This guide will explain the best Baldur’s Gate 3 Cleric War Domain Build Guide, and how to set up your character with abilities, skills, and gear.
- Class Mechanics and Features
- Spell Mechanics
- War Domain Subclass
- Ability Scores
- War Domain Cleric Spell Slots
- Cleric Illithid Powers
- Cleric Level Progression
- Best Companions
- Best Gear
- Consumables, Potions and Items
- Gameplay Tips and Tricks
- Build Summary Guide
War Cleric Class Introduction
The War Domain is one of the subclasses available to Clerics, who are divine spellcasters who serve a deity and draw their power from their faith. The War Domain Cleric specializes in martial combat, tactics, and divine blessings related to warfare and battle. This subclass is typically associated with gods of war, valor, and conflict.
This War Domain Cleric build is designed to be a heavy armor front-line damage dealer. With high Strength and Charmisa, you will play differently than other Cleric builds. Using weapon attacks and taking advantage of a unique subclass feature that allows you to attack with bonus action. This isn’t your typical Cleric support build, but blending offensive spells, weapon attacks, and outside-of-combat utility.
This build has been updated for the latest version of Baldur’s Gate 3
|War Cleric Pros||War Cleric Cons|
|Bonus Action Efficient||Must Use Strength Ability|
|Spells & Weapon Damage||No Extra Attack|
|Heavy Armor Proficiency||Weak Mobility|
War Domain Cleric Class Mechanics and Features
The following list are key features and class mechanics of the War Domain Cleric in Baldur’s Gate 3:
- Primary Ability: Wisdom
- Secondary Ability: Strength
- Subclass: War Domain
- Weapon Proficiency: Simple and Marital Weapons
- Armour Proficiency: Light, Medium, and Heavy Armor, Shield
- Preferred Weapon: Mace and Shield
- Preferred Armor: Heavy
- Guided Strike: Gain a +10 bonus to your Attack Roll.
- Turn Undead: Undead that can see or hear you are forced to flee from you
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.
War Domain Subclass
War Domain Cleric Subclass Explained
The War Domain Cleric is a subclass of the Cleric class in Baldur’s Gate 3. They are focused on martial combat, and their abilities allow them to deal more damage and stay in the fight longer. War Domain Clerics are proficient with all martial weapons and heavy armor, making them formidable combatants.
The War Priest feature allows War Domain Clerics to make an attack as a bonus action on their turn. This helps the Cleric maintain pressure with action and bonus action. The Channel Divinity Guided Strike subclass feature allows the War Domain Cleric to give themselves +10 on Attack Roll. This is a great way to do a ton of damage with martial weapons while wielding powerful spells.
- War Priest (Level 1): When you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a bonus action.
- Heavy Armour Proficiency (Level 1)
- Martial Weapon Proficiency (Level 1)
- Domain Spells (Level 1): Divine Favour and Shield of Faith
- Channel Divinity Action (Level 2): Guided Strike – Reaction. You gain +10 bonus to your Attack Roll.
- Domain Spells (Level 3): Magic Weapon and Spiritual Weapon
- Domain Spells (Level 5): Spirit Guardians and Crusader’s Mantle
- Channel Divinity Action (Level 6): War God’s Blessing – Endow a nearby ally with the glory of your god to grant them a +10 bonus to their Attack Roll.
- Domain Spells (Level 7): Stoneskin and Freedom of Movement
- Divine Strike: Warmaster (Level 8): Once per turn deal 1-8 in addition to your melee weapon damage.
- Domain Spells (Level 9): Flame Strike and Hold Monster
Acolyte is the Best Background for a War Cleric in Baldur’s Gate 3. 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:
- Acolyte: Proficiency in Insight and Religion. You have spent your life in service to a temple, learning sacred rites and providing sacrifices to the god or gods you worship.
- Folk Hero: Proficient in Animal Handling and Survival. You’re a champion of the common people, challenging tyrants, and monsters to protect the helpless.
