Cleric |
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Subclasses |
Life Domain |
Class Initial Features |
Cleric is a Class in Baldur's Gate 3. Clerics primary ability is Wisdom, their Saving Throw Proficiencies are Wisdom and Charisma and they have a Hit Die of 1d8. They have proficiency with Simple weapons, Light Armour, Medium Armour, and Shields.
The Cleric class is great for supporting the group with healing Spells as well as hindering the opposing forces with debuffing Spells. Clerics pick one of many Deities to worship during Character Creation, and this selection can impact interactions within the game. The class has long standing been one of the most versatile classes in the game for its great capability of being able to fill various roles with the different domains. Clerics posses great divine power that are granted from different Deities that players get to choose when selecting a domain.
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.
Baldur's Gate 3 Cleric Table of Contents
- Baldur's Gate 3 Cleric Class Features
- Baldur's Gate 3 Cleric Class Progression
- Baldur's Gate 3 Cleric Subclass Features
- Baldur's Gate 3 Best Cleric Builds
- Baldur's Gate 3 All Cleric Spells
Baldur's Gate 3 Full Cleric Guide
BG3 Cleric Class Features
HIT POINTS
- Hit Points at 1st Level: 8+ Constitution modifier
- Hit Points at Higher Levels: 5 + Constitution modifier
PROFICIENCIES
- Armor: Light Armour, Medium Armour, and Shield
- Weapons: Simple Weapons, Morningstars
- Saving Throws: Charisma and Wisdom
- Skills: Choose any 2 - History, Insight, Medicine, Persuasion or Religion
STARTING EQUIPMENT
CLERIC SPELLCASTING
- Full Spellcasters: Unlocks new spell level every 2 Cleric levels, up to level 6 spells.
- Cantrips: Starts with 3 Cantrips (gains additional cantrips at level 4 & 10)
- Spell Save DC: 8 + your Proficiency bonus + your Wisdom modifier
- Spell Attack Modifier: your Proficiency bonus + your Wisdom modifier
- Known Spells: Wisdom modifier + your Cleric level
- Spellcasting Type: "Prepared Casters" - Can change spell list freely when out of combat.
Ritual Casting: Yes - Spells with the Ritual tag do not consume a spell slot when cast out of combat.
UNIQUE CLASS FEATURE
- Domain Spells: You gain spells from your Domain. They are always prepared.
- Turn Undead: As an action, present your holy symbol and cause undead creatures to flee.
- Channel Divinity: You gain the ability to channel divine energy, starting with two effects: Turn Undead and an effect determined by your domain.
- Divine Intervention: Once per Character. Invoke your God's aid.
- Sunder the Heretical: 8d10 Radiant damage to a group of enemies.
- Arm Thy Servant: Grants you a legendary weapon.
- Opulent Revival Resurrect fallen Companions with half health and restore nearby allies as if they had Long Rested.
- Golden Generosity Provides a rich bounty of Potions and Camp Supplies.
BG3 Cleric Class Progression
- Level 1
- Cleric Spellcasting (Class Feature)
- Choose a Cleric Domain (Life, Light, Knowledge, Trickery, Nature, Tempest, Death or War)
- Level 1 Domain Spells (Class Feature)
- Select Deity (Different deity selection offers some unique conversation options throughout the game, and alters the visual effects of some cleric spells. Some deity are only available to certain races, such as only Githyanki have the option to choose Vlaakith as a deity.)
- Level 2
- Channel Divinity Charges x1 (Class Feature)
- Turn Undead (Action)
- Subclass feature
- Level 3
- Level 2 Domain Spells (Class Feature)
- Subclass feature - Domain Spells
- Level 4
- Level 5
- Destroy Undead (Class Feature)
- Level 3 Domain Spells (Class Feature)
- Subclass feature - Domain Spells
- Level 6
- Channel Divinity Charges x2 (Class Feature)
- Subclass Feature
- Level 7
- Level 4 Domain Spells (Class Feature)
- Subclass feature - Domain Spells
- Level 8
- Level 9
- Level 5 Domain Spells (Class Feature)
- Subclass feature - Domain Spells
- Level 10
- Choose 1 additional Cleric Cantrip (Class Feature)
- Divine Intervention (Class Feature)
- Level 11
- Choose a number of spells
- Level 12
BG3 Cleric Spell Slots
| Level | Channel Divinity Charges | Cantrips Known | I | II | III | IV | V | VI |
| Level 1 Cleric | - | 3 | 2 | - | - | - | - | - |
| Level 2 Cleric | 1 | 3 | 3 | - | - | - | - | - |
| Level 3 Cleric | 1 | 3 | 4 | 2 | - | - | - | - |
| Level 4 Cleric | 1 | 4 | 4 | 3 | - | - | - | - |
| Level 5 Cleric | 1 | 4 | 4 | 3 | 2 | - | - | - |
| Level 6 Cleric | 2 | 4 | 4 | 3 | 3 | - | - | - |
| Level 7 Cleric | 2 | 4 | 4 | 3 | 3 | 1 | - | - |
| Level 8 Cleric | 2 | 4 | 4 | 3 | 3 | 2 | - | - |
| Level 9 Cleric | 2 | 4 | 4 | 3 | 3 | 3 | 1 | - |
| Level 10 Cleric | 2 | 5 | 4 | 3 | 3 | 3 | 2 | - |
| Level 11 Cleric | 2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
| Level 12 Cleric | 2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Cleric Subclasses Features
Life Domain
- Disciple of Life: Your devotion empowers your healing spells. When casting a healing spell, the target regains additional hit points equal to 2 + the spell's level.
- Preserve Life: Evoke a healing energy that heals yourself and your allies by 3 x Character Level. No effect on undead and constructs.
- Blessed Healer: Healing others heals you as well. When you cast a healing spell of Level 1 or higher on another creature, you regain hit points equal to 2 + the spell's level.
- Divine Strike: Life: Strike a foe with your weapon as it becomes wreathed in gleaming radiance.
Light Domain
- Warding Flare: Shield yourself with divine light. Use your reaction to impose Disadvantage on an attacker, possibly causing their attack to miss
- Radiance of the Dawn: The sun's divine power dispels any magical darkness. The sun's divine power dispels any magical darkness. Channel divine power and deal 2d10 + character level Radiant Damage to enemies.
- Improved Warding Flare: When an enemy attacks an ally, you can use your reaction to impose Disadvantage on the Attack Roll, possibly causing their attack to miss
- Potent Spellcasting: Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric cantrips
Trickery Domain
