This solo guide focuses on the key aspects of a Cleric build in Baldur’s Gate 3 (BG3), intended to play solo without companions.
This build page has been updated for the patch 6 version of Baldur’s Gate 3.
Best Solo Cleric Build Guide
The Cleric in Baldur’s Gate 3 is a versatile divine spellcaster, weaving faith and potent magic to bring blessings and blows. The Cleric class comes with 7 subclass selections, each offering unique spells and powers. For this solo build, we will be focused on using the Light subclass, which plays the best for a solo build in BG3.
We’ve designed this solo build for high performance in combat especially if you wish to play on Honour Mode difficulty. This build will NOT utilize multiclassing as the Cleric can be ultra-powerful as one pure class. This build uses spell damage, summons, and powerful area damage for kills while surviving with high AC and buffs. Let us continue explaining how to use the Best Baldur’s Gate 3 Solo Cleric Build!
Solo Cleric Build Features
The following list presents all the essential solo Cleric Build Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Wisdom
- Saving Throws: Wisdom and Charisma
- Subclass: Light Domain
- Weapon Proficiency: Simple Weapons, Morningstar, and Flail
- Armour Proficiency: Light armour, Medium armour, and Shield
- Preferred Armor: Medium
- Preferred Weapon: One Hand and Shield
- Warding Flare: Use your reaction to impose a Disadvantage on an attacker, possibly causing their attack to miss.
- Radiance of the Dawn: Deal 2d10 + Character Level Radiant damage to hostile creatures in a 9-meter radius.
- Turn Undead: Present your holy symbol and cause undead creatures to flee.
- Improved Warding Flare: When an enemy attacks an ally, you can use your Reaction to impose a Disadvantage on the Attack roll.
- Potent Spellcasting: Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with cantrips.
How to Play the Cleric Solo in Baldur’s Gate 3
Baldur’s Gate 3 can be played solo by either opting to disregard companions or recruiting them and later dismissing them to your camp. Although playing a Cleric build solo presents a challenging experience, it is possible to complete the entire game solo on Tactician or Honour Mode difficulty.
Below are some general tips on how to play the best Cleric build in BG3 Solo:
- Stealth: Start combat in stealth if possible to trigger the Surprise status effect.
- Side Quest: Complete as many side-quests as possible to reach levels 5 and 9 where your power boosts.
- Summons: Do side quests to obtain summons and permanent bonuses like Scratch and Necromancy of Thay in Act 1.
- Resources: Make sure every turn you are spending your bonus and action and don’t let any resource go unspent.
- Loot Everything: You will need a lot of gold to buy consumables, potions, and ammunition so loot and sell constantly.
- Crafting: Elixirs and potions are vital, and you need to purchase materials when trading for crafting.
- Sell Often: Your carrying capacity will be limited so sell often, and store excessive items in your traveler’s chest.
- Consider Illithid Powers: While it can come with an altered appearance, the powers are powerful and can help you.
- Oils + Elixiris: Combine both oils/coatings and Elixir during combat for a dual benefit.
- Persuasion: Try to avoid combat through dialogue if possible.
We will explain more about these topics throughout this guide, Best Baldur’s Gate 3 Solo Cleric Build.
Wood Elf is the best solo Cleric race because you gain Longsword proficiency, Perception proficiency, and the highest movement speed of any race. An alternative race is the Wood Half-Elf, which is similar, though it has Pikes and Spear proficiency. Lastly, the Duergar makes a good choice due to the innate invisibility spell, and Enlarge, though, lacks movement speed.
Here is the best race choice for a solo Cleric build in Baldur’s Gate 3:
The Best Ability Score for solo Cleric Build is 17 WIsdom, 16 Constitution, and 15 Dexterity. Wisdom is your ability modifier for spells, increasing the amount you can learn, the damage, and the chance to land. Constitution is health and also your ability to maintain concentration saving throws. Lastly, Dexterity is important while using Medium Armour and having a high initiative so you can go sooner in combat. This selection assumes you will take an ability improvement at level 4 to increase Wisdom to 18 and Dexterity to 16, where you will see a big increase in power.
