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No support class performs as well as the Cleric inBaldur’s Gate 3. Sure, you have your Druids, Paladins, and Bards, but when it comes to consistent and reliable heals and buffs, you’ll definitely want a Cleric on your side. This spellcasting class assists both on and off the battlefield.
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With their proficiencies in Religion, History, and Medicine, these knowledgeable individuals will be a great asset to have beyond their spellcasting talents. Of course, if you want to do those checks personally, you’ll be able to enjoy their bonuses through Cantrips like Guidance to help pave your way to interesting and successful encounters.
Updated July 02, 2025 by Alexis Campbell:All subclasses, feats, and spells have been updated to reach level 12 and are up-to-date with the official release.
Cleric Overview
“Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.”
This class is aspellcasting support classthatspecializes in healings, buffs to allies, and debuffs against enemies.They control the battlefield through their party members and ensure the tide of the battle remains ever on the side of their own group.
They can either besquishy spellcasters or armored tanks,depending on their stats and thefeats you may chooseon level-ups. Their starting equipment is lackluster for the most part, and they’redifficult to get off the ground.
Thankfully, you have time to do just that with your access to the ever-friendlyShadowheart, a Trickery Domain Cleric,from the start.
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Ability Score Improvement or Choice of Feat
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Ability Score Improvement or Choice of Feat and Divine Strike
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Skills, Proficiencies, And Starting Equipment
Although Clerics starting off are not the most well-off class to begin with, they do haveaccess to important proficienciesthat can determine your successes in the early-game.
Theirhandiness in skill checkscannot be denied, but their combat prowess is defined bystrategic spell-planning, well-timed rests, and reliable front-line tanks.
Their starting weapon is a measly mace, but the Cleric enjoys access to a nice piece ofChain mailand aStudded Shieldfor extra durability in battle.
Their focus on Wisdom and Charisma means you’ll likely have a lacking Dexterity modifier, sohaving good armor is a must for this class.
Feats
Clericsdon’t enjoy many early-game feats. Additionally, theirfeats can feel relatively lackluster unless you’re fighting Undead. This puts added pressure on your choice of a subclass.
In addition, using the feats of this classrequires you to use a full Action, which may lock you out of necessary spellcasting in the same turn.
Channel Divinity
You gain the ability to enact one of two effects with your divine energy (once per long rest). These effects are:
Destroy Undead
When you successfully use Turn Undead on a creature, they take 4d6 Radiant damage.
Divine Intervention
This is a one-time use feat. Choose one of the following effects:
The Destroy Undead feat has beenchanged from the Player’s Handbook.Originally, this was supposed to automatically destroy any creature below a certain Challenge Rating (CR) threshold.
Spells
As a Cleric, you are a prepared caster. This means that you canprepare and change spells. The rules of preparation are:
Spells that can be prepared arelearned upon each level-up,so choose wisely.
The Cleric is aWisdom-based spellcaster,which means that your attacks and saves will look like this:
1 Action
N
Take half damage from Bludgeoning, Piercing, and Slashing damage for 2 turns.
Infuse object with light for 100 turns. If used on a creature, they must succeed a DEX saving throw or be illuminated.
Create a flame in your hand that deals 1d8 Fire damage when thrown and lights a 9m radius.
Gain advantage on Intimidation and Persuasion rolls.
Conjure rain or destroy a water-based surface 9m across.
Attack with 4d6 radiant damage bolt of light and give advantage to the next attack roll made against the same creature by the end of your next turn.
1 Bonus Action
Y
Grant +2 AC to a creature of your choice within 60ft and sight.
Select 3 enemies and inflict 1d4 penalty to ability checks and saving throws for duration.
Command a creature to halt, preventing it from moving or taking actions, bonus actions, or reactions.
Heal a creature you can see within 18m by 1d4 + your spellcasting modifier.
Protection from Good and Evil
Protect one creature against being Charmed, Frightened, or possessed by an aberration, celestial, elemental, fey, fiend, or undead. These creatures also have disadvantage on attacking rolls against the target.
Select 3 allies and inflict 1d4 bonus to ability checks and saving throws for duration.
