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All Baldur s Gate 3 Cleric Subclasses: Difference between revisions

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Created page with "<br>At level Six, Wild Magic Barbarians gain three "Bolstering Magic" abilities, which allow them to provide a bonus to themselves or an ally in melee range. They can use "Bolstering Magic: Boon" to add a 1d4 bonus to attack rolls and ability checks or use their Bolstering Boon to restore a single level one, two, or three spell slot.<br><br>This section covers the best equipment for Life Domain Clerics in BG3 across all three Acts. Some pieces from early Acts may still b..."
 
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<br>At level Six, Wild Magic Barbarians gain three "Bolstering Magic" abilities, which allow them to provide a bonus to themselves or an ally in melee range. They can use "Bolstering Magic: Boon" to add a 1d4 bonus to attack rolls and ability checks or use their Bolstering Boon to restore a single level one, two, or three spell slot.<br><br>This section covers the best equipment for Life Domain Clerics in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.<br><br>Level 1 Hexblade Warlocks also receive the "Hexblade's Curse" ability , which curses a target to receive extra damage equal to the Warlock's proficiency bonus whenever the Warlock deals damage to them. It also reduces the number needed to roll a critical hit against that target by 1, and restores HP equal to the Warlock's Proficiency+Charisma Modifier when they kill the cursed target. A Hexblade Warlock gains Shield and Wrathful Smite as level 1 spell options.<br><br>At level ten, Divination Wizards gain "Third Eye: Darkvision" and "Third Eye: See Invisibility." The first of these grants the Divination Wizard the ability to give themselves Darkvision until their next long rest as an Action, while the second allows them to unmask and potentially reveal any invisible foes within 9m as an action (invisible foes must make a Dexterity Saving Throw).<br><br>Level 7 allows access to "Dominate Beast" and "Greater Invisibility," enabling them to turn animals to their side and render a target invisible for ten rounds whether they attack or not. Level 9 grants them access to "Dominate Person" and "Seeming," letting them manipulate humanoids and disguise all four party members simultaneously. Finally, at level 10, an Archfey Warlock gains "Beguiling Defenses", becoming immune to charm.<br><br>The School of Necromancy grants the Wizard the abilities "Necromancy Savant" and "Grim Harvest," halving the cost of Scribing Necromancy Spells and allowing them to regain HP when they kill a creature with a leveled spell. The HP gained is equal to the spell slot used multiplied by two or multiplied by three if the spell was a Necromancy spell.<br><br>Updated April 6, 2025 by Erik Petrovich : Patch 8 for Baldur's Gate 3 is right around the corner, and though lots of the new subclasses seem like a lot of fun to play, the base game still offers some very powerful options for the best Druid build in BG3. The Circle of the Moon Druid is still the best Druid build in [https://Www.Baldursgate3Fans.com/articles/my-journey-through-baldur-s-gate-3-s-first-ever-pvp-tournament.html Bg3 Tournament] – but that could change with the release of Patch 8. Until then, stick with this Circle of the Moon Druid guide to learn the best Druid build tips, what makes the Circle of the Moon such a powerful subclass for the Druid, and other information that will help you min-max your Druid character. This Druid build guide has been updated to add in-game flavor descriptions of the class and subclass, as well as a new small section with the best consumables for the Druid, including both potions and elixirs, in the Equipment section.<br><br>At fifth level, Giant Barbarians gain access to Boot of the Giants, allowing them to spend a bonus action to kick a target away. This is a contested Athletics check, just like the shove action, but you can use Boot of the Giants to push enemies that are up to twice the weight you'd be able to shove. You'll also deal your unarmed damage to the target when using Boot of the Giants, which can be enhanced by Tavern Brawler, Martial Arts from Monk, and items like the Gloves of Crushing.<br><br>The max level in Baldur's Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Cleric build. In character creation, you gain the basics for the Cleric class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.<br><br>Elemental Damage sets are also quite effective on a Giant Barbarian due to their Elemental Cleaver ability, with the Gloves of Belligerent Skies and/or Boots of Stormy Clamour being a particularly valuable option if you favor thunder or lightning damage. You could also equip Winter's Clutches, the Snowburst Ring, and/or the Coldbrim Hat to freeze your foes solid. Another option is to utilize the Thermoarcanic Gloves, Cinder Shoes, and Ring of Self Immolation in a heat setup, and throw on the Cindermoth Cloak to burn enemies that damage you.<br><br>Domain spells work just like other spells, and are highlighted in the spell list when leveling to avoid picking them twice. Channel Divinity abilities vary from domain to domain, and offer powerful effects from limited Channel Divinity charges. Clerics gain Channel Divinity charges at Level 2 and 6, which replenish on either a Short or Long Rest.<br><br>Baldur's Gate 3 's Barbarian Class is focused on strength and durability first and foremost, with access to the highest base HP of any class alongside abilities like Rage to allow them to withstand incoming damage and dish out a ton of damage themselves. Each of the Barbarian's subclasses are focused on how they fight and any additional power sources that fuel their rage. The Berserker replaces Rage with Frenzy for greater offensive benefits, the Wildheart takes primal animal aspects to gain additional powers while raging, and the Wild Magic Barbarian wields chaotic magic to strengthen their rage and fortify their body. Barbarians choose their subclass when they reach level three.<br>
