
Death Cleric Build - Kelemvor's Emissary - Baldur's Gate 3 (BG3)
Contents
Death Cleric Build - Kelemvor's Emissary
This build will aim to maximize various features that the Death Cleric provides. At core, it has all the nice things you would expect -
Spirit Guardians,
Healing Word, etc. Still Death cleric provides a healthy feature set from early levels, which does lose its steam in later levels.
First, I would like to emphasize that the goal here is to create a Necrotic-themed cleric build. It performs very well in the early game, where you can double-cast
Bone Chill or
Toll the Dead. You can also spellcast using
Inflict Wounds that get empowered with
Channel Divinity: Touch of Death.
So, as you can see early game is pretty stacked, and as you go, you can effectively use necrotic
Spirit Guardians to apply all the debuffs thanks to the
Callous Glow Ring. There is another feature that I would like to utilize, and that is
Divine Strike: Necrotic. This does mean that we will want to maximize melee damage, and for that,
Shillelagh is a powerful option. A thematic combo for that is Spore Druid, with its
Symbiotic Entity feature.
The late game is best done using
Staff of Cherished Necromancy, which allows you to cast level 6
Inflict Wounds for free. This damage is nothing to scoff at and is the last puzzle piece to make the Death Cleric Build.
So let's jump into the build!
Class Contribution
I do see merit in some variations to ensure that you can freely use all of the capabilities.
Although I am going with 9 Cleric/2 Spore/1 Sorc, you could remove the 9th level from cleric, and put that to Sorc for
Metamagic: Twinned Spell or Druid to get increased temporary hp from
Symbiotic Entity. This is a late-game optimization, so I would only worry then.
9 Death Cleric
- Proficiencies in a wide array of armors and weapons.
- Access to support spells like
Healing Word,
Mass Healing Word,
Sanctuary, etc.
Aid to empower the ally's survivability with a solid HP boost each long rest.- Can apply wet status for other casters with
Create or Destroy Water, helping to make enemies vulnerable to Lightning and Cold damage.
Spirit Guardians - the ultimate cleric spell, to debuff enemies, making them miss their attacks. To make the most out of it you will need some gear.- A solid list of cantrips -
Thaumaturgy,
Toll the Dead, etc. - The
Reaper feature allows hitting two enemies with the same cantrip.
Channel Divinity: Touch of Death is a very powerful feature, giving a flat damage boost on melee weapon and spell attacks.
Inescapable Destruction helps to maintain the power of your necrotic damage sources, circumventing enemy resistances.- Your weapon attacks get a slight boost with
Divine Strike: Necrotic.
2 Spore Druid
Halo of Spores can be used as an additional necrotic damage source if you have a free reaction for that turn.
Shillelagh it enables you to effectively use staves with your Wisdom modifier instead of needing strength.- Gives 1d6 damage rider on all weapon attacks, thanks to the
Symbiotic Entity.
1 Storm Sorcerer
- Provides Constitution Saving Throw proficiency, which will help maintain spell concentration.
- Access to
Shield, which is an excellent, cheap survivability boost if the situation demands it. The +5 Armour Class is a huge boon, allowing you to avoid deadly attacks. - Access to cantrips -
Friends,
Booming Blade, which are great all around. The latter is especially good if you do melee attacks, as it is a free damage boost. - Unique Storm Sorcerer feature -
Tempestuous Magic, giving a huge boost in mobility.
Synergy with other builds
A cleric is pretty much good in any party. The Death Domain variation limits itself, for the sake of the necrotic damage setup. Overall, there is no need to go above and beyond to maximize its synergies. Still, here are some synergies:
Controllers
Almost any party can benefit from good controllers that use
Hold Person,
Glyph of Warding: Sleep, or
Hold Monster. They guarantee a 100% critical chance and allow you to maximize the whole group's damage. So your cleric, can hit with guaranteed crits using
Inflict Wounds or melee hits.