Heal a creature you can touch by 1d8 + your spellcasting modifier.
On a failed CON save, a creature is Blinded for 10 turns.
Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.
On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions.
Heal all allies within 9m and sight by 2d8 + your spell casting modifier.
Summon a spiritual weapon of your choice that fights in combat with you as a summoned entity.
Create a soundproof sphere 6m across within 18m of the spellcaster. Inside, all creatures within are Silenced and immune to Thunder damage.
When healed, all allies regain the maximum amount of HP. They also gain advantage on WIS saving throws and Death Saves.
Curse a creature you may touch. You can curse them with your choice of disadvantage on a type of saving throw or attack rolls, the possible loss of their next turn, or to deal 1d8 extra necrotic damage each time you strike it with an attack or spell.
Enchant an item to shine or create a sun-like sphere to dispel darkness in a 15m radius.
Put ally into a death-like state where they are immune to disease and poison damage and resistant to all other types of damage except psychic.
Create a ward that has an effect when stepped on by an enemy and when they fail their DEX save (only one can be active at a time.)
Heal up to 6 creatures for 1d4 + your spellcasting modifier.
Gives resistance to Fire, Cold, Acid, Lightning, or Thunder damage on a touched creature.
Conjure spirits. Nearby enemies take either 3d8 Necrotic or 3d8 Radiant damage per turn on a failed WIS save. Additionally, their movement is reduced by half.
Until your next Long Rest, speak with up to 5 dead humanoids that still have the capcity of speech.
Temporarily Banish target to another plane for 2 turns on a failed Charisma save.
Select a creature. If its HP is reduce to 0HP, it remains conscious with 1HP instead.
Snap ally out of a Stun, Paralysis, or Restrained. They cannot be Paralysed, Restrained, or slowed down by Difficult Terrain for the length of a Long Rest.
Call a divine guardian that attacks nearby enemies that are within its range. Each time an enemy enters its ranged or attacks you, it uses its Reaction to attack. It deals damage to itself equal to the damage it deals against enemies.
Poison a target and affleict them with a disease of your choice on a failed Constitution save.
Dispel Evil and Good
Aberrations, celestials, elementals, fey, fiends, and undead have Disadvantage when attacking you.
Deal 5d6 Fire and 5d6 Radiant damage in a pillar fromv the sky on a target’s failed Dexterity save (or half as much on a success)
Negate any Charm, Petrification, Stun, or Curse afflicting a creature.
Area becomes Difficult Terrain, deals 4d10 Piercing damage to those inside, and all creatures have Disadvantage on Perception checks. On a failed Constitution save, targets still take half damage.
Heal those in a large area for 3d8 + your Spellcasting modifier.
A selected target becomes an ally that will follow and fight for you on a failed Wisdom save.
You and all allies around cannot be poisoned, diseased, or frightened. HP increases, and Wisdom saves are made with Advantage until your next Long Rest.
Summon a wall of blades that turns the area into Difficult Terrain and deals 6d10 Slashing damage on a failed Dexterity save to anyone who touches it.
Heal target’s wounds, conditions, and diseases. Heals for 70HP.
On a failed CON save, reduce target’s maximum HP and deal 14d6 Necrotic damage. Take half as much and no penalty on a success.
Subclass: Life Domain
“The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life.”
The Life Domainspecializes primarily in healing. Their bonuses allow the restoration of health, removing of curses, and bolstering ally bonuses. Their feats giveadditional bonusesto make theirhealing spells even more powerful.
From the beginning, they also get the added bonus of gainingproficiency in Heavy Armor, allowing these spellcasters reliable protection tofocus on spellcastingand freedom to choose another feat upon level-up.
Disciple of Life
When healing, the target of your healing spells regains another 2 HP + the spell’s level.
Domain Spells
You gain spells that always come prepared. These spells grow every odd level.
Channel Divinity: Preserve Life
Use your Action to provoke a healing aura that restores 3 * your Cleric level to allied creatures within 9m. It has no effect on the undead or constructs.
Divine Strike: Life
Deal an additional 1d8 Radiant damage once per turn when you make a weapon attack.
