This guide will explain the best Cleric Build in Baldur’s Gate 3, the Cleric Class, and the Knowledge Domain subclass, for the optimal setup.
- Class Mechanics and Features
- Cleric Spell Mechanics
- Ability Scores
- Cleric Spell Slots
- Illithid Powers
- Level Progression
- Recommended Gear
- Consumables, Potions and Items
- Gameplay Tips and Tricks
- Build Summary Guide
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Knowledge Domain Cleric Class Introduction
The Cleric class in Baldur’s Gate 3 is a versatile and powerful class that can play a variety of roles in a party. Clerics are spellcasters who use divine magic to heal their allies, buff them for battle, and debuff their enemies. They can also deal significant damage with their offensive spells.
For this build, we will use the Knowledge Domain subclass. The Knowledge domain unlocks additional skill proficiency and domain spells focused on crowd control. While you don’t get heavy armour proficiency with this build, the Knowledge Domain Cleric still excels at healing, supporting, and debuffing enemies. This build will focus on a support build with some extra damage when needed.
|Knowledge Cleric Pros||Knowledge Cleric Cons|
|Crowd Control||Weaker Spell Selection|
|Dialogue & Exploration||Lower Mobility|
|Support Build||No Heavy Armour|
Knowledge Domain Cleric Class Mechanics and Features
The following list are key features and class mechanics of the Knowledge Domain Cleric in Baldur’s Gate 3:
- Primary Ability: Wisdom
- Secondary Ability: Strength
- Saving Throws: Charisma and Wisdom
- Subclass: Knowledge Domain
- Armour Proficiency: Light Armour, Medium Armour, and Shield
- Weapon Proficiency: Simple Weapons, Morningstars
- Deity: Oghma shares knowledge with the world through his bards and clerics.
- Preferred Weapon: Quarterstaff and Shield
- Preferred Armor: Medium
- Knowledge of the Ages: Gain Proficiency in all Skills of a chosen Ability.
- Potent Spellcasting: You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.
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.
- Prepared Spells: this allows you to flex in and out spells as long as you are not in combat.
- Concentration: is a spell mechanic that requires you to maintain concentration otherwise, the spell effect ends.
Knowledge Domain Subclass
The Knowledge Domain is the best subclass for roleplaying, dialogue, and crowd control for the Cleric class in Baldur’s Gate 3. Knowledge Domain helps provide two domain spells at various levels. These spells are always prepared, and will not take up slots in your spellbook. They are meant to aid your play style, and expect them to be heavy crowd control.
The best part of the Knowledge subclass is gaining extra skill proficiency and expertise. You can then have one character that’s very strong in dialogue, exploration, and influencing quest. If you want a support class with good healing, crowd control, and extra benefits in questing, the Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide is a great fit.
- Domain Spells (Level 1) – Command and Sleep
- Subclass Feature (Level 1): +2 Expertise Skills, can choose from History, Nature, Religion, Arcana.
- Knowledge of the Ages (Level 2) – Gain Proficiency in all Skills of a chosen Ability.
- Domain Spells (Level 3) – Calm Emotions and Hold Person
- Domain Spells (Level 5) – Speak with Dead and Slow
- Domain Spells (Level 7) – Confusion and Otiluke’s Resilient Sphere
- Potent Spellcasting (Level 8) – Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.
- Domain Spells (Level 9) – Dominate Person and Telekinesis
Folk Hero is the Best Background for a Knowledge Cleric in Baldur’s Gate 3 because you gain two Wisdom-based skills. You want to pick a background that scales with your main ability Wisdom. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Additional choices are:
Folk Hero is proficient in:
Consider your allies, and companions for additional choices and selections. Wizards are the only Intellgence based focused class, but with the Knowledge class passive and the Githyanki race selection, this build will have a very high skill proficiency. This is one of the perks for playing the Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide.
Best Race Choice for Knowledge Cleric Build
The Githyanki is the best race for the Knowledge Cleric build because of the Astral Knowledge racial feature. For a subclass based on knowledge, the Githyanki provide proficiency in all skills of a chosen ability. This helps create a diverse skill proficiency set for a knowledge and dialogue-focused build. Humans are another good choice because you get extra carry capacity and another skill proficiency.
|Astral Knowledge||Extra Skill Proficiency|
|Misty Step||Increased Carry Capacity|
|Martial Prodigy||Civil Militia|
The Cleric’s racial choice will not influence ability score, as race will 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. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.
