also learn some Domain Spells, based on the Domain they selected, though these might be better versions of Spells they already know.
Note that Clerics need to prepare their Spells, and can cast any Spell they know as long as they have the Spell Slot for it and it’s Prepared.
Subclass Selection
Also at this level, Clerics will choose a Subclass and gainDomain Spellsand a Subclass Feature based on their selection. We’ll cover these more in the Subclasses section, but for now lets focus on the things all Clerics get while leveling.
Deity
And finally at this level, Clerics can choose their Deity. The full extent of what choosing each Deity does in-game is not currently known, but you should select one based on the principles that best match your own or best match the ideals of the character you are Role Playing.
Channel Divinity
At level 2, all Clerics will gain 1 Channel Divinity Charge and will be able to use their Channel Divinity Class Feature once per Short Rest. This feature varies from Subclass to Subclass. For instance, Life Domain Clerics gain Preserve Life, which is an AoE heal. While Light Domain Clerics gain Radiance of the Dawn, which is a Radiant Damage AoE. We’ll cover these more in the Subclasses Section.
Turn Undead
At this same level, all Clerics also gain Turn Undead which uses a Channel Divinity Charge to make all Undead around them flee if they fail a Wisdom Saving Throw. This lasts 3 turns or until they take damage.
At Level 3, Cleric gain access to Level 2 Spells and gain Level 2 Spell Slots, and can upcast Level 1 Spells with these Slots if they can be. Many spells in BG3 can be upcast for additional damage, or increased targets. Pay attention to which spells they are, so you don’t waste higher-level Spell Slots on ones that can’t be.
Feat
At level 4, Clerics gain their first Feat. Ability Improvement is not a bad choice to further boost their Wisdom, allowing them to land their Spells more easily and Prepare an additional Spell. However, both Resilient Constitution and War Caster are also not bad options, since Clerics have a fair number of Concentration Spells and they are likely to be in melee range, particularly if they went the Strength route.
Cantrip
Also at this level, Clerics can select an additional Cantrip from their Cantrip list.
Cleric Level 3 Spell Slots & Spells
At level 5, Clerics gain access to Level 3 Spells and gain Level 3 Spell Slots, and can upcast Level 1 & 2 Spells with these Slots if they can be.
Destroy Undead
Also at this level, Clerics gain Destroy Undead which makes it so they deal Radiant Damage whenever they successfully Turn an Undead using their Turn Undead Class Feature.
Subclass Feature
At level 6, all Clerics will gain a Subclass Feature based on their chosen Domain. We’ll cover these more in the Subclasses section.
Channel Divinity Charges
Also at this level, Clerics will gain a secondChannel Divinity Charge, allowing them to use their Channel Divinity Class Feature or Turn Undead twice in between Short Rests.
Cleric Level 4 Spell Slots & Spells
At Level 7, Clerics gain access to Level 4 Spells and gain Level 4 Spell Slots, and can upcast Level 1, 2, & 3 Spells with these Slots if they can be.
Divine StrikeORPotent Spellcasting
At level 8, Clerics will gain eitherDivine StrikeorPotent Spellcastingdepending on which Domain they selected. Divine Strike will add 1-8 damage to their Weapon Attack once per turn, and the damage type this deals depends on the Domain chosen.
Potent Spellcasting allows the Cleric to add their Wisdom Modifier to the damage of their Cleric Cantrips, further boosting their damage. These areSacred FlameandProduce Flame.
Feat
Also at this level, Clerics gain their second Feat. They can choose Ability Improvement or one of the others I suggested. Elemental Adept is also not a bad choice if you went Light or Tempest Domains.
Cleric Level 5 Spell Slots & Spells
At Level 9, Cleric gain access to Level 5 Spells and gain Level 5 Spell Slots, and can upcast Level 1, 2, 3, & 4 Spells with these Slots if they can be.
