Baldurs Gate 3: Cleric - best build Baldurs Gate 3 guide, walkthrough
Last update: 28 June 2023
This chapter of the Baldur's Gate 3 guide describes a ready Cleric build. We suggest which race works best as a Cleric, how to best spend ability points, what equipment and spells to choose, and what skills to select.
Cleric in Baldurs Gate 3 can be developed in a number of ways: a hybrid of a melee warrior and a supporting character, a typical hero who assists the team with healing and strengthening spells, or is willing to use any possible spell that deals damage. We offer another option, namely a supporting character fighting at a distance with a Long bow. With this solution, Cleric will be able to stay close to team members to strengthen them with his spells, as well as attack effectively from a distance and deal serious damage without risking the loss of health points.
- Race
- Background
- Specialization (Subclass)
- Concentration
- Skills
- Abilities
- Cantrips
- Level 1 spells
- Level 2 spells
- Equipment
- Upgrading abilities
- General tips
Race
When choosing the right race for the Cleric class, it is definitely worth choosing the Wood Elf. Below is a list of bonuses your character will receive.
- 2 to Dexterity;
- 1 to Wisdom - the ability allowing Clerics to cast spells;
- Keen Senses: the hero is proficient in Perception;
- Base race speed: the distance you can travel in each round is 9 metres;
- Mask of the Wild: the character is proficient at Sneaking.
- Fey Ancestry: the hero will have an advantage during saving throws against charms, and the magic can't put them to sleep;
- Darkvision: the character can see in the dark within a radius of 12 meters;
- Long Bow proficiency: with this build it will be the Cleric's main weapon;
- Short Bow proficiency.
- Short Sword proficiency: one of the best auxiliary weapons;
- Long Swords Proficiency
If you prefer to focus on a standard Cleric build that will only be based on spells, you can opt for an extremely resilient race of Dwarves, agile Half-Elves or versatile humans.
Background
When choosing the background for your Cleric, it is worth choosing between options that benefit from developed Dexterity, and avoiding those that provide skills related to Intelligence, as Clerics don't develop it.
- Folk Hero: Speak with Animals proficiency (Wisdom), Survival proficiency (Wisdom);
- Urchin: Sleight of Hands proficiency (Dexterity), Sneaking proficiency (Dexterity).
Specialization (Subclass)
As one of the few character classes available in Baldur's Gate 3, Cleric can choose his specialization (subclass) as early as during the character creation. The proposed build focuses on the Light Domain subclass as the hero gets access to the useful Faerie Fire spell and Warding Flare that give the Cleric additional protection.
- Warding Flare: react and shield yourself with divine light to hinder your opponent's attack, which may entirely miss you.
Subclass properties - Level 1
After selecting the Light Domain, your Cleric will immediately get access to 2 attack spells you don't need to prepare (Burning Hands, Faerie Fire) and one cantrip (Light).
Burning Hands Effect: fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire. Range: 5 meters. Additional information: after a successful defense throw the target receives only half of the damage. Because the cleric will attack from a distance using a bow, this spell will be used in specific situations where, for example, something needs to be set on fire. | |
Faerie Fire Effect: enfold one or more targets with a colorful glow to make them visible. Attack tests against them become easier. Range: 18 meters. Concentration: required Additional information: as the opponent or opponents are tagged all the characters in the team will have easier attack throws against them which will translate into the frequency of hitting the target. | |
Light Effect: Infuse an object with an aura of light. Range: 1.5 meters. Spell type: cantrip. |
Subclass properties - Level 2
Upon reaching experience level 2, you will get access to another spell closely related to the Light Domain (Radiance of the Dawn) and one that all Clerics, regardless of their chosen specialty, receive (Turn Dead).
