Best Cleric Spell Tier List in Baldur’s Gate 3

Discover everything you need to know about the best Cleric spell tier list in Baldur’s Gate 3 and why they’re the best to use.

Best Cleric Spell Tier List in Baldur's Gate 3
Best Cleric Spell Tier List in Baldur’s Gate 3 (Source: Larian Studios)

Cleric class is a divine spellcaster in Baldur’s Gate 3 that draws power from their faith. They use wisdom for spellcasting, granting access to divine spells like Guiding Bolt, Healing Word, and Bless. Clerics excel at healing with spells like Cure Wounds and Heal, providing buffs like Bless. They can deal damage with spells like Inflict Wounds, Guiding Bolt, and Destructive Wave. Choosing the best spells is crucial for characters choosing this class as their gameplay and combat effectiveness relies on them. Clerics gain Channel Divinity that has basically effects depending on their domain. However, some spells are weaker than other options, so we bring everyone the best Cleric spell tier list. In this guide, we’ll discuss the best Cleric spells in our tier list in BG3 and how they can influence your gameplay.

Cleric Spell Overview in Baldur’s Gate 3

Clerics are versatile spellcasters in Baldur’s Gate 3. The specializes in healing, buffs, and debuffs, offering a wide range of spells to control the battlefield. Clerics can prepare different spells, allowing them to adapt to various combat situations. This class also uses spells to control enemies. They can access spells that deal damage, including Spirit Guardians and Spiritual Weapons. Guidance is a cantrip that provides an advantage in ability checks. We also include spells like Bless and Spiritual Weapon. Bless provides a bonus to attack rolls and saving throws for multiple allies and a Spiritual Weapon summon that deals damage and helps control the battlefield. Spirit Guardians is one of the best spells in our Cleric Spell tier list as it deals damage to enemies around the caster.

Spellcasting

Clerics are full divine casters. If they were to go to level 20, they could ultimately get level 9 spells. As the level cap in Baldur’s Gate 3 is 12, they will get 6 level spells if they make it that far. However, there are a few things that make this spell-casting unique. They are prepared casters, which means they have to prepare their spells. They don’t have to worry about ever learning any of them. When they hit the appropriate level, they will automatically learn at a base level all of these spells available to a cleric at that level. From that list, they’ll be able to prepare so many a day based on their level and their wisdom modifier. This makes up their base form of spell casting, and then they’ll be using their spell thoughts to cast these. This increases with their level like everyone else’s typically.

Spells

However, Clerics do get a little bit extra here because depending on the domain they gain some extra spells. As they level up, they can add domain spells to their spell list. These spells are also always prepared, meaning you don’t have to prepare them in addition to your regular spells. Any domain spell is automatically available to cast at all times provided you have the spell thoughts to do so. That’s incredibly important because that’s how we get the specific things a Cleric might want from their spell casting outside of the more general Cleric spell list.

While the normal Clerics spell list includes things like healing as well as a little bit of offense via things like inflict wounds or guiding bolts. If they were to say pick up the light domain, then right at level 1 they would get something like Burning Hands. At third level, they can even pick up scorching Rey, which they would not typically get. Domains provide an extra way to diversify their spell list a little bit beyond what would normally be available.

Channel Divinity

Starting at the second level, Clerics get a variety of powers based on the domain they have chosen. This will allow them to channel the Divinity of their God into some sort of special power. At first, you can only do this once per day.  When you hit Level six, it’ll go up and you’ll get an extra charge of this which will help you use it more often. For the most part, Channel Divinity is determined by our domain. However, every Cleric gets the option to turn Undead with this.

Turn Undead essentially forces Undead to run away from you if they fail a wisdom save. At this point, the only thing it is allowed to do is run as far away from a cleric as it can. And at level 5, that becomes destroy Undead any Undead creature that fails that saving throw and is below a certain threshold of power is just immediately destroyed. At 10th level, clerics pick up divine intervention. They can essentially call on their deity to intervene directly on their behalf.

Baldur’s Gate 3 Best Cleric Spell Tier List

Here’s the best Cleric Spell Tier List in Baldur’s Gate 3.

