In this chapter of the Baldurs Gate 3 guide, you will find general information about the Cleric character class.
Cleric is one of the character classes available in Baldurs Gate 3. Clerics are the embodiment of divine power, which they manifest with almost miraculous effect, and their boundless devotion to certain deities gives them the ability to cast extraordinary spells. Cleric is a very versatile character who can be developed in many different ways. Cleric's main task within a team is to heal, inspire, and strengthen allies with many spells. They can also inflict painful death with various kinds of curses, plagues, and fire summoned directly from the heavens. It is worth noting here that Clerics also do well in direct combat when they need to resort to traditional "arguments" like swords. They can even use ranged weapons.
Depending on your preferred playstyle, the Cleric in Baldurs Gate 3 can be developed in different ways, but there are 2 main features that deserve special attention: Wisdom and Constitution. If your Cleric is wearing heavy armor and engages in melee combat, it's worth considering assigning several points to Strength. On the other hand, if you opt for lighter armor and prefer to avoid direct confrontation, Dexterity will be a good choice.
Wisdom is an essential trait for Clerics as it is the base of spell casting. Furthermore, Wisdom determines the probability of a spell hitting the target.
Not only does the constitution increase the total number of health points, but it will help your character in maintaining concentration while casting some spells as well.
Affects the chance of hitting a target and the damage dealt with a weapon based on Strength. It also affects the distance your hero can jump and the weight he or she can carry.
As a Cleric, you will immediately gain access to many spells divided into three categories. You should become familiar with available spells as various spells in Baldurs Gate 3 might work in different ways.
- Cantrips: you can cast these spells indefinitely. They don't use spell slots, they don't need to be prepared before using, you don't need to rest between using them, you can use them in each round;
- Spells: this type of magic requires a slot for casting a spell unless a character has a skill that removes this requirement. This means that spells cannot be used constantly like the above-mentioned Cantrips. Spell slots are regenerated after a long rest;
- Prepared spells: this type of magic must be prepared before it can be used. In order to prepare a spell, a character must not participate in combat, open its spellbook (K key by default), unmark the spells you don't want to use and instead select ones that, for example, might be useful in the coming battle.
Due to the fact that Cantrips can be used in every round with no limitations, you should select ones that you will be definitely using. By creating a new Cleric character, you will receive 3 slots for this type of spells.
After reaching the second level of experience, each cleric, regardless of the specialization (subclass) chosen, is given access to one special skill (action) which he or she can use during combat.
Effect: all the undead who see or hear you are forced to flee from you.
Range: 9 meters.
When creating a Cleric character, you can choose two from five available skills. It should be noted here that some of these may already be assigned because of the chosen race of the hero and cannot be changed.
- Insight: a skill that allows the protagonist to see through people and sense suspicious situations, break through lies and other forms of deception;
- History: the protagonist will be able to recognize important names and unusual objects;
- Persuasion: the art of winning favors and persuading others to grant your wishes;
- Medicine: the knowledge and abilities that enable you to heal wounds and diagnose illnesses;
- Religion: knowledge of the deities of Abeiru-Toril, including their assigned domains, priests, and sacred rituals.
It is best to choose between skills that are based on the basic qualities of a Wizard, i.e. Intuition (Wisdom), Medicine (Wisdom), and, in the case of developing Charisma traits, persuasion can be chosen through the appropriate subclass.
Cleric is a unique character class. Therefore, you will immediately be able to choose one of the three specializations (subclasses) available.
- Life Domain: an aspect of many good deities and a source of magic protecting and restoring mental, bodily, and spiritual forces;
- Light Domain: this domain is offered by the deities of Justice, Majesty, and Primal Fire, providing offensive spells, distracting darkness, and damaging the undead;
- Trickery Domain: the last domain offered by vile, chaotic, and malicious deities. Clerics who specialize in it use the magic of deception and illusion.