- Fire Sorcerer - one of the most reliable builds for this type of setup, with
Hat of Fire Acuity +
Scorching Ray to build
Arcane Acuity. After that, use the control spell witha 100% success chance. - Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly, it is just limited to
Hold Person and
Glyph of Warding. - Spellsword build - Sorcadin, Bardadin, Swords Bard Archer is the standard option for gish controllers, as they get access to
Band of the Mystic Scoundrel +
Helmet of Arcane Acuity for a very high spell success chance - Other caster-related builds - Lore Bard or even Arcane Trickster with access to unlimited scrolls. They get nice features that help them improve their spell success chance.
Lightning/Cold Party
A cleric can easily apply
Wet on enemies using
Create or Destroy Water spell. This does impede your own action economy, but opens up your party members for huge damage potential:
- The main highlight would be Land Druid. A very popular variation of it is Thundersnow Herald, which comes with both Cold and Lightning spells for total annihilation.
- Sorcadin with access to
Lightning Bolt. - Many of the Sorcerer and Wizard variations - Storm Sorcerer, Talos Dragonling Build, Cold Sorcerer, Abjuration Wizard, etc.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
| Level | Class | Selection |
|---|---|---|
| 1 | Cleric 1 | Cantrips: |
| Subclass: Death Domain | ||
| Cantrips: |
||
| Deity: Kelemvor | ||
| Abilities: STR - 8, DEX - 16 (15+1), CON - 15, INT - 8, WIS - 17(15+2), CHA - 8 | ||
| Skills: Persuasion, Medicine, Insight | ||
| 2 | Cleric 2 | - |
| 3 | Cleric 3 | - |
| 4 | Cleric 4 | Feat: Ability Improvement - +1 Wisdom, +1 Constitution |
| 5 | Cleric 5 | - |
| 6 | Cleric 6 | - |
| 7 | Respec Character: Level 1 - Sorcerer 1 Level 2-7 - Cleric 6 |
Cantrips: |
| Spells: |
||
| Subclass: Storm Sorcery | ||
| 8 | Druid 1 | - |
| 9 | Druid 2 | Subclass: Circe of the Spores |
| 10 | Cleric 7 | - |
| 11 | Cleric 8 | Feat: Ability Improvement - +2 Wisdom |
| 12 | Sorcerer 2 Cleric 9 Druid 3 |
Pick any of these for the last level; each of them brings a different benefit to the build. |
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
| Setup | Description |
|---|---|
|
This variation is similar, but the main spin would be that it can play around with |
Stars Cleric Build:
|
In case you want more of the |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Death Cleric build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
| Race | Features | Description |
|---|---|---|
Wood Half-Elf |
|
The race picks are very similar; the main difference is weapon proficiencies. However, the cleric subclass will already provide everything that you need. The most important aspect is the increased movement speed that you will need when using |
Wood Elf |
|
|
High Half-Elf |
|
These subraces are great for getting some bonus cantrips. The highlights would be:
|
High Elf |
|
|
Half-Orc |
|
The half-orc features are a good addition for this kind of build, where you will engage in frontline combat. |
Githyanki |
|
Githyanki comes with a wide array of utility actions like |
Class
| Overview | |
|---|---|
Cleric |
|
| Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
| Unique spell list accessible based on your cleric subclass. | |
Cantrips
To optimize the Cantrip picks, we need to do one change. Go into subclass, and pick anything besides Death Domain. This will enable you to get
Toll the Dead cantrip in the starting selection.
| Cantrips | Description |
|---|---|
| A powerful cantrip that will deal significantly more damage to enemies who have already lost health. It also benefits from |
|
| Especially recommended if you are the main character, as it will help with Intimidation checks. | |
| The most important cleric cantrip, which improves various ability rolls, works on yourself and party members. |
Subclass
| Overview | |
|---|---|
| Features | |
| Martial Weapon Proficiency | Improves weapon options, especially when multiclassing. |
| Enables you to double cast necromancy cantrips. This gives a significant damage boost in the early game, compared to other clerics. | |
Cantrips
This is a Death Domain specific pick, giving a second selection of cantrips:
| Feature | Description |
|---|---|
| Great cantrip that uses attack rolls, and can work as a better alternative to Saving Throw options early in the game. Moreover, it disables enemy health regeneration. |
Deity
Feel free to pick any; my recommendation is Kelemvor.
