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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 Subclasses are: Life Domain, Light Domain, Trickery Domain, Knowledge Domain, Nature Domain, Tempest Domain, War Domain
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:
- Simple weapons, Flail, Morningstar (5e change; all proficiencies are granted on multiclass as well)
- Light armour, Medium armour
- Shields
- Skills with Proficiency (Choose 2):
- History, Insight, Medicine, Persuasion, Religion
- You receive a bonus to every skill that you are proficient in. At Level 1 the Proficiency Bonus is +2.
- History, Insight, Medicine, Persuasion, Religion
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).
Level 1 Subclass
Clerics choose subclass (Domain) at level 1 and get domain-specific features:
Domain | Features | Spells and cantrips | Proficiencies |
Life | Disciple of Life | Cure Wounds, Bless | Heavy armour |
Light | Warding Flare | Light, Burning Hands, Faerie Fire | - |
Trickery | Blessing of the Trickster | Charm Person, Disguise Self | - |
Knowledge | - | Command, Sleep | Choose 2 skills (your proficiency bonus is doubled for those skills): Arcana, History, Nature, Religion |
Nature | Acolyte of Nature |
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Heavy armour;
Choose 1: Animal Handling, Nature, Survival |
Tempest | Wrath of the Storm | Thunderwave, Fog Cloud | Heavy armour, Martial weapons |
War | War Priest | Divine Favour, Shield of Faith | Heavy armour, Martial weapons |
Level Progression
Through experience, you acquire new power. You gain the following traits.
Level 1
- Select Deity:
- Selune
- Helm
- Kelemvor
- Yondalla
- Eilistraee
- Mielikki
- Ilmater
- Moradin
- Tiamat
- Lathander
- Tempus
- Mystra
- Corellon Larethian
- Bahamut
- Talos
- Tyr
- Oghma
- Garl Glittergold
- Gruumsh
- Tymora
- Lolth
- Vlaakith
Note that choice of deity is restricted by the race and subrace of the cleric. Only Githyanki have the option to choose Vlaakith as a deity, only Duergar Dwarves have the option to choose Laduguer as a deity, Lolth-Sworn Drow may only choose Lolth as a deity, and Seldarine Drow cannot choose Lolth as a deity.
- Level 1 Spell Slots Unlocked: 2 (You gain two Level 1 Spell Slots.)
- Choose a number of Prepared Spells = 1 (Cleric Level) + Modifier (Minimum of 1 spell.)
- New 1st Level Spells:
Select a Subclass
Life Domain | Light Domain | Trickery Domain | Knowledge Domain |
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Nature Domain | Tempest Domain | War Domain |
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You embody the vast viridian power of the natural world, an avatar of the subtle divinity of fruitfall, avian migration, woodland silence, and the landslide's roaring fury. | Your faith has made you the very thunder that quakes the black firmament, the lightning coursing through the veins of a terrible storm. | Fortified by holy zeal, you brandish an arsenal of sacremental savagery to use against those you deem unrighteous. |
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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) + Modifier (Minimum of 1 spell.)
- Spells: No new spells at this level
- Subclass Features:
Life Domain | Light Domain | Trickery Domain | Knowledge Domain |
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Nature Domain | Tempest Domain | War Domain |
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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) + Modifier (Minimum of 1 spell.)
- New 2nd Level Spells:
- Subclass Features:
Life Domain | Light Domain | Trickery Domain | Knowledge Domain |
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Nature Domain | Tempest Domain | War Domain |
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Level 4
- 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) + 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
- Level 3 Spell Slots Unlocked: 2 (You gain two Level 3 Spell Slots.)
- Choose a number of Prepared Spells = 5 (Cleric Level) + Modifier (Minimum of 1 spell)
- New 3rd Level Spells:
- Subclass Features:
Life Domain | Light Domain | Trickery Domain | Knowledge Domain |
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Nature Domain | Tempest Domain | War Domain |
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- Cantrip Damage Boost: Damage rolls for cantrips roll an additional die.
Level 6
- Channel Divinity Charges: 2 (Replenished by Short or Long Rest)
- Level 3 Spell Slot Unlocked: 3 (You gain one Level 3 Spell Slot)
Life Domain | Light Domain | Trickery Domain | Knowledge Domain |
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Blessed Healer
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Improved Warding Flare
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No feature. | No feature. |
Nature Domain | Tempest Domain | War Domain |
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No feature. | Thunderbolt Strike
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War God's Blessing
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Level 7
- Level 4 Spell Slot Unlocked: 1 (You gain one Level 4 Spell Slot)
- Subclass Features:
Life Domain | Light Domain | Trickery Domain | Knowledge Domain |
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Nature Domain | Tempest Domain | War Domain |
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Level 8
- Choose a Feat.
- Level 4 Spell Slot Unlocked: 2 (You gain an additional Level 4 Spell Slot)
Level 9
- Level 4 Spell Slot Unlocked: 3 (You gain an additional Level 4 Spell Slot)
- Level 5 Spell Slot Unlocked: 1 (You gain a Level 5 Spell Slot)
- Subclass Features:
Life Domain | Light Domain | Trickery Domain | Knowledge Domain |
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Nature Domain | Tempest Domain | War Domain |
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Level 10
- 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.
- Level 5 Spell Slot Unlocked: 2 (You gain an additional Level 5 Spell Slot)
- Cantrips (Choose 1)
Level 11
- Level 6 Spell Slot Unlocked: 1 (You gain one Level 6 Spell Slot)
Level 12
- Choose a Feat.
Cleric Spell List
* Spells marked with a domain indicates that the spell is considered a domain spell for that domain. These spells are always prepared for Clerics belonging to that domain.
Cantrips
Level 1 Spells
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Level 2 Spells
- AidLife
- Blindness
- Calm EmotionsKnowledge
- Enhance Ability
- Hold PersonKnowledge
- Lesser RestorationLife
- Prayer of Healing
- Protection from Poison
- Silence
- Spiritual WeaponWar
- Warding Bond
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Level 3 Spells
- Animate Dead
- Beacon of HopeLife
- Bestow CurseTrickery
- DaylightLight
- Feign Death
- Glyph of Warding
- Mass Healing Word
- Protection from Energy
- Remove Curse
- RevivifyLife
- Speak with DeadKnowledge
- Spirit GuardiansWar
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Level 4 Spells
- Banishment
- Death WardLife
- Freedom of MovementTempest, War
- Guardian of FaithLife, Light
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Level 5 Spells
- Contagion
- Dispel Evil and Good
- Flame StrikeLight, War
- Greater RestorationLife
- Mass Cure WoundsLife
- Planar Binding
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Level 6 Spells
External Links
- Cleric on the Forgotten Realms Wiki