This guide will explain the best Cleric Build in Baldur’s Gate 3, the Cleric Class, and the Nature 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.
Nature Domain Cleric Class Introduction
Clerics in Baldur’s Gate 3 are versatile and powerful spellcasters who can heal, buff, debuff, and deal damage, making them an asset to any party. Their ability to commune with the divine grants them access to a diverse array of spells and abilities. Clerics offer players a dynamic and engaging role-playing experience within the BG3 universe.
For this build, we will be using the Nature subclass which focuses on nature spells. This subclass grants heavy armour proficiency and makes a great Cleric support build. You want to use this build for sturdy and durable Cleric healing with an emphasis on nature.
|Nature Cleric Pros||Nature Cleric Cons|
|Heavy Armour Proficiency||Weak Mobility|
|Extra Skill Proficiency||No Additional Action|
|Great Healer||Lower Damage|
Nature Domain Cleric Class Mechanics and Features
The following list are key features and class mechanics of the Nature Domain Cleric in Baldur’s Gate 3:
- Primary Ability: Wisdom
- Saving Throws: Charisma and Wisdom
- Subclass: Nature Domain
- Armour Proficiency: Light Armour, Medium Armour, Heavy Armour and Shield
- Weapon Proficiency: Simple Weapons, Morningstars
- Deity: Yondalla to protect the home, heart, and nature.
- Preferred Weapon: Mace and Shield
- Preferred Armor: Heavy
- Acolyte of Nature: You learn a druid Cantrip, and become Proficient in Animal Handling, Nature, or Survival.
- Divine Strike: Elemental Fury: deals environmental damage in addition to your weapon’s damage.
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.
Nature Domain Subclass
The Nature Cleric in Baldur’s Gate 3 is a subclass of the Cleric class that focuses on the power of nature. Nature Clerics are skilled at healing their allies, buffing them for battle, and debuffing their enemies, but they also have several abilities that allow them to control and manipulate the natural world around them. This subclass is given domain spells which are always prepared and added to your spellbook. They are focused on nature, survival, buffs, and crowd control. This domain and subclass is balanced with an emphasis on nature and is a perfect choice for a nature character archetype.
- Domain Spells (Level 1) – Speak with Animals and Animal Friendship
- Acolyte of Nature (Level 1) – You learn a druid Cantrip, and become Proficient in Animal Handling, Nature, or Survival.
- Charm Animals and Plants (Level 2) – Channel fey magic to Charm nearby beasts and plants.
- Domain Spells (Level 3) – Spike Growth and Barkskin
- Domain Spells (Level 5) – Plant Growth and Sleet Storm
- Domain Spells (Level 7) – Dominate Beast and Grasping Vine
- Divine Strike: Elemental Fury (Level 8) – Once per turn deal 1-8 Cold Damage, 1-8 Fire Damage, or 1-8 Lightning Damage in addition to your weapon’s Weapon Damage when you make a melee attack.
- Domain Spells (Level 9) – Insect Plague and Wall of Stone
Acolyte is the Best Background for a Nature Cleric in Baldur’s Gate 3 because you gain two Wisdom-based proficiency. The Acolyte background also fits well with a nature-based build, and Folk Hero is another good alternative depending on how you want your story to unfold. 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:
Best Race Choice for Nature Cleric Build
The Wood Elf is the best race choice for our Best Baldur’s Gate 3 Nature Domain Cleric Build Guide because you can have longsword proficiency along with Darkvision, an extra cantrip, and Fey Ancestry. Fleet of Foot gives the Wood Elf the best movement of all the races, which helps the Cleric’s weak movement speed and it fits the nature story and background. A secondary choice is the Human because you get extra carry capacity and another skill proficiency.
|Fleet of Foot||Extra Carrying Capacity|
|Elven Weapon Training||Skill Proficiency|
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.
Recommended Skills for Nature Domain Cleric Build
Nature, Insight, and Persuasion are the best skills for our Best Baldur’s Gate 3 Nature 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 Nature Domain Cleric in Baldur’s Gate 3:
Best Nature Domain Cleric Ability Scores
Below is the best ability score to unlock the full potential of the best Nature Domain Cleric Build in Baldur’s Gate 3:
The best ability score for Nature Cleric is 16 Wisdom, 16 Constitution, and 14 Dexterity. Wisdom will influence your spell power, Constitution will determine health and concentration spell saves, while Dexterity helps with initiative and combat order. 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 Nature 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.
Nature Domain Cleric Spell Slots
Here is a list of the Nature Domain Clerics’ Spell Slots as they progress:
Nature 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 Nature 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. Refreshes after a Short or Long rest.
Nature 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. You want to find and equip heavy armour and one-handed weapons like a mace or quarterstaff and shield. A shield with heavy armour should give you very high Armour Class (AC) starting the game, and is the go-to armour from Acts 1 to 3.