Background
Backgrounds serve a few purposes:
- They give a role-playing option of your previous history, if you are into that
- It gives skill proficiencies, meaning that you get an additional bonus when you roll that skill check in which you are proficient. This depends on your proficiency bonus, which increases as you level up.
Here are my recommendations based on this build
| Background | Skills | Description |
|---|---|---|
| Folk Hero | Animal Handling Survival |
Both wisdom skills, that a cleric can cover well. Fits, the build from a roleplay perspective. |
| Acolyte | Insight Religion |
Insight is a Wisdom skill and Religion, although Intelligence fits well with the Cleric's theme. |
| Guild Artisan | Insight Persuasion |
Excellent choice for the main character, you get Persuasion skills, which help with dialogues. |
| Noble | History Persuasion |
Similar to the above, but gives History skills. |
| Outlander | Athletics Survival |
Mainly relevant for Survival skill, which is wisdom-based. |
Abilities
Now, let's take a look at the abilities of the Death Domain build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Here are some key points to know about ability points:
- They give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
- You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
- Weapons can benefit from either Dexterity or Strength, depending on their type
- You also have a spellcasting modifier, which can be Wisdom, Charisma, or Intelligence, depending on your class.
| Abilities | Description |
|---|---|
| Recommended Setup: Strength - 8 Dexterity - 16 (15+1) Constitution - 15 Intelligence - 8 Wisdom - 17 (15+2) Charisma - 8 |
The goal here is to have the highest possible spellcasting modifier, which will be increased later via feats. Dexterity helps to go early and maximize the Armour Class bonus from armors. Constitution will get rounded up later with a feat, and provide so needed health + saving throw success while concentrating on spells. |
Skills and Expertise
Overall, the skills should be impacted by your role-playing and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier or are useful in general:
- Persuasion
- Medicine
- Insight
Level 1 Prepared Spells
| Spells | Description |
|---|---|
| This is the core spell for the Death Domain cleric. It will enable casting |
|
| Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. | |
| The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with |
|
| The main, long-range damage spell for the cleric in the early game. | |
| Excellent spell to keep on hand. It can be useful when allies cast Cold or Lightning spells to double their damage. | |
| One of the best control spells in the game, if you have a high chance of landing it. What makes it special is that it does not use a concentration slot. | |
| This is an excellent spell, however, I would only use it before combat and in the early game. It loses value later on, especially with some excellent items you can get in Act 1 like |
|
| Excellent early game spell, that can be used to improve defensive capabilities. I would not use it too much at higher levels as you get better use for concentration slots. |
Leveling Progression - Levels 2-12
Here is the detailed progression for the Death Cleric build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class, you can start picking your options.
Level 2
By this time, you should have landed on the
Ravaged beach already and started exploring the initial area. You might need 1 additional encounter if you did not obtain enough XP in the Nautiloid.
| Action | Description |
|---|---|
| Excellent against undead enemies, making them run away. | |
| The feature is a powerful option for the early game, and has decent scaling as you go. It works with melee attacks and melee spells. So you can do solid Nova damage using |
Level 3
At this level, the Cleric gets access to Level 2 spells, further expanding the spellbook. Moreover, new always-ready spells are introduced.
| Spells | Description |
|---|---|
| It can be useful to make an enemy |
|
| Not a useful spell. |
Prepared Spells
| Spells | Description |
|---|---|
| I think this is one of the best additions as it gives a solid boost to the health pool for all party members. Try to cast it with the highest level spell slot. It also works on summons. | |
| Almost a mandatory spell to have by someone in the group. This can help with various ability checks and turn the tables to your side. | |
| Gives a good use for a bonus action. The weapon deals okay damage and can act as a distraction. | |
| Excellent spell, that you can use to greatly improve the survivability of one of your party members. | |
| It can be situationally useful, especially if you have an 80%+ chance of landing it. This then opens up an easy way for Advantage and guaranteed critical hits from the 3-meter range. However, I did not use it much with the cleric. | |
| I recommend being aware that you have this spell, as there are situations where it might be useful. It does not have to always be in the prepared spell list. |
Level 4
Cantrips
| Cantrip | Description |
|---|---|
| This cantrip will be especially useful later on, once you reach Act 2. It will also help activate items like the |
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +1 Wisdom, +1 Constitution | Helps to round up ability points that were left after character creation. |
Level 5
This level is a huge milestone, and that is why no multiclassing happened before. Access to level 3 spells makes Cleric an extremely powerful build.
