In 168澳洲幸运5开奖网:Baldur's Gate 3, knowledge is everything. Knowi🧸ng where to go, what to say, and being proficient in as many skills as possible will make your journey through Faerun that much easier.ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ And while you can only get the first two by playing and replaying the game, the last one is best achieved by becoming a cleric of the Knowledge Domain.

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By praying to the gods of knowlﷺedge, you can gain proficiency in all skills relate⛦d to a single ability until the next long rest. On top of that, you’re an excellent full spellcaster with access to tons of useful spells and powerful cantrips. If you’re ready to learn, then the Knowledge Domain is for you.

Knowledge Domain Cleric Overview

Baldur's Gate 3 Knowledge Cleric

Hit Points Per Level

5 plus Constitution modifier

Saving Throw Proficiencies

Charisma, Wisdom

Weapon Proficiencies

Simple Weapons, Flails, Morningstars

Armor Proficiencies

Light Armour, Medium Armor, Shields

Skill Proficiencies (Choose Two)

History, Insight, Medicine, Persuasion, Religion

Spellcasting Ability

Wisdom

Normally, clerics aren't particularly skill-focused. That's fine as they have plenty of magic to support the party, but clerics of the Knowledge Domain have both magic and skills. At level one, they receive two more skill proficiencies, and at second level, they receive their incredible Channel Divinity skill, Knowledge of the Ages. Just like the Githyanki's Astral Knowledge ability, this gives you proficiency w🌃ith every sk🐼ill associated with a single ability score until the next long rest.

And yes, this does mean if you play a Githyanki Knowledge Domain cleric, you can have proficiency in every skill associated with two ability scores until the next long rest.

Knowledge Domain clerics aren't just about skills; they're also about magic. You have the entire cleric spell list to choose from alongside useful domain spells like Calm Emotions, Slow, and Hold Person. You can also read minds using your Channel Divinity at level six.

Best of all, level eight's Potent Spellcasting adds your Wisdom modifier to your cantrip's damage, making this subclass an excellent ca💧ndidate to forgo w𒉰eapons entirely in favor of being a pure spellcaster.

Skills, magic, and both medium armor and shield proficiency make Knowledge Domain clerics tough and useful in every situation. You're the total spellcasting package.

Starting Ability Scores

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8(-1)

14(+2)

16(+3)

10(0)

16(+3)

10(0)

As with all clerics, Wisdom is your mostཧ important stat as it defines your 🐠spellcasting power. You'll be pumping that for most of the game except for a brief delay to pick up a feat that will give you access to better cantrips than clerics normally work with.

Constitution at 16 provides you with a ton of extra hit points and resistance to certain effects, while 14 Dexterity provides the maximum amount of armor c🦩lass f🙈or most medium armor.

Intelligence and Charisma are left at 10 as we're most likely going to buff the skills associated with these scores using our Knowledge of the Ages, but we shouldn't start with a negative score here. Strength is at 8 for the bar🦋e minimum tꦗo make a few crucial jumps.

Leveling The Build And Spell Choices

Like druids, clerics know every spell on their spell list, but can only have a limited number of them prepared each day. You can swap these spells at any time after a long rest, so feel free to experiment to see what spells are right for you. The spells you ꦺs꧙ee in the chart above are merely recommended.

We're eventually going to grab Eldritch Blast as our main damage cantrip, but the early game will be all about Sacred Flame and Produce Flame. The one you use will depend on whether your target has a decent Dexterity score or not. If they do, use Produce Flame. If they don't, use Sacred Flame. Guidance is your third cantrip as it's the best non-dam🦹age cantrip in the game.

Your first-level spells are going to be your bread and butter as they all scale well as you up-cast them (except for Bless). Inflict Wounds and Guiding Bolt are great damage spells, and Healing Word brings back downed allies. Command and Sleep are also great to have as domain spells.

Level two brings Shield of Faith briefly, but it'll be retired for Lesser Restoration and Spiritual Weapon at level three. Spiritual Weapon is a great way to increase your damage per round and should be cast for any non-trivial battle. Calm Emotions and Hold Person provide more solid debuffs.

At level four, we finally take Spell Sniper as our first feat and get Eldritch Blast as our new main damage cantrip. Thaumaturgy provides advantage on a few Charisma-based checks, and Prayer of Healing is great to keep the party moving when you run out of൩ short rests.

Level five brings Glyph of Warding, your first AoE spell, alongside Slow (another great debuff) and Speak With Dead. Mass Healing Word comes at level six, and while it's no♕t the best healing spell🥃, it can at least bring your party back to fighting strength if your team takes an unfortunate Fireball.

Level seven sees Banishment as a great way to temporarily remove an enemy from combat, while Confusion provides AoE crowd control. Otiluke's Resilient Sphere is great for protecting someone from ranged attacks, but otherwise not incredibly useful. Freedom of Movement comes at level eight to unstick allies, and Revivify will🌸 keep the squad alive during intense combat encounters.

Level eight also brings us another feat, which should be an improvement to your Wisdom score. You'll do the same at level 12.

Level nine is where we get a bunch of fifth-level spells. Greater Restoration and Mass Cure Wounds are great healing spells, Dominate Person is a fantastic debuff, and Telekinesis can be useful under the right circumstances. We'll retire Mass Healing Word now that Mass Cure Wounds is online.

Flame Strike at level 10 brings our second great AoE damage spell, and Heal at level 11 can bring your party's tank back for more. Planar Ally at level 12 gives you a djinni, deva, or cambion to augment the party, and Dispel Evil and Good is a great utility ♔spell that doesn't require conc𒀰entration.