- Blessing of the Trickster: Grant another creature Advantage on Stealth Checks
- Invoke Duplicity: Distract your enemies with an illusion. Within 3m of the illusion, Attack Rolls have Advantage for you and your allies. Both the attacker and the creature must be within 3m of the illusion.
- Cloak of Shadows: Wrap yourself in shadows to become Invisible if you are obscured. Lasts 2 turns and Invisibility ends early if you attack, cast another spell, take an action, or take damage.
- Divine Strike: Poison: Once per turn, deal 1d8 Poison damage in addition to your weapon's Weapon Damage when you make a melee attack.
Knowledge Domain
- Blessings of Knowledge: At level 1, learn two languages of your choice. You also become proficient in your choice of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
- Knowledge of the Ages: Gain Proficiency in all Skills of a chosen Ability.
- Channel Divinity: Read Thoughts: Focus your mind to read the thoughts of certain creatures while talking to them.
- Potent Spellcasting: Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.
Nature Domain
- Acolyte of Nature: You learn a druid cantrip and become Proficient in Animal Handling, Nature, or Survival.
- Charm Animals and Plants: You can use your Channel Divinity to channel fey magic to Charm nearby beasts and plants.
- Dampen Elements: When you or an ally gets hit with Acid, Cold, Fire, Lightning, or Thunder Damage, you can use your reaction to halve the attack's damage.
- Divine Strike: Elemental Fury: Once per turn, deal 1d8 Cold, Fire, or Lightning damage in addition to your weapon's Weapon Damage when you make a melee attack.
Tempest Domain
- Wrath of the Storm: Strike back at an attacking creature, potentially dealing 2d8 Lightning damage. On a failed Saving Throw, you deal half of a 2d8 Thunder damage roll.
- Destructive Wrath: When you roll Thunder or Lightning damage, you can use your Channel Divinity to deal maximum damage instead.
- Thunderbolt Strike: When you deal Lightning or Thunder damage to a creature that is Large or smaller, you can also push it up to 3m.
- Divine Strike: Thunder: Once per turn, deal 1-8 Thunder damage in addition to your weapon's Weapon Damage when you make a melee attack.
War Domain
- War Priest: When you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a bonus action
- Guided Strike: You gain a +10 bonus to your Attack Roll.
- War God's Blessing: Endow a nearby ally with the glory of your god to grant them a +10 bonus to their Attack Roll.
- Divine Strike: Weapon: Once per turn, deal 1d8 in addition to your melee weapon's damage.
Death Domain
- Reaper: Your Necromancy cantrips that only target 1 creature can target an additional creature.
- Touch of Death: When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra (5 + 2×(Cleric level)) Necrotic damage.
- Inescapable Destruction: Spells you cast ignore Resistance to Necrotic Damage.
- Divine Strike: Necrotic: Once per turn deal 1d8 Necrotic Damage in addition to your weapon's damage when you make a melee attack
Best Cleric Builds for Baldur's Gate 3
Clerics are divine spellcasters who draw their power from a deity or sacred domain, allowing them to serve a wide variety of roles within an adventuring party. While often associated with healing and support, Clerics are among the most versatile classes that are capable of protecting allies with their shields and magic and controlling the battlefield by debuffing enemies through spells while also being able to deal significant damage while standing on the front lines in heavy armor, depending on their chosen domain. Clerics can act as a healer, a tank, a support caster, or even an offensive spellcaster. Clerics can contribute in nearly every encounter meaninfully by remaining to be one of the most flexible and dependable classes in the game.
Light Domain
The Light Domain is one of the strongest subclasses for Clerics because it combines everything that makes the class powerful. It keeps the Cleric's exceptional healing and support while also gaining strong offensive spells in the game, including Fireball and Wall of Fire, that make it excel as the perfect versatile subclass for players who want to be on the offensive while also providing support for the rest of the party. The Light Domain Cleric is among the strongest subclasses due to its exceptional balance of damage and survivability while also providing great utility and party support.
The strength of Light Domain Clerics is their ability to seamlessly transition between roles. In one encounter, they can act as the party's primary healer and support caster by maintaining buffs and reviving fallen allies, while in other situations, they can easily unleash devastating damage.
When creating any Cleric, the primary Ability to prioritize should be Wisdom, as it will boost the effectiveness of their spellcasting, healing, and spell save DCs. The next ability to prioritize should be Constitution to give Clerics a bigger Hit Point pool while also helping them with their Concentration checks to maintain their spells on the battlefield. Lastly, Dexterity should have some points put into it as well to raise the character's Armor Class and Initiative.
Radiance of the Dawn
Radiance of the Dawn is the Light Domain's Channel Divinity. This ability gives the cleric an immediate AOE option capable of dealing damage to multiple enemies at once while also dispelling magical darkness at the same time. It is a powerful part of the Light Cleric's toolkit against large groups of enemies and can be useful all throughout the campaign, even in the later acts.
Spellcasting
Clerics are great support casters, even with their martial proficiency. Guidance is always a great cantrip to take to give themselves or their allies a little boost to their dice rolls. Sacred Flame is also a great cantrip to take for a damage-dealing option to deal Radiant Damage on a failed Wisdom saving throw. For other spells, Light Domain Clerics gain access to some of the best offensive spells like Fireball and Scorching Ray. These spells are great options to deal massive damage to enemies. Scorching Ray provides three different rays that can target individual enemies and Fireball, over an affected area to deal massive fire damage.
