This guide will explain the best Shadowheart Companion Build in Baldur’s Gate 3, the Cleric Class, and the Life Domain subclass, for the optimal setup.
- Shadowheart Features & Mechanics
- How to Find and Recruit Shadowheart
- Cleric Spell Mechanics
- Shadowheart Race
- Ability Score
- Cleric Spell Slots
- Shadowheart Level Progression
- Consumable Items
- Gameplay Tips, and Tricks
- Build Summary Guide
Shadowheart Companion Introduction
Shadowheart is a High Half-Elf Cleric who serves Shar as a Trickery Domain. This means that she is a powerful spellcaster who is also proficient in stealth and deception. Shadowheart is a complex and well-developed character. She is a devout follower of Shar, but she is also struggling with her own doubts and fears. She is an asset to any party, but she can also be a challenging companion.
Companions in Baldur’s Gate 3 are a group of non-player characters (NPCs) who join the player’s party and accompany them throughout their journey in the game. These companions are essential characters that offer various benefits, such as providing additional combat support, contributing to the story, and offering different perspectives on the events unfolding in the game world.
Companions can be avoided entirely, die, be romanced, and have their own sprawling background. In this build guide for Shadowheart, we will explore her character and how to make a powerful Cleric Build with her. We also suggest using the Respec or Reroll feature to change Shadowheart’s default subclass to a much more powerful one. This will be explained later. This build is being updated as we progress to the max level of 12. Check back frequently for updates.
This build has been updated for the latest version of Baldur’s Gate 3
|Shadowheart Pros||Shadowheart Cons|
|Great Support Class||Secretive & Withdrawn|
|Proficient in Stealth||Weak Damage|
|Versatility Outside Combat||Lacks Area Damage|
Shadowheart Features & Mechanics
The following list presents all the essential Shadowheart Companion Mechanics and Features in Baldur’s Gate 3:
- Class: Cleric
- Race: High Half-Elf
- Background: Urchin
- Subclass: Default Trickery, Reroll to Life Domain
- Base Proficiencies: Sleight of Hand, Stealth, Religion, Insight
- Best Build: Cleric, Life Domain, Heavy Armor
- Origin Character: Yes
- Romance: Yes
- Location: On the beach next to the Abandoned Ruins, Act 1
Your companion can be respecced or rerolled early in the game. This means you can change their class, subclass, ability score, and more. The only feature that cannot be adjusted is their race and story. We suggest using Withers at Camp after he’s unlocked in order to optimize the build.
How to Find and Recruit Shadowheart
To unlock Shadowheart in Baldur’s Gate 3, you need to follow these steps:
- During prologue, free Shadowheart from a tadpole pod.
- Find the Eldritch Rune near Shadowheart’s pod and free her.
- Once freed, Shadowheart will join you until the completion of the prologue.
- If you are unable to free her, at least make the effort of speaking with her and trying.
- Post prologue, find Shadowheart on the beach near Abandoned Ruins.
- Ask her to join, and she will join your party.
Cleric Spell Mechanics
- Cantrips: are like spells , but you can cast them infinitely, and they don’t take your spell slots.
- Spell Slots: At each level, you gain access to more usage of spells and high-tier spells but only have a finite number of spells until long rest.
- Learn Spells: Unlike Wizard, you get opportunities at leveling up to unlearn and learn new spells.
- Concentration: is a spell mechanic that requires you to maintain concentration otherwise, the spell effect ends.
The Best Subclass for Shadowheart build is Life Clerics because it provides the best overall healing and group utility for a support class. The Life Subclass comes with Heavy Armour Proficiency, Disciple of Life, and Domain Spells. Shadowheart defaults to Trickery, which is similar to this build and can be modified. You want to respec her in your camp with the NPC Withers for 100g at the beginning of the game to get the most out of her as a companion.
Here are all the Baldur’s Gate 3 Cleric Subclasses:
- Knowledge Domain: Dedicated to the pursuit of knowledge and skilled in history, religion and the arcana.