Below is the best ability score for a solo Cleric in Baldur’s Gate 3:
- Strength – 8
- Dexterity – 15
- Constitution – 16
- Intelligence – 8
- Wisdom – 17
- Charisma – 8
You can increase your ability score via a quest in Act 1, Act 2, and Act 3. Make sure to check out our Permanent bonus guide on how you can boost your ability score through quests.
Background & Skills
The best Background for a solo Cleric is Folk Hero because you gain proficiency in two Wisdom-based skills, Animal Handling and Survival. Backgrounds in Baldur’s Gate 3 are a way to represent your character’s backstory and give them some starting skills and abilities.
The best skills to select and optimize are Insight and Persuasion. These two often reveal hidden doors, buttons, and treasure chests.
Best Solo Cleric Build – Level Progression in Baldur’s Gate 3
At Level One follow our character creation steps above to pick all correct background, race, skills, and ability score distributions focusing on Wisdom and Constitution. You want medium armour with a Versatile Weapon (quarterstaff or Longsword) and Shield. The Cleric picks their subclass at level 1, which will unlock many cantrip, subclass spells, and prepared spells.
Your subclass selection (Light) will grant always prepared spells. So, if you see some on your quick bar or spellbook that you didn’t select, they come from the Light subclass. The Light subclass emphasizes spell damage dealing rather than support and healing. Thus, we will lean into those benefits and you should see those selections.
Light Subclass Unlocks
- 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 an Advantage. Gives an advantage that helps with damage by rolling two D20 dice and taking the highest of the two.
- Burning Hands Spell: 3d6 fire damage in a 5m cone. Great gear fire damage spell.
- Light Cantrip: Infuse an object with an aura of light. Help while exploring and in combat without Darkvision racial features.
- 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. 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.
- Inflict Wounds: 3d10 damage necrotic. Used in melee range for good damage.
- Blessed: Gains a +1d4 bonus to Attack rolls and Saving throws. Use a pre-buff spell before combat to gain better attack rolls and saves.
- Command: Command a creature to flee, move closer, freeze, drop to the ground, or drop their weapon. One of the best single-target crowd control abilities in the game.
Solo Cleric Gameplay
The general premise of this build is area-based spell damage and summon spells that aid you in combat. We will want to equip weapons with powerful bonuses rather than rely on weapon-based attacks for damage. Thus, you will pair cantrips and spells as your primary damage source. Moreover, your two highest damage spells are Inflict Wounds (melee) and Guiding Bolt (ranged). When you run out of spell slots, use Sacred Flames. Always pre-buff before a fight with Blessed to get a big advantage when you start combat.
The main issue you will have at the start of the game is going lower in act order, meaning you cannot crowd control (CC) or kill targets before they attack you. One way to fix this is ALWAYS to start combat from stealth and try to trigger the surprise status effect. If you do this, you will get one free round of damage before the enemy can attack you. This is critical for the Cleric, who lacks high Dexterity and will likely go later in the round.
Act 1 Priorities
As you advance with the Solo Cleric build, you will gain access to powerful area-based damage spells and are hyper-effective against the undead. The Cleric lacks inherited mobility, but this can be remedied later in Act 1 with the Amulet of Misty Step and Haste Helm. Moreover, look to acquire the Elixir of Bloodlust and Potion of Speed. These two consumables can combine, giving you extra actions and, thus, extra damage.
Your overall priority with the Solo Cleric build is the following:
- Complete Prologue
- Unlock summons, Scratch, Shovel
- Collect the Necromancy of Thay (important in Act 3)
- Reached Hollowed City/Druid Grove
- Sell, Stock up, complete the quest
- Progress to level 5
- Check all Permanent Bonuses in Act 1
- Reach Underdark and Grymforged
At level two, you will receive an extra spell slot, so you can 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. Below are the recommendation spells and explanations for the Solo Cleric:
- Turn Undead (all clerics): Inflicts “Turned“. A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
- Radiance of the Dawn (light domain subclass) – 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 of the damage. It doesn’t affect creatures that have total cover from you.
