No support class performs as well as the Cleric in 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 both 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 bonuses through Cantrips like Guidance to help pave your way to interesting and successful encounters.
Cleric Overview
"Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill."
This class is a spellcasting support class that specializes in healings, buffs to allies, and debuffs against enemies. They control the 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 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
Cantrips Learned
Spells Slots per Spell Level
1
2
3
4
5
6
7
8
9
1
2
Spellcasting, Choice of Subclass
3
2
-
-
-
-
-
-
-
-
2
2
Channel Divinity, Turn Undead
3
3
-
-
-
-
-
-
-
-
3
2
2nd Level Spellcasting
3
4
2
-
-
-
-
-
-
-
4
2
Ability Score Improvement or Choice of Feat
4
4
3
-
-
-
-
-
-
-
5
3
3rd Level Spellcasting
4
4
3
2
-
-
-
-
-
-
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 that can determine your successes 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.
Their starting weapon is a measly mace, but the Cleric enjoys access to a nice piece of Chain armor and a Studded Shield for extra 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 pressure on your choice of a subclass.
In addition, using the feats of this class requires you to use a full Action, which may lock you out of necessary spellcasting in the same turn.
Feat Level
Feat
Effect(s)
2
Channel Divinity
You gain the ability to enact one of two effects with your divine energy (once per long rest). These effects are:
Turn Undead - As an action, speak a prayer against the undead. Undead that can see or hear you must flee you on a failed WIS save. They cannot make any movement toward you, cannot take Reactions, and can only use its Action to Dash away.
Domain-Specific:
Life Domain: Preserve Life
Light Domain: Radiance of the Dawn
Trickery Domain: Invoke Duplicity
5
Destroy Undead
When you successfully use Turn Undead on a creature, they take 4d6 Radiant damage.
The Destroy Undead feat has been changed from the Player's Handbook. Originally, this was supposed to automatically destroy any creature below a certain Challenge Rating (CR) threshold. For Level 5 Clerics, the CR would have been 1/2.
Illithid Feats
Spoilers Are Ahead
When activating your Illithid Powers enough times, you'll gain a special feat specific to your class.
The Cleric's Illithid Power is "Survival Instinct." This power is an essentially free, up-casted Cure Wounds that can be put in place before combat. As a result, you can use this ability and not fear needing to spend an Action or Bonus Action healing a creature, instead allowing them to hit 0 HP and then bounce back without your active participation.
Name
Type of Action
Effect(s)
Survival Instinct
Bonus Action
Infuse a creature with psionic energy. If the creature falls to 0 HP, it will automatically regain 3d4 HP and remain standing.
read more
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, which 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
Spell Level
Spell Name
Casting Time
Concentration? (Y/N)
Effect
Cantrip
Resistance
1 Action
Y
Give 1d4 bonus to one creature's saving throws.
Cantrip
Guidance
1 Action
Y
Give 1d4 bonus to one creature's ability checks.
Cantrip
Sacred Flame
1 Action
N
Conjure flame that deals 1d8 radiant damage.
Cantrip
Light
1 Action
N
Infuse object with light for 100 turns. If used on a creature, they must succeed a DEX saving throw or be illuminated.
Cantrip
Thaumaturgy
1 Action
N
Gain advantage on Intimidation and Persuasion rolls.
1
Create Water
1 Action
N
Conjure rain or destroy a water-based surface 9m across.
1
Guiding Bolt
1 Action
N
Attack with 4d6 radiant damage bolt of light and give advantage to the next attack roll made against the same creature by the end of your next turn.
1
Shield of Faith
1 Bonus Action
Y
Grant +2 AC to a creature of your choice within 60ft and sight.
1
Bane
1 Action
Y
Select 3 enemies and inflict 1d4 penalty to ability checks and saving throws for duration.
1
Command (Halt)
1 Action
Y
Command a creature to halt, preventing it from moving or taking actions, bonus actions, or reactions.
1
Healing Word
1 Bonus Action
N
Heal a creature you can see within 18m by 1d4 + your spellcasting modifier.
1
Inflict Wounds
1 Action
N
Deal 3d10 necrotic damage to a creature you can touch.
1
Protection from Good and Evil
1 Action
Y
Protect one creature against being Charmed, Frightened, or possessed by an aberration, celestial, elemental, fey, fiend, or undead. These creatures also have disadvantage on attacking rolls against the target.
1
Bless
1 Action
Y
Select 3 allies and inflict 1d4 bonus to ability checks and saving throws for duration.
1
Cure Wounds
1 Action
N
Heal a creature you can touch by 1d8 + your spellcasting modifier.
2
Blindness
1 Action
N
On a failed CON save, a creature is Blinded for 10 turns.
2
Hold Person
1 Action
Y
On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions.
2
Prayer of Healing
1 Action
N
Heal all allies within 9m and sight by 2d8 + your spell casting modifier.
2
Silence
1 Action
Y
Create a soundproof sphere 6m across within 18m of the spellcaster. Inside, all creatures within are Silenced and immune to Thunder damage.
3
Animate Dead
1 Action
N
Animate corpse to become a servant while not in battle.
3
Beacon of Hope
1 Action
Y
When healed, all allies regain the maximum amount of HP. They also gain advantage on WIS saving throws and Death Saves.
3
Bestow Curse
1 Action
Y
Curse a creature you can touch. You can curse them with your choice of disadvantage on a type of saving throw or attack rolls, the possible loss of their next turn, or to deal 1d8 extra necrotic damage each time you strike it with an attack or spell.
3
Daylight
1 Action
N
Enchant an item to shine or create a sun-like sphere to dispel darkness in a 15m radius.