- 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.
- Produce Light (subclass cantrip): Infuse an object with an aura of light. Until Long Rest.
- 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.
- Speak with Animals (Domain spell): Gain the ability to comprehend and communicate with beasts. Lasts until Long Rest.
- Animal Friendship (Domain spell): Convince a beast not to attack you.
- Acolyte of Nature (subclass feature) – You learn a druid Cantrip, and become Proficient in Animal Handling, Nature or Survival.
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 spell casting. The Nature Domain subclass unlocks a lot of utility spells for speaking with or controlling animals. Feel free to experiment with a variety of spells depending on your party’s loadout and needs. The default setup will be support and healing for the Best Baldur’s Gate 3 Nature Domain Cleric Build Guide.
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 heavy armor and a shield to keep your 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.
Nature 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.
- Charm Animals and Plants (subclass feature): Channel fey magic to Charm nearby beasts and plants.
- Command (spell selection): Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Your subclass unlocks Charm Animals and Plants a useful questing and exploration spell. 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.
Command is our spell selection and it makes for incredible crowd control early on. Grovel is great for knocking enemies prone and drop is awesome for dropping weapon users’ weapons and picking them up immediately following. The Command spell will help you control the battlefield throughout the initial part of the game. An alternative if you are having issues with survivability is Shield. Shield of Faith can give one player +2 AC until long rest or concentration is broken. This is a defensive replacement for Bless with a concentration spell and makes a good flex spell.
Nature Domain Cleric Level 2 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, and Command.
Now at Level 3, you will unlock two Level 2 spells, two subclass spells, and one new prepared spell.
- Spike Growth (domain spell): Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2-8 Piercing damage for every 1.5m it moves.
- Barkskin (domain spell): Protect a creature from attacks: increase its Armour Class up to 16. Lasts until Long Rest.
- Spiritual Weapon (spell selection): Summon a floating, spectral weapon that attacks your enemies alongside you.
At this level, you add another useful movement debuff spell with Spike Growth. This is great to throw in a choke point where the enemy is moving towards you and taking damage with reduced movement. Barkskin is a weak buff spell that does lack until long rest, but good armour and Shielf of Faith is usually a better option.
For spell selection, we want to take Spiritual Weapon. Spiritual 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.
Nature Domain Cleric Level 3 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, and Spiritual Weapon.
- Light (cantrip selection): infuse an object with an aura of light. Lasts until Long Rest.
- Lesser Restoration (spell selection): ure a creature from disease, poison, paralysis, or blindness.
- Ability Improvement (feat selection): Wisdom +2.
The best feat early is ability improvement +2 to Wisdom to increase your spell effectiveness and additional prepared spell. Immediately after your selection, you can select another spell and I’d go with Hold Person for a great single-target control spell. For your spell selection choice, go with Lesser Restoration to have more utility when you need a cleanse.
Nature Domain Cleric Level 4 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, and Lesser Restoration.
At Level 5 as a Nature Domain Cleric, you will unlock two level 3 spells, Destroy Undead, two subclass spells, and one newly prepared spell.
- Plant Growth (domain spell): Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered.
- Sleet Storm (domain spell): Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.
- Mass Healing Word (spell selection): Heal up to 6 allies for 5~8 HP.
Level 5 is a massive spike in power due to subclass spells and level 3 spells. Your subclass gives you Plant Growth and Sleet Storm, both of which are great for area control and damage. Mass Healing Word is a good spell selection choice that acts as an upgraded Healing Word using a bonus action to AOE heal teammates. If you need to free up a spell slot, feel free to drop Healing Word at this point.
You should have a balanced single target and area-based damage and healing spell combination with good crowd control at level 5. Typically, turn one you need to buff your group with Blessed or Shield of Faith, the Spiritual Weapon with a bonus action. Second turn usually you crowd control or damage depending if your teammates need healing. Always default to healing, but sometimes your allies will be at near full health and it makes sense to use Sleet Storm for area damage and Guiding Bolt for a single target. As you progress with the Nature Cleric, this remains the type of gameplay but you have more utility and choices in healing, crowd control, and damage.
Nature Domain Cleric Level 5 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, and Mass Healing Word.
The level 6 Nature Cleric only gets one new prepared spell slot at this level.
- Beacon of Hope (spell selection): Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.
The best level 6 spell selection here is Beacon of Hope. This is a concentration-based spell that lasts 10 turns and maximizes your healing potential. Use this spell in replacement for Blessed when you expect heavy incoming damage and most of your turns are spent on pure healing. Typically, I cast this once every 3-4 fights, but you will miss it dearly if it’s not prepared during a tough encounter.
