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Baldurs Gate 3 Guide, Walkthrough by gamepressure.com

Baldurs Gate 3 Guide, Walkthrough

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Baldurs Gate 3: Best spells for Cleric in BG3 Baldurs Gate 3 guide, walkthrough

Do you want to play a Cleric, but the multitude of spells causes you consternation? This guide page will help you choose the right spells.

Last update: 04 August 2023

Though most players associate Clerics with healers, the class' wide range of spells makes them much more versatile than that. Below we've listed some of the most universally useful spells.

Clerics, like Druids or Wizards, prepare a number of spells every day from an available list. This means you can prepare to specific challenges in advance by preparing specific spells.

Best offensive Cleric spells

Cantrips:

  1. Sacred Flame - a simple, offensive spell dealing 1d8 radiant damage on hit.

Level 1 spells:

  1. Guiding Bolt - a bolt of divine energy that deals 4d6 radiant damage. On hit, gives advantage on the next attack against the target. The spell can be upcast using higher level spell slots to increase its damage.
  2. Inflict Wounds - a powerful spell inflicting a massive 3d10 necrotic damage. Its biggest flaw is it range, as it only works on touch.
  3. Burning Hands - a cone of flame dealing 3d6 fire area damage for up to 5 meters. This spell is exclusive to Light Domain Clerics.

Level 2 spells:

  1. Flaming Sphere - summons a 2-meters wide burning sphere, dealing 2d6 fire damage to nearby units and shedding light around itself The sphere lasts for 10 turns or until the Cleric's concentration is broken. This spell is exclusive to Light Domain Clerics.
  2. Scorching Ray - just like the previous spell, this one is also exclusive to Light Domain. Fires three rays of fire dealing 2d6 damage each.

Level 3 spells:

  1. Warding Glyph - a powerful spell triggering the chosen magical effect. Can deal up to 5d8 area damage of a chosen type.
  2. Fireball - an iconic Level 3 spell that deals 8d6 area damage. Exclusive to Light Domain Clerics.

Best defensive and support Cleric spells

Cantrips:

  1. Resistance - gives the target +1d4 to saving throws.

Level 1 spells:

  1. Shield of Faith - gives the target +2 Armor Class. Increases a tank's tanking capabilities and a spellcaster's survivability.
  2. Bane - inflicts up to three simultaneous targets with a -1d4 penalty on their attack rolls and saving throws.
  3. Bless - an exact opposite to the previous spell. Gives three targets +1d4 to attack rolls and saving throws.
  4. Healing Word and Cure Wounds - basic Cleric healing spells. The former is particularly useful, as it lets you heal unconscious allies from a distance.
  5. Command - if the target fails their saving throw, they must run away, get closer, stop or drop their weapon.

Level 2 spells:

  1. Blindness - blinds the target for 10 turns. Crucially, this spell does not require concentration.
  2. Hold Person - paralyzes the target if they fail their Wisdom saving throw.
  3. Prayer of Healing - heals 2d8 hit points to all allies within line of sight. Only available outside of combat.
  4. Aid - healing effects always restore the maximum amount of health possible when used on targets affected by Aid.

Level 3 spells:

  1. Revivify - revives a dead ally and restores them to 1 hit point.
  2. Spirit Guardians - summons helpful spirits around the Cleric, dealing damage to nearby enemies (3d8) and slowing them down.
  3. Beacon of Hope - healing effects restore the maximum amount of health possible to affected allies and grants the same allies advantage on Wisdom saving throws.

Best utility Cleric spells

Cantrips:

  1. Thaumaturgy - a simple cantrip granting advantage on Intimidation and Performance checls.

Level 1 spells:

  1. Disguise Self - a Trickery Domain spell that temporarily changes the character's appearance to outwit other creatures.
  2. Create or Destroy Water - the caster summons rain or dries up an area. Keep in mind wet enemies become vulnerable to cold and lightning damage. Though a situational spell, it could potentially prove useful outside of combat too.

Level 2 spells:

  1. Enhance Ability - gives the target advantage on checks tied to a chosen stat. Useful during crucial rolls, when you especially want to reduce the possibility of failure.
  2. Pass without Trace - a utility spell exclusive to Trickery Domain Clerics, granting them and their nearby allies +10 to Stealth checks.

Level 3 spells:

  1. Animate Dead - transforms a corpse into an undead minion.
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