- Life Domain: They are skilled in the use of healing spells, and they can also use their divine power to restore hit points to their allies
- Light Domain: Skilled in radiant damage and more offensive Cleric subclass.
- Nature Domain: Skilled in the use of nature’s spells, and they can also use their divine power to control the weather and animals.
- Tempest Domain: Skilled in the use of lightning and thunder damage spells, and they can also use their divine power to control the weather and create powerful storms
- Trickery Domain: Skilled in the use of illusion and enchantment spells, and they can also use their divine power to create illusions and disguise themselves
- War Domain: Skilled in the use of weapons and armor, and they can also use their divine power to enhance their martial prowess.
Baldur’s Gate 3 Life Cleric Features & Progression
- Disciple of Life (Level 1): Your devotion empowers your healing Spells. When casting a healing spell, the target regains additional Hit Points equal to 2 + Spell’s level.
- Heavy Armour Proficiency (Level 1)
- Domain Spells (Level 1): Bless and Cure Wounds
- Channel Divinity Action (Level 2): Preserve Life
- Domain Spells (Level 3): Aid and Lessor Restoration
- Domain Spells (Level 5): Revivify and Beacon of Hope
- Blessed Healer (Level 6): Regain 2 + Spell Level hit points when casting a healing spell on another creature.
- Domain Spells (Level 7): Guardian of Faith and Death Ward
- Divine Strike: Life (Level 8): Once per turn deal 1d8 Radiant in addition to your weapon’s weapon damage when you make a melee attack.
- Domain Spells (Level 9): Greater Restoration and Mass Cure Wounds
Sahdowheart by default is a High Half-Elf. A touch of the Feywild remains in half-elves with this bloodline, and even those untrained in magic possess a hint of wild power. Here are the following bonuses:
- +2 and +1 to any ability score of your choosing.
- Fey Ancestry: Advantage on saving throws when an enemy attempts to charm you, and prevents you from being put to sleep by potions, scrolls and spells.
- Darkvision: see up to 12m in dark locations.
- Extra Cantrip: Firebolt which can do decent damage and blow up oil or grease to cause fire explosions.
Recommended Skills for Shadowheart Build
Medicine and Perception are the best skills for the Best Shadowheart Companion Build because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the skills for Shadowheart in Baldur’s Gate 3:
In Baldur’s Gate 3 each skill is related to a specific ability score and it’s effectiveness scales with the level of that score. You want to choose skills for your character that they already have a high ability score in. For example, if you want to have high Persuasion (which is used to influence dialogue choices), you need to have correspondingly high Charisma. Ideally, you want a party composition which includes a variety of high ability scores which can give you success in different skills.
For example, a primary Dexterity companion like Astarion can be the primary one to open locks with his Sleight of Hand ability. A primary Intelligence companion such as Gale can be used to investigate cursed objects or can take the lead in dialogue with Intelligence checks.The ideal configuration is to have one member with primary Dexterity, one primary Intelligence, one primary Charisma, and one primary Wisdom. This may not always work out, and may not be 100% necessary, depending on your own personal roleplay style, your preferred companions and how you like to play the game.
Shadowheart Ability Score
Here’s the best ability score for the Best Shadowheart Companion Build:
The most important ability score for the Best Shadowheart Companion Build is Wisdom followed by Constitution and Dexterity. It’s important to land on even numbers and get at least 16 in Wisdom for optimal spell casting. In Baldur’s Gate 3, ability scores are the six core stats that determine a character’s capabilities. You can adjust for the optimal setup in character creation or reroll with Withers in your Camp.
During character creation, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Baldur’s Gate 3 Cleric Life Domain Build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Cleric Spell Slots
Here is a list of the Clerics’ Spell Slots as they progress:
Shadowheart Level Progression
In Baldur’s Gate 3, ability scores are the six core stats that determine a character’s capabilities. For companions, the game automatically distributes them without the ability to change. Keep in mind, change your default ability score in your camp via the NPC Withers for 100 gold.