Remove one disease or condition from a creature.
Choose 3 creatures within range and increase the targets' current and maximum HP by 5.
Subclass: Light Domain
“Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.”
As the name suggests, the Light Cleric focuses oncasting debuffs via a lighton enemies. They’re able toblind creatures with reactionsand create opportunities for themselves and their allies to deal reliable damage.
In addition, the Light Cleric is a morecombat-focused Clericwith access topowerful attacking spellslike Scorching Ray and Fireball. They’re a dangerous class that balancesgood offense and defenseall in the name of the sun.
Warding Flare
Using a blinding light that engulfs you, use your Reaction to give disadvantage on an attacker.
Channel Divinity: Radiance of the Dawn
Use your action to harness the sun’s power. Dispel any darkness around you deal 2d10 + your Cleric level to enemies around you (within 9m) or half as much on a successful CON saving throw.
Improved Warding Flare
Use your reaction to impose Disadvantage on an Attack Roll when an enemy attacks an ally.
On a failed DEX save, encase all creatures (and objects) within a 15ft radius in light. All attack rolls against these creatures have advantage, and any invisible targets become visible.
On a failed DEX save, a creature you may touch takes 3d8 Fire damage or half as much on a successful save.
Summon a flaming sphere that deals 2d6 Fire damage to all creatures and objects near it. It shines light in a 6m radius. On a successful DEX save, creatures take half damage. Lasts 10 turns.
Summon three rays of fire that each deals 2d6 Fire damage.
Conjure a giant fireball that explodes on contact for 8d6 Fire damage or half as much on a successful DEX save.
Create a wall of fire that deals 5d8 Fire damage to any who fail a Dexterity save and touch it.
Create a shockwave dealing 5d6 Thunder and 5d6 Radiant damage to nearby creatures and, on a failed CON save, knocks them Prone.
Subclass: Trickery Domain
“[Trickery] clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.”
The dark side of the Cleric lies within the Trickery Domain where theuse of shadow and illusionare their key weapons. Trickery Clerics are primarily anillusionist, utility classthat relies on the clever casting ofsituational spellsto get the upperhand on unsuspecting foes.
Trickery Clerics prefer Stealth to confrontation, and they work best forplaystyles and missions that require a certain kind of finesse.They are the most difficult Cleric to set up properly but can be one of the best utility classes for roleplaying groups and tense situations.
Blessing of the Trickster
Channel Divinity: Invoke Duplicity
Summon an illusionary copy of yourself. You and your allies gain advantage against creatures that are within 3m of you and your copy.
Divine Strike: Poison
Deal 1d8 Poison damage once per turn when making a weapon attack.
Gain advantage on ability checks made against the charmed creature and prevent it from attacking on a failed WIS saving throw. Enemies have advantage on their saving throw. At the end of the spell’s duration, target may accuse you of having charmed them.
Change all aspects of your appearance by giving you the choice of changing your race and gender.
Create 3 illusionary duplicates of yourself. For each duplicate still standing, gain +3 AC. Whenever you evade an attack successfully, one of these duplicates is dismissed.
Pass without a Trace
Give you and all companions +10 on Stealth rolls.
Project a frightening image. On a failed CON save, all targets within 9m become Frightened. If the targets end their turn where they can see, they can reroll their save.
Transform a creature on a failed Wisdom save into a sheep.
Teleport yourself and 1 adjacent, medium or smaller ally to a target you’re able to see.
On a failed Wisdom save, a humanoid fights as an ally. Each time it takes damage, it makes a save again.
Disguise 4 members of your party as if casting Disguise Self.
Subclass: Knowledge Domain
“Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.”
The Knowledge Domain is arguablythe most lacklusterof all domains. With no Divine Strike option and lacking feats, their one claim to fame lies in theirunique spell list.
Where other classes might overlap spell lists with the Cleric class, the Knowledge Domain’sspells primarily stem from the Wizard class.It’s a great option for those who are looking for a Cleric with amore diverse skillset and a tendency toward mental powers.
Channel Divinity: Knowledge of the Ages
Gain Proficiency in all skills of one Ability until your next Long Rest.