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Best Races For A Knowledge Domain Cleric

Baldur's Gate 3 Knowledge Cleric and Team

Several races provide beneficial bonuses to a Knowledge Domain Cleric. Below we have the potential races ranked best to worst.

Elf

As usual, wood elves offer a lot. You won't be using those longbow and sword proficiencies until later, but two skills, advantage against being charmed and sleep effects, Darkvision, and an increase in movement speed are always good.

Drow

Technically an elf subrace, drow offer one less skill proficiency than wood elves in return for doubled Darkvision range and Drow Magic, which includes Dancing Lights, Faerie Fire, and Darkness. All good spells to add to the K🐓nowledge cleric's repertoire🍌.

Githyanki

You'll want to go githyanki for Astral Knowledge, which combines with your Knowledge of the Ages for a ton of skill proficiencies. Mage Hand, Enhanced Leap, and Misty Step are also great spells to have. The sword proficiencies will prove useful later, but the armour doesn't r൩eally help.

Half-Elf

Wood half-elves are strictly worse than regular wood elves or drow. armor proficiencies aren't any good, but the weapons help later, and you get fewer skills or worse Darkvision. Still, you get most of what elves get, so they're a decent choice overall.

Gnome

Go deep gnome. You'll get advantage on a ton of saving throws, Superior Darkvision, and Stone Camouflage for advantage on stealth checks. Forest Gnome offers a free speak wꦑith Animals, but you can get that with potions.

Dwarf

The weapon and armor proficiencies from most dwarf subraces are wasted. Go with Duergar for advantage against charms, paralysis, and poison, Superior Darkvision, and both the Enlarge and Invisibility spells.

Half-Orc

Savage Attacks won't do much, but Intimidation proficiency, Darkvision, and Relentless Endurance are surprisingly ꧋beneficial for K⛄nowledge clerics.

Halfling

Lightfoot or Strongheart, Halflings are a decent choice for clerics. Halfling Luck prevents those unlucky critical fails, and Brave helps prevent becoming frightened. Your choice of advantage on Stealth or poison checks define your subrace.

Tiefling

Asmodeus tiefling will give you Produce Flame, letting you pick a different cantrip at level one. Hellish Rebuke and Darkness are both good spells to have, and Darkvision and resistance to fire damage are also great boons. The other tiefling 🦩subclasses are less optimal as they prefer dealing damage with weapons.

Human

One extra skill and 25 percent more carrying capacity is all humani♕ty has to offer. That extra carrying capacity is great, but is it worth all those wasted skill proficiencies? Probably not.

Dragonborn

One damage resistance and a breath weapon are all dr🥃agonborn offers. There are better race🐻s to choose.

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Early Game Equipment Build For A Knowledge Domain Cleric

Baldur's Gate 3 Knowledge Cleric Casting Spiritual Weapon

In the early game, stick to what a cleric is good at: healing. Wapira's Crown, The Whispering Promise, and Hellrider's Pride all make it ✤so every Healing Word cast also provides resistance to most weapon damage, bonuses to attack and saving throws, and even a l♑ittle healing for yourself.

You're also fairly well protected with Ring of Protection, Safeguard Shield, and whatever medium armor you can find (Breastplate +1 is chosen here, but you could easily replaᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚce that with Adamantine Scale Mail before the end of act one) providing plenty of armor and bonuses to saving throws.

Offensively, Melf's First Staff provides a bonus to spell attack rolls and spell save DC, and Pearl of Power gives you an extra third-level spell slot. Bow of Awareness is 🍎there purely for the bonus to initiative rolls, but you could potentially use it against anything resistant to magic.

Hellrider's Pride can be obtained from Zevlor as a reward for completing the Investigate/Kill Kagha quest, while the Ring of Protection is awarded by Mol for stealing the sacred idol in the Druid Grove.

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Late Game Equipment Build For A Knowledge Domain Cleric

Baldur's Gate 3 Knowledge Cleric Casting Eldritch Blast.

The late game is dedicated to pushing your Eldritch Blast damage, improving your spells, and also ensuring you still have plenty of durability too. That said, much of the equipment chosen is designed to wo♓rk well with the multiple attacks provided by Eldritch Blast.

We'll start with Reverberation provided by Boots of Stormy Clamour and Spineshudder Amulet. Once the enemy receives five stacks, they take an extra 1d4 dꦗamage and must make a Consitution saving throw to avoid falling prone. 𓂃Since Eldritch Blast fires six bolts at later levels, the odds of this triggering at least once are fairly high.

Coruscation Ring and Callous Glow Ring combine to provide an extra two radiant damage to each bolt whenever you deal damage from an illuminated locatiꦅon (and Coruscation Ring also inflicts a condition, which triggers Boots of Stormy Clamour).

Your weapons aren't there to be used. Undermountain King and The Dead Shot both reduce the number required to critical hit, which means your Eldritch Blast will crit way more often. Rhapsody improves your attack, damage, and spell saveཧ DC every time you defeat something, whichꦇ will be happening quite a lot with this setup.

If you don't have longbow proficiency (from being an elf or half-elf), then stick with Bow of Awareness for even mo𝐆re initiative, or Darkfire Shortbow for the ability to cast Haste.

If you don't have shortsword proficiency, Markoheshkir provides +1 to spell save DC and spe🅷ll attack r꧂olls, an extra spell slot, and Kereska's Favour can add stacks of Reverberation.

Quickspell Gloves gives you a turn of Eldritch Blast plus a powerful spell, while Hood and Cloak of the Weave further increase your spell attack rolls and spell save DC. Finally, Flame Enamelled Armor gives you a big boost to your initiative, nearly ensuring that you go first every combat. This can easily result in a quick kill, turnꦯing the tide of battle in your faᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚvor.

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