At Level One, you will unlock three cantrips and pick three prepared spells. Cantrips are reusable and don’t require a spell slot resource. Prepared spells can be swapped in and out before combat, so make sure to use the loadout at the end of the level for a helpful guide.
REMEMBER that companions, will come default with their preferred class and subclass. If you can, unlock Withers as early as level 2 just after the prologue, and respec Shadowheart skills, ability score, and subclass. Feel free to swap in and out spells with Shadowheart Cleric after you’ve learned them. Each subclass unlocks “always prepared” spells. If it’s confusing, look at our suggested prepared spell list at the bottom of every level. Always-prepared spells will still consume a spell slot when you cast them, but will not require a spellbook slot allowing for more flexibility.
- Sacred Flame: Conjure a flame-like radiance that deals 1d8 Radiant. This Cantrip acts with a very low damage range ability that can be used without a spell slow.
- Guidance: Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks. This spell is critical during dialogue checks and is very useful outside of combat.
- Thaumaturgy: Gain Advantage on Intimidation and Performance Checks. This is another helpful noncombat-related cantrip.
- Guiding Bolt: 4d6 Radiant damage that grants Advantage on the next Attack Roll against the target. This is very high damage early and helpful because of the Advantage component. Consider this your main offensive spell.
- Healing Word: 1d4 Heal a creature you can see up to 18m away with bonus action. Since this a bonus action heal, you can combine with an action based heal like Cure Wounds or others to do two heals in one turn.
- Inflict Wounds: 3d10 damage necrotic. Used in melee range for good damage.
- Bless: Up to 3 creatures gain a +1d4 bonus to Attack Rolls and Saving Throws. This spell requires concentration which can be broken, but it can be but it can be pre-cast before combat with a long 10-turn duration. This drastically helps melee build land attacks like a Fighter and Barbarian.
- Cure Wounds: 1d8 heal requiring you to touch a creature to heal it. Melee-based heal that isn’t that powerful but at early levels it can be combined with Healing Word for two heals in one turn.
- Shield of Faith: Use a bonus action to grant 2 AC to a character. Useful because this spell requires bonus action not an action to provide protection.
- Disciple of Life: Your devotion empowers your healing Spells. When casting a healing spell, the target regains additional Hit Points equal to 2 + Spell’s level.
Gameplay at this level is using Guiding Bolt for damage entirely. You can combine Healing Word and Cure Wounds for two heals in one turn. You can also use Shield of Faith or Bless as a buff that requires concentration but not both. Remember, you will be dreadfully low on spell slots at this level, so use a lot of Fire Bolt cantrips with Shadowheart for damage without consuming a spell slot. As you progress in level, this isn’t an issue but can be hard to manage at a lower level. Also constantly look for resting supplies and barrels and crates so you can rest frequently until higher levels.
How I play Shadowheart at this level is using Shield of Faith a lot of the time outside of combat on a “squishy” ally. Someone who has a low Armour Class and seems to die or take aggro. This will help that character avoid damage. Next, I start my turn with a buff like Blessed if I’m not using Shield of Faith. Both require concentration, and most likely you will have one concentration spell active at all times as a buff or debuff. Then you fire off Guiding Bolt at range, Fire Bolt for cantrip with low spell slots, or Sacred Flame when you don’t have a direct line of sight.
For healing, you have an action-based heal, Cure Wounds, and bonus action heal, Healing Word. You will get two improved versions of these spells later in the game so get familiar with them. Early on, there won’t be much damage or buffs needing to be applied. At levels 4, 5, 7, and 9 expect big spikes in power. You get summons, better spells, feats, and so forth that dramatically increase your utility.
The biggest issue you need to be aware of with the Cleric is lack of initiative due to lower Dexterity and movement speed. Lower initiative means you go later in the combat round. This leaves you vulnerable to stuns, which in our gear section I suggest items that can help mitigate these problems. For lackluster speed and movement, the Misty Step spell is your best friend. You can get an Amulet that provides free use of Misty Step once per short rest. Also, be on the lookout at traders for scrolls of this and stock up. Generally, you use Misty Step once per combat round either to jump into healing range or jump out when pressured.