Radiance of the Dawn Effect: use the power of the sun to disperse the darkness and deal 2d10 x (X - depending on the character level) Radiance damage to all hostile creatures. Range: 9 meters. Restrictions: you can use it once a day. Additional information: after a successful defense throw the target receives only half of the damage. Use this spell when you can hit at least 2 or 3 targets at once. | |
Turn Undead Effect: all the undead who see or hear you are forced to flee from you. Range: 9 meters. |
Subclass properties - Level 3
As a Cleric with the Light Domain subclass, after reaching experience Level 3 you will gain access to 4 additional level 2 spells. We particularly recommend Scorching Ray, help and Darkvision.
Scorching Ray Effect: fire three streams of fire, and each one deals 2d6 Fire damage. Range: 18 meters. Additional information: with this spell, you can attack 3 targets simultaneously or focus on one opponent. | |
Darkvision Effect: enables a creature to see in the darkness for up to 18 meters. Range: 1.5 meters. Additional information: if one of the party members does not have the Darkvision ability and the fight takes place in a dark place, they receive negative status during the attack. With this skill, you can lighten the darkness and help your ally. | |
Aid Effect: strengthen your allies' strength and determination by treating them and increasing the maximum number of health points by 5. Range: 9 meters. | |
Lesser Restoration Effect: remove one disease or condition that afflicts the creature. Range: 1.5 meters. |
Concentration
Some Clerics' spells are complicated enough to require concentration so that their effect is not interrupted. Unfortunately, concentration is not a lasting effect and can be interrupted in several ways.
- By casting another spell that requires concentration;
- After receiving damage while maintaining concentration, the Cleric must perform a defensive dice roll (Constitution) to ensure the effect is not interrupted.
As Clerics must maintain concentration when casting certain spells, we invest some points in the Constitution.
Skills
When choosing skills for your Cleric, pay particular attention to those that will benefit most from his most developed abilities, such as Wisdom and Dexterity.
Depending on the background you choose, opt for any of the following options:
- Insight: a skill associated with Wisdom;
- Medicine: a skill associated with Wisdom;
- Animal Handling - a skill associated with Wisdom.
- Perception: a skill associated with Wisdom;
- Survival: a skill associated with Wisdom;
- Acrobatics: a skill associated with Dexterity;
- Sleight of Hands: a skill associated with Dexterity;
- Stealth: a skill associated with Dexterity;
For more information on all the skills available in Baldurs Gate 3, see the separate page of this guide revolving entirely around skills.
Abilities
When developing Cleric's abilities, one must first focus on Wisdom as the ability responsible for Spellcasting. It is then worth assigning points to Dexterity and fitness Constitution.
We propose to allocate the ability points for your Cleric as follows:
- Wisdom: 16 points;
- Dexterity: 16 points;
- Constitution: 14 points;
- Strength: 10 points;
- Charisma: 10 points;
- Intelligence: 8 points;
Cantrips
When creating a Cleric-class character in Baldur's Gate 3, you will be able to choose 3 cantrips that your character will be able to use. You can only choose between 4 spells, and we recommend the set below.
Resistance Effect: magically strengthen the creature's defense to assign its D4 bonus to the defensive throws. Range: 1.5 meters. Concentration: required | |
Guidance Effect: give guidance to a creature - it receives a d4 bonus to their chosen trait test. Range: 1.5 meters. Concentration: required Additional information: this spell is useful when you want to perform a specific action, such as stealing or opening a closed door. | |
Sacred Flame Effect: summon a fiery glow that causes 1d8 Radiant damage. Range: 18 meters. Additional information: this spell can often be nullified by the opponent because the defensive dice roll against it is based on Dexterity. Still, it's worth having this spell at hand, because it can be used when you can't hit the target from the bow (no visibility). |
Due to the fact that Cantrips can be used in every round with no limitations, you should select ones that you will be definitely using.
Level 1 spells
Clerics have a predetermined spell pool at the start, but they will start a game with those who are selected for the category of prepared spells. In order to prepare other spells, a character will have to be outside of combat, open his or her book of spells (default K), identify spells he or she does not want to use, and choose others instead. For the beginning of the game, we highly recommend the Guiding Bolt as an extremely useful offensive spell, Soothing Word, Bane, and Bless.
