The guide focuses on the best cleric in Baldur’s Gate 3, the Light Domain subclass, and includes all components to build a powerful character.
- Cleric Class and Best Subclasses
- Race Choice
- Recommended Backgrounds For Light Domain Cleric
- Abilities Distribution
- Cleric Illithid Powers
- Cleric Spell Slots
- Spells, Prepared Spells, and Cantrips
- 1st Level Prepared Spells and Cantrips – Character Creation
- 2 Level
- 3 Level
- 4 Level
- 5 Level
- 6 Level
- 7 Level
- 8 Level
- 9 Level
- 10 Level
- 11 Level
- 12 Level
- Best Gear for Baldur’s Gate 3 Cleric Light Domain Build
- Best Companions for Cleric Build
- Cleric Gameplay Tips and Tricks
- Baldur’s Gate 3 Cleric Build Summary Guide
Cleric Class and Best Subclasses Guide for Baldur’s Gate 3 Cleric Build
Clerics excel at healing spells but can perform in range and melee build combinations successfully. You may know Clerics if you have played already because one of the companions, Shadowheart, is a Trickery Domain subclass cleric. What separates this class is their devotion to the gods they worship, and their magic and combat skills reflect that connection. The Light Domain subclass is extremely versatile because you can access powerful support spells, bonuses, and extremely high-damage spells and weapon options. Since you will play range and have healing spells, your character will most likely die the last on the battlefield.
The following table presents the Pros & Cons of Baldur’s Gate 3 Best Cleric Build Guide.
|Pros of Cleric Build||Cons of Cleric Build|
|Easy Access to Powerful Support Spells||Many Good Spells Based on Concentration|
|High Damage Build with a combination of Light Domain Direct and AoE channel Divinity damage.||A small number of damage spells in the early game compared to other classes|
Cleric Features & Mechanics
The following list are key features and class mechanics of the Light Cleric in Baldur’s Gate 3:
- Primary Ability: Wisdom
- Subclass: Light Domain
- Weapon Proficiency: Simple Weapons
- Armour Proficiency: Light, Medium, and Shield
- Radiance of the Dawn: The sun’s divine power dispels any magical darkness.
- Potent Spellcasting: Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with cantrips.
All Subclasses Explained – Recommended Subclass
The Light Domain subclass has a good balance of damage and healing with the focus on damage. It is the favorite choice of many players. Dealing damage equal to Sorcerers or Wiazrds early on in the game is hard because of the lack of versatile area of effects spells. However, the more levels you get on your Light Domain Cleric the more powerful you’ll feel. This class is extremely powerful and one of the best in mid to late-game combat. Whatever subclass you’ll choose, the next steps will be similar, and the build slightly changes, so we suggest the Light Domain for the best results.
Here are all Cleric class 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.
Race Choice for Baldur’s Gate 3 Cleric Light Domain Build
The best race choices for Light Domain Cleric Build in Baldur’s Gate 3 is Asmodeus Tiefling and secondly, High Elf, depending on your preferred playstyle. Both races offer great benefits for spellcasters, therefore those races will help you deal the most possible damage. High Elf has an extra Cantrip, Fey Ancestry, and Darkvision. While Asmodeus Tiefling possesses Hellish Rebuke, Resistance to Fire, Darkness spell, Produce Flame spell, and Darkvision. Extremely powerful abilities and combinations.
When choosing a race for your Cleric, consider the racial traits that improve your ability score main stat. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.
|Asmodeus Tiefling||High Elf|
|Hellish Rebuke||Fey Ancestry|
The Cleric’s racial choice will not influence ability score, but everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility.
Recommended Backgrounds For Light Domain Cleric
Backgrounds mostly influence roleplaying aspects and allow you to create unique characters. But if you want to make the most out of the build, Clerics should choose at least a few of the following proficiencies: Animal Handling, Perception, Insight, Medicine, and Survival. Those proficiencies buff your Wisdom which is the class‘s primary statistic. You can also invest a little more into a Dexterity bonus to increase survivability. It all depends on your first playstyle choice.
- Folk Hero – Best for the cleric
- Urchin – Secondary choice for Light Cleric build
- Outlander – Third choice for Light Cleric build
This affects only a roleplaying aspect of the game, so pick whatever suits your character. For example, you can access a special hidden dialogue option with Shadowheart if you pick Selune as the god you worship.