TierSpells
S-TierPlanar Ally, Divine Intervention, Spirit Guardians
A-TierGuardian Of Faith, Spiritual Weapon, Call Lightning
B-TierCommand, Bless, Silence
C-TierWall of Fire, Revivify, Mass Healing Word
D-TierGuiding Bolt, Guidance, Create or Destroy Water
Best Cleric Spell Tier List in Baldur’s Gate 3

S-Tier Best Cleric Spell

Planar Ally

BG3 Deva Planar Ally
  • Description: Beseech one of these otherworldly entities for aid.
  • School: Conjuration School
  • Cost: Action + Level 6 Spell Slot
  • Range: 18m / 60ft
  • Concentration: No
  • Upcast: No

Planar Ally is a level 6 Conjuration spell in Baldur’s Gate 3. This spell allows you to summon a celestial, fiend, or entity to fight alongside you in combat. It has variations Planar Ally: Deva and Planar Ally: Cambion. Planar Ally:  Deva allows you to summon a Celestial Deva and Planar Ally: Cambion allows you to summon a Cambion, a half-fiend, half-mortal creature found in the Hells. The summoned creature comes with abilities like dealing massive damage, applying status effects, and buffing allies.

Planar Ally is useful in tough encounters or when you need help to defeat the enemies. However, this spell requires a high-level spell slot. The spell has a high cost in terms of spell slots and components. Stack Cambion with the Deva, providing you with two obscenely strong allies to soak up damage and kill enemies passively for you. This is the best Cleric spell in Baldur’s Gate 3 due to its summoning an ally capability.

Divine Intervention

  • Description: Call upon your deity in your moment of greatest need. Once they interfere, your deity will never do so again in this manner.
  • School: Cleric Only, available at Level 10
  • Cost: Action
  • Range: Self
  • Concentration: No
  • Upcast: No

Divine Intervention is a one-time-use feature for Clerics at level 10 in Baldur’s Gate 3. This allows you to call upon your powerful assistance. They can deal radiant damage, gain supplies, and revive fallen party members. Clerics can choose from several options when they use Divine Intervention. It is permanently removed from that character after they use Divine Intervention. Sunder the Heretical can deal 8d10 radiant damage to enemies in a 15-meter radius. Arm Thy Servant provides you with a legendary mace with unique effects. Opulent Revival can revive fallen allies and give nearby characters the benefits of a long rest. Golden Generosity gives a large amount of potions and camp supplies, providing you versatility in tough encounters. Divine Intervention is a kind of spell that can turn the tide of victory if used strategically. However, this is a one-time use ability due to its potential to trivialize the encounter.

Spirit Guardians

  • Description: 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.
  • School: Conjuration spell
  • Cost: Action + Level 3 Spell Slot
  • Range: Self / AoE 3 meters
  • Concentration: Yes
  • Upcast: When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8 Radiant or 1d8 Necrotic damage for each spell slot level above 3.

Spirit Guardians is a Level 3 spell in Baldur’s Gate 3. This spell allows you to summon spectral spirits to protect the area around you. They can deal radiant or necrotic damage to the closer enemies or mitigate their movement speed. Targets still take half damage on a failed Wisdom saving throw. This is a powerful spell for melee-focused cleric builds. This allows them to deal massive damage while guarding them with the help of allies. The downside of Spirit Guardian is that it requires concentration and only lasts ten turns. You cannot become invisible while concentrating on the spell, but the damage is significant. This build is especially useful when playing a melee build. However, this spell requires concentration, so it can be disrupted by taking damage. Use this spell to reveal any invisible foes.

A-Tier Best Cleric Spell

Guardians of Faith

  • Description: Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points.
  • School: Conjuration School
  • Cost: Action + Level 4 Spell Slot
  • Range: 9m / 30ft
  • Concentration: No
  • Upcast: No

Guardian of Faith is a level 4 conjuration spell in Baldur’s Gate 3. This allows you to summon a divine guardian to attack nearby enemies. Use the spell to deal radiant damage and sacrifice its hit points in the process. However, the Guardian cannot move but can attack within its range with a melee attack. It also loses the same amount of HP it takes away from the enemy when the Guardian attacks the enemy. We recommend you use this spell in a tight corridor that the enemies need to cross. Guardian of Faith doesn’t require concentration, giving you more flexibility in your build. The guardian deals a fixed amount of radiant damage and can be used to control a specific space. Enemies can often avoid the guardian by moving around it. It’s best to combine this spell with the Bless or Call Lightning.