| Feature | Description |
|---|---|
| When you use |
The Death Domain subclass also gains special spells:
| Spell | Description |
|---|---|
| The spell is a decent flavour option, allowing you to raise the dead. These are pretty weak and have a low hit chance. You can buff them with |
|
| Not recommended spell, for the steep use costs. |
Prepared Spells
Now, this is probably the most important section as you will gain some game-changing spells, allowing you to win many encounters.
| Spell | Description |
|---|---|
| The spell has two variations - necrotic and radiant. Of course, the build theme would want to use the necrotic one. However, it is inferior especially when early and mid-game contain powerful radiant items - |
|
| You can use this Glyph to apply various damage types and effects. For example - fire, cold, lightning, etc. The main highlight is |
|
| Using this as a bonus action together with |
|
| This can be useful throughout the game in case you or a party member gets cursed. |
Level 6
A new cleric feature is unlocked:
| Feature | Description |
|---|---|
| This is a powerful feature that will be useful against numerous enemies in Act 2. Now you necrotic spells and cantrips can overcome these resistances. |
Level 7 - Respec to Sorcerer Lv 1
Now, to further empower Cleric and its capabilities you will have to respec at Withers and pick Sorcerer as a first class. Here are the main reasons for this switch:
- Get proficiency in Constitution Saving Throws. This is important as it allows you to sustain Concentration on spells while being hit.
- Access to the defensive spell
Shield. - Additional cantrips such as
Friends,
Booming Blade, etc.
Class
| Overview | |
|---|---|
Sorcerer |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
Take those cantrips that do not rely on damage as they will be using the Charisma modifier, which will be low for Cleric.
| Cantrip | Description |
|---|---|
| As this build aims to use melee attacks, |
|
| Although this cantrip was taken, you can do it again here and pick another one once you level up as a cleric. | |
| A powerful cantrip that can help lure enemies to one place before combat. Then you can exploit this for area of effect spells or attacks to inflict large amounts of damage or control. | |
| This can be situationally useful, especially as the main character. The main problem is that if it is cancelled near the target NPC, they will attack. So only do that once you are further away. |
Spells
| Spells | Description |
|---|---|
| Very good spell that can ensure +5 Armour Class, giving a good survivability boost. | |
| I recommend this spell. It is not very powerful, but it can be used to specifically hit a foe, with multiple attacks, and using |
Subclass
| Overview | |
|---|---|
Storm Sorcery |
|
| Features | |
| After you cast a Level 1 spell or higher, you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks. | |
Abilities
Use the same ability scores as when starting with Cleric. Wisdom will still be the main spellcasting stat.
Continue leveling into Cleric Lv 1-6
Once you are done with the first level of sorcerer, you can multiclass back into cleric:

Go through levels 1-6 of Cleric, as you already did.
Level 8 - Druid Lv 1
Now we multiclass again, to unlock the Spore Druid subclass. This will be useful for a few reasons:
- Enable effective melee attacks using the Wisdom modifier, thanks to
Shillelagh. - Bonus necrotic damage rider with
Symbiotic Entity
This is purely a flavour option, as it allows for a concentrate on the build goal - high necrotic damage.
