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No support class performs as well as the Cleric inBaldur’s Gate 3.
This spellcasting class assists both on and off the battlefield.
They can either besquishy spellcasters or armored tanks,depending on their stats and thefeats you may chooseon level-ups.
Their starting equipment is lackluster for the most part, and they’redifficult to get off the ground.
Clericsdon’t enjoy many early-game feats.
Additionally, theirfeats can feel relatively lackluster unless you’re fighting Undead.
Light Cleric by Dave Irwin
This puts added pressure on your choice of a subclass.
This is a one-time use feat.
Spells
As a Cleric, you are a prepared caster.
This means that you canprepare and change spells.
The rules of preparation are:
Spells that can be prepared arelearned upon each level-up,so choose wisely.
Resistance
Y
Give 1d4 bonus to one creature’s saving throws.
Guidance
Give 1d4 bonus to one creature’s ability checks.
Sacred Flame
Conjure flame that deals 1d8 radiant damage.
Light
Infuse object with light for 100 turns.
If used on a creature, they must succeed a DEX saving throw or be illuminated.
Thaumaturgy
Gain advantage on Intimidation and Persuasion rolls.
Create Water
Conjure rain or destroy a water-based surface 9m across.
Shield of Faith
1 Bonus Action
Grant +2 AC to a creature of your choice within 60ft and sight.
Bane
Select 3 enemies and inflict 1d4 penalty to ability checks and saving throws for duration.
Healing Word
Heal a creature you could see within 18m by 1d4 + your spellcasting modifier.
Inflict Wounds
Deal 3d10 necrotic damage to a creature you’ve got the option to touch.
These creatures also have disadvantage on attacking rolls against the target.
Bless
Select 3 allies and inflict 1d4 bonus to ability checks and saving throws for duration.
Cure Wounds
Heal a creature you’re able to touch by 1d8 + your spellcasting modifier.
Blindness
On a failed CON save, a creature is Blinded for 10 turns.
Calm Emotions
Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.
Light Cleric by Dave Irwin
Prayer of Healing
Heal all allies within 9m and sight by 2d8 + your spell casting modifier.
Spiritual Weapon
Summon a spiritual weapon of your choice that fights in combat with you as a summoned entity.
Silence
Create a soundproof sphere 6m across within 18m of the spellcaster.
Inside, all creatures within are Silenced and immune to Thunder damage.
Animate Dead
Animate corpse to become a servant while not in battle.
Beacon of Hope
When healed, all allies regain the maximum amount of HP.
They also gain advantage on WIS saving throws and Death Saves.
Bestow Curse
Curse a creature it’s possible for you to touch.
Daylight
Enchant an item to shine or create a sun-like sphere to dispel darkness in a 15m radius.
Mass Healing Word
Heal up to 6 creatures for 1d4 + your spellcasting modifier.
Remove Curse
Touch a creature to remove a curse actively affecting it.
Revivify
Revive a companion to 1HP.
Spirit Guardians
Conjure spirits.
Nearby enemies take either 3d8 Necrotic or 3d8 Radiant damage per turn on a failed WIS save.
Additionally, their movement is reduced by half.
Banishment
Temporarily Banish target to another plane for 2 turns on a failed Charisma save.
Death Ward
Select a creature.
If its HP is reduce to 0HP, it remains conscious with 1HP instead.
Freedom of Movement
Snap ally out of a Stun, Paralysis, or Restrained.
Guardian of Faith
Call a divine guardian that attacks nearby enemies that are within its range.
Each time an enemy enters its ranged or attacks you, it uses its Reaction to attack.
It deals damage to itself equal to the damage it deals against enemies.
Contagion
Poison a target and affleict them with a disease of your choice on a failed Constitution save.
On a failed Constitution save, targets still take half damage.
Mass Cure Wounds
Heal those in a large area for 3d8 + your Spellcasting modifier.
Heroes' Feast
You and all allies around cannot be poisoned, diseased, or frightened.
HP increases, and Wisdom saves are made with Advantage until your next Long Rest.
Planar Ally
Beseech entities for aid.
Heal
Heal target’s wounds, conditions, and diseases.
Create Undead
Raise a corpse as a mummy.
Harm
On a failed CON save, reduce target’s maximum HP and deal 14d6 Necrotic damage.
Take half as much and no penalty on a success.
The Life Domainspecializes primarily in healing.
Their bonuses allow the restoration of health, removing of curses, and bolstering ally bonuses.
Their feats giveadditional bonusesto make theirhealing spells even more powerful.
Bonus Proficiency
Gain proficiency in Heavy Armor.
Domain Spells
You gain spells that always come prepared.
These spells grow every odd level.
It has no effect on the undead or constructs.
Divine Strike: Life
Deal an additional 1d8 Radiant damage once per turn when you make a weapon attack.
Domain Spell List
Level Added
Lesser Restoration
Remove one disease or condition from a creature.
Aid
Choose 3 creatures within range and increase the targets' current and maximum HP by 5.
Revive a companion to 1 HP.
As the name suggests, the Light Cleric focuses oncasting debuffs via a lighton enemies.
They’re able toblind creatures with reactionsand create opportunities for themselves and their allies to deal reliable damage.