Prepare New Spells:
- Cure Wounds: Heal a creature you can touch.
The biggest additional factor at level 2 is the massive area of radiant damage from Radiance of the Dawn. This doesn’t use a spell slot, but your changed Divnity Charges. You won’t get many, but they replenish on short rest, and this skill can carry your damage early and late in the game. Having it Radiant damage helps as well with gear sets like Luminous Armour found in Act 1.
Turn Undead is also unlocked which is powerful in Undead specific encounters. It essentially forces them to turn away. Later on, you unlock a powerful passive that makes this spell area-based damage and a crowd control spell. As you see, area damage is exactly what you excel at up in the fray of combat. This spell also takes Channel Divinity resource, so be cautious when using it. Amulet of the Devout should be your number one priority in Act 3 to gain an extra use of this charge.
Your gameplay at this level revoles around guiding bolt for ranged damage, inflict wounds for melee damage, command for crowd control and Sacred Flame for cantrip damage. Likely, your spell slots will be out constantly requiring a long rest. Therefore, rely on Sacred Flame early on if you can absorb the damage. Mainly use your bonus action for potions, which you get more utility soon. Boots of Speed from the Underdark will help bonus action utility and Misty Step Amulet.
Level 3 will see two always-prepared subclass spells and one additional prepared spell.
- Flaming Sphere: 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: Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
Prepare New Spell:
- 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 is an important level because you gain two “summon” abilities with Flaming Sphere and Spiritual Weapon. These summons stack, meaning you can cast Flaming Sphere with an action and Spiritual Weapon with a bonus action. This will give you two sources of distraction and a common method for survival when playing solo. Flaming Sphere requires concentration, so pick Bless or this spell before an engagement. Moreover, these two spells last 10 turns, so it’s best to cast them on turn one or enter turn base mode just outside of a fight, cast, then sneak and start an encounter with a ranged guiding bolt. When out of spell slots, keep spamming Sacred Flame and use channeled Divinity charges for area damage.
- Ability Improvement: add +1 to Dexterity and +1 to Wisdom
- Aid: Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
- Resistance: Gains a +1d4 bonus to Saving throws.
With an increase in ability score, we reach even numbers on Dexterity and Wisdom. 18 Wisdom will gain an additional spell slot after you hit accept, which you can choose anything but becomes crucial at the next level. The most significant change here is the spell aid. This gives you +5 HP, can be used outside combat, and lasts until a long rest. This is an essential theme to any solo build, stacking as many bonuses until long rest as you can.
In fact, at the end of the game, you can cast Aid at level 5 spell for 20 HP until a long rest! You may need to conserve spell slots when starting, but realize this spell is deceptively powerful to increase your overall survivability.
- Daylight: Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
- Fireball: Shoot a bright flame from your fingers that explodes upon contact, torching everything nearby. On Save: Targets still take half damage.
- Destroy Undead: When you successfully Turn an undead creature, it also takes 4-24 Radiant Damage.
Prepare New Spells:
- Glyph of Warding: Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.
- Spirit Guardians: Call forth spirits to protect you. Nearby enemies take 3d8 Radiant or 3d8 Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.
Level 5 Gameplay Light Cleric
At this level, you should feel a massive boost in power. You will gain access to two powerful area-based damage spells, Fireball and Glyph of Warding. Fireball is one of the top damage spells that can be upcast. Meaning, you can spell higher-level spell slots later in leveling to do even more damage. The glyph of warding is a highly flexible spell where you can pick the element type. Choose the element type based on enemy resistance to achieve maximum damage.
The most impactful change is the unlock spell Spirit Guardian. Requiring concentration, you can select either Necrotic or Radiant damage to deal damage around you when an enemy is in range. You generally want to select Radiant (unless resistance) and charge into the melee fray. With this spell and area-based damage, you’ve already unlocked most of your powerful force when surrounded.
Additionally, Destroy Undead now makes Turn Undead much more powerful. They will essentially take a lot of Radiant Damage. Therefore, you prioritize Luminous Armour during Act 1. This creates a Radiant Shockwave and debuffs enemies for an ultra-powerful combination.
