Baldur’s Gate 3 Classes: The Cleric Class and Subclasses Guide
| Tags: Features
| Author Diana D'Estefano
In a game like Baldur's Gate 3, it is of the utmost importance to choose the right class that suits your way of playing. For example, some races are more akin to certain classes than others, or you yourself are more likely to use some skills than others. For this reason, in this article, we have decided to give you a general overview of The Cleric class, in order to be aware of the features of this specific class of Baldur's Gate 3.
The Cleric class overview
The Cleric is one of twelve classes in Baldur's Gate 3. The main ability of this class is Wisdom, while their saving throw proficiencies are Wisdom and Charisma. Also, it should be noted that they have a Hit Die of 1d8. This class is able to effectively use simple weapons, light armor, medium armor, and shields.
Another very important thing to point out regarding The Cleric class is the fact that this class is great for supporting the party with healing spells, as well as dealing massive damage to enemies by making use of debuff spells. During character creation, players will also have to choose one of the deities to worship. Pay close attention to this game mechanic as it can impact the interactions you will have during the game.
The Cleric class features
To get a more detailed picture of The Cleric class and all the features it is made up of, we have decided to create a list in which we indicate all the features you will have access to if you decide to start your adventure in Baldur's Gate 3 with The Cleric class.
- Spell Slots Unlocked: Casting spells deplete the number of spell slots that have been unlocked. You receive two level 1 spell slots, which are replenished after a lengthy rest.
- Proficiency in Wisdom Saving Throws: Increase Wisdom Saving Throws by the amount of your Proficiency Bonus.
- Proficiency in Charisma Saving Throws: Increase your Charisma Saving Throws by your Proficiency Bonus.
- Proficiency in Light Armor: Wearing Light Armor won't give you a disadvantage in combat or stop you from casting spells.
- Proficiency in Medium Armor: Wearing Medium Armor won't give you a disadvantage in combat or stop you from casting spells.
- Proficiency with a shield: Wearing a shield won't give you an advantage in combat or stop you from casting spells.
- Proficiency with Simple Weapons: Increase all attacks made with Simple Weapons by your Proficiency Bonus.
The Cleric subclasses
The Cleric class has seven subclasses to choose from. Subclasses are specializations of the main class that allow players to benefit from the features of the parent class even if they decide to embark on new paths and, at the same time, have access to special abilities related to a specific subclass. The Cleric subclasses are as follows:
- Life Domain
- Proficiency in Heavy Armor: Wearing Heavy Armor will not put your attacks at a disadvantage or stop you from casting spells.
- Disciple of Life: Your love strengthens your spells of healing. The target obtains additional hit points equal to 2 + the spell's level when a healing spell is cast on them.
- Domain Spells: Your domain provides you with spells. They are prepared at all times.
- Light Domain
- Warding Flare: Cover oneself in divine light. Put the adversary at a disadvantage with your response, possibly causing their attack to miss.
- Domain Spells: Your domain provides you with spells. They are prepared at all times.
- Trickery Domain
- Domain Spells: Your domain provides you with spells. They are prepared at all times.
- Blessing of the Trickster: Give another monster a sneak attack bonus.
- Knowledge Domain
- Blessings of Knowledge: At level 1, you study two languages of your choice. You also gain proficiency in two of the following disciplines: arcana, history, nature, or religion. For any ability check you make using either of those abilities, your proficiency bonus is doubled.
- Channel Divinity: Knowledge of the Ages: You can access a divine reservoir of knowledge starting at level 2 by channeling divinity. You decide on one skill or tool to use as an action. You are proficient with the chosen ability or tool for 10 minutes.
- Channel Divinity: Read Thoughts: At level 6, you can use your channel divinity to read a creature's thoughts. Then, you can control the creature using your knowledge of its thoughts.
- Potent Spellcasting: Beginning at level 8, you can increase the damage you do with any cleric cantrip by adding your Wisdom modifier.
- Nature Domain
- Acolyte of Nature: You learn one cantrip from the druid spell list at level 1, according to your preferences. This cantrip counts toward your knowledge of cleric cantrips but does not count against it. You also develop competence in a skill of your choice from the categories of nature, survival, or animal handling.
- Bonus Proficiency (Heavy Armor)
- Channel Divinity: Charm Animals and Plants: You can start to enchant animals and plants at level two by using your Channel Divinity.
- Dampen Elements: Beginning at level 6, you can use your reaction to give a creature nearby resistance to one instance of acid, cold, fire, lightning, or thunder damage.
- Divine Strike: At level 8, you gain the capacity to channel divine energy into your weapon attacks. If you hit a creature with a weapon attack once per turn, you can choose to add an extra 1d8 of cold, fire, or lightning damage to the attack's damage roll. When you reach level 14, the additional damage rises to 2d8.
- Tempest Domain
- Bonus Proficiency (Martial Weapon)
- Bonus Proficiency (Heavy Armor)
- Wrath of the Storm: At level 1, you get the ability to thunderously rebuff assaults. You can use your reaction to force a creature that is attacking you within five feet of you and that you can see to complete a Dexterity saving throw. If the creature fails its saving throw, it will suffer 2d8 lightning or thunder damage, and if it succeeds, it will only sustain half as much damage. This ability can be used a minimum of once and a maximum number of times equal to your Wisdom modifier. Upon completing a long rest, you restore all uses that have been used.
- Channel Divinity: Destructive Wrath: At level 2 and higher, you have the ability to unleash unrestrained ferocity when using the storm's power. Use your Channel Divinity to deal the most damage possible while rolling lightning or thunder damage instead of rolling.
- Thunderous Strike: At level 6, you can move a Large or smaller creature up to 10 feet away from you when you cause lightning damage to it.
- Divine Strike: At level 8, you gain the capacity to channel divine energy into your weapon attacks. You can make an attack that hits a creature with a weapon and give an additional 1d8 thunder damage to the target once per turn. When you reach level 14, the additional damage rises to 2d8.
- War Domain
- Bonus Proficiency (Martial Weapon)
- Bonus Proficiency (Heavy Armor)
- War Priest: Beginning at level 1, your god sends inspiration your way while you fight. One weapon attack may be made as a bonus action when you use the Attack action. This ability may be used as many times as your Wisdom modifier, but no more frequently than once. After a long rest, you get back all the uses you used.
- Channel Divinity: Guided Strike: From level 2 on, you can use your Channel Divinity to strike with extraordinary precision. You have the ability to add a +10 bonus to your attack roll by channeling divinity. After seeing the roll, but before the DM announces whether the attack strikes or misses, you make this decision.
- Channel Divinity: War God's Blessing: At level 6, you can use your reaction to use your Channel Divinity to offer a creature within 30 feet of you a +10 boost to its attack roll. This ability is known as the War God's Blessing. After seeing the roll, but before the DM announces whether the attack strikes or misses, you make this decision.
- Divine Strike: You can now employ divine energy to imbue your weapon attacks with when you reach level 8. You have the option to add an additional 1d8 damage of the same kind as the weapon's normal damage to an attack that hits a creature once per turn with a weapon. A 2d8 boost in additional damage occurs when you reach level 14.