War Domain |
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Initial War Domain Features |
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Inherited Cleric Features |
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War 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 armor, medium armor, shields. The War Domain subclass adds Martial Weapon, Heavy Armor, War Priest, Divine Favour, and Shield of Faith as features.
Fortified by holy zeal, you brandish an arsenal of sacramental savagery to use against those you deem unrighteous."
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 WAR DOMAIN PROGRESSION
By selecting the War Domain Cleric subclass you'll also gain access to:
- Level 1 - Domain Spells (Divine Favour, Shield of Faith)
- Level 1 - Heavy Armour Proficiency (Subclass Feature)
- Level 1 - Martial Weapon Proficiency (Subclass Feature)
- Level 1 - War Priest (Subclass Feature)
- Level 2 - Guided Strike (Action)
- Level 3 - Domain Spells (Magic Weapon, Spiritual Weapon)
- Level 5 - Domain Spells (Spirit Guardians, Crusader's Mantle)
- Level 6 - War God's Blessing (Subclass Feature)
- Level 7 - Domain Spells (Stoneskin, Freedom of Movement)
- Level 8 - Divine Strike: Weapon (Action)
- Level 9 - Domain Spells (Flame Strike, Hold Monster)
BG3 War 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 |
BG3 War Domain Tips & Builds
- War Domain emphasizes on melee combat. They have training in Martial Combat and Heavy Armor, enabling them to wield weapons and armor that other Cleric subclasses cannot use without requiring additional feats. This domain focuses on using spells to buff themselves and other party members while also gaining bonuses when striking with weapons.
- Notes, Tips, and other Trivia for the War 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
AnonymousThis class is nice and all, but what infuriate me is guided strike being able to be used on a ally ONLY AT LV 6.
I mean other clerics uses their charge to do big radiance dmg, max thunder and elc dmg, healing in a radius, halve elemental dmg. And war cleric divinity only became good at lv 6 really?
I mean if we received other thing at lv 2 or 6 and then a proper guiding strike it would make sense.
AnonymousWorth for multiclass, a example: 11 fighter/1 war cleric, but if you want to go full cleric, then avoid this subclass

Anonymousstill bugged. i attack to enter combat, end my turn (don't use my bonus action), and then the next round it's my turn, the only attack i can do is your bonus action war charge attack.
just for testing purposes, I just immediately ended my turn without using my action or bonus action, and then the third round came by, and i STILL didn't have the option to just attack. I HAD to use my bonus action war charge to be able to access to my regular action attack.
i imagine this has to be a bug, but for some reason no one is talking about it, so maybe i'm just misunderstanding something about the class.
AnonymousTaking war priest and having str as your main stat at the first 4 levels gave me a power trip

AnonymousInfernal rapier + war domain cleric = good
And more important, the Hold Monster spell
Anonymous
Anonymous
AnonymousIf you attack and choose to not use your War Charge and end your turn, the next time it's your turn, you can't use your Action to attack. It's still the War Charge bonus attack.. Removing the ability to choose when or when not to use your war charge :/
Very frustrating.
AnonymousWar priest charges are possibly bugged with extra attack.
At Battle Master 7/ War Domain 5, when taking the attack action, the war priest charge will always be spent on the second attack, followed by the fighter extra attack 3rd. You cannot manually select which extra attack you want to use, so all charges will be expended pretty much immediately. Hope this gets fixed soon
AnonymousDisregarding how good this could be for multiclassing in some builds, I've fallen in love with pure war cleric.
If you pick up great weapon master your channel divinity +10 to attack goes from "blowing a reaction to let a mediocre attack land" to "a free pass to use -5/+10 on whatever you want while you have channel divinity charges".
Add in how many other party member class features or equipment can grant you advantage, and you're cooking with gas.
Sure, you wont be on par with pure melee builds from a martial class, but the name of the game here is flexibility. You get to have the 2nd best feature after reckless attack for great weapon master, great AC thanks to heavy armor proficiency, and all the while being a full-on spellcaster class thats already pretty flexible.
Plus, in comparison to other cleric subclasses your BA attack charges let you be very economic with your spell slots. You can think of each BA attack charge as a turn where you dont have to blow a spell slot to do something impactful.
Also, it may seem like the number of BA attack charges you get is way too few, but I found myself rarely ever running out of charges when I needed them. Partially thanks to great weapon master granting you a free BA attack on crit or kill, and partially because you'll have plenty of turns where one of your spells would be better suited to the situation.
Anonymousthe three extra bonus attacks per long rest work with Throw!! that's three extra heals that don't require spells slots for your allies; just throw the potions right next to them at their feet (rather than directly at them). there is no hit chances or resists involved so you don't have to worry about having points in STR to benefit from this.
best dip for supports who don't normally have a second attack
Anonymous
AnonymousSpirit Guardian is the GOAT spell for melee clerics. It wins almost every outside fight in Act 2 all by itself. Cast SG with your action and Spiritual Weapon with your bonus on turn 1 on most fights.

AnonymousA goddamn one-point wonder. Clerics get to choose their domain at level 1, and so by putting a single level into Cleric as a subclass you can gain heavy armor & shield proficiency without needing feats, 3 extra attacks per long rest and insane utility spells like Sanctuary and Command. Some other (but not all) domains give heavy armor & shield proficiency, but imo War Domain is the best for it.
This is particularly useful for summoner-type builds; at level 7 my Wizard Necromancer was running around with ~20AC and an army of Blessed zombies, Commanding enemies to flee to proc my swarm's opportunity attacks. The power spike from this domain alone was absurd!!
AnonymousWar domain isn’t terrible but melee cleric just doesn’t really work without either booming blade or extra attack. They need one or the other. It’s a good idea to dip one level of Druid for shileighlie if you are serious about melee, then you can build around wisdom and dump strength. Still your melee attacks will struggle to even just keep up with cantrips.

AnonymousPaladin 2 > Cleric 5 > Paladin 5 > Cleric 7
You get 2 Attacks per turn, 3 with War Cleric Charges, access to level 5 Spells, Divine Smite, a Fighting Style, and a bunch of Oath-specific features like Vow of Enmity.
AnonymousNot 100% sure on all domain spells, but all cleric domains in 5e received 1 known spell from class and one from out of class. There’s a few domain spells on this list which should be exclusive to the domain, like fireball for instance. Only light cleric exclusively gets fireball. Light cleric also gets daylight, but any cleric can also get daylight.

Anonymous


























































































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Padlock + this sub = MVP
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