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No support class performs as well as the Cleric in 168澳洲幸运5开奖网:Baldur's Gate 3. Sure, you have your Druids, Paladins, and Bards, but when it comes to consistent and reliable heals and buffs, you'll definitely want a Cleric on your side. This spellcasting class assists botꩵh on and off the battlefield.
With their proficiencies in Religion, History, and Medicine, these knowledgeable individuals will be a great asset to have beyond their spellcasting talents. Of course, if you want to do those checks personally, you'll be able to enjoy their bonuseꦚs through Cantrips like Guidance to help pave your way to interesting and successful encounters.
Updated August 24, 2023 by Alexis Campbell: All subclasses, feats, and spells have been updated to reach level 12 and are up-to-date with the official release.
Cleric Overview
"Clerics are representatives of the gods they worship, wielding potent divine magic for g🐻ood or ill."
This class is a spellcasting support class that specializes in healings, buffs to allies, and debuffs against enemies. They control theꦫ battlefield through their party members and ensure the tide of the battle remains ever on the side of their own group.
They can either be squishy spellcasters or armored tanks, depending on their stats and the 168澳洲幸运5开奖网:feats you may choose on level-ups. Their starting equipment is lackluster for the most part, and they're difficult to get off the ground.
Thankfully, you have time to do just that with your access to the ever-friendly Shadowheart, a Trickery Domain Cleric, from the start.
Level |
Proficiency Bonus |
Feats |
Channel Divinity Charges |
Cantrips Learned |
Spells Prepared |
Spells Slots per Spell Level |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
||||||
1 |
2 |
Spellcasting, Choice of Subclass |
- |
3 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
2 |
Channel Divinity, Turn Undead |
1 |
3 |
5 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
2 |
2nd Level Spellcasting |
1 |
3 |
6 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
2 |
Ability Score Improvement or Choice of Feat |
1 |
4 |
7 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5 |
3 |
3rd Level Spellcasting |
1 |
4 |
9 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6 |
3 |
Subclass Feature |
2 |
4 |
10 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7 |
3 |
4th Level Spellcasting, |
2 |
4 |
11 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
3 |
Ability Score Improvement🔯 or Choice of Feat and Divine Stܫrike |
2 |
4 |
12 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
4 |
5th Level Spellcasting |
2 |
4 |
14 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10 |
4 |
Divine Intervention |
2 |
5 |
15 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
4 |
6th Level Spellcasting |
2 |
5 |
16 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12 |
4 |
Ability Score Improvement or Choice of Feat |
2 |
5 |
17 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
Skills, Proficiencies, And Starting Equipment
Although Clerics starting off are not the most well-off class to begin with, they do have access to important proficiencies t꧑hat can determine your succ𝓀esses in the early-game.
Their handiness in skill checks cannot be denied, but their combat prowess is defined by strategic spell-planning, well-timed rests, and reliable front-line tanks.
- Saving Throws: Wisdom, Charisma.
- Skills: Choose two from Athletics, Acrobatics, Animal Handling, History, Insight, Intimidation, Perception, and Survival.
- Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons.
- Starting Equipment: , , , .
Their starting weapon is a measly mace, but the Cleric enjoys access to a nice piece of and a for ಌextra durability in battle.
Their focus on Wisdom and Charisma means you'll likely have a lacking Dexterity modifier, so having good armor is a must for this class.
Feats
Clerics don't enjoy many early-game feats. Additionally, their feats can feel relatively lackluster unless you're fighting Undead. This puts added pressur♏e on your choice of a subclass.
In addition, using the feats of this class requires you to use a full Action, which may locꦑk you out of necessary spellcasting in the same turn.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Channel Divinity |
You gain the ability toꦕ enact one of two effects with your divine energy (once p🃏er long rest). These effects are:
|
5 |
Destroy Undead |
𝐆When you successfully use Turn Undead on a creature, they take 4d6 Radiant damage. |
10 |
Divine Intervention |
This is a one-time use feat. Choose one of the following effect༒s:
|
The Destroy Undead feat has been changed from the Player's Handbook. Originall📖y, this was supposed to automatically destroy any creature below🔯 a certain Challenge Rating (CR) threshold.