Shadowheart should be pretty survivable if you picked the Life subclass and heavy armour with one hand and shield. Within a few hours of gameplay, go North and look for two Vendors in the Hallow City. They will sell a +1 Scale or Chain Mail armour. This can get your AC to 17 or 18 depending straight away. Throw on Shield of Faith, and you can reach 20 AC within a few hours becoming VERY tanky. Here’s your goal at this level and what to work towards:
- Upgrade armour to heavy +1
- Upgrading shield to uncommon
- Stocking up on scrolls of Misty Step
- Stock up on camping supplies
- Amulet of Misty Step
Look below for our gear suggestions, but this will help you out dramatically during your playthrough and make it much more enjoyable. Don’t sleep on the vendors in BG3, they sell a lot of good items very early which can help you get to Act 2, then you can do the same thing all over again. The best-in-slot items will come from quest turn-ins and puzzles, but the alternatives are good as well. Shadowheart gameplay is, buff, damage, react and heal when health is low. Enjoy the rest of the build and suggestions, it’s a fun one!
Spell Loadout at level 1: Healing Word, Cure Wounds, Inflict Wounds, Guiding Bolt, and Shield of Faith.
At level two your spells will largely stay the same. You will have prepared spells and can pick up to 5 to learn and swap out outside of combat the ones you’ve already learned. Next, you will get granted Turn Undead and Preserve Life via your subclass and we recommend you take the spell Command.
- Command: Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon 18m requiring concentration. This is a powerful area-based crowd-control effect that can force weapons to drop. Use this early in the game when overwhelmed with enemies.
- Turn Undead: Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you.
- Preserve Life: Evoke a healing energy that restores (3*Cleric Level) hit points to allied creatures. Has no effect on undead and constructs.
The gameplay stays the same for the most part at this level. The addition of Preserve Life gives you a massive area-based heal that requires charges. Turn Undead can be handy in specific fights. The Command spell is a great additional for crowd control, use it to drop opponents’ weapons or put them in prone.
Spell Loadout at level 2: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds
- Spiritual Weapon: Summon a spiritual weapon that can attack enemies nearby. This is amazing because you can use bonus action AND it doesn’t cost concentration. Recommend spear form, each form has a different attack that can debuff the enemy.
- Aid: Bolster your allies with toughness and resolve to heal and increase their hit point maximum.
- Lesser Restoration: Cure a creature from disease, poison, paralysis, or blindness.
Gameplay at this level changes a bit considering how Spiritual Weapon works. Since this is a bonus action, you can use it in conjunction with an action in the same turn. Also, this can be pre-cast before combat along with Bless if you know an encounter is about to unfold. This spell also doesn’t cost concentration and it soaks up damage and does a bit as well, making it powerful at this stage of the game.
Spell Loadout at level 3: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon
At level four, the Cleric gets one cantrip, one more prepared spell, and a feat or ability improvement. We suggest you increase your ability score Wisdom by 2. Our goal is to increase the effectiveness of our healing so take the Ability Improvement feat and put two ability points into Wisdom. We will select Warding Bond for our spell and Blade Ward for our cantrip.
- Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. This is a decent cantrip when expecting incoming melee damage.
- Warding Bond: The target gains +1 on AC, +1 on saving throws, and resistance to all damage, but the caster shares damage. This is helpful because it last until long rest and can be pre-cast outside of combat.
Gameplay at this level doesn’t change much, you can use Warding Bond for a buff and expect more damage and healing with a higher ability score.
Spell Loadout at level 4: Healing Word, Inflict Wounds, Guiding Bolt, Shield of Faith, Command, Spiritual Weapon, Warding Bond.
At level five, the Life Cleric gets two free spells via your sublcass and you get to pick a level 3 spell. The best healing option here is Mass Healing Word because its massive AOE healing and requires a bonus Action rather than an action.