At level six for a Light Cleric, you gain another level 3 spell and an Improved Warding Flare subclass feature.
- Animate Dead: Animate a corpse to create an undead servant while not in combat.
- Improved Warding Flare (subclass feature): When an enemy attacks an ally, you can use your Reaction to impose Disadvantage on the Attack roll, possibly causing their attack to miss.
The best selection for spells here is Animate Dead. This gives you a until-long rest summon that stacks on top of Flaming Sphere and Spiritual Weapon. Thus, in tough encounters, you can bring all three into combat for distraction and extra damage. You will need to find a corpse with Animate Dead, so cast it immediately following a fight or return to a previous encounter and use it. You won’t need to wait until combat starts because it lasts until a long rest, making it much easier to bring along another undead, which is critical for solo builds and gameplay.
Ending Act 1 with the Solo Cleric
Before you proceed to Act 2 with the Solo Cleric BG3, stock up on camp and alchemy supplies, visit vendors, and check out the best Act 1 items and permanent bonuses list to ensure you won’t miss anything. Lastly, Grymforge has powerful armor and weapons (Adamantine) to aid you well into Act 3.
Freedom of Movement: Movement Speed can’t be reduced by Difficult Terrain, spells, or magical effects. Can’t be Paralysed or Restrained
- Wall of Fire: Create a blazing wall of fire, burning anyone who dares stand too close. It can be helpful 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. This spell requires concentration, so be careful not to cast when already holding concentration.
- Guardian of Faith: Hostile creatures within a 10-ft radius of the created guardian must succeed on a Dex. Save or take 20 radiant damage. This summons a created guardian who cannot move but deals damage in a 10-foot radius. Every time it does damage, it takes damage. The nice thing about this spell is that it can be used 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.
Until Long Rest
The Freedom of Movement spell selection is similar to Aid. This spell lasts until a long rest doesn’t require concentration and can be cast outside combat. It’s a perfect spell to cast on yourself immediately following a rest because it prevents paralyzed or restrained. The main weakness of the build is lower combat turn order due to Dexterity and crowd control prevention. Thus, you can stack Aid and Freedom of Movement outside combat to get the end.
Prepare New Spells:
- Death Ward: Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
- War Caster: You gain an Advantage on Saving throws to maintain Concentration on a Spell. You can also use a reaction to cast a shocking Grip at a target moving out of melee range.
- Potent Spellcasting (subclass feature): You can add your Wisdom Modifier to the damage you deal with cantrips.
The selection of Death Ward is similar to Freedom of Movement. If you have extra spell slots, this can be cast outside of combat, stacks with Aid, Freedom of Movement, Elixir of Bloodlust, etc. The more you can stack these passive bonuses, the better your chances at survival.
War Caster is selected because maintaining concentration is critical when you have Spirit Guardian active most of the game. Enemies will also try and flee the radius, giving you free damage which can be significant.
Lastly, Potent Spellcasting aids your Sacred Flame cantrip, and Quickspell Gloves can be helpful to cast this as a bonus action later in Act 3.
- Banishment (spell selection): Temporarily Banished your target to another plane of existence for two turns.
- Destructive Wave (subclass spell): End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.
- Flame Strike (subclass spell): Up to 6 creatures regain 3d8+Spell Ability modifier
In level 9, you can unlock one of the most potent cleric spells, destructive wave. This spell does massive area damage in a large radius, similar to Radiance of the Dawn. The added benefit here is that you can knock enemies prone. Now you have a massive area damage spell that can stun every target. And, as you maintain concentration on Spirit Guardian, you will passively be doing damage around you. This should give you a massive boost in power playing the Best Baldur’s Gate 3 Solo Cleric Build.
Divine Intervention: You can cast Divine Intervention to invoke your God’s aid. Once used, this can never be used again. You have a couple of options with this one-time-only spell, but the obvious one is a damage spell. It’s a massive area and huge damage. I suggest saving this for the last boss or something you cannot complete.
- Healing Word: Select any spell you’d like here, and we will replace it next level for two level 6 spells.