Spells
As a Cleric, you are a prepared caster. This means that you can prepare and change spells. The rules of preparation are:
- Your party must be at a complete halt (not taking any actions) - location does not matter.
- You cannot mismatch leveled spells (e.g., swap a Level 1 spell for a Level 2 spell).
- You cannot learn new spells and prepare them as a Cleric.
Spells that can be prepared are learned upon each level-up, so choose wisely.
The Cleric is a Wisdom-based spellcaster, whichꦺ means that your attacks and saves will look like this:
- Spell Save DC: 8 + proficiency bonus + Wisdom modifier.
- Spell Attack Modifier: 8 + Wisdom modifier.
Full Spells List
Subclass: Life Domain
"The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life."
The Life Domain specializes primarily in healing. Their bonuses allow the restoration of health, removing of curses, and bolstering ally bonuses. Their feats give additional bonuses to make their healing spells even more powerful.
From the beginning, they also get the added bonus of gaining proficiency in Heavy Armor, allowing these spellcasters reliable protection to focus on spellcasting and free🏅dom to choose another feat upon level-up.
Feat Level |
Feat |
Effect(s) |
---|---|---|
1 |
Bonus Proficiency |
Gain proficiency in Heavy Armor. |
1 |
Disciple of Life |
When healing, th🉐e target of your healing spells regains another 2 HP + the spell's level. |
1 |
Domain Spells |
You gain spells 🌳that always come prepared. These spe🎐lls grow every odd level. |
2 |
Channel Divinity: Preserve Life |
Use your Acti🍃on to provoke a healing aura that restores 3 * your Cleric level to allied creatures within 9m. It has ♏no effect on the undead or constructs. |
8 |
Divine Strike: Life |
Deal an additional 1d8 Rad꧒iant 𓆉damage once per turn when you make a weapon attack. |
Domain Spell List
Subclass: Light Domain
"Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness."
As the name suggests, the Light Cleric focuses on casting debuffs via a light on enemies. They're able to blind creatures with reactions aꦅnd create opportunities for themselves and their allies to deal reliable damage.
In addition, the Light Cleric is a more combat-focused Cleric with access to powerful attacking spells like Scorching Ray and Fireball. They're a dangerous class that balances good offense and defense all in the name of the sun.
Feat Level |
Feat |
Effect(s) |
---|---|---|
1 |
Warding Flare |
Using a blinding light that engulfs you, use your Reaction to give disadvan💧tage on an attacker. |
1 |
Domain Spells |
You gain spells that always come prepared. Th🥃ese spells grow every😼 odd level. |
2 |
Channel Divinity: Radiance of the Dawn |
Use your action to harness the sun's power. Dispel any darkness around you deal 2d10 + your Cleric level to enemies around ꧂you (within 9m) or half as much on a successful CON saving throw. |
6 |
Improved Warding Flare |
Use your reaction to impose Disadvantage on an Attack Roll when an enemy attacks an ally൲. |
8 |
Potent Spellcasting |
Add your Wisdom Modifier to damage dealt with cant𒐪rips. |
Domain Spell List
Subclass: Trickery Domain
"[Trickery] clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation."
The dark side of the Cleric lies within the Trickery Domain where the use of shadow and illusion are their key weapons. Trickery Clerics are primarily an illusionist, utility class that relies on the clever casting of situational spells to get the upperhand on unsuspecting foes.
Trickery Clerics prefer Stealth to confrontation, and they work best for playstyles and missions that require a certain kind of finesse. They are the most difficult Cleric to set up properly but ca๊n be one of the best utility classes for roleplaying gro♏ups and tense situations.
Feat Level |
Feat |
Effect(s) |
---|---|---|
1 |
Blessing of the Trickster |
Grant another creature advantage on Steꦉalth checks with your Action. |
1 |
Domain Spells |
You gain spells that always come prepared. These spells grow every odd le🐟vel. |
2 |
Channel Divinity: Invoke Duplicity |
Summon an illusionary copy of yourself. You and your allies gain advantage agains🥀t creatures that are within 3m of you and your copy. |
8 |
Divine Strike: Poison |
Deal 1d8 Poison damage once per turn when making a weapon attacꦡk. |
Domain Spell List
Subclass: Knowledge Domain
"Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can."