Astral Knowledge Explained
The Astral Knowledge Githyanki race feature helps increase skill proficiency in an ability of your choice. This is a great option for dialogue-focused builds with lower ability score in say intelligence. You can use this once per long rest, and change your ability to focus. This will give you a +2 for every skill in an ability tree. Since Wizards are the only intelligence-based class, the Githyanki make a great race for players wanting a unique experience in and outside of combat.
Recommended Skills for Knowledge Domain Cleric Build
Medicine and Persuasion are the best skills for our Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide 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 a Knowledge Domain Cleric in Baldur’s Gate 3:
- You get two skill proficiency +2
- You get two Expertise which is +4
Note these could be different depending on your racial and background selection for the Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide.
Best Knowledge Domain Cleric Ability Scores
Below is the best ability score to unlock the full potential of the best Knowledge Domain Cleric Build in Baldur’s Gate 3:
The ability score for a Knowledge Domain Cleric Build Guide is 16 Wisdom, 16 Constitution, and 14 Dexterity. Wisdom is your spell effectiveness, constitution represents your hit points and concentration saving throws, and dexterity helps with initiative and Armour Class (AC) when wearing medium armour.
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 Knowledge Domain Cleric Build Guide. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Knowledge Domain Cleric Spell Slots
Here is a list of the Knowledge Domain Clerics’ Spell Slots as they progress:
Knowledge Domain Cleric Illithid Powers
Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for our Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide:
- 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.
- 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.
- Freecast: You have discovered a marvelous adaption within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed.
Knowledge Domain Cleric Level Progression
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. Look to wear medium armour and one-handed weapon like a mace or quarterstaff and shield. Act 3, the Helldusk Armour is the only exception because it grants you heavy armour proficiency. Outside of that, stick to medium armour.
- 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 (Domain Spell): 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.
- Bless (Domain Spell): 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 creature to heal it. A 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.
- Command (subclass spell): Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
- Sleep (subclass spell):Put creatures into a magical slumber. Select targets up to a combined 24 hit points. Lasts 2 turns
Healing: The best healing combination at level 1 is Healing Word and Cure Wounds. Healing Word is a bonus action, while Cure Wounds is an action, so you can use both spells in one turn for powerful healing. Both spells also have enchanted versions at higher levels, so this combination will remain useful throughout the game.
Damage: Guiding Bolt is a great damage spell in early levels, although Inflict Wounds deals slightly more damage. Guiding Bolt has a longer range and grants advantage on the next attack against the target, which allows an ally to roll two dice instead of one. You don’t need to use your spell slots on Guiding Bolt often, but it’s a good choice if you need to take down a specific target quickly. If you’re out of spell slots, rely on Sacred Flame cantrip.
Subclass: You choose your Cleric subclass at level 1. Your subclass will grant you several always-prepared spells, which means you don’t have to use your spell slots to prepare them. This gives you more variety and versatility in your spellcasting. The Knowledge Domain subclass is heavy in “stuns” or crowd control spells. Consider dropping or changing your prepared spells if you find too many in your arsenal.
Playstyle: Your goal at level 1 is to keep your party alive, provide buffs, and deal damage when everyone is topped off on health. This will continue to be your role throughout the game, as this is a support build setup. Wear medium armor and a shield to keep your Armor Class (AC) high, which will lower the enemy’s chance of hitting you. In early levels, rely on cantrips when your spell slots are low. You’ll get a big boost in power at levels 5 and 9 when you learn more powerful spells.
Knowledge Domain Cleric Level 1 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, and Healing Word.
- Turn Undead (class action): Pray to Turn all undead that can see you.
- Knowledge of the Ages (subclass feature): Gain Proficiency in all Skills of a chosen Ability.
- Shield of Faith (spell selection): Protect a creature from attacks: increases its Armour Class by 2.