Divine Intervention
At level 10, all Clerics gain Divine Intervention to invoke the aid of their God, which they can use 1 time and never again in the whole game. There are 4 Interventions you can choose from:
Cleric Level 6 Spell Slots & Spells
At Level 11, Clerics gain access to Level 6 Spells and gain 1 Level 6 Spell Slot, and can upcast Level 1, 2, 3, 4 & 5 Spells with this Slot if they can be. This is the highest Level of Spells Clerics can learn in BG3.
Feat
At level 12, Clerics gain their final Feat. If you don’t have Wisdom to 20 yet, now would be a good time to do it with Ability Improvement. Otherwise, consider choosing one I’ve already mentioned.
Clerics in BG3 have Light and Medium Armour Proficiency, as well as Shield and Simple Weapon Proficiency, so they have a lot of options. Also, as mentioned earlier, some Subclasses also provide Heavy Armour Proficiency, or even Martial Weapon Proficiency, so Cleric gear will vary from Cleric to Cleric.
Depending on Subclass, it’s likely your Cleric will wear Medium or Heavy Armour to gain maximum protection, since they are unlikely to have more than about 14 or 16 Dexterity, ruling out Light Armour unless it has great other bonuses. Additionally, they are likely to use a Shield, since they can, to further pad their Armour Class.
Weapon-wise, they’ll use whatever they can that deals the most damage that they have Proficiency with, and if they went for DEX over STR, they’ll look to use aFinesse Weaponand will likely want a good Ranged Weapon as well. STR Clerics will just likely just use Sacred Flame when they cannot get in melee range.
Choosing a Cleric Subclassing in BG3 can be quite challenging because there are a lot of things to consider. Do you want Heavy Armour? Do you want Martial Weapon Proficiency? Do you want more offensive Spells? Do you want to focus more on martial combat? All these things can influence which Subclass to choose, and it’s not immediately clear during Character Creation what you’re going to get.
At level 1, all Cleric Domains gain Features based on their Domain, as well as 2 Domain Spells that are always Prepared. All Clerics gain their Channel Divinity Feature at level 2, that will depend on their Domain chosen, and will gain 2 more Domain Spells at every odd level up through level 9. They will also gain another Subclass Feature at level 6, and they will either gain Divine Strike or Potent Spellcasting at level 8.
Heavy Armour Proficiency
At level 1, Life Clerics gain Heavy Armour Proficiency, allowing them to wear Heavy Armour with no penalties to Spellcasting or Attack Rolls.
Disciple of Life
At this level, they also gain Disciple of Life, which adds 2+ the Spell’s level to the healing any Spell does. This makes Life Clerics the most effective healers in BG3.
Preserve Life
At level 2, Life Clerics gain Preserve Life for their Channel Divinity Class Feature. This allows them to heal allies in a 9m radius for 3x their character level.
Blessed Healer
At level 6, Life Clerics gain Blessed Healer which heals them for 2 + Spell Level of any healing Spell they cast on another creature. Note that if you cast an AoE heal, you will heal for each target healed by your Spell.
Divine Strike: Radiant
At level 8, Life Clerics gain Divine Strike: Radiant adding 1-8 Radiant Damage to their Weapon Attacks once per turn. Note this applies to both Ranged and Melee Weapon Attacks, but does not apply to Unarmed Attacks.
Warding Flare
At level 1, Light Clerics will gain Warding Flare, allowing them to use their Reaction to impose Disadvantage on an enemy that is about to hit them in combat. This can be used once per round without limit, making it a particularly strong Feature. Make sure to tick this on and to “Ask” in your Reactions tab.
Radiance of the Dawn
At level 2, Light Clerics gain Radiance of the Dawn for their Channel Divinity Class Feature. This allows them to strike for 2D10 + Character Level Radiant Damage in a 9m radius. Note this will not hit allies, only enemies.
Improved Warding Flare
At level 6, Light Clerics will gain Improved Warding Flare, allowing them to impose Disadvantage on an enemy attacking an ally that is about to hit them in combat. This is a phenomenal upgrade since you will likely be able to use this every turn.
Potent Spellcasting
At level 8, Light Clerics get to add their Wisdom Modifier to the damage of their Cleric Cantrips, further boosting their damage. These are Sacred Flame and Produce Flame.