- Revivify: Revive a companion. They return to life with 1 hit point. Can use to revive ally which I almost always throw a potion rather than this spell because they return with more HP.
- Beacon of Hope: Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. Used as our concentration spell when you expect heavy damage and you won’t be doing anything but healing each turn.
- Mass Healing Word: heal for 1d4+3 up to 6 creatures. Using a bonus action his is a very powerful wide area-based heal that can be combined with an action in the same turn.
Spell Loadout at level 5: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding.
At level six for a Life Cleric, you gain another level 3 spell, another Channel Divinity Charge, and Blessed Healer Passive.
- Channel Divinity Charges: either Preserved Life or Turn Undead. Preserved Life is preferred because it’s a powerful 9m are based heal. At this level you have two.
- Blessed Healer: When you cast a healing spell of Level 1 or higher on another creature, you regain hit points equal to 2+ the spell’s level. Healing others essentially heals you.
- Glyph of Warding: Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. This spell is useful because you can proc elemental effects and do massive area damage.
Gameplay at this level is summoning Spiritual Weapon with bonus action on the first turn. Usually casting Bless on the team prior to combat or first turn. Then using Guiding Bolt or Glyph of Warding for damage. Mass Healing Word and another heal Preserved Life for big healing.
Spell Loadout at level 6: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding
- Death Ward: When the target drops to 0 hp for the first time, it automatically returns to 1 hp. This is essentially a Relentless Endurance Half-Orc racial feature mimic. It’s very handy to use on difficult boss fights where you assume someone on your team will get one shot on turn one.
- Guardian of Faith: Hostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage. This summonses a created guardian which cannot move but deals damage in a 10ft radius. Every time it does damage, it takes damage. The nice thing about this spell is it can be used in conjunction with a Spiritual Weapon. One is an action, one a bonus action and BOTH do not require concentration. So, on turn one, you can drop down Guardian in the middle of the action along with Spiritual Weapon.
- Freedom of Movement: Target’s movement is unaffected by difficult terrain, spells or water. A beneficial spell for movement in or outside of combat.
Gameplay at level 7: Your first turn is generally the most important if you can cast both summonses on turn one using an action and a bonus action (Guardian of Faith and Spiritual Weapon). From here, you go into priority mode emphasizing healing and buffs with Bless. If everyone is high on health, use Glyph of Warding for area damage and Guiding Bolt for a single target. If you feel you lack crowd control (CC) swap out Freedom of Movement for Banishment which is a great single-target CC. You can also use scrolls for crowd control to avoid using spell slots or different prepared spells.
Spell Loadout at level 7: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding, Freedom of Movement
Feat War Caster
- War Caster: You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range. So, War Caster helps dramatically maintain concentration which is almost always active for our build. We will use the level 12 feat to push our Wisdom to 18, but after testing this was more helpful at level 8.
- Remove Curse: Touch a creature or object to remove all Curses and Hexes affecting it. This is a niche spell in this slot, Banishment is a good substitute if you find it lacking.
- Divine Strike: Strike a foe with your weapon as it becomes wreathed in gleaming radiance. This weapon damage action isn’t our priority since we are a support build and Guiding Bolt fills out single target needs.
Gameplay: Not many changes at this level as you won’t be using Divine Strike, but expect better luck maintaining concentration which will be helpful to keeping important spells active while taking pressure.
Spell Loadout at level 8: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding, Freedom of Movement, Remove Curse
At level 9, the Cleric gets two free spells, Mass Cure Wounds, Great Restoration, 1 level 4 spell slot, 1 level 5 spell slot and additional prepared spell bringing the total to 13. I also have some thoughts on multi-classing the cleric at this level. Here’s our recommendations:
At level 9, the Cleric can decide to multi-class. This has some pros and cons and I’ve found it better to fully level the Life Cleric so you can reach level 6 spells. Here’s a brief breakdown of options:
Fighter (two levels): the Fighter with two levels has Action Surge. This gives you an additional action once per fight and recharges on short rest. The Clerics main issue is lacking multiple actions, and this helps to solve that. You do lose out on level 6 spells and another feat but it’s an option.