Guiding Bolt Effect: summon a beam of light that will cause 4d6 Radiant damage and allow for the next attack against the chosen target. Range: 18 meters. Additional information: a spell can deal between 4 and 24 damage points, but they must be cast from a further distance. When a character is standing too close to the target it will be much harder for him or her to hit the opponent. | |
Soothing Word Effect: a creature in your hero's field of vision recovers 1d4 X (X - depending on the character's level) health points. Range: 18 meters. Additional information: with this spell you can revive a fallen ally. What's more, Soothing Word counts as a Bonus action so it can be used in a single round along with the attack. | |
Bane Effect: target a maximum of 3 creatures that will receive a D4 penalty to attack and defensive rolls. Range: 9 meters. Concentration: required | |
Bless Effect: bless up to 3 creatures who will receive a D4 bonus to attack and defensive rolls. Range: 9 meters. Concentration: required Additional information: this spell is counted as an action so make sure it is cast just before the fight starts. |
Unlike the previously described Cantrips, spells use a slot when being cast which means they cannot be used indefinitely. You renew your magic slots after a long rest in the camp.
Level 2 spells
After unlocking experience Level 3, each Cleric (regardless of the subclass) gets access to several new level 2 spells. Especially useful will be the Healing Word by which the Cleric can heal the entire team at the same time.
Blindness Effect: magically Blind an enemy creature. Range: 18 meters. Additional information: the blinded creature may try to recover from this condition at the end of each tour. | |
Hold Person Effect: paralyze a humanoid. Range: 18 meters. Concentration: required Additional information: at the end of each round, the creature may try to free itself. | |
Prayer of Healing Effect: all allied creatures in your character's field of vision regain 2d8 x (X - depending on the character's level) health points. Range: 9 meters. Additional information: this spell has no effect on the undead and constructs. It can't be used in combat. | |
Silence Effect: the protagonist creates a soundproof sphere. Creatures and objects within the sphere are silenced and unaffected by Thunder. Range: 18 meters. Concentration: required |
Equipment
This build is quite unconventional, as your Cleric's main weapon will be a longbow that can be used very efficiently by the Elves, and this affects the effectiveness of the hero's attacks. As a second set of weapons, it is worth opting for Dexterity-dependent weapons (a short sword) and a shield that increases the character's Armor Class. Your Cleric should wear light armor, which provides a Dexterity bonus.
Since changing your weapon set is not counted as an action in Baldurs Gate 3, change your weapon set to a short sword with a shield to strengthen your Cleric's Armor Class. After starting the next round, you can switch to the bow, perform an attack and return to the defensive configuration, etc.
Upgrading abilities
After reaching experience level 4, you will be able to improve your Cleric's abilities by spending additional 2 points on chosen abilities. This is the best time to increase the value of the Widsom ability to 18 points.
General tips
Before you play as a Cleric in Baldurs Gate 3, you should know a few key tips that will bring you even closer to this class and significantly affect your hero's effectiveness during combat.
- High Ground advantage: if possible, always try to take a position above your opponent before starting a fight (on a hill, roof, stairs, balcony, etc.), to gain the High Ground advantage. This greatly increases the hero's chance of hitting a target while using a bow or the Guiding Bolt spell;
- Spell slots: Clerics recover used spell slots after a long rest in the camp. Short rests only restore some health;
- Concentration: before using a spell that requires concentration, make sure you don't interrupt another effect;
- Healing: remember that the Cleric has healing spells that can keep allies alive. Sometimes it is better to spend the action on healing a team member than on attacking the target.;
- Darkvision: remember that the Light Domain provides the Cleric with a spell with which he or she can grant an allied creature the ability to see in the dark. This is useful when fighting in dark rooms and used on characters whose race does not provide this property, such as human or Githyanki.