Spiritual Weapon

Spiritual Weapon spell in Baldur's Gate 3
  • Description: Summons a floating weapon that can attack enemies. The weapon is Ethereal, Immune to Psychic and Poison damage, and Resistant to all other Damage Types. Duration of 10 turns.
  • School: Evocation spell
  • Cost: Action + Level 2 Spell Slot
  • Range: 18 meters
  • Concentration: No
  • Upcast: For every 2 Spell Slot Level higher than the original, the weapon gains 8 hit points and deals an additional 1d8Force damage.

Spiritual Weapon is a Level 2 spell in Baldur’s Gate 3 that allows a Cleric to summon a spectral weapon. This floating weapon can attack enemies and act as a bonus action that doesn’t consume the cleric’s main action. This weapon deals force damage and the damage increases as you use higher-level spell slots. You are allowed to move the weapon up to 20 feet as a bonus action.

This allows you to attack a creature within 5 feet of it. The weapon can take any form you choose. You can use the Spiritual Weapon to draw enemies’ attention or trigger sneak attacks from other party members. Weapons like great axes, greatswords, or halberds provide an advantage on attack rolls. This spell allows you to pick different versions of the spell, which provide an extra damage attack like Lacerate for the Greatsword. However, the Spiritual Weapon also lasts 10 turns. This spell will disappear after 10 turns, giving it less utility.

Call Lightning

  • Description: Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot.
  • School: Conjuration School
  • Cost: Action + Level 3 Spell Slot
  • Range: 18m / 60ft
  • Concentration: Yes
  • Upcast: When the spell is cast using a 4th level spell slot or higher, damage increases by 1d10 Lightning for each spell slot level above 3rd for the first cast and given free casts.

Call Lightning is a level 3 Conjuration spell in Baldur’s Gate 3. It conjures a storm cloud, allowing you to repeatedly strike enemies with lightning bolts. However, this spell requires concentration and uses a single spell slot for the initial cast. You can use your action to call down lightning each turn after the initial cast. This is done without consuming additional spell slots for 10 minutes. It strikes a 60-foot radius area, making it effective against a cluster of enemies. You can upcast Call Lightning to increase the damage dice. As it is a concentration spell, so you must stay in range and not be disrupted. It’s most effective in outdoor environments where the enemies are a required distance. Other spells can be more effective in intense encounters. Its effectiveness depends on the situation and enemy composition in the game.

B-Tier Best Cleric Spell

Command

Baldur's Gate 3 Casting Command Spell
  • Description: Command a creature to flee, move closer, freeze, drop to the ground, or drop their weapon.
  • School: Enchantment School
  • Cost: Action + Level 1 Spell Slot
  • Range: 18m / 60ft
  • Concentration: No
  • Upcast: Yes

Command is a good choice for crowd control and utility for Clerics. It offers various versions such as Approach, Drop, Flee, Grovel, and Halt, each with distinct effects. Among these, Grovel and Drop are particularly favored. Grovel forces enemies to kneel, stunning them with the prone status effect for one turn. With a high Charisma modifier, the chances of success with Grovel are considerable, even against resilient foes in Baldur’s Gate 3.

Bless

Bless Spell in Baldur's Gate 3
  • Description: Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.
  • School: Enchantment
  • Cost: Action + Level 1 Spell Slot
  • Range: 9m / 30 ft
  • Concentration: Yes
  • Upcast: Affects an additional target for each spell slot level above 1st.

Bless is a powerful level 1 Enchantment spell in Baldur’s Gate 3. This spell is available to Clerics and Paladins. Bless Grants a +1d4 bonus to attack rolls and to save throws for up to three friendly creatures for a minute. The target adds 1d4 to the attack roll or save when a target makes an attack roll or a saving throw before the spell ends. This spell also allows you to target one additional creature for each spell slot level above 1.

Use this spell to increase the chance to hit and the ability to succeed on saving throws. You can also utilize it defensively to help allies maintain concentration or use it offensively to increase the chances of landing critical hits. Use it to get a bonus to maintain concentration on itself. It’s best to cast it right before a fight and regain your action for one turn as it only lasts ten 10 turns. Bless is useful for both melee and ranged characters, as it improves their chances of hitting and surviving. This spell is crucial for survival as the bonus to saving throws helps party members resist enemy spells.