Best Race Choice for War Cleric Build
The Half-Orc is the best race choice for the Best Baldur’s Gate 3 Cleric War Domain Build because you gain Savage Attacks, Relentless Endurance, Menacing, and Darkvision. The martial-focused War Domain Cleric benefits from increased critical damage and a return to 1 HP after reaching 0 with Relentless Endurance. A secondary choice is the Zariel Tiefling because of fire resistance, and two spells at levels 3 and 5 Searing Smite & Branding Smite. This race will allow you to play very similar to a Paladin while having better spell options.
|Relentless Endurance||Fire Resistance|
|Savage Attacks||Smite Spells|
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 War Cleric Build
Medicine and Perception are the best skills for the Best Baldur’s Gate 3 Cleric War Domain Build because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the skills for War Domain Cleric in Baldur’s Gate 3:
In Baldur’s Gate 3 each skill is related to a specific ability score and it’s effectiveness scales with the level of that score. You want to choose skills for your character that they already have a high ability score in. For example, if you want to have high Persuasion (which is used to influence dialogue choices), you need to have correspondingly high Charisma. Ideally, you want a party composition which includes a variety of high ability scores which can give you success in different skills.
For example, a primary Dexterity companion like Astarion can be the primary one to open locks with his Sleight of Hand ability. A primary Intelligence companion such as Gale can be used to investigate cursed objects or can take the lead in dialogue with Intelligence checks.The ideal configuration is to have one member with primary Dexterity, one primary Intelligence, one primary Charisma, and one primary Wisdom. This may not always work out, and may not be 100% necessary, depending on your own personal roleplay style, your preferred companions and how you like to play the game.
Best War Domain Cleric Ability Scores
Below is the best ability score to unlock the full potential of the best War Cleric Build in Baldur’s Gate 3:
The most important ability score for the Best Baldur’s Gate 3 Cleric War Domain Build is 16 Wisdom followed by 16 Strength and 14 Constitution. It’s important to land on even numbers and get at least 16 in Wisdom for optimal spell casting. This may seem like an odd score, but our War Domain Cleric build will be using martial weapons (one hand and shield), and the damage scales in effectiveness based on Strength ability score. Wisdom is also important because our spells scale in effectiveness with this as well. Lastly, we have a very low Dexterity rating because we will be using heavy armor the entire playthrough and will rely on the Alert feat for Initiative (going first in attack order). While it may seem strange, this is an effective setup to get good damage from both martial attacks and spells.
During character creation, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Baldur’s Gate 3 Cleric War Domain Build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
War Domain Cleric Spell Slots
Here is a list of the War Domain Clerics’ Spell Slots as they progress:
War 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 the War Domain Cleric Build:
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level. This is a passive and hard counter to casters near you.
- Concentrated Blast: You must be concentrating on another spell to cast this. if the target was concentrating, you heal as much as the damage that was dealt to it. The spell you were concentrating on, will end. Kind of an odd ability, but it can do big damage and healing if you attack another caster concentrating while you’re concentrating. You need to meet two conditions in order to make the most out of this spell so consider it very situational.
- Freecast: You have discovered a marvelous adaption within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Short or Long rest. This is a must-have feature and should be a priority later in the game.
War Domain Cleric Level Progression
At Level One follow our character creation steps above to pick all correct background, race, skills, and ability score distributions focusing on Wisdom and Strength. You want to use heavy armor, along with a one-handed weapon and shield. For Clerics, you’ll be choosing your subclass at Level One, right in the character creator. The premise of the build is to use spells in combination with marital attacks for damage. At later levels, you can use bonus actions for weapon attacks giving you two great sources of damage.
Also 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.
- 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 early on for damage.
- Cure Wounds: 1d8 heal requiring you to touch a 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.
- Healing Word (Domain Spell): 1d4 Heal a creature you can see up to 18m away with bonus action. Since this is a bonus action heal, you can combine it with an action-based heal like Cure Wounds or others to do two heals in one turn.
- Inflict Wounds: 3d10 damage necrotic. Used in melee range for good damage.
- Free Domain Spell Divine Favour: Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4 Radiant damage.
- Free Domain Spell Shield of Faith: Surround a creature with a shimmering field of magic that increases its Armour Class by 2.
- War Priest: When you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a bonus action.
There’s a lot to explain with this War Domain Cleric build. The main premise is to use both your action and bonus action every turn. Ideally, you want to use your Action for high powered spells. At lower level Guiding Bolt at range and Inflict Wounds in melee will deal insane damage. In later games, you can use your spell slots and spells for summoning allies to help you fight. This can be undead, Spiritual Weapon and Guardian. You combine that with an occasional burst heal and range damage ability.