Command a creature to move closer, flee, freeze, or drop themselves or their weapon on the ground.
Put creatures to sleep. Select targets up to 24HP to sleep for 2 turns or until they take damage.
On a failed Wisdom save, confuse creatures and cause them to randomly attack, walk, and skip turns for 3 turns.
Enclose a target to reduce its movement by half and block all incoming and outgoing damage.
On a failed Strength save, throw a creature or object up to 18m with thought. Can be used for 10 turns without expending a spell slot.
Subclass: Nature Domain
“Many of [the Nature gods] have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.”
Practically a reskinned druid, the Nature Domain isa way to multiclass into druidwithout needed to spare levels to do so - the one caveat meaningno Wild Shape.If you’re wanting to be a druid but don’t care for Wild Shape, this might be the subclass for you.
Aspellcaster with some unique spellsin their repetoire and the very usefulability to commune with animals, this is an exceptionallyversatile roleplay classworth the investment of a dedicated player.
Acolyte of Nature
Learn a druid cantrip. Gain Proficiency in Animal Handling, Nature, or Survival. Cantrips include:
Channel Divinity: Charm Animals And Plants
Charm nearby beasts and plants for 10 turns on failed Wisdom save.
Divine Strike: Elemental Fury
Deal choice of additional1d8 Cold, Fire, or Lightning damage when making a weapon attack.
On a creature with 3 or less Intelligence, convince a beast not to attack you.
Shape a piece of ground 6m in radius into spikes. Any creature walking on it takes 2d4 Piercing damage for every 1.5m moved through it. This patch also counts as Difficult Terrain.
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters.
Make a beast fight alongside you on a failed Wisdom save, rerolling each time it takes damage.
Summon a vine capable of dragging creatures toward itself within 9m.
Create a wall of stone within 18m.
Subclass: Tempest Domain
“Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.”
A themed subclass with a dangerous predilection forloud noises and flashy lightning,a Tempest Domain Cleric is anaggressive subclassthat prefers to start and end combat with a boom.
Their spell list caters towardpowerful damaging spellsthat call on destructive forces of nature. Although you may be prone to struggling against those who resist elemental powers, your standarddamage output in this class will typically far exceed other subclasses at the tradeoff of not being so skilled at healing.
Wrath of the Storm
Use your reaction to attack and deal 2d8 Lightning damage or, on a failed Saving Throw, deal half damage dealt as Thunder.
Channel Divinity: Destructive Wrath
When rolling Thunder or Lightning damage, use your Channel Divinity to deal maximum damage.
Thunderbolt Strike
When dealing Lightning or Thunder to a Large or smaller creature, push it up to 3m.
Deal 2d8 Thunder damage and push away all creatures 5m on a failed Constitution save.
Create a cloud that Heavily Obscures and Blinds creatures within.
Damage all creatures within spell’s radius equal to 3d8 Thunder damage on a failed Constitution save or half as much on a success. Creatures made of material like stone have Disadvantage on their Saving Throw.
Blow a strong wind that clears clouds and debris and pushes creatures and objects back 5m to knock them Off Balance on a failed Strength save.
Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot.
Impel a storm ofhail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Subclass: War Domain
“The clerics of [war] gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.”
Areskinned paladin,the War Domain Cleric uses their prayers and magic to perform acts of greatness on the battlefield. They’re a moreactive, more aggressive playstyleof cleric suited for the front lines.
For those who want to ensure their cleric canhold their ownalong with the fighters and barbarians butalso provide their healing and buffing services,look no further than than this beefy subclass.
War Priest
When making an unarmed or weapon attack, spend one War Priest Charge and make an additional attack as your bonus action.
Increase a creature’s AC by 2 until Concentration breaks or your next Long Rest.
Your weapon becomes magical and gains a +1 bonus.
Radiate a holy power that emboldens nearby allies, allowing them to deal an additional 1d4 Radiant damage with their weapon attacks.
Turn a creature’s flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Paralyse a creature, preventing them from moving, acting, or reacting. Melee attacks within 3m are always a Critical. Lasts 10 turns or until target succeeds their Wisdom save.
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