Aid is a great spell to always have in their list of prepared spells to heal allies while also increasing the targets' maximum HP by 5. It's a great support spell to cast to give the party even more survivability right after a Long Rest to ensure they can take more hits during combat encounters. Revivify is another healing spell that revives a party member who has been killed. This is a great on-the-go option if the party finds themselves without any scrolls to use. Another spell that Light Domain Clerics gain access to is Flame Strike, which can summon a pillar of divine flame to deal Fire and Radiant damage to enemies.
Feats
While leveling up, it's recommended to take the option for Ability Score Improvements to raise the Cleric's Wisdom score up to 20 to maximize their spellcasting damage and accuracy, and raise their spell save DC to make sure more of their spells hit enemies. Once their Wisdom score is maxed out, players can take the War Caster feat to give them advantage on their Concentration Checks to help keep their spells active during combat. Since Clerics are usually on the front lines and within melee of enemies and taking hits, the advantage will help greatly in maintaining Concentration. The feat also allows the Cleric to cast Shocking Grasp as a Reaction on enemies leaving their melee range.
Life Domain
The Life Domain Cleric is the quintessential healer cleric subclass. Its subclass features give the Cleric buffs to their healing. Its defining feature is its ability to amplify every healing spell it casts. With Disciple of Life, all healing magic cast by the Life Cleric restores additional Hit Points. While the Life Domain's kit is focused on healing, it shouldn't be mistaken for being a purely healing subclass. The Life Domain Cleric can be a durable support member capable of protecting their allies by providing powerful buffs and controlling the battlefield through core Cleric spells, and ensuring the party can endure encounters that would overwhelm underprepared adventurers.
Life Domain Clerics also gain Blessed Healer at level 6, which rewards the Cleric with extra healing toward themselves whenever they cast a healing spell on another creature. At level 10, they get Divine Strike: Radiant, which imbues their weapon attack with divine energy, letting them deal an additional 1d8 Radiant damage when they attack with their weapon once per turn.
As written above, Wisdom is the primary ability of any Cleric as it affects their spellcasting ability, making their spell save DCs more difficult to beat. High Wisdom also boosts the overall effectiveness of their spells, like damage and accuracy. The next ability to prioritize would be Constitution to give them a bigger Hit Point pool, improving their survivability and boosting their Concentration checks. Lastly, Dexterity should also be a priority to make sure they have a decent Armor Class and initiative bonus.
Preserve Life
Preserve Life is the Life Domain's subclass-specific Channel Divinity Action that allows the Cleric to heal multiple allies at the same time by 3 x their character level, giving the Cleric a way to heal their allies without having to spend a spell slot. It also replenishes on a short rest, which means the Life Domain Cleric can be used multiple times between long rests without having to consume valuable spellcasting resources. Preserve Life can also immediately turn a dangerous situation around with its burst of healing to allow the party to regain control of the battlefield during a particularly difficult encounter.
Spellcasting
Life Domain Clerics gain access to Domain spells that are always prepared whenever they reach certain levels, which helps make them the best support caster in the party. Upon choosing the subclass, they immediately get Bless and Cure Wounds which are two spells that remain useful throughout the game. Bless is considered as one of the strongest level 1 spells since it grants the ability to improve attack rolls and saving throws for multiple allies.
Healing Word is also an efficient ranged healing option that uses a Bonus Action, providing the Life Domain Cleric with some quick healing when they can't necessarily get within range to cast touch-range healing spells. Sanctuary is a good spell to protect their squishier allies during difficult encounters as well. Death Ward is another domain spell for Life Domain Clerics, which allows them to be a powerhouse when it comes to supporting their party. With Death Ward, the Cleric can protect an ally from death, and instead of letting an ally be reduced to 0 Hit Points, they instead remain conscious with 1 hit point left, buying time for the Cleric to heal them for more, or allow the ally to get one more turn to either take down an enemy or get away from harm's way.
Feats
For feats, it will be the same concept as for the Light Domain. Raise the Cleric's Wisdom Score up to 20 as soon as possible to boost their spellcasting as much as possible. Once their Wisdom is maxed out, they can take War Caster, which will help with Concentration checks to help keep their spells active during combat and also give them the ability to cast Shocking Grasp as a Reaction whenever a hostile creature moves out of melee range.
BG3 Cleric Tips & Builds
- NEW SUBCLASS, Death Domain, will be added in Patch 8.
- Notes, Tips, and other Trivia for the Cleric class go here.
All Cleric Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Divination | The target gains a +1d4 bonus to Ability Checks
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Cantrip | Abjuration | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks
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Cantrip | Evocation | Action |
Infuse an object with an aura of light.
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Cantrip | Conjuration | Action |
A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action.
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Cantrip | Abjuration | Action |
Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.
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Cantrip | Evocation | Action |
