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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.

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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

Drow Cleric Levels Up And Gains Aid And Lesser Restoration Spell

"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

Cleric Casts Healing Word In Starting Room Of Early Access

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.
  • Starting Equipment: Mace, Studded Shield, Chain Shirt, Leather Boots.

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

Drow Cleric Uses Preserve Life Feat On Allies

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

Spells

Cleric Chooses Cantrip Spells Sacred Flame First Level

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

Subclass: Life Domain

Life Domain Eilistraee Subclass Choice

"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

Subclass: Light Domain

Light Domain Cleric Character Creation
Light Cleric by Dave Irwin
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

Subclass: Trickery Domain

Shadowheart Trickery Cleric Levels Up And Learns Duplicity

"[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

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