- Blade Ward: Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
Multiclassing Solo Cleric Options
At level 10, the Cleric can decide to multi-class. This has pros and cons, and I’ve found it better to fully level the Light Cleric so you can reach level 6 spells. The main advantage is getting either bonus action or action utility with the Rogue/Thief or the Fighter build. Moreover, Paladin can give you access to Divine Smite, and Sorcerer unlocks some powerful passives. However, I don’t think the pros outweigh the cons because you will lose another feat, which can help to reach 20 Wisdom and gain more access to spells. Thus, we recommend sticking to Cleric until the maximum level.
- Heroes’ Feast: You cannot be Poisoned, Diseased, or Frightened. Everyone’s maximum Hit Points increase by 12, and they make Wisdom Saving throws with Advantage.
- Planar Ally: This spell allows spellcasters to summon an Elemental, Celestial, or Fiend for aid.
At level 6, you get only one spell slot and will not gain an additional spell slot. There are two Quarterstaves that bypass this issue in Act 3: the Staff of Spellpower or Markoheshki. With either of these quarterstaves, you can negate a spell slot, essentially cheesing two level 6 spell slots. Moreover, an Act 2 necklace, Spellcrux Amulet will do the same thing.
Heroes’ Feast is a powerful buff that stacks with Aid, giving you a massive amount of health. You can upscale Aid to level 5 for 20 extra HP, then cast Heroe’s Feast with Spellcrux Amulet and replenish the spell slot. This nets you 32 extra health!
Next, you can cast Planar Ally for a powerful Cambion summon that lasts until a long rest. If you have either staff, you can negate the spell’s cost. Thus, you could select and use 3 level 6 spells with this build or simply upcast Destructive Wave for insane damage. You can see the importance of acquiring this gear for two until long rest spells immediately following a long rest.
You’ve hit maximum level with the Best Baldur’s Gate 3 Solo Cleric Build Guide! At this level, you should feel very powerful using multiple summons creatures and doing massive area-based damage.
- Ability Improvement: +2 Wisdom
- Healing Word: can heal with a bonus action
- FLEX: take Create Dead if you like Summons or Harm for single target damage.
With reaching the max level, your next priority is to optimize gear entirely based on your playstyle. The main point is to increase your Radiant Damage, gain bonus action utility, and maintain mobility. We’ve listed our suggestions below for using the Best Baldur’s Gate 3 Solo Cleric Build.
Best Gear for Baldur’s Gate 3 Solo Cleric Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armour, weapons, scrolls, and much more. There are three Acts in BG3, and Best Baldur’s Gate 3 solo Cleric Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s the best beginner gear, items, and equipment for the best Cleric Build in Baldur’s Gate 3:
|Best Gear Item
|Circlet of Blasting
|Free Scorching Ray
|Gloves of Belligerent Skies
|Disintegrating Night Walkers
|Amulet of Misty Step
|Free Misty Step
|Ring of Absolute Force
|Fetish of Callarduran Smoothhands
|Weapon 1 Main Hand
|Grants Sing Bonus
|Weapon 1 Off-Hand
|+2 AC, Shield Bash
|Weapon 2 Ranged
|Bow of Awareness
Below is the Best Act 1 Armour, Weapons, and Equipment for the Solo Cleric in BG3:
- Circlet of Blasting: Sold by Blurg in the Myconid Colony (Alternatives Shadow of Menzoberranzan, or Haste Helm).
- Luminous Armour: Chest in Selunite Outpost, Underdark (Alternatives Adamantine Scale Mail, or Githyanki Half Plate).
- Gloves of Belligerent Skies: Found in Inquisitor’s Chamber of Crèche Y’llek (Alternatives Gloves of Missile Snaring, or Hellrider’s Pride).
- Disintegrating Night Walkers: Found in Underdark (Alternative Boots of Speed).
- Amulet of Misty Step: Found in a Gilded Chest (X386 Y8) in Defiled Temple. (Alternatives Amulet of Restoration, or Moondrop Pendant).
- Ring of Absolute Force: Dropped by Sergeant Thrinn in Grymforge (Alternative Ring of Colour Spray).