Engulf a target in a flame-like radiance
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Cantrip | Transmutation | Bonus Action |
Your staff or club becomes magical: it deals 4
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Cantrip | Transmutation | Action |
Gain Advantage on Intimidation and Performance Checks. |
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Lv 1 | Enchantment | Action |
Convince a beast not to attack you.
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Lv 1 | Abjuration | Bonus Action |
You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells.
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Lv 1 | Enchantment | Action |
Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws
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Lv 1 | Enchantment |
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Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. |
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Lv 1 | Evocation | Action |
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Lv 1 | Enchantment | Action |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Lv 1 | Enchantment | Action |
Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon.
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Lv 1 | Transmutation | Action |
Call forth rain or destroy a water-based surface. |
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Lv 1 | Evocation |
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Heal a creature you can touch. |
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Lv 1 | Illusion | Action |
Magically change all aspects of your appearance.
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Lv 1 | Evocation |
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Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1∼4 Radiant Damage. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
All targets within the light turn visible, and Attack Rolls against them have Advantage.
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Lv 1 | Conjuration | The cloud Blinds and Heavily Oscures creatures within it.
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Lv 1 | Evocation | Action |
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Lv 1 | Evocation | Bonus Action |
Heal a creature you can see
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Lv 1 | Necromancy | Action |
Putrefy a creature with the nectrotic energy filling your hands.
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Lv 1 | Abjuration | Action Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
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Lv 1 | Abjuration | Bonus Action Level 1 Spell Slot |
Protect a creature from attacks increase: Increase its Armour Class by 2
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Lv 1 | Enchantment | Put creatures into a magical slumber. Select targets up to a combined 24 hit points.
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Lv 1 | Divination Spell | Action |
Gain the ability to comprehend and communicate with beasts. |
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Lv 1 | Evocation |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
5 Healing Heal your allies and increase their hit point maximum by 5 hit points
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often.
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Humanoids can't be Charmed, Frightened, or become enraged.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
2~12 Damage Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Lv 2 | Evocation | Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. |
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Lv 2 | Transmutation | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
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Lv 2 | Illusion | Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Always Prepared |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Always Prepared |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
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Lv 2 | Abjuration |
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Touch a creature to neutraise all poisons affecting it, and grants it protection against poisonous influences. Grants Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Always Prepared |
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Lv 2 | Evocation | Action |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Lv 2 | Transmutation | Action |
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Summons a floating, spectral weapon that attacks your enemies alongside you.
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Create an undead servant from a corpse.
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Your allies will regain the maximum hit points possible when headed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.
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Lv 3 | Necromancy | Action |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs ot of its actions.
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Lv 3 | Conjuration |
Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot.
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Lv 3 | Evocation | Radiate a holy power that emboldens nearby allies. Their weapons attacks deal an additional 1 - 4 Radiant damage.
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
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Lv 3 | Necromancy | Action |
Put an ally in a protective coma. They become Resistant to all damage except Physic Damage. Disease and poison have no effect.
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Lv 3 | Illusion | Action |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. When stepped on by an enemy, the selected magical effect will trigger.
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Lv 3 | Evocation | Bonus Action |
4-7 Healing Heal up to 6 allies.
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Lv 3 | Transmutation | Action |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 10 turns
