Baldurs Gate 3: Cleric Guide BG3 Baldurs Gate 3 guide, walkthrough
Do you want to play a Cleric in BG3? This guide page will help you create the perfect healer.
Last update: 26 July 2023
Clerics are spiritual warriors devoted to a deity. Although they usually serve as the party's main healer, their actual range of abilities and spells is much wider. This page explains all about Clerics.
- Best race for Cleric
- Ability Points
- Best background for Cleric
- Channel Divinity
- Destroy Undead
- Best spells
- Best subclass for Cleric
- Best build for Cleric
Best race for Cleric
In the full release of Baldur's Gate 3, the developers have removed exclusive racial bonuses. From now on, when choosing a race, you can add +2 and +1 bonuses to any stat you'd like. Despite this, some racial abilities come in handy for certain classes.
- Drow - dark elves receive useful spells at Level 3 and Level 5: Faerie Fire and Darkness. The race also has Darkvision, which proves useful during combat in dark areas.
- Gold Dwarf - this subrace grants +1 HP every level. It's very useful when creating durable Cleric tanks.
Ability Points
As mentioned in the previous paragraph, the Cleric's primary stat responsible for the power of their spells is Wisdom. Other than that, when distributing points you should also consider:
- Constitution - high Constitution will grant you more health, useful for healers and for tank Clerics.
- Dexterity or Strength - choose one of these stats to determine the kind of Cleric you'll play as. If you'd like to use light or medium armor and stay in the backline, choose Dexterity. If you want to be a tank Cleric, wielding heavy weapons and armor, invest into Strength.
Best background for Cleric
The usefulness of a Cleric's background depends on the role they are to play in the party. Some interesting choices include:
- Urchin - especially useful for Trickery Domain Clercis with high Dexterity. Gives proficiency in Sleight of Hand and Stealth.
- Sailor - will appeal to a frontline Cleric with high Strength. Athletics and Perception will come in handy during your journey through the Sword Coast.
- Acolyte - proficiency in Insight and Religion complements the Cleric's skillset.
Channel Divinity
Cleric's class ability. From Level 2 onwards, your character can summon divine energy and channel it as a special effect. All Clerics share the Turn Undead effect, which comes in handy against the undead. Further effects are exclusive to subclasses (Domains).
The higher level you are, the more uses of Channel Divinity you'll get. Ability slots are restored during Short and Long Rests.
Destroy Undead
From Level 5 onward, all undead enemies affected by Turn Undead receive 4d6 radiant damage.
Best spells
Due to large variety in playstyles between Cleric subclasses, we'll focus on a few spells universally helpful to each build. Clerics of different Domains often receive access to exclusive spells, which they always have prepared. You'll find the full list of recommended spells on the Best Cleric spells page.
Cantrips:
- Sacred Flame - a ranged offensive spell dealing 1d8 radiant damage.
- Thaumaturgy - a simple cantrip granting a bonus during Performance and Intimidation checks.
- Guidance - a useful spell providing allies with +1d4 during skill checks.
Spells:
- Bane - inflict up to 3 simultaneous targets with a -1d4 penalty on their attack rolls and saving throws.
- Shield of Faith - grant +2 to the target's Armor Class.
- Guiding Bolt - a projectile dealing 4d6 radiant damage and granting advantage on the next attack roll against the target.
- Inflict Wounds - a touch spell inflicting a massive 3d10 necrotic damage.
- Command - force the target to stop, get closer, run away, go prone or drop their weapon.
- Healing Word and Cure Wounds - basic Cleric healing spells.
- Bless - provide up to 3 simultaneous targets with a +1d4 bonus on their attack rolls and saving throws.
- Prayer of Healing - a Level 2 spell which heals the entire party, only outside of combat.
- Revivify - a Level 3 spell which revives a dead ally. The target comes back to life with 1 hit point.
- Spirit Guardians - summons four spirits which deal 3d8 damage to nearby enemies every turn while halving their movement speed.