Silence

  • Description: Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
  • School: Illusion School
  • Cost: Action + Level 2 Spell Slot
  • Range: 18m / 60ft
  • Concentration: Yes
  • Upcast: No

Silence is a level 2 spell that creates a sphere of absolute quietness in Baldur’s Gate 3. This spell prevents creatures within from casting spells with verbal components. It grants the spellcasters immunity to thunder damage. The spell can be used to silence enemies and stop them from calling for help. Use this spell to nullify enemy casters and resist them from casting the spells. Creatures inside the sphere cannot cast verbal spells. This is useful against enemies who rely on such spells or abilities. However, using the Silence can turn targets hostile. Thiefs can use Silence to destroy doors and chests without needing noise escape. You can even pair it with the rogue’s sneak attack to take out the sleeping enemies. Silence is also best for crowd control while facing off against enemy spellcasters.

C-Tier Best Cleric Spell

Destructive Wave

BG3 Destructive Wave Tempest Cleric
  • Description: Targets in a 6m/30ft radius must succeed on a CON Save or take 5d6 Thunder and 5d6 Radiant damage.
  • School: Evocation School
  • Cost: Action + Level 5 Spell Slot
  • Range: 9m / 30ft
  • Concentration: No
  • Upcast: No

Destructive Wave is a level 5 evocation spell that casts a massive shockwave in Baldur’s Gate 3. This shockwave can deal decent damage and knock the enemies down. You can use this spell to deal with groups of enemies or a single, strong foe due to its wide AoE and high damage potential. Destructive Wave is a good choice to use against weakened enemies. It can be used in combination with other spells like Spirit Guardians.

Use it to knock targets off things like cliffs, rooftops, or bridges, and to destroy locked doors. It can knock enemies prone, providing an advantage to allies. This is available as a domain spell to Light and Tempest clerics. However, you can get better options later in the game with better effects. So, it’s best to consider the best options available to you later in the game. Deal damage to enemies, or defensively to protect your party from incoming attacks. This is useful in a variety of situations, making it a valuable addition. The effectiveness of this spell depends on the battlefield and enemy positioning. Use it to control movement and force enemies into unfavorable positions.

Revivify

Baldur's Gate 3 Scroll of Revivify (res scroll)
Baldur’s Gate 3 Scroll of Revivify (res scroll)
  • Description: Revive a companion. They return to life with 1 hit point.
  • School: Necromancy School
  • Cost: Action + Level 3 Spell Slot
  • Range: 9m / 30ft
  • Concentration: No
  • Upcast: No

Revivify is a spell that allows you to bring back a dead companion. You can return them to life with 1 hit point. Any character can use a Scroll of Revivify to revive a dead companion. Wizards can also learn the Revivify spell, allowing them to cast it and revive a companion. However, you can only revive companions who die for reasons other than story-related events. One of the biggest downsides of this spell is that it no longer costs the same as a house. The time limit is also removed and the spell can work regardless of how long the party member is dead.

Mass Healing Word

Mass Healing Word spell
  • Description: Heal up to 6 allies.
  • School: Evocation School
  • Cost: Bonus Action + Level 3 Spell Slot
  • Range: 18m / 60ft
  • Concentration: No
  • Upcast: When this spell is cast using a 4th level slot or higher, targets heal an extra 1d4 hit points for each spell slot level above 3rd.

Mass Healing Word is a level 3 spell in Baldur’s Gate 3. This spell allows spellcasters to heal several allies that they can see within range. You can target six creatures of your choice that you can see within the range. It restores hit points equal to 1d4 + your spellcasting ability modifier. However, this spell doesn’t have any effect on the undead. It allows you to heal without using your main action. This is a good option for situations with several wounded or fallen characters. The healing amount is relatively low compared to other options in the game. Use the Mass Healing Word for emergencies or to bring back downed allies.

D-Tier Best Cleric Spell

Guiding Bolt

  • Description: The next Attack Roll on this target has an Advantage.
  • School: Evocation school
  • Cost: Action + Level 1 Spell Slot
  • Range: 18m / 60ft
  • Concentration: No
  • Upcast: Deals an additional 1d6 Radiant damage per level.