Sorcerer (four levels): the Sorcerer gets access to metamagic giving you extra ways to manipulate magic. One is Twinned, which you can cast a single target spell twice. Another, Quickened, you can cast another spell with your bonus action. This is helpful to compliment the clerics’ weaknesses. Big downside is you’ll miss out on higher level spells
Cleric Level 12: this is the way I prefer because you get access to level 5 and 6 spells and another feat pushing our Wisdom to 20 with War Caster. Something about summoning a Cambion and Spiritual Weapon on turn one makes it so fun and very effective.
- Insect Plague: 4d10 piercing damage Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. This requires concentration but this spell does great damage in a massive area and hinders movement though requires concentration.
- Flame Strike: 10-60 damage Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage. Doesn’t require concentration and a harder hitting area based spell than Glyph of Warding.
- Mass Cure Wounds: Up to 6 creatures regain 3d8+Spell Ability modifier
- Greater Restoration: End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.
Gameplay: at this level you have much better area based healing and damage. You now have two high level spells that can be used with or without concentration and even better healing making this level a big leap in power.
Level 9 Cleric Prepared Spells: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding, Freedom of Movement, Insect Plague, Flame Strike
- Divine Intervention: You can cast Divine Intervention to invoke your God’s aid. Once used, this can never be used again. You have a couple of options with this one-time-only spell, but the obvious one is a damage spell. It’s a massive area and huge damage. I suggest saving this for the last boss or something you just cannot complete.
- Light: Infuse an object with an aura of light. This is a occasional use utility spell.
- Planar Binding: Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. Provides decent crowd control if the percentage is high enough, over 60%.
Gameplay remains unchanged, just use Divine Intervention on a tough fight.
Level 10 Cleric Prepared Spells: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding, Freedom of Movement, Insect Plague, Flame Strike, Planar Binding
Level 11 you get access to the final level 6 spell slot.
Spell Selection (drop Planar Binding)
- Planar Ally: Summon a deva, djinn or cambion that will help the caster until a long rest. You can summon one of three allies. My favorite is Deva and you can keep it summoned until a long rest. This spell also does not require concentration, so bring this in to a tough fight for extra damage.
- Heal: heal for 70 damage and heal a target’s wounds and remove Blindness and any diseases. Simply put, this is the best single target heal in the game. You can use this or Planar Ally depending on the situation.
Gameplay: I prefer using my 6 spell for Planar Ally after a long rest. It comes with so much health and doesn’t require concentration. Damage, distraction and it just looks cool!
Level 11 Cleric Prepared Spells: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding, Freedom of Movement, Insect Plague, Flame Strike, Planar Ally, Heal
+2 ability improvement to 20 Wisdom. There are items that can get you to 22 but this is easy and helps with healing, damage, and success chance.
- Heroes’ Feast: Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. This spell helps with status effects and increasing health. I prefer Planar Ally, but this has some good utility.
Gameplay: At max level you should feel very powerful. Using multiple summons, powerful single target and area based healing along with great damage. The Life Cleric surprisingly has a ton of damage and you can burst your team up with one turn using action and bonus action combination.
Level 12 Cleric Prepared Spells: Guiding Bolt, Shield of Faith, Healing Word, Command, Inflict Wounds, Spiritual Weapon, Warding Bond, Hold Person, Mass Healing Word, Glyph of Warding, Freedom of Movement, Insect Plague, Flame Strike, Planar Ally, Heal, Hero’s Feast
Recommended Weapons and Armor
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. Progression and finding new gear are part of the game, and you will organically get more powerful weapons during your journeys.
Beginner: Act 1
Here’s the best beginner gear for Shadoweheart Companion Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Chest||Adamantine Splint Armour|
|Boots||Boots of Aid and Comfort|
|Necklace||Amulet of Misty Step|
|Ring||Ring of Absolute Force|
|Ring||The Whispering Promise|
|Weapon 1 Main Hand||The Watcher’s Guide|
|Weapon 1 Off-Hand||Glowing Shield|
- Wapira’s Crown: When healing another, the wearer regains 1d6 hit points. Found: Reward from Zelvor for killing 3 leaders and Goblin camp, accept gold.