Best subclass for Cleric
The Cleric's subclass depends on the deity they worship. You must choose your subclass at Level 1, so think carefully. The Early Access version features three Cleric Domains, while the full release is due to add another four. These are:
Life Domain - focused on healing and melee combat. Life Clerics are proficient with heavy armor, while their Disciple of Life skill empowers their healing spells, granting a 2 + spell level bonus to the effect of each healing spell. When Channeling Divinity they can use Preserve Life to restore their allies' health, the value equal to three times the Cleric's level.
Light Domain - humble servants of the light, wielding powerful spells and specializing in fighting undead. Their Warding Flare ability lets them use their reaction to inflict disadvantage on enemy attacks against them. Their Channel Divinity, Radiance of the Dawn, dispels all darkness and deals 2d10 + Cleric level of damage to all enemies within 9 meters. Some spells exclusive to this Domain are:
- Faerie Fire - reveals hidden enemies and grants advantage on attacks against them.
- Burning Hands - deals 3d6 fire damage at a short distance.
- Fireball - a ranged spell inflicting 8d6 area damage.
Trickery Domain - followers of gods embodying deceit, manipulation and pranks. Their ability is Blessing of the Trickster, granting the target advantage on Stealth checks. Their Channel Divinity, Invoke Duplicity, lets the Cleric summon an illusory copy of themselves. This subclass' exlusive spells include:
- Pass without Trace - the party gains a +10 bonus to Stealth checks.
- Mirror Image - creates three illusory copies of the Cleric to distract enemies. Each copy gives +3 to Armor Class.
Tempest Domain - Clerics channeling electricity and wind to sow havoc among enemy forces. The Wrath of the Storm ability grants a Reaction which forces each attacking enemy within 1.5m to make a Dexterity saving throw. This enemy takes 2d8 damage on a fail. Their Channel Divinity, Destructive Wrath, lets them inflict maximum damage when using Lightning and Thunder effects. Some spells exclusive to this Domain are:
- Fog Cloud - obscures an area of choice with fog, making it difficult to see in.
- Gust of Wind - a powerful gale moves creatures by 5 meters and staggers enemies.
Nature Domain - friends to plants and animals. Their skills are heavily tied to controlling fauna and flora. Acolyte of Nature, unlocked on Level 1, lets the Cleric learn a single Druid cantrip and grants proficiency in Animal Handling, Nature or Survival. Charm Animals and Plants is their unique Channel Divinity, letting them Charm the aforementioned creatures. Some spells exclusive to this domain are:
- Speak with Animals - the character can speak to and understand animals.
- Spike Growth - covers the area with sharp thorns. Creatures moving through the area take 2d4 damage every 1.5 meters.
Knowledge Domain - Clerics devoted to knowledge and science. Skills revolve around gaining temporary proficiency and controlling enemies during combat. Blessings of Knowledge lets them learn two additional languages and grants proficiency in two skills chosen from the pool below:
- Arcana;
- History;
- Religion;
- Nature.
The proficiency bonus applied to the chosen skills is doubled. Their Channel Divinity is Knowledge of the Ages, granting proficiency in a chosen skill until the next Long Rest.
War Domain - battle-hardened Clerics ideal as frontline combatants. Apart from proficiency in heavy armor and martial weapons, War Clerics gain the War Priest ability, granting a number of charges equal to their Wisdom modifier. This charge can be used to make an extra attack as a bonus action. Their Channel Divinity, Guided Strike, grants a massive +10 to attack rolls. Some spells exclusive to this Domain are:
- Divine Favour - this spell grants the Cleric +1d4 to damage rolls when using weapon attacks.
- Magic Weapon - turns a weapon magical, giving it +1 to attack rolls and damage rolls.
Best build for Cleric
Here is a sample build for a Level 3 Cleric:
- Race: Gold Dwarf
- Subclass: Life Domain
- Background: Sailor
- Ability Scores: Wisdom about 16, Constitution and Strength about 14, Charisma about 12, Dexterity and Intelligence about 10.