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Lv 3 | Abjuration | Action |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
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Lv 3 | Abjuration | Action Warlock Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it.
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Lv 3 | Necromancy | Action |
Revive a companion. They return to life with 1 hit point.
Always Prepared |
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Lv 3 | Conjuration | Action |
Call forth spirits to protect the area around you. On Save: Targets still take half damage.
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Lv 3 | Transmutation | Action |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. 10 Turns
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Lv 3 | Conjuration | Action |
Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.
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Lv 3 | Necromancy | Action |
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
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Lv 3 | Conjuration | Action |
Call forth spirits to protect you. Nearby enemies take 3-24 Radiant damage or 3-24 Necrotic damage per turn, and their movement speed is halved. On Save: Targets still take half damage |
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Lv 4 | Abjuration | Action |
Temporarily Banish your target to another plane of existence.
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Lv 4 | Enchantment | Action |
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.
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Lv 4 | Enchantment | Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
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Lv 4 | Conjuration | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralyzed or Restrained.
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Lv 4 | Conjuration | Summon a giant vine capable of dragging creatures toward itself.
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Lv 4 | Conjuration | Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points.
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Lv 4 | Evocation | 6-40 Damage Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range. 2 Turns |
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Lv 4 | Evocation | Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and outgoing damage. 3 Turns
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Lv 4 | Transmutation | Transform a creature into a harmless sheep.
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Lv 4 | Abjuration | Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing. and Slashing damage.
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Lv 4 | Evocation | 5-40 Damage
Create a blazing wall of fire, burning anyone who dares stand too close. |
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Lv 5 | Necromancy | Poison a target and possibly afflict them with a disease of your choice.
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Aberration, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you.
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Lv 5 | Evocation |
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10 - 60 Damage
Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. 1 Turn On Save: Targets still take half damage
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Lv 5 | Enchantment | Make a humanoid fight alongside you.
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Lv 5 | Evocation | Action Level 5 Spell Slot |
10-60 Damage 5d6 Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage.
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Lv 5 | Abjuration | Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.
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Lv 5 | Enchantment | Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits.
No effect on undead
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Lv 5 | Conjuration | 4 ~ 40 Damage
Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
On save: Targets still take half damage.
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Lv 5 | Evocation | 6-7 Healing 3d8+3
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Lv 5 | Abjuration | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
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Lv 5 | Illusion | Disguise up to 4 memebers of your adventuring party.
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Lv 5 | Transmutation | Throw a creature or object up to 18m with a thought. Once per turn, yhou can use Telekinesis again without expending a spell slot.
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Lv 6 | Evocation | 6-60 Damage Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. 1 Turn
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Lv 6 | Necromancy | Raise a corpse as a heinous mummy that fights by your sde. Until Long Rest
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Lv 6 | Necromancy | 14-84 Damage 14d6 Reduce a target's maximum hit points, but never below 1. Until Long Rest On Save: Targets still take half damage
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Lv 6 | Evocation | 70 Healing Heal a target's wounds and remove Blindness and any diseases.
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Lv 6 | Conjuration | You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Until Long Rest
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Lv 6 | Conjuration | Beseech one of these otherworldly entities for aid.
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone.
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All Cleric Spells Gallery
Cantrips
Cleric Lvl 1 Spells
Cleric Lvl 2 Spells
Cleric Level 3 Spells
Cleric Level 4 Spells
Cleric Level 5 Spells
Cleric Level 6 Spells
In Other Languages
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Anonymous
Anonymous
AnonymousLight Cleric is cool and all but this game allows you to turn a life cleric into a party buffing madman from the start. It honestly feels broken fully healing, blessing & blade warding an entire party with a bonus action.