Your subclass will give you Knowledge of the Ages which mimics the Githyanki Astral Knowledge racial feature. You can combine this to increase both Intelligence and Charisma. This will increase your skill proficiency in your weakest ability scores, while Wisdom will be extremely high. This is a great combination of lore and quest-based gameplay.
Your class unlocks Turn Undead which is very useful in limited fights where all the enemies are undead. Make sure to click on them, and examine which will tell you if they are undead. Shield of Faith is also a great spell to pickup here because it increases AC by 2 and can be cast after a long rest. The downside is, you need to keep either Blessed active or Shield of Faith. Consider your options, Blessed when you want your team to hit more reliably, and Shield of Faith if you have a “squishy” teammate who is constantly getting focused and kill. Cast Shield of Faith before combat starts, it’s not turn limited so it’ll stay on them as long as you don’t cast another concentration spell.
Knowledge Domain Cleric Level 2 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, and Shield.
Now at Level 3, you will unlock two Level 2 spells, two subclass spells, and one newly prepared spell.
- Githyanki Psionics Jump (race action): Jump in a long arc, depending on your strength modifier.
- Calm Emotions (subclass spell): Humanoids can’t be Charmed, Frightened, or become enraged.
- Hold Person (subclass spell): Hold a humanoid enemy still. They can’t move, act, or react. Attacks from within 3m are always Critical Hits.
- Spiritual Weapon (spell selection): Summon a floating, spectral weapon that attacks your enemies alongside you.
At this level, you add another crowd control spell and Sprititual Weapon. Sprititual Weapon can be used as a bonus action, thus you can cast Blessed and this spell on turn one. It will summon an additional ally who can take damage, and do a lot of damage per turn. Consider this a very strong spell to use due to its bonus action cost, range, and damage early on. This spell also doesn’t cost concentration so expect to use it a lot early on.
Knowledge Domain Cleric Level 3 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, and Spiritual Weapon.
- Light (cantrip selection): Infuse an object with an aura of light. Lasts until Long Rest.
- Lesser Restoration (spell selection): Cure a creature from disease, poison, paralysis, or blindness.
- Ability Improvement (feat selection): Wisdom +2.
Immediately after adding the Ability Improvement feat, you can prepare another spell due to increased Wisdom. Go with Silence. Lesser Restoration will help with general utility as will Light. More Wisdom at this level is helpful to expand your spellbook and increase the power of your spell casting. At level 8, we suggest War Caster which helps with concentration spells.
Knowledge Domain Cleric Level 4 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, and Lesser Restoration.
- Speak with Dead (subclass spell): Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
- Slow (subclass spell): Alter time around up to 6 enemies to Slow them. They won’t get far, they can’t do much, and they’re easier to hit.
- Destroy Undead (subclass spell): When you’ve successfully Turned an undead creature, it also takes 4~6 Radiant damage.
- Misty Step (Githyanki race spell): Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Glyph of Warding (spell selection): Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Level 5 is a massive spike in power due to subclass spells and level 3 spells. If you picked a Githyanki race like recommended, you get Misty Step one of the best mobility tools in the game. If you didn’t pick a Githyanki, you can still get this spell in Act 1 via a necklace or boots. We suggest a Glyph of Warding to aid in area-based damage. While this build isn’t a damage dealer, there will be turns where no one needs healing, and Guiding Bolt can only hit one target. Remember to flex in and out spells depending on the encounter and what your party composition lacks.
Knowledge Domain Cleric Level 5 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, and Mass Healing Word.
- 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
At level 6, we want to take Beacon of Hope because it maximizes our healing. This is useful when you expect an all-out battle, where your Cleric is likely to do nothing but heal. On higher difficulties, this can be life-saving, especially with the Clerics area-based healing abilities. If you find yourself not using it, flex in another spell but it comes in very handy on hard fights, cast turn one instead of Blessed.
Knowledge Domain Cleric Level 6 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, and Mass Healing Word.
- Confusion (subclass spell): Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
- Otiluke’s Resilient Sphere (subclass spell): Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and outgoing damage.
- Guardian of Faith (spell selection): Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points.
