
Best Tempest Cleric Build - Baldur's Gate 3 (BG3)


Contents
Tempest Domain Cleric Build
As all Cleric builds at its core you will be responsible for support and control. So the core will still be occasional Healing Word and
Mass Healing Word together with
Spirit Guardians. But if the situation requires you should be able to set up
Create Water which you can then utilize with
Call Lightning or by other party members.
Tempest Domain power comes from merging three things - Wet stats + Destructive Wrath + Lightning spells. This will allow you to deal the maximum possible damage, and if a spell like
Call Lightning lands you can expect to see big numbers.
To top it Thunderbolt Strike allows one to knockback foes with the simplest thunder and lightning riders. You can create some silly combos, like water that debuffs and knockbacks anyone who enters it.
Still, there are some differences to another very strong subclass - Light Domain Cleric. While this one can be useful in almost any composition, Tempest Domain shines together with other casters. Specifically with casters that also use the Wet status effect to double their damage. The main reason is that you will be limited by several actions, and big setups may take plenty of resources.
You will also gain very powerful spells like Sleet Storm,
Ice Storm, and
Destructive Wave. These spells allow you to deal good damage but also control large swaths of areas disabling enemy movement.
So let's get into the build
Class Contribution
The build mostly goes into Cleric to obtain all the core parts of the Tempest Domain. Sorcerer comes into play to empower the caster parts of the build.
11 Tempest Cleric
- Access to healing and support spells -
Mass Healing Word and
Healing Word
- Can apply wet status for other casters with
Create or Destroy Water, to empower your Lightning spells.
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.
- Tempest Domain offers
Destructive Wrath, allowing you to deal the maximum possible damage with your spells.
- Access to various reactions and spells related to the Lightning and Thunder theme -
Wrath of the Storm,
Call Lightning,
Sleet Storm,
Destructive Wave.
- Unique
Thunderbolt Strike feature, allowing your direct and rider thunder/lightning damage to push back foes.
- Proficiencies with shields and medium armor, allowing to improve defensive capabilities further.
1 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 a variety of cantrips like
Friends, which are especially useful if you are the main character, as you can win over some of the dialogues with low charisma.
- Unique Storm Sorcerer feature -
Tempestuous Magic, giving a boost in mobility.
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 |
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1 | Cleric 1 | STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 |
Skills: any | ||
Cantrips: ![]() ![]() ![]() |
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Prepared Spells: ![]() ![]() ![]() ![]() ![]() |
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Subclass: Tempest Domain |
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2 | Cleric 2 | - |
3 | Cleric 3 | Prepared Spells: ![]() ![]() ![]() ![]() |
Cantrip: ![]() |
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4 | Cleric 4 | Feat: Ability Improvement - +1 Wisdom +1 Constitution or +2 Wisdom |
5 | Cleric 5 |
Prepared Spells: ![]() ![]() ![]() |
6 | Cleric 6 | - |
7 | Sorcerer 1 (respec as first level) |
Cantrips: ![]() ![]() ![]() ![]() |
Spells: ![]() ![]() |
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Subclass: Storm Sorcery | ||
8 | Cleric 7 | - |
9 | Cleric 8 | Feat: Ability Improvement +2 Wisdom or ![]() |
10 | Cleric 9 | Prepared Spells: ![]() |
11 | Cleric 10 | - |
12 | Cleric 11 | Prepared Spells: ![]() ![]() |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Tempest Domain build. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
Race | Features | Description |
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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 ![]() |
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The High subraces of elves can be useful as they give access to cantrips like ![]() |
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Although the race is somewhat disappointing, it still fits the theme pretty well, as it represents lightning elements. |
Class
Overview | |
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Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
Features | |
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These can be used to cast spells and are restored each long rest. |
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Unique spell list accessible based on your cleric subclass. |
Cantrips
Cantrips | Description |
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The main damage cantrip of clerics deals radiant damage. Early in the game, it is underwhelming, due to low Spell Save DC, but later it can be a decent option when you are saving spell slots. |
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It can be used to light the area around you, but also deals 1d8 fire damage. This is a recommended general damage option early in the game |
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The most important cleric cantrip, which improves various ability rolls, works on yourself and party members. |
Subclass
Overview | |
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Features | |
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Especially early in the game, this gives an excellent use for reaction. |
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A decent spell that can be used to throw off enemies from ledges. |
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Cover an area in fog, which can be used for pickpocketing or making combat easier. |
Deity
I would suggest Talos, as it represents thunder and lightning.
Prepare Spells
Clerics get plenty of good level-1 spells. You might not have enough slots to equip them all but don't worry, more will be available as you level up. Choose your preferred ones.