Animal Handling and Insight are the best skills for the Cleric in Baldur’s Gate 3 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 best skills for Cleric build in Baldur’s Gate 3:
- Acrobatics – Dexterity skill, a possible option for Range Clerics
- Animal Handling – Wisdom skill, good for All Clerics
- Insight – Wisdom skill, good for All Clerics
- Medicine – Wisdom skill, good for All Clerics
- Perception – Wisdom skill, good for All Clerics
While these skills are well-suited for the build, it’s important to consider your character concept and the specific challenges you may face in Baldur’s Gate 3. The selection of skills should align with your intended playstyle, complement your party composition, and reflect the narrative and roleplaying aspects of your character.
Abilities Distribution for Baldur’s Gate 3 Cleric Light Domain Build
After you choose the class, subclass race, and background, the game will automatically distribute your abilities in the character creation abilities tab. The most important to focus on are statistics that will provide more damage and health for your character, Wisdom, Constitution, and Dexterity. It’s important to invest points to even numbers and get at least 16 in Wisdom for optimal setup and damage. In Baldur’s Gate 3, ability scores are the six core stats that determine a character’s capabilities. You can always change your class and ability score and reroll with Withers in your Camp.
Abilities distribution goals for Light Domain Cleric Build in Baldur’s Gate 3:
Dexterity will give your character agility and the ability to avoid being hit.
Constitution gives your character more Health points (HP) which influences how many hits you can take before you need to use a healing spell or potion and how much before your character dies. However, for the Cleric Build, we also want extra concentration that Constitution also influences.
Cleric Illithid Powers
Illithid Powers is a skill tree, unlocked later in the game when you learn more about the Mind Flayers and tadpoles, with some very strong powers. If you decide to advance into it, you can collect jars of Mind Flayer Parasite Specimens, and consume them to gain one point.
Best Illithid Powers
Here are the best Illithid Powers for the Cleric Build:
- Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn. This is the priority power you want to obtain because you can force enemies to attack something else. Hypothetically, you would react and use this when you are getting pressured and about to die.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level. This is a passive and hard counter to casters near you.
- Repulsor: deal force damage and Force Push anything and anyone back 6m. This is a great area knockback and does good damage early in the game.
- Concentrated Blast: You must be concentrating on another spell to cast this. if the target was concentrating, you heal as much as the damage that was dealt to it. The spell you were concentrating on, will end. Kind of an odd spell, but it can do big damage and healing if you attack another caster concentrating and you’re concentrating. You need to meet two conditions in order to make the most out of this spell so consider it very situational.
- Freecast: You have discovered a marvelous adaption within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Short or Long rest. This is a must-have feature and should be a priority later in the game.
Cleric Spell Slots
Here is a list of the Clerics’ Spell Slots as they progress:
Spells, Prepared Spells, and Cantrips
Here are the important Spellcasting mechanics we will be using in the Cleric Light Domain Build:
- Cantrips are similar to spells, but you can cast them infinitely, and they don’t take your spell slots.
- Prepared Spells will use your spell slots, and you must prepare them and then do a Long Rest that consumes food and resources to be able to use them. You can prepare your first set of spells during the character creation, so we’ll discuss those in detail later in the guide.
- You will also receive a set of spells that are your light domain subclass and cleric class spells: Fairie Fire and Burning Hands. Both are always available to use, and both are great spells.
- Concentration is a spell mechanic in Baldur’s Gate 3 that some spells require to maintain and keep their magic active. And many Cleric spells and cantrips are based on Concentration, such as Guidance, Resistance, Bless, Bane, or Fairie Fire. And you can concentrate only one spell at a time.
- Concentration is a reason why having extra ability points in the Constitution is important. Each time you take damage, you must do Constitution Saving Throw. If you fail, you stop “concentrating” on a spell, and the effect ends. And you waisted the spell or turn.
1st Level Prepared Spells and Cantrips – Character Creation
You won’t get access to all cantrips and spells right away, so we propose a set of skills that will grant you a solid start in the game, and you will upgrade skills as you progress. At Level One in character creation, you will unlock three cantrips and pick four prepared spells. Free Spells: you will have access to additional spells and cantrips because your subclass and race grant you them at various levels. So it can look slightly different.
- Warding Flare: Shield yourself with divine light. Use your reaction to impose disadvantage on an attacker, possibly causing their attack to miss. Helps when getting attacked.
- Faerie Fire Spell: All targets within the light turn visible, and Attack Rolls against them have Advantage. Gives advantage which helps with damage rolling two D20 dice and taking the highest of the two.
- Burning Hands Spell: 3d6 fire damage in a 5m cone. Great Conal fire damage spell.
- Light Cantrip: Infuse an object with an aura of light. Help while exploring and in combat without Darkvision racial feature.
- Sacred Flame: Conjure a flame-like radiance that deals 1d8 Radiant.