At this level, Confusion is a massive up to 6 enemy crowd control spells. This is a must-use ability in larger encounters. Guardian of Faith is another summon type of spell that doesn’t require concentration, but also cannot be relocated. You can use Spiritual Weapon and Guardian of Faith in tendom. It is best to put Guardian of Faith in a choke point where enemies have to move in and out of the radius in order to take damage.
Knowledge Domain Cleric Level 7 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, and Guardian of Faith.
- Banishment (spell selection): Temporarily Banish your target to another plane of existence.
- War Caster (feat selection): 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.
- Potent Spellcasting (subclass feature): You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.
Your subclass unlocks an odd feature, Potent Spellcasting. This only aids your Sacred Flame, so don’t expect much. You want to take War Caster here because so many of your buffs, debuffs, and spells require concentration. This will help you keep them active for maximum effect (Blessed, Shield of Faith, etc.). Banishment is one of the best single-target stuns in the game. It removes a target for two turns and should be used against opponents with high damage that can wipe out your team in one turn. Cast this only with a higher percentage around 65% or so otherwise, it’s too risky.
Knowledge Domain Cleric Level 8 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Guardian of Faith, and Banishment.
- Dominate Person (subclass spell): Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.
- Telekinesis (subclass spell): Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot.
- Mass Cure Wounds (spell selection): Unleash a soothing hum of energy that heals you and nearby allies for 7~28 HP.
- Flame Strike (spell selection): Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
You should drop Banishment from your prepared spells since you have more crowd control now. Pick up another level 5 spell, but you only have one slot, take Flame Strike for a nice AoE. Mass Cure Wounds is an upgraded version that can be combined with Mass Healing Word for a two-spell per turn mega healing and up to 6 players. Dominate Person is another great crowd control ability and Telekinesis is a fun spell to throw enemies. You can chuck them off ledges and it is very powerful if you get creative.
Knowledge Domain Cleric Level 9 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Guardian of Faith, Mass Cure Wounds, and Flame Strike.
- Divine Intervention (class feature): You can cast Divine Intervention to invoke your God’s aid. Once used, this can never be used again.
- Produce Flame (cantrip selection): A flame in your hand sheds light in a 9m radius and deals 1~8 Fire damage damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action.
- Greater Restoration (spell selection): Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.
Unlocked here is another utility cantrip and spell that helps if your allies are crowd-controlled. Divine intervention is a once-per-game usage spell. The area damage version of this is the obvious choice on the hardest fight in the game.
Knowledge Domain Cleric Level 10 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Guardian of Faith, Mass Cure Wounds, Flame Strike, and Greater Restoration.
- Planar Ally (spell selection): Beseech one of these otherworldly entities for aid.
At level 11, you get only one level 6 spell slot for the rest of the game. There are two Quarterstaves that bypasses this issue in Act 3: the Staff of Spellpower or Markoheshki. With either of these Quarterstaffs, you can negate a spell slot, essentially cheesing two level 6 spell slots.
At this level, there are two amazing spells that last until a long rest Planar Ally and Heroes’ Feast. Pick Planar Ally at this level and summon a Cambion which has good health, high movement speed, and big damage. The best part of Planar Ally is it stacks with other summons; thus you can have a little team roaming with you until a long rest! Free damage, utility, and distractions.
Knowledge Domain Cleric Level 11 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Guardian of Faith, Mass Cure Wounds, Flame Strike, Greater Restoration, and Planar Ally.
You’ve reached the max level in Baldur’s Gate 3, take another +2 to Wisdom to reach the max of 20. Select the Hereoes’ Feast spell and try to obtain either Staff of Spellpower or Markoheshki to cast two level 6 spells that last until a long rest. You should feel very powerful at this level. The healing spell at level 6 is powerful, but single target, and isn’t as useful as the combo of healing words, and cure wounds in my opinion. This doesn’t only burst up one player, but your entire team. And in tough fights, rarely is it just one player needing healing.
- Heroes’ Feast (spell selection): You and everyone around can’t be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Lasts until Long Rest.
- Ability Improvement (feat selection): Wisdom +2
- Death Ward (spell selection): Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left. Lasts until a Long Rest.
That’s the level progression but make sure to check the gear sections below for the Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide.