<br>The Great Old One eeks ahead of The Fiend because of its more battle-influential spells . Compared to The Archfey, many differences between the two patrons are mostly aesthetic as they both can control combat very well.<br><br>Of the eight choices of Ancestry, Red and Black are arguably the most useful. The Red Ancestry grants Burning Hands , a short-range cleaving spell with Fire damage, while the Black Ancestry grants the Grease spell, which can be ignited with any source of Fire and has a good chance to knock enemies Prone.<br><br>For weapons, players could choose from a myriad of excellent weapons found throughout the game, though the most thematically appropriate of the bunch is the Devotee's Mace. This can be obtained by using Divine Intervention at level 10 and selecting "Arm Thy Servant," though since Divine Intervention can only be used once per character per playthrough players should consider this carefully before committing to it. Players using this mace could take advantage of its Radiant damage using the gear mentioned in the Light Domain section too.<br><br>At level six, the Druid gains "Land's Stride: Difficult Terrain," which allows the Druid to move through difficult terrain without getting slowed down. At level seven, the Druid gets to select a spell circle to draw spells from once again, gaining some additional level four spells in the process.<br>No matter which Sorcerer background you choose, make sure to get the Persuasion proficiency . Both Deception and Insight serve as equally viable backups for the sake of unlocking dialogue options, but Deception tends to come up more often. If you get Persuasion through the Noble background, pick up Insight or Intimidation instead.<br>At level three, "Spike Growth" and "Barkskin" are added to the Cleric's Domain Spells. These allow the Cleric to change the ground in an area into difficult terrain with sharp spikes, and toughen the skin of a target to boost their AC up to 16.<br><br>The three Drow cantrips – Dancing Lights, Faerie Fire, and Darkness – are all situationally useful, too. Faerie Fire, granted at Level 3, is the most useful as it grants Advantage on all attacks against affected targets.<br><br>At Level 3, they gain additional spells and abilities associated with their Oath, including two new ways to Channel their Oath. Sacred Weapon allows them to turn their weapon into a Sacred Weapon, adding their Charisma Bonus to attack rolls with it. Turn the Unholy allows them to ward off Undead and Fiends by making them afraid of the Paladin. They also gain the spells " Protection from Evil and Good " and " Sanctuary " as additional prepared spells.<br><br>The Outlander background doesn't give proficiency in Perception or Insight, so feel free to pick up these two skills with this background combination too. As a Druid, picking up Nature or Religion can be good for RP purposes, though there aren't quite as many uses for these skills in the game.<br><br>The Nature Domain grants the Cleric abilities suited to one who wields the power of the natural world, drawing some parallels to the Druid class in the process. This begins at level one with the Domain Spells "Speak with Animals" and "Animal Friendship," allowing them to speak clearly with animals and charm them into not attacking.<br><br>If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Warlock companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party.<br><br>Updated on 20th April 2025, by Thomas Hawkins: With the addition of Patch 8's new subclasses to [https://WWW.Baldursgate3Fans.com/articles/baldur-s-gate-3-patch-8-7-reasons-for-a-fresh-playthrough.html baldur's gate 3 patch 8 subclasses] Gate 3, players can select the Circle of the Stars for their Druids. This new subclass makes use of their Wildshape Charges to embody constellations and gain powerful new abilities, including firing blasts of light, healing a target for free after casting a spell, and unleashing a radiant breath attack. This guide has been updated to include information on this new subclass and discuss equipment and multiclassing options that benefit the Circle of the Stars.<br><br>Unlike Dragonborn, Sorcerers under the Draconic Bloodline don't get a Breath-type spell based on the color chosen. Instead, Draconic Sorcerers get a spell related to their color – in the case of this best Sorcerer build, players can expect to cast a cone of fire or a puddle of Grease. Those are far from the only great spells Sorcerers have in BG3 , though.<br><br>At level three, the Druid learns "Blindness" and "Detect Thoughts" as additional spells which are always prepared. This allows them to temporarily blind their foes and read minds with ease. At level four, they learn an additional cantrip. Level 5 has them learn "Animate Dead" and "Gaseous Form," letting them create undead allies from nearby corpses and transform someone into a gaseous entity to move through tight spaces and/or better evade damage.<br><br>The Circle of Stars Druid pairs very nicely with the Light Domain Cleric, taking advantage of Warding Flare to avoid incoming attacks and Radiance of the Dawn to fire off a Radiant Damage AOE. Mixing in two levels of Fighter for Action Surge and access to a wider range of weapons and armor is also a great option, allowing you to cast multiple spells in a single turn.<br>

Revision as of 17:28, 7 November 2025


The Great Old One eeks ahead of The Fiend because of its more battle-influential spells . Compared to The Archfey, many differences between the two patrons are mostly aesthetic as they both can control combat very well.