AnonymousAs of Patch 4, Nature, Knowledge and Trickery domains now have their level 6 features.
Nature gains Dampen Elements
Knowledge gains Read Thoughts
Trickery gains Cloak of Shadows
AnonymousKind of sad that a Cleric of Selune can't cast Moonbeam...
Seems that "Light" domain is focused entirely on a Sun theme with Fire spells (And Destructive Wave for some reason?), while also not even having Sunbeam either.
AnonymousYou can't follow Myrkul anymore after some patches? I was hoping to recreate one of my favorite characters who followed him. Maybe they'll add more subclasses and deities to go with it? If not no worries Larian did such an amazing job with this game. Anyone else feel left out after they took Myrkul out though?

AnonymousWild magic sorcerer level 1 (Tides of Chaos mechanic), Wizard divination school level 2 (portent die) and cleric light domaine level 9.
This allows you great healing and powerful offensive spells, meanwhile giving the feel of divine intervention happening left and right.
AnonymousMy Thempest domain cleric has also acces to "spiritual weapon" since there is nothing "thunderus" about it I think every cleric has it.

AnonymousThey need to add Death domain so we can replace Shadowheart's awful subclass and still have it make sense lore-wise.

AnonymousThe day if we get the Death Domain by the devs or some talented modder. The turn undead spells would be ironic though