Cantrips
| Spells | Description |
|---|---|
| Enables you to effectively use stave weapons using your Wisdom modifier. | |
| Any | Pick any other cantrip |
Prepared Spells
Here are a few recommendations for prepared spells. These are utility ones, as most of the offensive ones will be obtained via cleric.
| Spells | Description |
|---|---|
| Improves movement speed. It is free to cast outside of combat, and can also be used on allies. | |
| Enables easier exploration via jumping long distances | |
| A decent utility spell, especially if you forget to stock up on |
Level 9 - Druid Lv 2
The goal here is to obtain the subclass feature, which directly improves necrotic damage via weapon attacks.
Subclass
Now you are ready to pick the subclass. As you can expect:
| Overview | |
|---|---|
Circle of the Spores |
|
| Features | |
Wild Shape Charge |
Allows transforming into a beast using |
| Easy additional damage using your reaction. | |
| Adds a decent necrotic 1d6 damage rider and temporary HP based on your druid's level. | |
Level 2 also unlocks a special cantrip for the Spore subclass:
| Spell | Description |
|---|---|
| The build already obtains it from Death Cleric subclass. |
Level 10 - Cleric Lv 7
Level 4 spells are unlocked, also new permanent spells are added:
| Spells | Description |
|---|---|
| A decent necrotic-themed spell. However, it targets only one enemy. | |
| This spell can be used as a life-saver or preparation option on Honour Mode. Use this before difficult encounters to maximize your chances of survival. |
Prepared Spells
| Spells | Description |
|---|---|
| As this spell does not use Concentration, it can be a great helper in certain situations. However, the level 4 spell slot is a huge cost. |
Level 11 - Cleric Lv 8
| Feature | Description |
|---|---|
| An additional source of necrotic damage when you hit with your weapon, sadly, only once per turn. |
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Wisdm | It will further help maximize the chances of hitting with a weapon while using |
Level 12 - choose your option
As I mentioned before, you have a few options for the last level. None of them are game-changers in my opinion, but they do give a few playstyle improvements:
- Sorcerer Lv 2 - the benefit here is that you unlock
Metamagic: Twinned Spell. This does require you to use
Potion of Angelic Reprieve to build Sorcery Points, but allows casting 2x level 6
Inflict Wounds. - Cleric Lv 9 - the goal here is to obtain
Cloudkill. - Druid Lv 3 - The third level now gives 12 temporary HP for
Symbiotic Entity. Generally, I think this is still pretty low.
I will go with the Cleric:
| Spell | Description |
|---|---|
| It can be a deadly spell if used correctly. The sad part, is that many enemies will have resistance or even immunity against Poison. You can make powerful combos if you have another caster for |
|
| The spell can be situationally useful, especially the |
That's it, the build is done!
Maximizing Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Wisdom
- 17 Wisdom - character creation.
- Feat 1 - Ability Improvement - +1 Wisdom, the other goes to Constitution.
- Feat 2 - Ability Improvement - +2 Wisdom
- Act 3 - Mirror of Loss - pick +2 Wisdom.
These will allow you to reach 22 natural Wisdom, which is enough for a good Cleric setup.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These have short-term effects for a few turns.
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point, which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| It can be used in two ways - the first one is to enter combat with a |
|
| An easy way to get the |
|
| Gives |
Coatings
These are applied directly on weapons, and usually have a 10-turn duration:
| Consumable | Description |
|---|---|
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last for the whole day, before making a long rest. This makes exlixirs very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| The elixir can be a decent option in the early game. This would enable you to effectively hit in melee range. | |
| Improves Spell Save DC, making it easier to land spells. | |
| Makes it easier to maintain spell Concentration | |
| The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good with |
|
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | Decreases enemy ability score, free use, so worth getting it. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | Allows for easily pulling enemies together for effective use of the area of attacks. | |
| Elite | It can be used to save yourself from a deadly spell. | |
| Elite | Allows for freely casting a spell without resource limitation. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Death Domain Cleric Build. Items are especially important as they take the build to the next level thanks to their unique effects.
The build plays mostly like a standard cleric, with a few variations to maximize its necrotic spells.