Of the eight choices of Ancestry, Red and Black are arguably the most useful. The Red Ancestry grants Burning Hands , a short-range cleaving spell with Fire damage, while the Black Ancestry grants the Grease spell, which can be ignited with any source of Fire and has a good chance to knock enemies Prone.

For weapons, players could choose from a myriad of excellent weapons found throughout the game, though the most thematically appropriate of the bunch is the Devotee's Mace. This can be obtained by using Divine Intervention at level 10 and selecting "Arm Thy Servant," though since Divine Intervention can only be used once per character per playthrough players should consider this carefully before committing to it. Players using this mace could take advantage of its Radiant damage using the gear mentioned in the Light Domain section too.

At level six, the Druid gains "Land's Stride: Difficult Terrain," which allows the Druid to move through difficult terrain without getting slowed down. At level seven, the Druid gets to select a spell circle to draw spells from once again, gaining some additional level four spells in the process.
No matter which Sorcerer background you choose, make sure to get the Persuasion proficiency . Both Deception and Insight serve as equally viable backups for the sake of unlocking dialogue options, but Deception tends to come up more often. If you get Persuasion through the Noble background, pick up Insight or Intimidation instead.
At level three, "Spike Growth" and "Barkskin" are added to the Cleric's Domain Spells. These allow the Cleric to change the ground in an area into difficult terrain with sharp spikes, and toughen the skin of a target to boost their AC up to 16.

The three Drow cantrips – Dancing Lights, Faerie Fire, and Darkness – are all situationally useful, too. Faerie Fire, granted at Level 3, is the most useful as it grants Advantage on all attacks against affected targets.

At Level 3, they gain additional spells and abilities associated with their Oath, including two new ways to Channel their Oath. Sacred Weapon allows them to turn their weapon into a Sacred Weapon, adding their Charisma Bonus to attack rolls with it. Turn the Unholy allows them to ward off Undead and Fiends by making them afraid of the Paladin. They also gain the spells " Protection from Evil and Good " and " Sanctuary " as additional prepared spells.

The Outlander background doesn't give proficiency in Perception or Insight, so feel free to pick up these two skills with this background combination too. As a Druid, picking up Nature or Religion can be good for RP purposes, though there aren't quite as many uses for these skills in the game.

The Nature Domain grants the Cleric abilities suited to one who wields the power of the natural world, drawing some parallels to the Druid class in the process. This begins at level one with the Domain Spells "Speak with Animals" and "Animal Friendship," allowing them to speak clearly with animals and charm them into not attacking.

If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Warlock companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party.

Updated on 20th April 2025, by Thomas Hawkins: With the addition of Patch 8's new subclasses to baldur's gate 3 patch 8 subclasses Gate 3, players can select the Circle of the Stars for their Druids. This new subclass makes use of their Wildshape Charges to embody constellations and gain powerful new abilities, including firing blasts of light, healing a target for free after casting a spell, and unleashing a radiant breath attack. This guide has been updated to include information on this new subclass and discuss equipment and multiclassing options that benefit the Circle of the Stars.

Unlike Dragonborn, Sorcerers under the Draconic Bloodline don't get a Breath-type spell based on the color chosen. Instead, Draconic Sorcerers get a spell related to their color – in the case of this best Sorcerer build, players can expect to cast a cone of fire or a puddle of Grease. Those are far from the only great spells Sorcerers have in BG3 , though.

At level three, the Druid learns "Blindness" and "Detect Thoughts" as additional spells which are always prepared. This allows them to temporarily blind their foes and read minds with ease. At level four, they learn an additional cantrip. Level 5 has them learn "Animate Dead" and "Gaseous Form," letting them create undead allies from nearby corpses and transform someone into a gaseous entity to move through tight spaces and/or better evade damage.

The Circle of Stars Druid pairs very nicely with the Light Domain Cleric, taking advantage of Warding Flare to avoid incoming attacks and Radiance of the Dawn to fire off a Radiant Damage AOE. Mixing in two levels of Fighter for Action Surge and access to a wider range of weapons and armor is also a great option, allowing you to cast multiple spells in a single turn.