Life Domain |
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Life Domain Initial Features |
Inherited Cleric Features |
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Life Domain is a Subclass of Cleric in Baldur's Gate 3. Clerics primary ability is Wisdom, their saving throw proficiencies are Wisdom, Charisma and they have a Hit Dice of 1d8 per Cleric level. They have proficiency with All simple weapons and with Light Armour, medium Armour, shields. The Life Domain subclass adds Heavy Armour Proficiency, Disciple of Life, and Domain Spells as features.
The Life domain is an aspect of many good deities, offering spells that protect and restore the mind, body, and soul.
BG3 Cleric Class Progression
- Level 1 - Choose a Cleric Domain (Life, Light, Knowledge, Trickery, Nature, Tempest, War)
- Level 1 - Choose a Deity (Class Feature)
- Level 2 - Channel Divinity Charges (Feature)
- Level 2 - Turn Undead (Action)
- Level 4 - Feat - Choose one from the Feats list
- Level 5 - Destroy Undead (Class Feature)
- Level 6 - Channel Divinity Charges (Class Feature)
- Level 8 - Feat - Choose one from the Feats list
- Level 10 - Divine Intervention (Class Feature)
- Level 12 - Feat - Choose one from the Feats list
BG3 Life Domain Progression
- Level 1 - Domain Spells (Bless, Cure Wounds)
- Level 1 - Disciple of Life (Subclass Feature)
- Level 1 - Heavy Armour Proficiency (Subclass Feature)
- Level 2 - Preserve Life (Action)
- Level 3 - Domain Spells (Lesser Restoration, Aid)
- Level 5 - Domain Spells (Revivify, Beacon of Hope)
- Level 6 - Blessed Healer (Subclass Feature)
- Level 7 - Domain Spells (Death Ward, Guardian of Faith)
- Level 8 - Divine Strike: Radiant (Action)
- Level 9 - Domain Spells (Mass Cure Wounds, Greater Restoration)
BG3 Life Domain SPELL SLOTS
| Level | Cantrips | I | II | III | IV | V | VI |
| Level 1 Cleric | 3 | 2 | - | - | - | - | - |
| Level 2 Cleric | 3 | 3 | - | - | - | - | - |
| Level 3 Cleric | 3 | 4 | 2 | - | - | - | - |
| Level 4 Cleric | 4 | 4 | 3 | - | - | - | - |
| Level 5 Cleric | 4 | 4 | 3 | 2 | - | - | - |
| Level 6 Cleric | 4 | 4 | 3 | 3 | - | - | - |
| Level 7 Cleric | 4 | 4 | 3 | 3 | 1 | - | - |
| Level 8 Cleric | 4 | 4 | 3 | 3 | 2 | - | - |
| Level 9 Cleric | 4 | 4 | 3 | 3 | 3 | 1 | - |
| Level 10 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | - |
| Level 11 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
| Level 12 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Life Domain Tips & Builds
- Life Domain primarily focuses on healing and preventing death. It can also perform effectively in melee combat when built correctly.
- Notes, Tips, and other Trivia for the Life Domain subclass 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 |
Project a puff of noxious gas.
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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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Cantrip | Transmutation | Action |
Strike at a creature with a thorny, vine-like whip and pull it 3m closer to you.
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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
AnonymousWhy u even care about gear tho? Just use warding bond on all 3 teammates, sanctuary urself if necessary(enemy can't focus u) pref on Cons instead of wisdom(its good too). And u get the most unkillable party with just it. Its so busted. The only problem ur teammates not scale from resistances this way cus bond gives them all. And only thing u need in this party is at least one sanctuary cus bond and aid u use after long rest once. All ur teammates become tanks.

AnonymousWith this subclass you can play less wisdom based (thanks to free +2 + sp lv on any heal) , and focus on const and other status, and this is awesome for multiclass purpose.