- Adamantine Splint Armour: 18 AC, heavy armor, reduced damage by 2 cannot be critical hit. Can be crafted at Grymforge, after defeating Grym golem during the Adamantine Forge Quest. (X: -593 Y: 309) & (X:-558 Y:233).
- Alternative Chain Mail +1 very early in the game via Dammon in the Hollow.
- Hellrider’s Pride: When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks. Hellrider’s Pride can be stolen or looted from Zevlor.
- Boots of Aid and Comfort: When the wearer heals a target, it gains an additional 3 Temporary Hit Points. Grat The Trader at the Goblin Camp.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell. Found in a Gilded Chest (X386 Y8) in Defiled Temple
- Ring of Absolute Force: Gain Thunderwave, Level 1 Spell. Dropped by Sergeant Thrinn in Grymforge
- The Whispering Promise: When the wearer heals a creature, it also receives a 1d4 bonus to attack rolls and saving throws for 2 turns. From traders possibly Zhentarim Hideout, Goblin Camp, Druid Grove, Shattered Sanctum.
- The Watcher’s Guide: When the spear misses its target, the wielder’s next Attack Roll against that target has Advantage. Solve the Puzzle to Get it – Inside a sarcophagus in the Dank Crypt
- Glowing Shield: Once per Short Rest, if you are below 50% Hits Points and take damage, you gain 8 Temporary Hit Points. In a chest on a slope behind the goblin camp. (X: -54, Y: 462)
Advanced: Act 3 End Game
The following table presents the best advanced and end-game gear for Shadowheart Companion Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Helm of Balduran|
|Cape||Mantle of the Holy Warrior|
|Gloves||The Reviving Hands|
|Necklace||Amulet of Greater Health|
|Ring||Till Death Do Us Part|
|Weapon 1 Main Hand||The Blood of Lathander|
|Weapon 1 Off-Hand||Viconia’s Walking Fortress|
- Helm of Balduran: The helmet heals you 2 hit points at the beginning of every turn; You have a +1 bonus to Armour Class and Saving Throws; You can’t be Stunned; Attackers can’t land Critical Hits on the wearer. Found on an altar (X: 636, Y: -964) next to Ansur in The Wyrmway in Act 3.
- Alternative Flawed Helldusk Helmet: +2 saving throws against spells and Constituion saving throws +1. Act 2 Last Light Inn Dammon will craft for Infernal Iron.
- Mantle of the Holy Warrior: Can cast Crusader’s Mantle (Level 3 Evocation Spell. Nearby allies do extra radiant damage on attacks) once per Long Rest. Sold by Vicar Humbletoes in Stormshore Tabernacle.
- Helldusk Armour: 21 AC and you are considered Proficient with this armour while wearing it. Can be looted from Raphael in the House of Hope in Act 3
- Alternative Armour of Persistence: 20 AC, heavy armour reduces damage by 2 and persistent Resistance and Blade ward. Sold by Dammon at the Forge of the Nine in the Lower City of Baldur’s Gate.
- The Reviving Hands: When you heal a creature, it gains the effect of Blade Ward. When you Revive a creature it gains the effect of Death Ward. Sold by Vicar Humbletoes in Stormshore Tabernacle.
- Alternative Jhannyl’s Gloves: +1 Saving throw automatically cast Lesser Restoration when Blinded, Paralysed or Poisoned. Act 2 looted from Isobel at Last Light Inn.
- Helldusk Boots: You cannot be forcibly moved by a foe’s spells or actions, and you ignore the effects of Difficult Terrain and gain Hellcrawl action. Found in a locked Gilded Chest on the top floor of Wyrm’s Rock Fortress.
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23; Advantage on Constitution Saving Throws Checks. Can be taken from the Archive in the House of Hope.