The Knowledge Domain is arguably the most lackluster of all domains. With no Divine Strike option and lacking feats, their one claim to fame lies in their unique spell list.
Where other classes might overlap spell lists with the Cleric class, the Knowledge Domain's spells primarily stem from the Wizard class. It's a great option for those who are looking for a Cleric with a more diverse skillset and a tendency toward mental powers.
Feat Level |
Feat |
Effect(s) |
---|---|---|
1 |
Domain Spells |
You gain spells that 🅘always come prepared. These spells grow every odd lev𒁏el. |
2 |
Channel Divinity: Knowledge of the Ages |
Gain Proficiency🦩 in all skills of one Ability until your next Long Rest. |
8 |
Potent Spellcasting |
Add yo♛ur Wisdom modifier to damage dealt with ℱcantrips. |
Domain Spell List
Subclass: Nature Domain
"Many of [the Nature gods] have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods."
Practically a reskinned druid, the Nature Domain is a way to multiclass into druid without needed to spare levels to do so - the one caveat meaning no Wild Shape. If you'rꦐ🐭e wanting to be a druid but don't care for Wild Shape, this might be the subclass for you.
A spellcaster with some unique spells in their repetoire and the very useful ability to commune with animals, this is an exceptionally versatile roleplay class worth the investment of a dedicated player.
Feat Level |
Feat |
Effect(s) |
---|---|---|
1 |
Acolyte of Nature |
Learn a druid cantrip. Gain Proficiency in Animal Handling, Nature, or Survival. Cantrღips include:
|
1 |
Domain Spells |
You gain spells that always come pr🦩epared. These s🅘pells grow every odd level. |
2 |
Channel Divinity: Charm Animals And Plants |
Charm nearby beasts 🌠and plants for 10ꦬ turns on failed Wisdom save. |
8 |
Divine Strike: Elemental Fury |
Deal choice of additionaᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚl1d8 Cold, Fire, or Lightning damage when making a weapon attack. |
Domain Spell List
Subclass: Tempest Domain
"Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath."
A themed subclass with a dangerous predilection for loud noises and flashy lightning, a Tempest Domain Cleric is an aggressive subclass that prefers to start and end combat with a boom.
Their spell list caters toward powerful damaging spells that call on destructive forces of nature. Although you may be prone to struggling against those who resist elemental powers, your standard damage output in this class will typically far exceed other subclasses at the tradeoff of not being so skilled at healing.
Feat Level |
Feat |
Effect(s) |
---|---|---|
1 |
Wrath of the Storm |
Use your reaction to attack and deal 2d8 Lightning damage or, on a failed 𒐪Saving Throw, deal half damage dealt🌞 as Thunder. |
1 |
Domain Spells |
You gain spell𝓡s that always 🍨come prepared. These spells grow every odd level. |
2 |
Channel Divinity: Destructive Wrath |
When rolling Thunder or Lightning damage, use your Channel Divini꧟ty to deal maximum damage. |
6 |
Thunderbolt Strike |
When dealing Lightning or Thunder to a Large or smal🌃ler creature, push it up to 🍷3m. |
8 |
Divine Strike: Tempest |
Deal additional 1d8 Thunder damage when making a weapon at🅷tack. |
Domain Spell List
Subclass: War Domain
" The clerics of [war] gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers."
A reskinned paladin, the War Domain Cleric uses their prayers and magic to perform acts of greatness on the battlefield. They're a more active, more aggressive playstyle of cleric suited for the front lines.
For those who want to ensure their cleric can hold their own along with the fighters and barbarians but also provide their healing and buffing services, look no further than than this beefy subclass.
Feat Level |
Feat |
Effect(s) |
---|---|---|
1 |
War Priest |
When ma𒅌king an unarmed or weapon attack, spend one War Priest Charge 🐬and make an additional attack as your bonus action. |
1 |
Domain Spells |
You gain spells that always come prepared♌. These spells grow every odd level. |
2 |
Channel Divinity: Guided Strike |
Gain +10 to your Attack Roll. |
6 |
Channel Divinity: War God's Blessing |
Endow nearby ally with +10 to their Attack Roll. |
8 |
Divine Strike: Warmaster |
Deal additional 1d8 Slashing damage🎃 ♉with a weapon attack. |
Domain Spell List