Light Domain |
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Initial Light Domain Features |
Inherited Cleric Features |
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Light 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 Light Domain subclass adds Warding Flare and Domain Spells.
The Light domain is offered by deities of justice, majesty, and primordial flame, providing spells that dispel darkness and harm the undead.
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
LIGHT DOMAIN PROGRESSION
By selecting the Light Domain Cleric subclass you'll also gain access to:
- Level 1 - Domain Spells (Faerie Fire, Burning Hands)
- Level 1 - Warding Flare (Subclass Feature)
- Level 1 - Light (Subclass Feature, Cantrip)
- Level 2 - Radiance of the Dawn (Action)
- Level 3 - Domain Spells (Flaming Sphere, Scorching Ray)
- Level 5 - Domain Spells (Daylight, Fireball)
- Level 6 - Improved Warding Flare (Subclass Feature)
- Level 7 - Domain Spells (Wall of Fire, Guardian of Faith)
- Level 8 - Potent Spellcasting (Subclass Feature)
- Level 9 - Domain Spells (Flame Strike, Destructive Wave)
Light Domain CLERIC 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 |
Light Domain Tips & Builds
- Light Domain is suited if you're going for a caster Cleric. This domain has access to potent spellcasting which allows you to add its wisdom modifier to damage cantrips making it more reliable. This domain emphasizes on damage and combat with their Burning Hands and Fireball. Warding Flare makes it harder for enemies to hit you.
- Notes, Tips, and other Trivia for the Light 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
Anonymous
AnonymousYour wiki page reads Light domain gets Destructive Wave, but then if you go to the Destructive Wave page, it reads only tempest clerics get it. I sure would like to know for sure lol

Anonymous
AnonymousFextra's domain tagging here is going to be confusing for DND newcomers. A spell like Fireball is exclusive to the Light Domain, and naturally gets tagged with (Light Domain). But there is no special asterisk being added for universal cleric spells like Spirit Guardians. It has the (War Domain) tag because it is a free domain spell for them, but this will make newcomers think it is exclusive to the War Domain.

Anonymous
Anonymous
AnonymousWarding Flare is good, it's upgrade is good, Radiance of the Dawn hits extremely hard as soon as you get it, it doesn't hit allies, and it has a huge radius. Safe to say this is a very good domain.

Anonymousthis subclass is ****ing insane. it's ***h an extremely powerful healer/support and dps caster at once.

Anonymous
AnonymousSo am I crazy, or is this domain just way better than all the other Cleric domains?

Anonymous
Anonymous
AnonymousMake up whatever plot justification you need - Shadowheart as a light cleric just *wrecks*.

AnonymousGot one rank of this on my monk for Warding Flare and shield of faith and I love it. I expect Flare to get nerfed, honestly. You really get to apply disadvantage on a hit against you as a reaction, every turn, no cooldown, no resource cost, melee and ranged. The reaction triggers only when you would actually get hit, so you can't waste it on an attack that wouldn't land anyways. I'm pretty sure my DM wouldn't allow me to apply this AFTER the attack roll.

AnonymousAhhhh! I love this Domain. It's so incredibly powerful, you're basically a Wizard throwing Fireball and channeling burning radiant energy all around you. The Reaction to impose disadvantage has saved me so many times, and negated so many enemy Critical Hits too. It feels amazing to have a Light Cleric in your party for Act 2, as well.

AnonymousI cant see Darkvision for Light Domain being added at level 3 or anywhere else (Update 6)

AnonymousLight Domain Features & Spells
Lvl 2:
Radiance of the Dawn
Harness the sun's divine power to dispel any magical darkness and deal 2d10+1 Radiant to hostile creatures.
Attack/Save: Constitution
Range: 9m
On a successful saving throw, creatures only take half damage. Doesn't affect creatures that have total cover from you.
Lvl 3: Darkvision and Scorching Ray
Anonymous


























































































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the best dmg focused sub (and one of the best dmg caster)
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