You should be using your bonus action for multiple attacks with your weapon. This is good at later levels when we get access to gear and advanced spells. You can use your action once to attack, then activate War Priest to consume the bonus action for another attack. This is one of the main issues with the Cleric is lack of action and bonus action utility. This subclass gives us a great tool to counter the weakness and get more damage each turn.
For now, work on getting heavy armor and one hand and shield. Your turn will be offensive focused depending on your range, generally use spells. Shy away from cantrips for damage unless you cannot make it in melee range. You want to take damage for teammates especially later in the game with much better equipment and very high Armour Class (AC).The higher your AC, the move likely you are to avoid. This will blend spells, martial weapon attacks and high survivability.
Level 1 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds
At level two your spells will largely stay the same. You will have prepared spells and can pick up to 5 to learn and swap out outside of combat the ones you’ve already learned. Next, you will receive Guided Strike via your subclass and we recommend you take the spell Command.
Command: Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon 18m requiring concentration. This is a powerful area-based crowd-control effect that can force weapons to drop. Use this early in the game when overwhelmed with enemies.
- Turn Undead: Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you.
- Guided Strike: Reaction. You gain a +10 bonus to your Attack Roll.
Gameplay at level 2 remains largely the same with added utility for crowd control with Command. You can use Guided Strike gives a massive +10. You can turn reactions via your spell book and scroll to the right. This will ask you if you want to use the reaction. It’s important because it will consume your Channeled Divinity resource, which at this level you have once. You can replenish it during short rest, but it’s a once per fight resource at this level. You don’t want to waste it when a goblin has 2 health remaining. Make good use of this when you need that extra strike and you have a high percentage to land the hit.
Level 2 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command
Level three you will unlock two level 2 spells and an additional level 1 spell, as well as two subclass spells. Below is a list of the new spells and subclass feature for War Domain Cleric at level 3.
- Warding Bond (spell selection): Ward an ally. They gain Resistance to all damage and a +1 bonus to their Armour Class and Saving Throws. Each time the target takes damage, the spellcaster takes the same amount of damage.
- Magic Weapon (subclass feature): Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
- Spiritual Weapon (subclass feature): Summon a floating, spectral weapon that attacks your enemies alongside you for 10 turns
The biggest addition to your arsenal at this level is Spiritual Weapon. This ability summons a limited time, 10 turn ally. You can select different types which give you specific abilities. Take one that fits your needs and experiment if you need more damage (lacerate) or more crowd control (Daze). The best part of this is it cost a bonus action, not an action and does NOT require concentration. You can pair this with a spell a few levels from now Spiritual Guardian and have two allies on the battlefield at once while you’re on the offensive attacking.
Level 3 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command, Warding Bond
- Blade Ward (cantrip selection): Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. This is a decent cantrip when expecting incoming melee damage.
- Silence (spell selection): Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
- Savage Attacker (feat selection): When making weapon attacks, you roll your damage dice twice and use the highest result.
At level 4 we are going to take a melee focused feat Savage Attacker which helps us do more damage with weapon attacks. At this level, our spells will be doing big damage as well. Later in levels, we want to use gear that increase our overall stat or potions like Hill Giant Strength. This gives you +21 strength until long rest. It’s a great way to not use your feat for increase Strength and use a consumable for a huge buff to weapon attack damage. We will get another feat at 8 and 12.
Level 4 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command, Warding Bond, Silence
- Animate Dead (spell selection): Create an undead servant from a corpse.
- Spirit Guardians (sublcass feature): Call forth spirits to protect the area around you. Nearby enemies take 3 – 24 Radiant damage or 3 – 24 Necrotic damage per turn, and their Movement Speed is halved. On Save: Targets still take half damage.
- Crusader’s Mantle (sublcass feature): Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1∼4 Radiant damage.
- Destroy Undead (Class feature): When you’ve successfully Turned an undead using Turn Undead, it also takes 4d6 Radiant damage.
At this level you get two additional summons you can take advantage of. Animate dead is a fun spell because it consumes a corpse outside of combat and you get a follower to join you in combat until long rest. This spell also doesn’t cost concentration and you can bring more to fight for you with just the cost of a spell slot. Usually, I go back to a previous fight and look for corpses to animate.
Next is Spiritual Guardian which creates a small area around you and does great damage. This is a useful spell to cast if you are in a 3m radius of one or more enemies. It requires concentration so don’t cast multiple spells with it or you’ll lose the effect. Consider this a go to spell at this level for when near or engaging with one or more enemies.