3
Feign Death
1 Action
N
Put ally into a death-like state where they are immune to disease and poison damage and resistant to all other types of damage except psychic.
3
Glyph of Warding
1 Action
N
Create a ward that has an effect when stepped on by an enemy and when they fail their DEX save (only one can be active at a time.)
Sleep - Enemy is put to sleep.
Detonation - Push everyone backwards 4m.
Thunder - Glyph explodes and deals 5d8 Thunder damage or half as much on a save.
Fire - Glyph explodes and deals 5d8 Fire damage or half as much on a save.
Cold - Glyph explodes and deals 5d8 Cold damage or half as much on a save.
Lightning - Glyph explodes and deals 5d8 Lightning damage or half as much on a save.
Acid - Glyph explodes and deals 5d8 Acid damage or half as much on a save.
3
Mass Healing Word
1 Bonus Action
N
Heal up to 6 creatures for 1d4 + your spellcasting modifier.
3
Protection from Energy
1 Action
Y
Gives resistance to Fire, Cold, Acid, Lightning, or Thunder damage on a touched creature.
3
Remove Curse
1 Action
N
Touch a creature to remove a curse actively affecting it.
3
Revivify
1 Action
N
Revive a companion to 1HP.
3
Spirit Guardians
1 Action
Y
Conjure spirits. Nearby enemies take either 3d8 Necrotic or 3d8 Radiant damage per turn on a failed WIS save. Additionally, their movement is reduced by half.
read more
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 freedom 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, the target of your healing spells regains another 2 HP + the spell's level.
1
Domain Spells
You gain spells that always come prepared. These spells grow every odd level.
2
Channel Divinity: Preserve Life
Use your Action 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.
Domain Spell List
Level Added
Spell Level
Spell Name
Casting Time
Concentration? (Y/N)
Effect
1
1
Bless
1 Action
Y
Select 3 allies and inflict 1d4 bonus to ability checks and saving throws for duration.
1
1
Cure Wounds
1 Action
N
Heal a creature you can touch by 1d8 + your spellcasting modifier.
3
2
Lesser Restoration
1 Action
N
Remove one disease or condition from a creature.
3
2
Aid
1 Action
N
Choose 3 creatures within range and increase the targets' current and maximum HP by 5.
5
3
Revivify
1 Action
N
Revive a companion to 1 HP.
5
3
Beacon of Hope
1 Action
Y
When healed, all allies regain the maximum amount of HP. They also gain advantage on WIS saving throws and Death Saves.
read more
Subclass: Light Domain
PC Games Version of Light Cleric
"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 and 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 disadvantage on an attacker.
1
Domain Spells
You gain spells that always come prepared. These 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.
Domain Spell List
Level Added
Spell Level
Spell Name
Casting Time
Concentration? (Y/N)
Effect
1
Cantrip
Light
1 Action
N
Infuse object with light for 100 turns. If used on a creature, they must succeed a DEX saving throw or be illuminated.
1
1
Faerie Fire
1 Action
Y
On a failed DEX save, encase all creatures (and objects) within a 15ft radius in light. All attack rolls against these creatures have advantage, and any invisible targets become visible.
1
1
Burning Hands
1 Action
N
On a failed DEX save, a creature you can touch takes 3d8 Fire damage or half as much on a successful save.
3
2
Flaming Sphere
1 Action
Y
Summon a flaming sphere that deals 2d6 Fire damage to all creatures and objects near it. It shines light in a 6m radius. On a successful DEX save, creatures take half damage. Lasts 10 turns.
3
2
Scorching Ray
1 Action
N
Summon three rays of fire that each deals 2d6 Fire damage.
5
3
Daylight
1 Action
N
Enchant an item to shine or create a sun-like sphere to dispel darkness in a 15m radius.
5
3
Fireball
1 Action
N
Conjure a giant fireball that explodes on contact for 8d6 Fire damage or half as much on a successful DEX save.
read more
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 can be one of the best utility classes for roleplaying groups and tense situations.
Feat Level
Feat
Effect(s)
1
Blessing of the Trickster
Grant another creature advantage on Stealth checks with your Action.
1
Domain Spells
You gain spells that always come prepared. These spells grow every odd level.
2
Channel Divinity: Invoke Duplicity
Summon an illusionary copy of yourself. You and your allies gain advantage against creatures that are within 3m of you and your copy.
Domain Spell List
Level Added
Spell Level
Spell Name
Casting Time
Concentration? (Y/N)
Effect
1
1
Charm Person
1 Action
N
Gain advantage on ability checks made against the charmed creature and prevent it from attacking on a failed WIS saving throw. Enemies have advantage on their saving throw. At the end of the spell's duration, target may accuse you of having charmed them.
1
1
Disguise Self
1 Action
N
Change all aspects of your appearance by giving you the choice of changing your race and gender.
3
2
Mirror Image
1 Action
N
Create 3 illusionary duplicates of yourself. For each duplicate still standing, gain +3 AC. Whenever you evade an attack successfully, one of these duplicates is dismissed.
3
2
Pass without a Trace
1 Action
Y
Give you and all companions +10 on Stealth rolls.
5
3
Bestow Curse
1 Action
Y
Curse a creature you can touch. You can curse them with your choice of disadvantage on a type of saving throw or attack rolls, the possible loss of their next turn, or to deal 1d8 extra necrotic damage each time you strike it with an attack or spell.
5
3
Fear
1 Action
N
Project a frightening image. On a failed CON save, all targets within 9m become Frightened. If the targets end their turn where they can see, they can reroll their save.