Ad placeholder
Cleric: Difference between revisions
(→Cleric Spell List: Clarified the known domain spell mechanic and hopefully made the spell list a better cheat sheet.) |
(grammar) |
||
Line 448: | Line 448: | ||
* [[File:Fear Icon.png|frameless|upright=0.1|link=Fear]] [[Fear]] | * [[File:Fear Icon.png|frameless|upright=0.1|link=Fear]] [[Fear]] | ||
|} | |} | ||
''NB: Spells marked by superscript(s), or are preceded by "____ Domain Only:" are considered domain spells of the indicated domain. These spells are known to the clerics of the corresponding domain once they reached the required level to learn said spells, at which point said spells will be '''always prepared''' for them'' | ''NB: Spells marked by superscript(s), or are preceded by "____ Domain Only:" are considered domain spells of the indicated domain. These spells are known to the clerics of the corresponding domain once they've reached the required level to learn said spells, at which point said spells will be '''always prepared''' for them'' | ||
{{Gameplay}} | {{Gameplay}} |
Revision as of 17:44, 26 July 2023
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. |
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.
Cleric is a character Class in Baldur's Gate 3. Clerics worship and enact their deities' will to the world, for better or worse. They channel the power of their faith to cast Spells. Clerics use Wisdom as their primary ability score.
The Cleric Class Progression | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | +2 | Spellcasting, Choose a subclass | 3 | 2 | - | - | - | - | - |
2nd | +2 | Channel Divinity (x1), Turn Undead, Subclass feature | 3 | 3 | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 2 | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - |
5th | +3 | Destroy Undead | 4 | 4 | 3 | 2 | - | - | - |
6th | +3 | Channel Divinity (x2), Subclass feature | 4 | 4 | 3 | 3 | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - |
8th | +3 | Ability Score Improvement, Destroy Undead Improvement, Subclass feature | 4 | 4 | 3 | 3 | 2 | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - |
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - |
11th | +4 | Destroy Undead Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
Class Information
- Level 1 Maximum Hit Points: 8 + Modifier
- Hit points at higher levels: 5 + Modifier
- Important Ability Scores: for Spells, for Hit Points and Concentration Checks, and for Armour Class.
- Saving Throw Proficiencies: ,
- Equipment Proficiencies:
Spellcasting
- Spellcasting Ability:
- Prepared Spells: You may swap your Prepared Spells at any time while out of combat, but can only have a certain number of Spells prepared at a time. The Spells must be of a level for which you have Spell Slots.
- Number of Prepared Spells = Cleric level + Modifier (Minimum of 1 spell).
Skills
You receive a bonus to every Skill that you are Proficient in. This bonus increases as you gain levels in your Class and applies to all Checks for those Skills.
At Level 1 the Proficiency Bonus is +2.
- Inherited Skills: Granted by Races and Backgrounds.
- Skills with Proficiency (Choose 2):
Level Progression
Through experience, you acquire new power. You gain the following traits.
Level 1
- Level 1 Spell Slots Unlocked: 2 (You gain two Level 1 Spell Slots.)
- Choose a number of Prepared Spells =
1 (Cleric Level) + Wisdom Modifier
(Minimum of 1 spell.) - New 1st Level Spells:
- Choose a subclass:
Life Domain | Light Domain | Trickery Domain |
- Subclass Features:
Life Domain | Light Domain | Trickery Domain |
---|---|---|
|
Level 2
- Channel Divinity Charges: 1 (You gain the ability to channel divine energy, starting with two effects: Turn Undead and an effect determined by your domain. Replenished by Short or Long Rest.)
- Channel Divinity Action: Turn Undead
- Level 1 Spell Slots Unlocked: 3 (You gain an additional Level 1 Spell Slot.)
- Choose a number of Prepared Spells =
2 (Cleric Level) + Wisdom Modifier
(Minimum of 1 spell.)- Spells: No new spells at this level
- Subclass Features:
Life Domain | Light Domain | Trickery Domain |
---|---|---|
|
|
|
Level 3
- Level 1 Spell Slots Unlocked: 4 (You gain an additional Level 1 Spell Slots.)
- Level 2 Spell Slots Unlocked: 2 (You gain two Level 2 Spell Slots.)
- Choose a number of Prepared Spells =
3 (Cleric Level) + Wisdom Modifier
(Minimum of 1 spell.) - New 2nd Level Spells:
- Subclass Features:
Life Domain | Light Domain | Trickery Domain |
---|---|---|
Level 4
- Ability Score Improvement or Feat (Choose 1)
- Improve an Ability Score by 2 or improve two Ability Scores by 1. (You can't increase an Ability Score above 20 using this feature.)
- Choose a Feat.
- Level 1 Spell Slots Unlocked: 4 (You gain an additional Level 1 Spell Slot.)
- Level 2 Spell Slots Unlocked: 3 (You gain an additional Level 2 Spell Slot.)
- Choose a number of Prepared Spells =
4 (Cleric Level) + Wisdom Modifier
(Minimum of 1 spell)- Spells: No new spells at this level
- Subclass Features: None at this level
Level 5
- Proficiency Bonus: +3 (You gain +1 to your Proficiency Bonus.)
- Destroy Undead: When you successfully Turn an undead creature, it also takes 2d6Radiant damage.
- Level 3 Spell Slots Unlocked: 2 (You gain two Level 3 Spell Slots.)
- Choose a number of Prepared Spells =
5 (Cleric Level) + Wisdom Modifier
(Minimum of 1 spell) - New 3rd Level Spells:
- Subclass Features:
Life Domain | Light Domain | Trickery Domain |
---|---|---|
|
|
Cleric Spell List
Cantrips | 1st Level Spells | 2nd Level Spells | 3rd Level Spells |
---|---|---|---|
All Domains: Light Domain only: |
All Domains:
Light Domain only: Trickery Domain only: |
All Domains:
Light Domain only: Trickery Domain only: |
All Domains:
Light Domain only: Trickery Domain only: |
NB: Spells marked by superscript(s), or are preceded by "____ Domain Only:" are considered domain spells of the indicated domain. These spells are known to the clerics of the corresponding domain once they've reached the required level to learn said spells, at which point said spells will be always prepared for them