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- Gear for each slot is listed Best -> Worst. Generally, this means that you would start with lower gear recommendations (as they are available earlier) and upgrade to higher ones. However, in some cases, the best items can be obtained early, like
Titanstring Bow, and some others. - I mention Stat Sticks in caster and ranged builds. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - BiS - means best in slot item
- If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Act 1
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
Extremely good weapon if you do not care about |
|
| This works together with |
||
| A solid weapon that will increase spell attack rolls and help land |
||
| This is one of the best weapons in the game for a supporting class like Cleric. If you can precast its |
||
| If you do not care about the unique effects, this is a go-to choice. The bonus Armour Class will help you avoid enemy hits and activate |
||
Ranged |
Gives bonus initiative, allowing one to go earlier in combat. | |
| Gives an easy advantage against Monstrosity-type enemies. | ||
| It provides a substantial defensive boost by reducing critical hit damage. It also applies a |
||
| Decent shield if you got Absolute's Brand from |
||
| Gives a bonus to saving throws, easily accessible early in the game. | ||
Head |
A solid helmet that will deal 1d4 radiant damage if the enemy misses you. Moreover, it will also activate any |
|
| Improves movement speed, allowing one to reach important targets easily, early in the game. | ||
Cloak |
- | Nothing relevant for the build. |
Armor |
The best armor pick, for most of the game, later you will get more options, for the necrotic theme. | |
Gloves |
One of the best gloves for builds that apply status effects via various damage sources. This will create Reverbation, increasing the chance of making the enemy Prone. | |
| Defensive gloves that give damage resistance to those that the Cleric heals. Perfect combo to be used with |
||
Boots |
The best boots in terms of offensive damage. They will give |
|
| One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives |
||
| Excellent boots that improve movement capabilities, especially useful when you are running around with |
||
Amulet |
The best cleric amulet in the early game. Use the spells together with |
|
| Grants |
||
Rings |
The best ring for a cleric early in the game. This will apply |
|
| The ring will prove useful once you obtain |
||
| Excellent ring that will allow you to move around more. This is especially useful before you obtain |
||
| The bonus Armour Class is a great boost for survivability. This improves the chances of activating the |
||
| Gives +1 damage boost on 5 |
Act 2 - mid-game
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
- | Continue using weapons from Act 1, as nothing comes close in terms of usefulness. |
| Obtain this weapon as it is one of the best options for buffing yourself with elemental damage via |
||
Ranged |
- | Bows from the previous Act. |
| It can be useful to precast |
||
| The best shield for casters, as it gives +1 Spell Save DC, increasing spell success. | ||
| What makes this shield amazing is that by wearing it, you will be going first most of the time during encounters. This is a great way to apply |
||
Head |
Adds +1 Spell Save DC, improving spell success. This is not a hugely important item, so you can give this to another caster and continue using the previous act gear. | |
Cloak |
Because most of the enemies you come across will have |
|
| Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | ||
Armor |
The best armor for clerics using Radiant damage. | |
Gloves |
Still the best gloves for the Cleric. | |
| These gloves can be used to stack |
||
| Alternative option, that will add 2 more Radiating Orb stacks as you inflict damage. | ||
Boots |
Still, the best boots are in terms of applying to various conditions. | |
| Gives a bonus to armor class. | ||
Amulet |
Continues to provide good value. | |
| Excellent amulet for Honour Mode runs, reducing your chances of wiping. | ||
Rings |
This is a key item to make the necrotic |
|
| The ring is useful if you are buffing allies via healing. | ||
| Continues to be a solid option for movement speed. | ||
| Adds |
Act 3 - Final Build setup
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
The best staff choice for the necrotic theme. This gives |
|
| Another thematic weapon that also deals both necrotic and fire damage. | ||
| One of the best shields in the game. Overall, it serves more of a defensive role, giving advantages on Spell Saving Throws. | ||
Ranged |
Gives a solid boost to initiative. | |
| Improves initiative. | ||
| As you will be hitting occasionally with a weapon, this will improve critical chances. | ||
Head |
One of the rare headwear, that gives a direct damage boost. Thankfully, this is a necrotic one, which fits well with the whole build theme. | |