Level 5 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command, Warding Bond, Silence, Animate Dead
At level six for a War Cleric, you gain another level 3 spell, and another Channel Divinity Charge called War God’s Blessing. Below is a list of the new spells and subclass feature for War Domain Cleric at level 6:
- Glyph of Warding (spell selection): Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.
- War God’s Blessing (subclass feature): Endow a nearby ally with the glory of your god to grant them a +10 bonus to their Attack Roll.
The addition of Glyph of Warding gives the class a range area based damage spell. I typically use cold or frost damage because of the status effect it can proc and possibly knock Prone. War God’s Blessing is useful if playing with another weapon-based damage dealer. You can buff them with your Channel Divinity and it can be useful, though you’ll mostly be using this for yourself as an offensive Cleric.
Level 6 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command, Warding Bond, Silence, Animate Dead, Glyph of Warding
- Guardian of Faith (spell selection): Hostile creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage. This summonses a created guardian which cannot move but deals damage in a 10ft radius. Every time it does damage, it takes damage. The nice thing about this spell is it can be used in conjunction with a Spiritual Weapon. One is an action, one a bonus action and BOTH do not require concentration. So, on turn one, you can drop down Guardian in the middle of the action along with Spiritual Weapon.
- Stoneskin (subclass spell): Turn a creature’s flesh hard as stone. It gains Resistance (half the damage) of all non-magical Bludgeoning, Piercing, and Slashing damage.
- Freedom of Movement (subclass spell): The Target’s movement is unaffected by difficult terrain, spells or water. This is a beneficial spell for movement in or outside of combat.
The most important addition at this level is Guardian of Faith. This 10 ft radius summon creature does great damage. It can return fire, opportunity attack and just harass people in range. The downside is, it cannot move. As powerful as this spell is, it does not require concentration. Meaning, you can stack animated dead, spiritual weapon, and guardian of faith on top of each other. Spiritual Weapon bonus action, Guardian of Faith is an action and Animate Dead can be cast out of combat. Turn one, if you use this spell you could have three allies possibly fighting for you alongside your high melee damage.
Level 7 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command, Warding Bond, Silence, Animate Dead, Glyph of Warding, Guardian of Faith
- Banishment (spell selection): Temporarily Banish your target to another plane of existence.
- Divine Strike: Warmaster (subclass feature): Once per turn deal 1-8 in addition to your melee weapons damage.
- Alert (feat selection): You gain a +5 bonus to Initiative and can’t be Surprised.
At this level we get a powerful crowd control Banishment. You want to use this with one dominate enemy that will likely kill one or more friendlies. This will just make them unavailable for two turns while you can control, destroy, and heal up when it returns. We get a feat at this level and I suggest taking Alert which may seem odd.
The major issue with the War Domain Cleric at this level is low Dexterity which equals going nearly last in the turn order. The one thing that can ruin your build and gameplay experience is getting crowd controlled, disarmed, knocked prone, etc. Then all the fancy spells, skill and weapons won’t mean anything. We will rely on potions, consumables, and gear to increase our ability scores and the alert feat is slept on. This will give you a huge advantage in turn order along with not being surprised which skips your first turn.
Level 8 Cleric Prepared Spells: Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command, Warding Bond, Silence, Animate Dead, Glyph of Warding, Guardian of Faith, Banishment
At level 9 we suggest multi-classing to a Fighter. The reason being, that this subclass will give us access to Action Surge and Fighting Style. Action Surge solves the biggest problem with the Cleric, lack of Extra Attack or Extra action. This is granted after 2 levels and you can use it once per fight. Moreover, the Fighting Style will give us a lot of options at the end game. You can even run a two-handed Greatsword and play very similar to a Barbarian and Paladin with a fight styling and Great Weapon Master feat at level 12.
The first level of multi-class seems weak, but at level 3 we select a subclass and get two pick battle maneuvers which helps us with crowd control without requiring a spell or concentration. The only downside from multi-classing at this level is losing out on level 5 and level 6 spells. However, the War Domain subclass doesn’t make the best use of higher level spells and if you’re playing a martial melee build, that has the ability to cast spells, summon creatures, adding more melee focus from here on out is the play. Below are the unlocks at level 1 Fighter. if you multi-class the War Domain Cleric:
- Second Wind (class feature): this skill is unlocked at level one Fighter and is a mediocre heal that is useful during the start of the game. You can use a bonus action, though most potions outperform it.