AnonymousPSA: Light domain Warding flare seems to be non functional ATM (pre-patch 1)

AnonymousI'd be very interested in learning why Larian decided to scrap all the 6 and 8 level sub domain features.

AnonymousSurprised there is no Cure Wounds spell here for base Cleric.

AnonymousFor anyone having trouble when it comes to picking a domain, heres a quick run down:
Life & Nature - These are the traditional idea when it comes to cleric. They do fairly well in a melee fight(when built right) & and come with lots of support + Utility. Life focuses more on healing & death prevention, well Nature prefers crowd control with a squeeze of damage.
Light & Knowledge - These are caster clerics. They both gain access to potent spell-caster which allows them to add their wisdom modifier to damage cantrips making them more potent & reliable. Light goes all in on damage & combat with things like burning hands & fireball, and their divine channel making it harder for enemies to hit them. Knowledge gains access to lots of good crowd control with things like sleep & slow. Their divine channel also gives them a bonus on skill checks of a certain attributes.
War & Tempest - These are the clerics that love melee combat. With training in Martial combat & Heavy Armor they can wield weapons and armor no other cleric can without using up feats. War focuses on being something of a commander, with spells that buff themselves, allies, or both, well also enjoying bonuses to striking with weapons. Tempest on the other hand enjoys dealing elemental damage (usually lighting) to their foes at close range, and disrupting foes at a distance well they close in. Tempest also gains access to things like fog cloud, sleet storm, and freedom of movement allowing them to disrupt enemies, well being hard to disrupt in turn.
Trickery - This is perhaps the oddest of the domains. It has utility in the form of blessing of the trickster allowing advantage on stealth checks, and Invoke Duplicity which gives allies advantage on attacks made on enemies within 3m of the illusion you place. It has disruption in the form of Fear, and charm person, and also has spells that help it in & out of melee combat such as mirror image & Dimension Door(getting in & out of melee). If your willing to spend some gold to re-spec Shadowheart a bit she can actually make a decent addition to your team.
AnonymousDivine Intervention at 10th level, regardless of Domain/Deity Choice, when using the Arm Thy - The gain a legendary weapon effect - The only thing that is given is the Devotee's Mace. On top of which, you cannot reset your class and go Cleric again to reset the Divine Intervention feature as it trips a flag in the background that states "You've already used Divine Intervention on THIS character." HOWEVER, every party member can go Cleric, and us the Army Thy - Legendary Weapon effect to get the Devotee's Mace, effectively giving a AoE 1D4 Heal for each Mace, which are Simple Weapons, so you can Dual Wield, or Stick'n'Board with them across multiple characters. (Provided the user has the Dual Wielder Feat.) Is this worth it? Probably not, as by the time most players hit level 10 to do so, you likely already have your gear set in stone. Is it oddly humorous... kinda. My one lament is that they didn't give weapon variations for each of the Deities. It's all Devotee's Mace with the same effect across the board. As such, it's actually better to save this big red button for one of the other effects in my opinion. Tempus, Selune, Elistraeae, Oghma - All Devotee's Mace. (Hopefully this changes as time goes on. Fairly early on into the full release though.)

AnonymousEither I have a bug in my game or 'Heavy Armour' Proficiency is missing here (should be on the list).

AnonymousAs someone who has played healers since Vanilla WoW, all of Overwatch, and in my multiple DnD campaigns, I just really need the Grave Cleric at some point! I'd settle for Death Cleric and go more melee if I must, but my empath emo heart needs my dark little healer.

AnonymousWithout Spiritual Weapon, the dps of this class lags behind others. Dang. It feels like they're pigeon-holing classes into predefined roles.

Anonymous
AnonymousWhat is the deal with Gods? Are they restricted to the domain? ... ?

AnonymousLife and light domain clerics...? This is my favorite DnD class because of their versatility. I'd love to see Tempest, and Forge domain clerics make it into the game eventually. I think 5e did a lot to keep them from being the "dedicated healer" and had enough alternatives to where they weren't responsible for healing the entire party. There are something like 12 cleric domains, you can currently only pick from 3, and 2 of them being fairly similar is a bit disappointing. That's early access though right?

Anonymous
AnonymousLife cleric has Knowledge cleric spells for some reason?, I assume it's just a mistake and needs to be updated.


























































































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Ah, good day! You look reasonably sane. What are you doing in the catacombs? Are you a cleric or something?
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