Cloak |
It provides an increased chance of avoiding enemy attacks with attack rolls. | |
| As you will cover enemies with |
||
Armor |
In terms of combat potential, this is still a powerful armor choice as it applies |
|
| A flavourful armor choice which provides a few benefits. First, it improves spellcasting stats; second, it gives a necrotic damage boost (albeit small). Last, it gives |
||
Gloves |
Improves the damage of your melee attacks and spellcasting stats, to easier to land spells. | |
| These gloves have a special interaction with |
||
| These gloves can be used to stack |
||
| Continues to help with stacking |
||
| Leans more into the support side, applying |
||
Boots |
Best offensive boosts, helping to build |
|
| One of the best boots makes it easy to move across various terrains and resist effects. | ||
| One of the best boots makes it easy to move across various terrains and resist effects. | ||
Amulet |
The ultimate cleric amulet gives an additional Channel Divinity charge. | |
| A solid defensive amulet to help resist spell effects. | ||
Rings |
This is a key item to make the necrotic |
|
| The ring can help you improve melee weapon damage via |
||
| The ring is useful if you are buffing allies via healing. | ||
| Continues to be a solid option for movement speed. | ||
| Adds a |
Build Mechanics
In this section, I would like to dive deep into how to play the Death Cleric Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Touch of Death Power
Death Cleric comes with a good offensive Channel Divinity ability -
Channel Divinity: Touch of Death. For what it is, it's pretty powerful, and continues to scale well into late levels. There are a few ways to use it, and they will make the "melee" aspect of the build.
- Hitting with a weapon will proc it. Later, once you get
Shillelagh, this is a decent attack option. - When casting melee spells, specifically
Inflict Wounds. This becomes your "nova" when you want to deal big damage. - It can also work with
Divine Strike: Necrotic. However, this does require some tinkering. You need to change the reactions window and remove the "Ask" tick. This, of course, means that you lose some control over when both of these activate, but it does allow for maximum single-hit damage

Effectively choosing cantrips
One trick that I first missed is correctly choosing which cantrip to use. This is more important early in the game, as later, it's easy to get a high success chance. The idea is that some spells like
Bone Chill use attack rolls, and
Toll the Dead/
Sacred Flame target enemy saving throws.
What this means is that enemies that have low armour class are better targets for attack roll spells. However, if the enemy has a low target saving throw stat (Wisdom, Charisma, etc.), you are better off using spells that use Saving throws

As you can see, the difference can be huge. So, try to use the one that is most appropriate against a specific enemy and their stats.
Spirit Guardians as bread and butter
So the most important spell for a Cleric is
Spirit Guardians. With the correct gear, I recommend that each enemy you touch will apply various status effects such as
Reverberation,
Prone, and
Radiating Orb.
So you are like a running Beyblade, damaging everything that you touch and also weakening their combat potential. Just remember the core items to make this work -
Luminous Armour,
Boots of Stormy Clamour, and
Gloves of Belligerent Skies. There are some other options, but overall, these are the best picks.
Another core addition, specifically for the Death Cleric variation, is the
Callous Glow Ring. Most likely, you will want to use the necrotic
Spirit Guardians version. The main problem is that
Radiating Orb effects are not active, and they provide huge combat value. Well, this ring gives a radiant damage rider, meaning that you can activate all those items that I mentioned before.
Animating Dead
One addition that might interest you is having a small army of undead. This is more of a flavour, as they don't provide much value besides being meat shields. Still, during late Act 1 and early Act 2, they can act as distractors.
The best use is
Animate Dead, which, when upcast with level 4 spell slots, gets 3 zombies. They are quite weak, but you can use
Aid to significantly improve their health. You can also improve their chances of hitting by using
Bless, but I think that is a waste of a valuable concentration slot.
Also, if you go for an 11 Cleric/1 Sorc split, you can get the
Create Undead spell, which gives stronger undead summons. Moreover, you can apply
Heroes' Feast on them.
The good thing is that these work well with
Cloudkill as they are immune to poison.
Revorb and status effects
The main highlight of the Light Cleric build is the sheer amount of status effects that you will be applying -
Reverberation,
Prone,
Radiating Orb,
Dazed, etc. This can greatly weaken foes and make them harmless to your group.