Nature Domain Cleric Level 6 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, Mass Healing Word, Beacon of Hope, and Hold Person.
- Dominate Beast (domain spell): Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination
- Grasping Vine (domain spell): Summon a giant vine capable of dragging creatures toward itself.
- 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.
Level 7 Nature Cleric gives you a useful beast control spell and grasping vine control spell. Guardian of Faith is the best choice to select for spells at this level. It 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.
Nature Domain Cleric Level 7 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, Mass Healing Word, Beacon of Hope, Hold Person, and Guardian of Faith.
- 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.
- Banishment (spell selection): Temporarily Banish your target to another plane of existence
- Divine Strike Elemental Fury (subclass feature): Once per turn deal 1-8 Cold Damage, 1-8 Fire Damage, or 1-8 Lightning Damage in addition to your weapon’s Weapon Damage when you make a melee attack.
The Nature Subclass unlocks Elemental Fury Divine Strike which won’t fit our build. The War and Tempest Cleric builds make greater use of these melee-damaging subclass features and rely more on martial damage than spells. War Caster is the suggested feat 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.
Nature Domain Cleric Level 8 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, Mass Healing Word, Beacon of Hope, Hold Person, Guardian of Faith, and Banishment.
- Mass Cure Wound (spell selection): Unleash a soothing hum of energy that heals you and nearby allies for 7~28 HP.
- Insect Plague (domain spell): Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
- Wall of Stone (domain spell): Raise a wall of non-magical, solid stone
Level 9 will give you only one level 5 spell slot and the go-to is Mass Cure Wounds. This is an upgraded area-based version of Cure Wounds and is a powerful heal. You can combine it with bonus action Mass Healing Word for two super powerful group heals in one turn. If you cast Beacon of Hope on turn one, then these two spells in conjunction will likely heal your team to full in one round.
Your nature subclass gives insect plague and a wall of stone. These spells are very situational and helpful when playing with terrain. Typically, I find better choices per turn, but they give you some utility when you need terrain altering spells.
Nature Domain Cleric Level 9 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, Mass Healing Word, Beacon of Hope, Hold Person, Guardian of Faith, Banishment, and Mass Cure Wounds.
- Divine Intervention (class feature): You can cast Divine Intervention to invoke your God’s aid. Once used, this can never be used again.
- Resistance (cantrip selection): Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.
- Flame Strike (spell selection): Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Unlocked here is another utility cantrip and spell selection. 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.
Flame Strike is a great area-based damage spell that does not require concentration. This is a great pickup at level 10 when you need a high-impact damage spell but be careful to not cast against enemies with flame resistance.
Nature Domain Cleric Level 10 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, Mass Healing Word, Beacon of Hope, Hold Person, Guardian of Faith, Banishment, Mass Cure Wounds, and Flame Strike.
- 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 bypass 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.
Nature Domain Cleric Level 11 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, Mass Healing Word, Beacon of Hope, Hold Person, Guardian of Faith, Banishment, Mass Cure Wounds, Flame Strike, 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.
Nature Domain Cleric Level 12 Prepared Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word, Command, Spiritual Weapon, Lesser Restoration, Mass Healing Word, Beacon of Hope, Hold Person, Guardian of Faith, Banishment, Mass Cure Wounds, Flame Strike, Planar Ally, and Heroes’ Feast.
Nature 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 Nature Domain Cleric Build Guide:
|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.
- 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 our Best Baldur’s Gate 3 Nature Domain Cleric Build Guide:
|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 or final fight of Act 2.
- 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.
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 Nature 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).
Nature Domain Cleric Combat, Gameplay Tips, and Tricks
Here are 10 gameplay tips and tricks for playing a Nature 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 the 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 Nature Domain Cleric Build Guide!
Best Baldur’s Gate 3 Nature Cleric Build Summary Guide
Subclass Nature Domain
Weapons: One Hand & Shield
- Strength 8
- Dexterity 14
- Constitution 16
- Intelligence 10
- Wisdom 16
- Charisma 10
- Level 1 – Guiding Bolt Damage Spell
- Level 2 – Charm Animals and Plants
- Level 3 – Spiritual Weapon Spell
- Level 4 – Feat +2 Wisdom
- Level 5 – Sleet Storm Spell
- Level 6 – Beacon of Hope
- Level 7 – Guardian of Faith
- Level 8 – War Caster Feat
- Level 9 – Insect Plague
- Level 10 – Divine Intervention
- Level 11 – Planar Ally
- Level 12 – Feat +2 Wisdom
Looking for more Baldur’s Gate 3?
Thank you for reading the Best Baldur’s Gate 3 Nature Domain Cleric Build Guide. We provide the latest news and create guides for the BG3. Additionally, check out our website, watch me play games on Twitch, or visit my YouTube channel!