- Alternative Unflinching Protector Amulet: Once per short rest, you or your ally can use a reaction to make an attack miss. Looted from Ptaris in The Lodge, Basement Docks Act 3
- Orphic Ring: Provides Confusion. Can be looted from Orpheus.
- Alternative Shifting Corpus Ring: Can cast Invisibility and Blur once per long rest. Act 2 Last Light Inn dropped by Flaming Fist Marcus.
- Till Death Do Us Part: Provides Beacon of Hope spell. Looted from Lady Jannath in Act 3.
- Alternative Ring of Free Action: ignore difficult terrain, cannot be paralyzed or restrained. Act 2 Sold by Araj Oblodra in Moonrise Tower.
- The Blood of Lathander: 1d6 + 3 Bludgeoning, and Blessing, Lathander’s Light and Sunbeam abilities. Found in Crèche Y’llek, unlocked by completing the Blood of Lathander quest in Act 2.
- Alternative Selûne’s Spear of Night: 1d6 + 3 Piercing with Darkvision, Moonbeam, and Moonmote. Obtained in the Chosen of Shar quest late Act 2.
- Viconia’s Walking Fortress: +3 AC, Reflect Spell, and Warding Bond ability. Can be looted from Viconia DeVir during Shadowheart’s companion quest in Act 3.
- Alternative Shield of Devotion: +2 AC with Shield Bash and Shield of Devotion Aid spell. Act 2 Bought from Quartermaster Talli at the Last Light Inn.
Best Consumable Items and Potions
Consumables are items that can be used once and then destroyed. They are typically used to restore health or other resources. Some common types of consumables include potions, scrolls, food, drinks, and arrows.
- Potion of Speed: Gain extra action, +2 Armour Class, Advantage on Dexterity Saving Throws, and double movement speed making it the best consumable in the game.
- Smokepowder Bomb: Throw bomb 18m with a 4m radius dealing 3d4+9 Force damage dealing a massive amount of area damage.
- Arrow of Fire: Deals +1D4 fire damage and creates a fire surface for extra area damage.
- Greater Healing Potion: Use a bonus action to self-heal for 4D4+ 4 HP.
- Basic Poison: Use a bonus action to coat a weapon with poison.
- Feather Fall Scroll: Become immune to falling damage which helps to enter Underdark.
- Alchemist Fire: Throwable single target dealing 1d4 Fire damage per turn to a creature hit
Shadowheart Combat, Gameplay Tips, and Tricks
Here are 10 gameplay tips and tricks for playing a Shadowheart in Baldur’s Gate 3:
- Heal Allies: Focus on healing allies vs doing damage so your heavy hitters can spend actions and bonus action doing damage.
- Bonus Action Heal: Make the most of your bonus action heal in conjunction with primary action based heal.
- Bless: Cast Bless outside of combat before engaging and get a lot of turns without having to use a turn in combat.
- Crowd Control: CC opponents with Blind, and Command to take less damage overall.
- Cantrips: Use these when lacking spell slots are you’re not committed to a major offensive spell to keep some spell slots in reserve.
- Guiding Bolt: Early on this is your big nuke spell and it’s wise to use it on the first turn when teammates don’t need a heal.
- Area vs Single Target: Make sure to get the most out of each spell and if you need multiple players healed, get in position, and use an area-based heal.
- Consumables: Take advantage of a potion of speed when you need multiple actions per turn.
- Health Potions: Make sure teammates are stocked up on healing potions in case they are out of your line of sight or need massive healing themselves.
- Range: Make sure to hang out at medium range where you can melee heal or do damage but not too far back to line of sight your teammates.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable The Best Shadowheart Build!
Best Baldur’s Gate 3 Shadowheart Companion Build Summary Guide
Looking for more Baldur’s Gate 3?
Thank you for reading Baldur’s Gate 3: Best Shadowheart Companion Build Guide. We provide the latest news and create guides for the BG 3. Additionally, check out our website, watch me play games on Twitch, or visit my YouTube channel!