The main highlight, in my opinion, is
Reverberation. This at first weakens the enemy's strength, dexterity, and constitution saving throw proficiencies. As it stacks to 5, the enemy will get damaged with 1d4 thunder. This is finished by making the enemy
Prone if they fail a saving throw.
Once the enemy is
Prone, they are easy pickings for your melee characters and waste their precious movement speed to stand up. To get these effects consistently, be sure to use
Boots of Stormy Clamour and
Gloves of Belligerent Skies.
Tempestuous Flight
Taking a level 1 dip into Sorcerer unlocked one of the features that will greatly improve Light cleric mobility -
Tempestuous Magic. This will allow you to fly at the cost of a bonus action, not use movement speed, and avoid opportunity attacks.
While flying, any enemies you touch with
Spirit Guardians will be affected by it. This is an excellent way to spread
Radiating Orb and debuff most of the enemies in the combat zone.
Healing and Buffs
Overall, healing should be limited and, in my opinion, used sparingly. My recommended spells are
Healing Word and
Mass Healing Word. These are cheap to use and cost only a bonus action, which does not interfere with your important spells that will be covered later.
However, the major highlight is that those healing spells activate
The Whispering Promise ring, buffing your allies. This is very valuable early in the game, so that your party has a higher hit chance, making combat easier.
In addition, there are other items that you can use -
Hellrider's Pride or
The Reviving Hands later in the game with more defensive bonuses.
Another aspect is camp casting. This means that you can apply long-term buffs that persist throughout the whole day. A few of them that the cleric has:
Aid - gives 5 HP, which scales based on spell slot level used.
Warding Bond - can be used to reduce incoming damage against allies.
Early Game Combat
This part would cover how the build plays up until level 6
- If you can use
Bless to buff allies before combat. Once you get
The Whispering Promise, you can forgo the spell and use
Healing Word or
Mass Healing Word to buff your allies. - Thanks to the
Reaper feature, your cantrips in the early game are very powerful. You can use
Bone Chill or
Toll the Dead to hit two targets. - For a strong single-target damage source, use
Inflict Wounds +
Channel Divinity: Touch of Death. This can easily kill early game foes and scales well throughout the game, with upcast possibility.
Create or Destroy Water is an excellent spell if you have other casters that use Cold or Lightning spells.- Your bonus action has plenty of uses. The already mentioned healing spells, but you can also summon
Spiritual Weapon, which can deal additional damage and distract foes.
Glyph of Warding can be used to put enemies to sleep without a Concentration slot. It is excellent if you see a few of the targets grouped up.- The best option for casting at this stage is radiating
Spirit Guardians +
Luminous Armour +
Gloves of Belligerent Skies +
Boots of Stormy Clamour. This allows for easily debuffing multiple enemies. - If things are turning for the worse, you can always use
Sanctuary to save an ally or use it to flee combat.
Late Game Combat
This covers the combat options for the late game:
- Once you get
Shillelagh, you can use it to improve your weapon hit chance. This enables you to hit foes and save spell slots, while also utilizing
Channel Divinity: Touch of Death and
Divine Strike: Necrotic. - Once you obtain
Callous Glow Ring, you can use the necrotic version of
Spirit Guardians, which will benefit from all the revorb items. - Once you have
Staff of Cherished Necromancy, try to kill an enemy using
Spirit Guardians or weapon hits. This will activate
Life Essence, which gives free fully upcasted
Inflict Wounds.
Conclusion
Thank you for reading the Death Domain Cleric Build for Baldur's Gate 3. This is well made necrotic-themed build that enables an excellent core cleric kit, and support from items to take it to the next level.
Cheers!
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Wood Half-Elf
Wood Elf
High Elf
Half-Orc
Githyanki
Cleric
Spell Slots
Sorcerer
Storm Sorcery
Circle of the Spores
Wild Shape Charge
Melee (One-Handed)
Ranged
Head
Cloak
Armor
Gloves
Boots
Amulet
Rings
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