AnonymousThe most overrated Domain in the game. With all the resting easily available to you all the potions you can find buy/steal and craft There just is no reason to use this cleric.
Best damage mitigation in combat is taking out damage dealers in combat. A strong and well rounded party is better served with a cleric that can contribute to damage or even CC instead of wasting turns on healing. If you need to desperately heal someone in combat use a potion it's only a bonus action. Out of combat you have access to short rests use them liberally.
AnonymousThis is my favorite class+subclass in 5e from a RP/flavor perspective, I love the idea of being a beacon of hope and aid in such a dangerous world.
The fact that all its features are purely reactive make it feel so underwhelming in combat though. Light Domain's Warding Flare is a better support ability than anything Life has to offer. I think adding some kind of benefit to full HP allies would have been really cool, like a holy version of the aura the Skeleton Necromancer guys give. Or maybe a way to overheal with temp HP, just anything that doesn't depend on allies already being hurt to be useful
One potentially useful or at least fun benefit of this domain is that you get ten Cleric spells as prepared domain spells by level 12. If you want Bless, Aid, Restoration and a healing spell or two, now you can take them without sacrificing any slots in your spellbook. You'll have an absolute ton of Cleric spells at your disposal and you won't have to worry about wanting two spells when you only have room for one.
Just at level 1 you already have Cure Wounds and Bless as domain spells meaning you get one of the most useful level 1 Cleric spells plus an emergency heal for out of combat for free. Now you can fill your level 1 Cleric spell slots with just about everything else you might want. Game-breaking? Not even close. Convenient, or good for role-playing a talented pure Cleric who knows "all the spells?" Definitely.
AnonymousAmazing for multiclassing, dip 2 levels into life cleric and you get:
- boosted healing
- AOE heal once per short rest, it also scales with character level not cleric level, unlike in tabletop
- heavy armour proficiency
I like to throw the rest in lore bard for additional support (cutting words is OP) and a huge choice of spells thanks to the sublcass/lvl 10 bard feature. Make sure you take the support items, like the ones that add bless and blade ward to your heals.
AnonymousLife Domain pros:
- Extra healing can occasionally be useful (For example, when healing downed allies)
- Channel Divinity is quite nice as a fairly substantial heal (Which can also be used out of combat to be a pseudo Durable feat for your whole party)
- Divine Strike damage has synergy with some items (Like Gloves of Belligerent Skies or Luminous Gloves)
Life Domain cons:
- Martial focused level 8 bonus... But no Martial Weapons proficiency.
- No access to any spells not on the standard Cleric list.
- Healing is weak compared to damage prevention.
- Provides no additional offensive capabilities. (It is focused entirely on JUST healing)
The main draw to Life Domain is its channel divinity. Which is decent. But overall you'd probably get more out of literally any other subclass due to having additional spells (And proficiencies in the case of Tempest/War)
AnonymousIs there a piece of equipment that turns overhealing into temp hp?
Or something that effects overhealing
AnonymousI have a build for Shadowheart that I like that uses this domain. 2 Life Cleric + 10 Wizard. Going full INT + WIS.
You get your typical Cleric dip bonuses for Wiz (Heavy armor, Shields, Guidance, Resistance, Healing Word, Command, Bless, Sanctuary, Turn Undead)
With INT + WIS hitting most of the available proficiencies of an Acolyte Cleric (Just Persuasion that's lacking)
While 10 Wiz still lets you get full subclass perks and level 6 spells (Learned via scrolls) of which you have a variety of options. From Divination for extra support, Evocation for extra damage, Necromancy for theming and even Transmutation can work due to high WIS for pumping Medicine (If you don't want a dedicated camp babysitter to fulfill the role of crafter + Stone generator)
With Life Cleric providing that bonus healing and nice Channel Divinity. The channel being not only a somewhat decent heal, but also allows AoE application of item effects.
The bonus healing, while not amazing, can still be useful, especially if you aren't relying on it because you have things like Command, Hold Person, Confusion, Slow etc to prevent damage in the first place.
Most notably, if a party member gets downed and you pick them up with a Healing Word, they'll get +3 health (Or more if you upcast). Which can combine with +3 Temp Health from Boots of Aid and Comfort. Both of which can be doubled in effectiveness by Hellrider's Pride (For effectively +12 health as a bonus on top of the 1d4 + modifier of the spell itself). Which can easily be enough health for that party member to survive to their next turn so they can chug a healing potion.
AnonymousBest domain, my cleric selune like goddes keep members of my group from death

AnonymousKeep seeing people talking about combat healing being bad.
While I am sitting here bringing my entire party to full health from near dead in 1 turn multiple times a fight on tactician mode.
Now if only they give Life Domain Potent Spell instead of divine strike and heavy armor.... which I never use either of......... Like why would I put my heal bot in rage to get hit and drop bless.....?
This class seems to be built from the ground up to be mid liner at best.... why give them the melee BS that is at odds with their kit?
Did they just give them that so they couldn't too perfect or what?
AnonymousAmazing healing capabilities, unfortunately after a lot of fights running Shadowheart with this, she's extremely underwhelming in combat, basically shining when you're already failing, you won't turn the tides on health alone.

AnonymousThis is good but not as strong as you think, the increased healing doesn’t scale enough for healing in combat to be effective. Any cleric can wear hellriders pride to make healing give bladeward, the extra healing from this domain is minuscule compared enemy damage. You can get some nice results from the free self healing but you aren’t THAT much better at healing than any other cleric. The channel IS really nice though. The problem is the light can prevent more damage with warding flare than this subclass gets from healing, prevention is always better than healing. Still this is a very solid domain option, I’d rated it as weaker than light and knowledge but stronger than the other ones.

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Btw, anyone knows why warding bond so busted? Its more than 50% dmg reducton for ally
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