- Fetish of Callarduran Smoothhands: Looted from dead gnomes in Grymforge X: -610 Y: 408 (Alternatives The Sparkswall, or Crusher Ring).
- Phalar Aluve: Found in rock in Underdark coordinates X: 116 Y: -192 (Alternatives Melf’s First Staff, Staff of Crones, or Spellsparkler).
- Adamantine Shield Complete the Adamantine Forge Quest in Grymforge (Alternatives Glowing Shield, or Wood Woad Shield).
- Bow of Awareness: Sold by Vendor Roah Moonglow in the Shattered Sanctum. You can use it even without proficiency for extra initiative!
Here’s the best endgame Act 3 gear, items, and equipment for solo Cleric Build in Baldur’s Gate 3:
|Best Gear Item
|Helm of Balduran
|Cannot be Stunned
|Cloak of Protection
|Bonus Action Cantrip
|Mobility & Hellcrawler
|Amulet of Devout
|Restore spell slot
|Shifting Corpus Ring
|Free Invisibility and Blur
|Weapon 1 Main Hand
|Free Spells, +1 Roll
|Weapon 1 Off-Hand
|Viconia’s Walking Fortress
|+3 AC, Free Spells
|Weapon 2 Ranged
Below are the Best Act 3 Armour, Weapons, and Equipment for the Solo Cleric in BG3:
- Helm of Balduran: Found on an altar next to Ansur in The Wyrmway (Alternatives Helldusk Helmet, or Hood of the Weave).
- Cloak of Protection: Purchase from Quartermaster Talli at Last Light Inn (Alternative Cloak of the Weave).
- Helldusk Armour: Looted from Raphael in the House of Hope (Luminous Armour, Adamantine Scale Mail, or Moon Devotion Robe).
- Quickspell Gloves: Purchased at Sorcerors’s Sundries (Helldusk Gloves, or Gemini Gloves).
- Helldusk Boots: Gilded Chest on the top floor of Wyrm’s Rock Fortress (Alternative Disintegrating Night Walkers).
- Amulet of Devout: Obtained in the basement chest of Stormshore Tabernacle (Alternatives Spellcrux Amulet, or Amulet of Greater Health).
- Killer’s Sweetheart: Found inside the Gauntlet of Shar ( X: -833 Y: -729) (Alternative Ring of Free Action).
- Shifting Corpus Ring: Drop by Fist Marcus at the Last Light Inn (Alternative Crypt Lord Ring).
- Markoheshkir: At Ramazith’s Tower (Alternative Staff of Cherished Necromancy, Staff of Spellpower, or Incandescent Staff).
- Viconia’s Walking Fortress: Can be looted from Viconia DeVir House of Grief (Alternative Shield of Devotion).
- Hellrider Longbow: Sold by Ferg Drogher in Rivington (Alternative Darkfire Shortbow).
Best Consumables, Potions, Ammunition, 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 the Best Baldur’s Gate 3 Cleric Solo Build Guide:
- Elixir of Bloodlust: Once per turn when you kill a foe, you gain HP 5 temporary hit points and an additional action.
- 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.
- Potion of Invisibility: Become invisible for 1 minute. Attacking or casting spells ends the status.
- Potion of Flying: 10 turns of flying.
- 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).
Best Baldur’s Gate 3 Solo Cleric Build Summary
Subclass: Light Domain
Weapons: One Hand and Shield
Background: Folk Hero
Race – Wood Elf
- Strength – 8
- Dexterity – 15
- Constitution – 16
- Intelligence – 8
- Wisdom – 17
- Charisma – 8
Solo Cleric Level Progression
- Level 1 – Guiding Bolt
- Level 2 – Radiance of the Dawn
- Level 3 – Spiritual Weapon
- Level 4 – +1 Wisdom & Dexterity
- Level 5 – Spiritual Guardians
- Level 6 – Animate Dead
- Level 7 – Freedom of Movement
- Level 8 – War Caster Feat
- Level 9 – Banishment
- Level 10 – Healing Word
- Level 11 – Planar Ally & Hero’s Feast
- Level 12 – +2 Wisdom
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