Blessing of the Trickster
At level 1, Trickery Clerics can grant another character Advantage on Stealth Checks as an Action as long as they maintain Concentration. This is a great way to boost the Stealth of your “Roguish” character if they don’t already have Advantage on Stealth Checks. Note you cannot target yourself with this Feature.
Invoke Duplicity
At level 2, Trickery Clerics gain Invoke Duplicity for their Channel Divinity Class Feature. This allows you to create an illusion within 9m that grants allies Advantage on attacks made against enemies standing within 3m of it, as long as the ally is also standing within 3m of it. This requires Concentration to maintain, and an Action to use, making it very situational.
Divine Strike: Poison
At level 8, Trickery Clerics gain Divine Strike: Poison, adding 1-8 Poison Damage to their Weapon Attacks once per turn. Note this applies to both Ranged and Melee Weapon Attacks, but does not apply to Unarmed Attacks.
Expertise
At level 1, Knowledge Clerics gain Expertise in two of the following Skills: Arcana, History, Nature or Religion. Note that you will gain Expertise even you don’t have Proficiency in these Skills, so it’s best not to take Proficiencies in Skills you plan to select Expertise in.
Knowledge of the Ages
At level 2, Knowledge Clerics gain Knowledge of the Ages for their Channel Divinity Class Feature. This allows them to gain Proficiency in all Skills of one Ability until Long Rest, much like the Githyanki’s Astral Knowledge.
Potent Spellcasting
At level 8, Knowledge Clerics get to add their Wisdom Modifier to the damage of their Cleric Cantrips, further boosting their damage. These are Sacred Flame and Produce Flame.
Heavy Armour Proficiency
At level 1, Nature Clerics gain Heavy Armour Proficiency, allowing them to wear Heavy Armour with no penalties to Spellcasting or Attack Rolls.
Acolyte of Nature
Also at level 1, Nature Clerics get to select 1 Druid Cantrip from Poison Spray, Produce Flame, Shillelagh, and Thorn Whip. They also gain Proficiency in Animal Handling, Nature or Survival.
Charm Animals and Plants
At level 2, Nature Clerics gainCharm Animals and Plantsfor their Channel Divinity Class Feature. This allows them to try to Charm Animals and Plants within 9m of them, preventing enemies from Attacking them. It’s one of the weaker Channel Divinities in my opinion, but it’s still nice to have.
Divine Strike: Elemental Fury
At level 8, Nature Clerics gainDivine Strike: Elemental Fury, adding 1-8 Cold, Fire or Lightning Damage to their Weapon Attacks once per turn. Note this applies to both Ranged and Melee Weapon Attacks, but does not apply to Unarmed Attacks.
Heavy Armour Proficiency & Martial Weapon Proficiency
At level 1, Tempest Clerics gain Heavy Armour Proficiency, allowing them to wear Heavy Armour with no penalties to Spellcasting or Attack Rolls. They also gain Martial Weapon Proficiency, allowing them to add their Proficiency Bonus to Attack Rolls made with any weapon, since they have Simple Weapon Proficiency already.
Wrath of the Storm
Also at level 1, Tempest Clerics gain Wrath of the Storm, which allows them to deal 2-16 Thunder or Lightning Damage to an enemy attacking them with a Melee Weapon Attack using their Reaction if they fail a Saving Throw. They still deal half damage if the target Saves. Note that if this not working for you, try Long Resting, and it should work after that.
Destructive Wrath
At level 2, Tempest Clerics gain Destructive Wrath for their Channel Divinity Class Feature. This allows them to use their Channel Divinity Charge as a Reaction whenever they deal Lightning or Thunder Damage to ensure that they deal the maximum damage with one of those Damage Types.
For instance if a Tempest Cleric uses Call Lightning, which normally deals 3-30 Lightning Damage if the enemies inside its AoE fail their Save, it would now deal the full 30 Lightning Damage to each target that failed their Save and 15 to those that didn’t fail, since they still take half damage. This is extremely deadly, because remember this replenishes on Short Rest, and after level 6, you can use it twice before Short Rest.