Guiding Bolt is a Level 1 Cleric spell in Baldur’s Gate 3. This spell allows you to make a ranged spell attack against a target. You can deal radiant damage on a hit and provide an advantage on the next attack roll before the end of your next turn. Upcasting allows you to increase the damage by 1d6 for each slot level above 1st.

The advantage on the next attack roll is powerful, allowing you a tactical approach. However, it requires a spell attack roll to hit. The effectiveness reduces as you gain access to higher-level spells. Guiding Bolt is a strong choice in the early game as it’s a reliable source of damage. Use it to give your allies an advantage on their next attack. Guiding Bolt can be a good option if you need to deal damage to a specific enemy. This is the best offensive option available to Cleric as it debuffs enemies.

Guidance

Baldur's Gate 3 Guidance Cantrip
  • Description: The target gains a +1d4 bonus to Ability Checks.
  • School: Divination
  • Cost: Action
  • Range: 1.5m / 5ft
  • Concentration: Yes
  • Upcast: No

Guidance is a cantrip in Baldur’s Gate 3 that allows you to add a d4 to an ability check. This makes it the best spell for improving success rates in several scenarios. You touch a willing creature, and they can then roll a d4. It adds the result to one ability check they make before the spell ends. Guidance is a good spell to help your party succeed in difficult checks. The bonus can be used on a wide variety of checks. Other cantrips like Eldritch Blast or Fire Bolt are more effective in combat situations. Guidance can benefit the ability checks like Persuasion, deception, intimidation, and athletics, making Cleric a useful class in several scenarios.  

Create or Destroy Water

  • Description: Call forth rain or destroy a water-based.
  • School: Transmutation
  • Cost: Action + Level 1 Spell Slot
  • Range: 9m / 30ft
  • Concentration: No
  • Upcast: When the spell is cast a 2nd Level or higher, the area that you can create or destroy water increases by 2 m / 7 ft for each spell slot level above 1st.

Create or Destroy Water is a level 1 transmutation spell that allows you to either conjure or destroy water. It can be used to extinguish flames or create a wet surface with the option to create a water surface or destroy fog. This spell allows you to conjure up to 10 gallons of clean water in an open container or cause rain in a 30-foot cube, extinguishing exposed flames. 

You can destroy up to 10 gallons of water in an open container or destroy fog in a 30-foot cube. Creates a water surface, making targets vulnerable to cold and lightning damage. The shocked condition is applied if lightning spells are cast on the water. It removes the target’s reaction and has a chance to stun them. The spell can also be cast as a cantrip, costing only an action. The spell can be used to create traps, and remove acid or fire from the ground.

What methodology is used for the best Cleric Spell tier list in Baldur’s Gate 3?

Considering several factors that influence the effectiveness of each spell is crucial while creating a best Cleric spell tier list. Choose the spell that can be useful against a group of enemies, allowing you to dominate them. Select the spells that deal high damage and provide healing, buffs, debuffs, or control effects. Spells that can be used effectively in a variety of situations and against different enemy types are highly recommended.

Some spells are more effective when used with certain cleric subclasses. The tier list must also consider how spells interact with the rest of the party’s abilities. Higher-level spells have more powerful effects but require more resources to cast. Choose the spells like Bless or Command that are useful in various combat and roleplay conditions. Consider spells like Revivify and Guiding Bolt in the lower tier. This methodology is very helpful for creating a spell-based tier list in Baldur’s Gate 3.

FAQs about Cleric Spell in Baldur’s Gate 3

Which is the best Cleric spell in Baldur’s Gate 3?

Planar Ally is a level 6 Conjuration spell in Baldur’s Gate 3. This spell allows you to summon a celestial, fiend, or entity to fight alongside you in tough combat. It has variations Planar Ally: Deva and Planar Ally: Cambion.

Which is the worst Cleric spell in Baldur’s Gate 3?

Create or Destroy Water is a level 1 transmutation spell that allows you to either conjure or destroy water. It can be used to extinguish flames or create a wet surface with the option to create a water surface or destroy fog. This spell is only valuable in the early game.

What is the Cleric class in BG3?

Cleric class is a divine spellcaster in Baldur’s Gate 3 that draws power from their faith. They use wisdom for spellcasting, granting access to divine spells like Guiding Bolt, Healing Word, and Bless. Clerics can also learn cantrips like Guidance and Sacred Flame. Their life domain focuses on healing and support, with spells like Bless and Cure Wounds.

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