Knowledge Domain Cleric Level 12 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Shield, Spiritual Weapon, Lesser Restoration, Glyph of Warding, Mass Healing Word, Guardian of Faith, Mass Cure Wounds, Flame Strike, Greater Restoration, Planar Ally, and Heroes’ Feast.
Knowledge Domain Cleric Companions
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
When putting your party together, consider companions for not only their combat prowess but also their outside ability and skills that can influence storytelling, dialogue, and exploration. A balanced party will fit the traditional RPG ‘holy trinity’: Tank, Healer, and DPS. Ideally, in Baldur’s Gate 3 you’re are going to want one tank, one healer, one melee DPS, and one range DPS. Some classes/subclasses can cover both roles, so feel free to experiment and find out what works best for you.
Beginner: Act 1
Here’s the best beginner gear for our Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide:
|Gear Slot||Best Gear Item|
|Head||Warped Headband of Intellect|
|Chest||Adamantine Scale Mail|
|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|
- Warped Headband of Intellect: Set the wearer’s Intelligence score to 17. Found: Dropped by Lump the Enlightened in the Blighted Village.
- Adamantine Scale Mail: AC 18 and All incoming damage is reduced by 1. Can be crafted at the Adamantine Forge.
- 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 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 Knowledge Domain Cleric 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|
|Boots||Disintegrating Night Walkers|
|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 The Wyrmway in Act 3
- 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: AC 21 and you are considered Proficient with this armour while wearing it; When you succeed in 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
- 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. Strength Saving Throws +1; Can cast the spell Revivify once per Long Rest.
- Sold by Vicar Humbletoes in Stormshore Tabernacle
- 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
- 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
- Orphic Ring: Provides Confusion (Level 5 Enchantment Spell. Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.)
- Can be looted from Orpheus
- Till Death Do Us Part: Provides Beacon of Hope. (Level 3 Abjuration Spell. Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.)
- Quest reward for Free the Artist (or can be pickpocketed from Lady Jannath) in Act 3.
- 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.
Consumables, Potions and Items
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.
The following list represents the best individual use consumable items that will aid in our Knowledge Domain Cleric Build:
- Potion of Greater Healing: 8d4 + 8 healing and removes burning.
- Potion of Invisibility: Become invisible for 1 minute. Attacking or casting spells ends the status.
- Potion of Flying: 10 turns of flying.
- Potion of Speed: 3 turns of an increased action via the Haste condition.
- Potion of Angelic Slumber: fall asleep for two turns, then restore all spell slots, hit points, and abilities.
- Elixir of Peerless Focus: gain advantage on concentration saves (ingredients Sublimate of Belladona, and any ashes).
- Elixir of Vigilance: gain +5 bonus initiative and you cannot be surprised (ingredients sublimate of bloodstained hook, any ashes).
- Superior Elixir of Arcane Cultivation: gain a level 3 spell slot (ingredients Solution of Night Orchid, any Vitriol).
- Elixir of Viciousness: increase your critical hit chance (ingredients Vitriol of Shadowroot Sac, any Ashes).
- Elixir of Universal Resistance: gain resistance to all damage (ingredients Vitriol of Divine Miasma, any Sublimate).
Knowledge Domain Cleric Combat, Gameplay Tips, and Tricks
Here are 10 gameplay tips and tricks for playing a Knowledge Domain 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 of 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 Best Baldur’s Gate 3 Knowledge Domain Cleric Build Guide!
Best Baldur’s Gate 3 Knowledge Cleric Build Summary Guide
Subclass Knowledge Domain
Armor: Medium Armour
Weapons: One Hand & Shield
- Strength 8
- Dexterity 14
- Constitution 16
- Intelligence 10
- Wisdom 16
- Charisma 10
- Level 1 – Guiding Bolt Damage Spell
- Level 2 – Knowledge of the Ages
- Level 3 – Spiritual Weapon Spell
- Level 4 – Feat +2 Wisdom
- Level 5 – Glyph of Warding
- Level 6 – Beacon of Hope
- Level 7 – Guardian of Faith
- Level 8 – War Caster
- Level 9 – Flame Strike
- Level 10 – Greater Restoration
- Level 11 – Planar Ally
- Level 12 – Heroes’ Feast & +2 Wisdom
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