In addition, the Light Cleric is a morecombat-focused Clericwith access topowerful attacking spellslike Scorching Ray and Fireball.
They’re a dangerous class that balancesgood offense and defenseall in the name of the sun.
Warding Flare
Using a blinding light that engulfs you, use your Reaction to give disadvantage on an attacker.
Channel Divinity: Radiance of the Dawn
Use your action to harness the sun’s power.
Improved Warding Flare
Use your reaction to impose Disadvantage on an Attack Roll when an enemy attacks an ally.
Potent Spellcasting
Add your Wisdom Modifier to damage dealt with cantrips.
All attack rolls against these creatures have advantage, and any invisible targets become visible.
Flaming Sphere
Summon a flaming sphere that deals 2d6 Fire damage to all creatures and objects near it.
It shines light in a 6m radius.
On a successful DEX save, creatures take half damage.
Scorching Ray
Summon three rays of fire that each deals 2d6 Fire damage.
They prefer subterfuge, pranks, deception, and theft rather than direct confrontation."
Blessing of the Trickster
Grant another creature advantage on Stealth checks with your Action.
Channel Divinity: Invoke Duplicity
Summon an illusionary copy of yourself.
You and your allies gain advantage against creatures that are within 3m of you and your copy.
Divine Strike: Poison
Deal 1d8 Poison damage once per turn when making a weapon attack.
Enemies have advantage on their saving throw.
At the end of the spell’s duration, target may accuse you of having charmed them.
Disguise Self
Change all aspects of your appearance by giving you the choice of changing your race and gender.
Mirror Image
Create 3 illusionary duplicates of yourself.
For each duplicate still standing, gain +3 AC.
Whenever you evade an attack successfully, one of these duplicates is dismissed.
Pass without a Trace
Give you and all companions +10 on Stealth rolls.
Fear
Project a frightening image.
On a failed CON save, all targets within 9m become Frightened.
If the targets end their turn where they can see, they can reroll their save.
Polymorph
Transform a creature on a failed Wisdom save into a sheep.
Dominate Person
On a failed Wisdom save, a humanoid fights as an ally.
Each time it takes damage, it makes a save again.
Seeming
Disguise 4 members of your party as if casting Disguise Self.
Subclass: Knowledge Domain
The Knowledge Domain is arguablythe most lacklusterof all domains.
With no Divine Strike option and lacking feats, their one claim to fame lies in theirunique spell list.
Add your Wisdom modifier to damage dealt with cantrips.
Sleep
Put creatures to sleep.
Select targets up to 24HP to sleep for 2 turns or until they take damage.
Speak with Dead
Slow
Slow up to 6 enemies.
Telekinesis
On a failed Strength save, throw a creature or object up to 18m with thought.
Can be used for 10 turns without expending a spell slot.
Acolyte of Nature
Learn a druid cantrip.
Gain Proficiency in Animal Handling, Nature, or Survival.
Speak with Animals
Speak with animals until your next Long Rest.
Animal Friendship
On a creature with 3 or less Intelligence, convince a beast not to attack you.
Spike Growth
Shape a piece of ground 6m in radius into spikes.
Any creature walking on it takes 2d4 Piercing damage for every 1.5m moved through it.
This patch also counts as Difficult Terrain.
Barkskin
Increase the AC of a touched creature to 16.
Plant Growth
Make weeds burst from the ground and smother the area.
Creatures moving through the weeds have their Movement Speed quartered.
Grasping Vine
Summon a vine capable of dragging creatures toward itself within 9m.
Wall of Stone
Create a wall of stone within 18m.
Their spell list caters towardpowerful damaging spellsthat call on destructive forces of nature.
Thunderbolt Strike
When dealing Lightning or Thunder to a Large or smaller creature, push it up to 3m.
Divine Strike: Tempest
Deal additional 1d8 Thunder damage when making a weapon attack.
Thunderwave
Deal 2d8 Thunder damage and push away all creatures 5m on a failed Constitution save.
Fog Cloud
Create a cloud that Heavily Obscures and Blinds creatures within.
Creatures made of material like stone have Disadvantage on their Saving Throw.
Call Lightning
Call down lightning to hit all targets within range.
Each turn, can call down lightning again without expending a spell slot.
They’re a moreactive, more aggressive playstyleof cleric suited for the front lines.
Channel Divinity: Guided Strike
Gain +10 to your Attack Roll.
Channel Divinity: War God’s Blessing
Endow nearby ally with +10 to their Attack Roll.
Divine Strike: Warmaster
Deal additional 1d8 Slashing damage with a weapon attack.
Divine Favour
Weapon deals an additional 1d4 Radiant damage for 3 turns.
Increase a creature’s AC by 2 until Concentration breaks or your next Long Rest.
Magic Weapon
Your weapon becomes magical and gains a +1 bonus.
Stoneskin
Turn a creatures flesh hard as stone.
It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Hold Monster
Paralyse a creature, preventing them from moving, acting, or reacting.
Melee attacks within 3m are always a Critical.
Lasts 10 turns or until target succeeds their Wisdom save.
NEXT:Baldur’s Gate 3: Should You Pick An Origin Character Or Create Your Own?