- Protection Fighting Style (class feature): When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
If you want to use two-handed greatsword, Warhammer etc., take the Great Weapon Fighting Style and take Great Weapon Master feat at level 12. This build is centered on one hand and shield but you have options now with Fighter class.
Level 9 Cleric Prepared Spells: Nothing changes from here on out with multiclassing
At level 10 with two levels into Fighter, you unlock Action Surge. Immediately gain an extra action to use this turn. This ability does not require an action or a bonus action, but it’s a once-per-short rest resource. You want to make good use out of it, particularly if you need another attack, crowd control, or just one more action to get that tough enemy down. Once you start using this, you will love it an done of the reason Fighter is so strong.
Level 10 Cleric Prepared Spells: Same as before
At level 3 in Fighter we unlock the subclass selection and we want to take Battle Master. This will unlock yet another resource called Superiority Dice. You will get four which recharge on short rest similar to the our other resources. You will be able to select three Manoeuvres and here’s what we suggest:
- Disarming Attack: Spend a superiority die to make an attack that deals an additional damage and possibly forces the target to drop the weapons they are holding.
- Goading Attack: Deal an additional 1d8 and attempt to goad the target into attacking you. Target receives Disadvantage on attacking any other creature.
- Riposte: When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional 1d8 damage.
These abilities add an extra effect to your weapon damage either melee or range. Disarming is perfect for weapon based characters like a Fighter or a Barbarian that rely on damage with weapons. If you drop their weapon and pick it up, you essentially destroy their entire build and damage. Goading is great for forcing enemies to attack you. If you get the Legendary Shield suggested in the gear section, you can completely dominate the opposition by forcing them to attack you and hammering them with reactions.
Lastly we get to Riposte, which will do extra damage at the expense of a superiority die if someone misses you. This build will have very high AC with heavy and legendary gear and with Goading people will be force to attack you. If they hit you, you can react with a shield, if they miss, you do free damage. It’s an amazing setup that doesn’t cost any action and does free damage.
Level 11 Cleric Prepared Spells: Same as before
We have reached the last level in Baldur’s Gate 3! You unlock another feat at this level and I suggest Shield Master.
Shield Master: You gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect’s damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don’t take any damage.
As stated in level 11, you can use Goading and Riposte for free damage. You can also get an item that boost your Dexterity up to 18 and in conjunction with this Shield Master bonus will be very hard to hit. This reduces damage significantly while you maintain your offensive pressure.
Use your spells mainly for range damage, crowd control, and summons. Your source of damage is the +10 Attack via Guided Strikes. You can do this two times per short rest. Use weapon attacks along with Superiority Dice to disarm enemies. And lastly, use your third resource pool for two melee attacks in one turn. With the recommended feats, ability score, race, and spells this will be a different yet highly effected War Domain Cleric.
Level 12 Cleric Prepared Spells: Same as before – Guiding Bolt, Cure Wounds, Healing Word, Inflict Wounds, Command, Warding Bond, Silence, Animate Dead, Glyph of Warding, Guardian of Faith, Banishment
War 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 Cleric War Domain Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Chest||Adamantine Splint Armour|
|Boots||Boots of Aid and Comfort|
|Necklace||Amulet of Misty Step|
|Ring||Ring of Absolute Force|
|Ring||The Whispering Promise|
|Weapon 1 Main Hand||Githyanki Longsword|
|Weapon 1 Off-Hand||Glowing Shield|
- Haste Helm: great momentum for 3 turns which increases movement.
- Found in Act 1 Blighted Village (X:32, Y:403).
- Adamantine Splint Armour: 18 AC, Magical Plate, Backlash and cannot be critically hit.
- Crafted with Mithral Ore and Splint Mould in the Adamantine Forge Act 1
- Hellrider’s Pride: When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks.
Strength Saving Throws +1
- Hellrider’s Pride can be stolen or looted from Zevlor.
- Boots of Aid and Comfort: When the wearer heals a target, it gains an additional 3 Temporary Hit Points.
- Grat The Trader at the Goblin Camp.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell.
- Found in a Gilded Chest (X386 Y8) in Defiled Temple
- Ring of Absolute Force: Gain Thunderwave, Level 1 Spell.