- Usage: 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.
- Thaumaturgy: Gain Advantage on Intimidation and Performance Checks.
- Usage: another helpful noncombat-related cantrip.
Gameplay at this level is using Guiding Bolt for damage. You can also use Shield of Faith or Blessed as a buff that requires concentration but not both.
- Guiding Bolt: 4d6 Radiant damage that grants Advantage on the next Attack Roll against the target.
- Inflict Wounds: 3d10 damage necrotic.
- Used in melee range for good damage.
- Cure Wounds: 1d8 heal requiring you to touch the creature to heal it.
- Melee-based heal 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.
Level 1 Light Cleric Spells: Cure Wounds, Inflict Wounds, Guiding Bolt, and Shield of Faith.
You’ll receive an extra spell slot, so you’ll be able to cast an extra spell before requiring a long rest. Also, at level 2, you can prepare 5 spells, and you get the Channel Divinity charges. The gameplay stays the same for the most part, adding Radiance of the Dawn, which gives you a damage boost. Turn Undead can be handy in specific fights. The Command spell is great for crowd control, use it to drop opponents’ weapons or put them in prone status effect.
- Turn Undead (all clerics) – not a bad spell with a specific mechanic called “Turn” Upon casting, the enemy will have to perform a wisdom saving throw. If they fail, they will run away. It has a nice range and hits multiple targets, but they must be within the line of sight of your cleric.
- Inflicts “Turned“. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you.
- Radiance of the Dawn (light domain subclass) – it’s easier to use on melee characters but also deals a shocking amount of damage on range build
- Harness the sun’s divine power to dispel any magical darkness and deal (2d10 + cleric level ) Radiant to hostile creatures within range.
- On a successful saving throw, creatures only take half damage. It doesn’t affect creatures that have total cover from you.
- Attack/Save: Constitution
Prepare New Spells:
- Command: Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon 18m requiring concentration.
- Usage: 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.
Level 2 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command
Similarly, you’ll get an additional spell slot, and some spells will be available as level 2 spells. Higher-level spells deal more damage, and their effects last longer. So take advantage of it as soon as you get access to those at level 3.
- Flaming Sphere: Amazing Summon that not only has decent hit points especially early in the game, but also can damage the enemies.
- Summon a flaming sphere that damages nearby enemies and objects. The sphere sheds bright light in a 6m radius, and dim light for an additional 6m.
- Scorching Ray: Great spell overall, that deals decent damage and you’ll find yourself using it a lot, even or later levels.
- Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
Prepare New Spells:
- 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.
Level 3 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, 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, because you will now hit 18 and be able to prepare an extra spell. Gameplay at this level doesn’t change much, expect more damage and healing with a higher ability score.
- Ability Improvement: add +2 Ability points to Wisdom
Prepare New Cantrip:
- Blade Ward: This is a decent cantrip when expecting incoming melee damage.
- Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.
Prepare New Spell:
- Lesser Restoration: Now you can remove some status effects and you’ll find it useful in many situations early in the game.
- Cure a creature from disease, poison, paralysis or blindness.
Level 4 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration
At level five, the Light 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.
- Daylight: Useful especially if you or other companions in your group don’t have darkvision
- Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
- Fireball: Simply fantastic AoE spell that deals a massive amount of damage to the enemies in the area.
- Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage.
- Destroy Undead: Good Addition to your damage spell toolkit
- When you successfully Turn an undead creature, it also takes 4-24 Radiant Damage.
Prepare New Spells:
- Mass Healing Word: heal for 1d4+3 up to 6 creatures.
- Usage: Using a bonus action his is a very powerful wide area-based heal that can be combined with an action in the same turn.
- Glyph of Warding: Decent AoE that can apply a different magical and status effects
- Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.
Level 5 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word
At level six for a Light Cleric, you gain another level 3 spell, and Improved warding Flare. Start with summoning Spiritual Weapon with bonus action on the first turn. Usually cast Fireball to the stacked enemies or use Guiding Bolt on the strongest enemy. Use Mass Healing Word and Cure Wounds for healing if necessary.
Prepare New Spells:
- Speak with Dead: Useful mainly outside of combat
- Allow a corpse that still has a mouth and is not an undead to answer 5 questions to the caster.
Level 6 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Speak with the Dead
At level 7, the Light Cleric gains one level 4 spell slot and two subclass-specific spells. The first turn is crucial, try to cast Spiritual Weapon and the Fireball. Then, you go into priority mode emphasizing healing if you don’t have another dedicated healer in a group or damage if your team is in good condition. Also, utilize Glyph of Warding for area damage and Guiding Bolt for a single target. If you need crowd control (CC) use Banishment.