Thunderbolt Strike
At level 6, Tempest Clerics gain Thunderbolt Strike, allowing them to Push enemies up to 3m when they deal Lightning or Thunder Damage to them. This can sometimes Push enemies to their death.
Divine Strike: Thunder
At level 8, Tempest Clerics gain Divine Strike: Thunder, adding 1-8 Thunder Damage to their Weapon Attacks once per turn. Note this applies to both Ranged and Melee Weapon Attacks, but does not apply to Unarmed Attacks.
Heavy Armour Proficiency & Martial Weapon Proficiency
At level 1, War Clerics gain Heavy Armour Proficiency, allowing them to wear Heavy Armour with no penalties to Spellcasting or Attack Rolls. They also gain Martial Weapon Proficiency, allowing them to add their Proficiency Bonus to Attack Rolls made with any weapon, since they have Simple Weapon Proficiency already.
War Priest
Also at level 1, War Clerics gain War Priest, allowing them to use their Bonus Action to make an Attack. They gain 3 Charges of this at level 1, increasing as the War Priest gains levels, and replenishing after a Long Rest. Note that you must take War Domain levels in order to increase your War Priest Charges, and that these are not based on Character level.
Guided Strike
At level 2, War Domain Clerics gain Guided Strike for their Channel Divinity Class Feature. This allows them to gain a +10 bonus to their Attack Roll as a Reaction, almost guaranteeing that it connects. Note this allows applies to Spells that have Attack Rolls likeInflict WoundsorGuiding Bolt.
War God’s Blessing
At level 6, War Domain Clerics gain War God’s Blessing, which allows them to use a Channel Divinity Charge to boost the Attack Roll of a nearby ally by +10 as a Reaction.
Divine Strike: Weapon
At level 8, War Clerics gain Divine Strike: Weapon, adding 1-8 Slashing Damage to their Weapon Attacks once per turn. Note this applies to both Ranged and Melee Weapon Attacks, but does not apply to Unarmed Attacks.
In this section of our Baldur’s Gate 3 Cleric Class Guide we’ll take a look atMulticlassinga Cleric in BG3, and what otherClassesyou might Multiclass with. Keep in mind this is not a complete list, but rather helpful suggestions to that make good pairings.
Clerics have a lot to give at level 1, as each Domain provides a Class Feature, and sometimes Heavy Armour Proficiency or Martial Weapon Proficiency. They also gain their Channel Divinity Feature at level 2, which is exceptional in a lot of cases, replenishing each Short Rest.
If you don’t Multiclass at level 1 or 2, the next likely place would be after level 6, because each Cleric gains another Subclass Feature here, as well as a second Channel Divinity Charge. However, it really depends on the Domain you selected.
Monk also Multiclasses well at level 6 since it gains Subclass Features at this level, and uses Wisdom for extra Armour Class when not using Armour, as well as for its Spell DC when using Way of the Four Elements Spells, so it is a great pairing.
Circle of SporesDruid is also not a bad option as it can summon Zombies at level 6, and give itself temporary HP and boost its damaging attacks from Symbiotic Entity. You can use Aid to buff your Zombies so they don’t die as easily, and Druids use Wisdom for their Spells as well. Or you can go 5Circle of the Landto pick upLightning Bolt, when combined with 7 Tempest Druid for deadly damage thanks toDestructive Wrath.
Ranger also Multiclasses well with Cleric thanks to it using Wisdom for its Spells too, and you could take 5 levels of Gloomstalker or Hunter to pick up Extra Attack, and then go 7 levels of Cleric for level 4 Cleric Spells, increased Channel Divinity Charges, and another Subclass Feature at level 6.
I hope you found these tips helpful, and we’ll have some more Builds out really soon that showoff more of these Multiclassing aspects!
That wraps up our Baldur’s Gate 3 Cleric Class Guide! Stay tuned for more Baldur’s Gate 3 content as we update the otherBuilds, and be sure to drop by ourTwitch Channelif you have questions about the game. If you need something specific, check out ourBaldur’s Gate 3 Wikiwhich is being worked on night and day, as well as ourBaldur’s Gate 3 Guides.
Castielle
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