- Dropped by Sergeant Thrinn in Grymforge
- The Whispering Promise: When the wearer heals a creature, it also receives a 11d4 bonus to attack rolls and saving throws for 2 turns.
- From traders in few Locations possible: Zhentarim Hideout, Goblin Camp, Druid Grove, Shattered Sanctum
- Githyanki Longsword: 1d8 + 1 (2~9) + Strength Modifier Damage Types Slashing
- Dropped by Gish For’reth Act 1 (X:-137, Y:558).
- 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 War Domain Cleric Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Helm of Balduran|
|Cape||Mantle of the Holy Warrior|
|Gloves||Gauntlets of Hill Giant Strength|
|Boots||Disintegrating Night Walkers|
|Necklace||Amulet of Greater Health|
|Ring||Ring Of Regeneration|
|Weapon 1 Main Hand||Selune’s Spear of Night|
|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: You are considered Proficient with this armour while wearing it; When you succeed a Saving Throw, the caster receives Burning for 3 turns; You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources.
- Can be looted from Raphael in the House of Hope in Act 3
- Gauntlets of Hill Giant Strength: increase strength to 23.
- Stolen from the Archive in the House of Hope
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on Grease or Ice; Cast the spell Misty Step once per Short Rest.
- Can be taken from Nere, at the Grymforge
- 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
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a Critical Hit. Once spent, this effect refreshes after a Long Rest.
- From the Self-Same Trial in the Gauntlet of Shar in Act 2
- Ring Of Regeneration: At the beginning of your turn, the ring activates to heal you 1d4 Hit Points.
- Sold by Rolan at Sorcerous Sundries
- Selune’s Spear of Night: +3 weapon damage, Darkvision, Moonbeam, and Moonmote.
- 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 War Domain Cleric Build:
- Potion of Speed: Gain extra action, +2 Armour Class, Advantage on Dexterity Saving Throws, and double movement speed making it the best consumable in the game.
- Smokepowder Bomb: Throw bomb 18m with a 4m radius dealing 3d4+9 Force damage dealing a massive amount of area damage.
- Arrow of Fire: Deals +1D4 fire damage and creates a fire surface for extra area damage.
- Greater Healing Potion: use a bonus action to self-heal for 4D4+ 4 HP.
- Basic Poison: use a bonus action to coat a weapon with poison.
- Feather Fall Scroll: become immune to falling damage which helps to enter Underdark.
- Alchemist Fire: throwable single target dealing 1d4 Fire damage per turn to a creature hit
War Cleric Combat, Gameplay Tips, and Tricks
Here are 10 gameplay tips and tricks for playing a War Domain Cleric in Baldur’s Gate 3:
- Inflict Wounds: this is your highest damage spell early, then transition to more weapon attacks as you progress.
- Big Attack: Use Guided strike for +10 attack when you really need it.
- Summon: Use a combination of Spiritual Weapon, Guardian and Animate Dead for free allies.
- Crowd Control: CC opponents with Blind, and Command to take less damage overall.
- Bonus Action: Use your bonus action damage dealing with subclass feature.
- 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.
- AOE: use Smokepowered Bomb or Glyph of Warding for area damage.
- Consumables: Take advantage of a Potion of Speed when you need multiple actions per turn.
- Scrolls: Keep scrolls of powerful spells with you if you lack Wisdom stat or spell slots.
- Range: Back bar a bow just so you can use attacks when out of spell slots.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable The Best Cleric War Domain Build!
Best Baldur’s Gate 3 War Cleric Build Summary Guide
Subclass War Domain
Weapons: One Hand & Shield
Race – Half-Orc
- Strength 16
- Dexterity 10
- Constitution 14
- Intelligence 8
- Wisdom 16
- Charisma 10
- Level 1 – Guiding Bolt Damage Spell
- Level 2 – Guided Strike
- Level 3 – Spiritual Weapon Class Spell
- Level 4 – Savage Attacker Feat
- Level 5 – Animate Dead and Spiritual Guardian
- Level 6 – Glyph of Warding
- Level 7 – Guardian of Faith
- Level 8 – Alert Feat
- Level 9 – Multi-class Fighter
- Level 10 – Fighter Action Surge
- Level 11 – Fighter Superiority Dice
- Level 12 – Shield Master Feat
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