- Wall of Fire: It can be useful in some situations, for example, a tight doorframe or passage separates your range of characters and enemies. If you cast the Wall of Fire in this specific place, melee foes will be forced to pass it to get to your characters and take damage.
- Create a blazing wall of fire, burning anyone who dares stand too close.
- Guardian of Faith: This summonses a created guardian who 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.
- Hostile creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage.
- Banishment: Another great crowd-control Spell at the cleric’s disposal
- Temporarily Banish your target to another plane of existence.
Level 7 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Speak with the Dead, Banishment
- Spell Sniper: Eldritch Blast is the best Cantrip in the game and the spell sniper feat guarantees you’ll get higher damage with your spells.
- Eldritch Blast: Conjure beam(s) of crackling energy.
The spell creates more than one beam when you reach higher levels: two beams at 5th level and three beams at 10th level. Each beam is rolled separately.
- Eldritch Blast: Conjure beam(s) of crackling energy.
- Potent Spellcasting: this subclass feature will increase your damage with spells.
- Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with cantrips.
- Animate Dead: Good summoned creature to have at your disposal.
- Create an undead servant from a corpse.
Level 8 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Speak with the Dead, Banishment, Animate Dead
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 an additional prepared spell bringing the total to 13. At this level, you have much better area-based damage and some decent healing. You now have two high-level spells that can be used with or without concentration and even better healing making this level a big power increase.
- Flame Strike: Up to 6 creatures regain 3d8+Spell Ability modifier
- Destructive Wave: End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.
- Mass Cure Wounds: Fantastic mass healing spell, extremely strong on Cleric regardless of subclass.
- Up to 6 creatures regain 3d8+Spell Ability modifier
Level 9 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Speak with the Dead, Banishment, Animate Dead, Mass Cure Wounds
I also have some thoughts on multiclassing the cleric at this level. 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 Light 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, in which you can cast a single target spell twice. Another, Quickened, you can cast another spell with your bonus action. This is helpful to complement the clerics’ weaknesses. The big downside is you’ll miss out on higher-level spells
- Divine Intervention: 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.
- You can cast Divine Intervention to invoke your God’s aid. Once used, this can never be used again.
- Resistance: Support Cantrip that can increase the survivability in challenging fights
- Make a target more resistant to spell effects and conditions: It receives a +1d4 bonus to Saving Throws
- Greater Restoration: Same as restoration utility spell, but can end more status effects.
- End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.
Level 10 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Speak with the Dead, Banishment, Animate Dead, Mass Cure Wounds, Great Restoration
At Level 11 you get access to the final level 6 spell slot. I prefer using my 6 spell slots for Planar Ally after a long rest. This summon comes with a lot of health and doesn’t require concentration. Damage, distraction and it just looks cool!
- Planar Ally (Deva): My favorite is Deva, and you can keep it summoned until the long rest. This spell also doesn’t require concentration, so bring this into a tough fight for extra damage.
- Summon a deva, djinn, or cambion that will help the caster until a long rest.
Level 11 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Speak with the Dead, Banishment, Animate Dead, Mass Cure Wounds, Great Restoration, Planar Ally
Level 12 is the max level in Baldur’s Gate 3 and now you should feel very powerful. Using multiple summons, powerful single target, and area-based damage along with great healing. The Light Cleric is a valuable damage dealer and you can heal or buff your team with a decent spell combination.
- +2 ability improvement to 20 Wisdom: There are items that can get you to 22. High Wisdom helps with healing and damage.
- Heroes’ Feast: This spell has good utility.
- Produce a feast for 12 guests that cures diseases, immunizes to poison, and increases hp by 2d10 for 24 hours.
Level 12 Light Cleric Spells: Guiding Bolt, Inflict Wounds, Shield of Faith, Cure Wounds, Command, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Speak with the Dead, Banishment, Animate Dead, Mass Cure Wounds, Great Restoration, Planar Ally, Heroes’ Feast, Beacon of Hope
Best Gear for Baldur’s Gate 3 Cleric Light Domain Build
Beginner: Act 1
Below is the best beginner gear for the Cleric Light Domain Class in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Chest||Hedge Wanderer 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|
Gear Description and Location
- 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.
- 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)
- Hedge Wanderer Armour: Balance: Gain a +1 bonus to Dexterity Saving Throw Icons.png Saving Throw and Checks. Nature +1.
- Sold by Arron in the Druid Grove
- Hellrider’s Pride: When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks.
Strength Saving Throws +1
- 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
- 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
- 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 11d4 bonus to attack rolls and saving throws for 2 turns.
- From traders in few Locations possible: Zhentarim Hideout, Goblin Camp, Druid Grove, Shattered Sanctum
Advanced: Act 3 End Game
The following table presents the best advanced and end-game gear for Cleric Light Domain Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Helm of Balduran|
|Cape||Cloak of the Weave|
|Boots||Disintegrating Night Walkers|
|Ring||Shifting Corpus Ring|
|Weapon 1 Main Hand||The Blood of Lathander|
|Weapon 1 Off-Hand||Viconia’s Walking Fortress|
|Secondary Weapon (bow)||Gontr Mael|
- 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 The Wyrmway in Act 3
- Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls; Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
- Can be found in a locked chest in Raphael’s House of Hope.
- Helldusk Armour: You are considered Proficient with this armour while wearing it; When you succeed a Saving Throw, the caster receives Burning for 3 turns; You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources.
- Can be looted from Raphael in the House of Hope in Act 3
- Helldusk Gloves: You gain +1 bonus to Spell Attack Rolls and Spell Save DC; our weapon attacks deal an addition 1-6 Fire damage. Your unarmed attacks deal an addition 1-6 Necrotic damage, and can possibly inflict Bleeding; Strength Saving Throws +1
- Can be looted from Haarlep in the House of Hope
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on Grease or Ice; Cast the spell Misty Step once per Short Rest.
- Can be taken from Nere, at the Grymforge in Act 2
- Spellcrux Amulet: Spell Slot Restoration
- Can be looted from The Warden in Moonrise Towers Prison ( X: 569 Y: -650 ).
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a critical hit. Once spent, this effect refreshes after a Long Rest.
- Can be found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729).
- Shifting Corpus Ring: Gain access to the Invisibility and Blur spells
- Drop by Fist Marcus at the Last Light Inn
- The Blood of Lathander: Once per Long Rest, when your hit points are reduced to 0, you regain 2~12 hit points. Allies within 9m also regain 1~6 hit points; Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded, unless they succeed a Constitution Saving Throw; Cast Sunbeam once per Long Rest (Level 6 Evocation Spell. A beam of brilliant light sears and blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot.)
- Found in Crèche Y’llek, unlocked by completing the Blood of Lathander quest in Act 2.
- Viconia’s Walking Fortress: When a foe hits you with a melee attack, you can use your Reaction, dealing it 2~8Force damage and knock it Prone unless they succeed a Dexterity Saving Throw; You gain Advantage on Saving Throws against spells. Spell Attack Rolls against you have Disadvantage; Can cast Reflective Shell once per short rest; Can cast Warding Bond once per Long Rest.
- Can be looted from Viconia DeVir during Shadowheart’s companion quest in Act 3.
- Gontr Mael: On a hit, possibly inflict Guiding Bolt upon the target; This object shines with a glowing light in a radius of 6m; Cast Celestial Haste once per Long Rest.
- Looted from the Steel Watcher Titan in Steel Watch Foundry
Best Companions for Cleric Build
For Cleric Build, we do not recommend another upfront damage dealer as both you and either Lae’zel or Karlach will fulfill that role. The premise of the build is to have one to two melee fights with a heavy damage dealer, your Cleric providing support. Having range casters and damage dealers will help with crowd control, area damage, and burst at range.
- Lae’zel (Fighter): damage, high survivability, and in-your-face aggression.
- Gale (Wizard): range magic damage, crowd control, and utility spells.
- Astarion (Rogue): High Initiative, damage, lockpicking, and sneaking
It’s important to note that party composition and synergy play a significant role in determining the effectiveness of your companions. Consider the strengths and weaknesses of each companion and how they align with your main character’s abilities and playstyle.
Cleric Gameplay Tips and Tricks
Here are 10 gameplay, combat tips, and tricks for using the Cleric 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, adapt it to match your gameplay and playstyle.
Baldur’s Gate 3 Cleric Build Summary Guide
If you followed the guide, this is how your Baldur’s Gate 3 Cleric with all Build components should look:
- Light Domain
- Folk Hero
- Animal Handling Proficiency
- Survival Proficiency
Skills with Proficiency
Race – Asmodeus Tiefling
- Hellish Rebuke
- Produce Flame
- Darkvision (12m)
- Flame Resistance
- Strength – 10
- Dexterity – 16
- Constitution – 14
- Intelligence – 8
- Wisdom – 16
- Charisma – 10
Looking for more Baldur’s Gate 3?
Thank you for reading the Baldur’s Gate 3 Cleric Build Guide Page. 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!