Spells | Description |
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The main, long-range damage spell for the cleric in the early game. |
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The core spell of this build will allow your Lightning-based spells to deal double damage. In most cases, you will be able to destroy simple grunt foes. |
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If enemies are close to you, this is the go-to spell, which a strong damage rolls. It can also crit, inflicting even more damage. |
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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. |
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Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. |
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The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with ![]() |
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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 ![]() |
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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. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Wisdom.
Background | Skills | Description |
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Folk Hero | Animal Handling Survival |
Both wisdom skills, that cleric can cover well. However, may not be the best choice in terms of role-play. |
Acolyte | Insight Religion |
Insight is a Wisdom skill and Religion although Intelligence fits well with Cleric's theme. |
Guild Artisan | Insight Persuasion |
Excellent choice for the main character, you get Persuasion skills which help with dialogues. |
Outlander | Athletics Survival |
Mainly relevant for Survival skill which is wisdom-based. |
Abilities
Now let's take a look at the abilities of the Tempest Cleric build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
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8 | Not relevant for the build |
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16 (15+1) | The key ability of the build will give increased damage, initiative, and armor class. |
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15 | The constitution will play a major role in maintaining spell concentration and HP pool. If you will be getting Auntie Ethel's Hair, set this to 14, and put 2 points elsewhere. |
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8 | Least important stat for the build. |
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17(15+2) | The main spellcasting ability for clerics. This should be maximized to have success with spells. |
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8 | If you set Constitution to 14, you can allocate 2 points here. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendation would be to go for these, most relevant to the theme of the build:
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
Leveling Progression - Levels 2-12
Here is the detailed progression for the Tempest Cleric 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
This is where you will have left the tutorial area, and will start exploring the world.
Action | Description |
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Excellent against undead enemies, making them run away. |
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The main feature of Tempest Domain allows it to deal maximum damage with Thunder and Lightning spells. |
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 |
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Can be used to push back foes. |
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Excellent spell to deal with Scrying Eyes that you will encounter in some places. ![]() |
Prepared Spells
Spells | Description |
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I recommend being aware that you have this spell, as there are situations where it might be useful. It does not have to be always in the prepared spell list. |
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Excellent spell, that you can use to greatly improve the survivability of one of your party members. |
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Can be situationally useful, especially if you have an 80%+ chance to land it. It can also shine if you start using the ![]() ![]() |
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Gives a good use for bonus action. The weapon deals okay damage and can act as a distraction. |
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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. |
Level 4
Level 4 brings the first feat, it will be a huge improvement.
Cantrips
Cantrip | Description |
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This cantrip will be useful together with the ![]() ![]() |
Feat
Here you can select from a few choices, based on your playstyle and what kind of playthrough you are doing.
Feat | Description |
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Ability Improvement | Depending on whether you picked:
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Level 5
This level is a huge milestone, and that is why no multiclassing happened before. Access to level 3 spells makes Tempest Cleric an extremely powerful build.
Feature | Description |
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When you use ![]() |
The Tempest Domain subclass also gains special spells:
Spell | Description |
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This is spell slot efficient spell, especially if you plan on having a longer encounter. For example, in the late game, you can cast it as a level 5 spell, and continue recast it without expending more slots. Add ![]() |
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Extremely powerful control spell that is usually overlooked, because it does not have any damage. However, you can make enemies prone with it, cancel the concentration of spells, and cover an area in ice. After this, enemies will have to pass Dexterity checks to avoid falling once they start moving. |
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 |
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This is one of the strongest cleric spells, that will be your bread and butter throughout the game. It will be used to weaken enemies using the Radiating Orb status effect. |
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This can be useful throughout the game in case you or a party member gets cursed. |
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You can use this Glyph to apply various damage types and effects. For example - fire, cold, lightning, etc. The main highlight is Sleep, which works on multiple enemies and can outright win you an encounter. |
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Using this as a bonus action together with ![]() ![]() |
Level 6
This is one of the main features that I think can be overlooked. With various items and synergies it can make an excellent area denial option.
Feature | Description |
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With this feature, you will be able to see some silly situations, where enemies are pummeled around from your spells. It does not provide too many practical bonuses and sometimes can even have negative effects, of spreading enemies apart. |
Level 7 - respec to Sorcerer
Now, to further empower Cleric and its capabilities you will have to respec and pick Sorcerer as a first class:
- Get proficiency in Constitution Saving Throws. This is important as it allows you to sustain Concentration on spells while being hit.
- Access to defensive spells like
Shield.
- Have the correct spellcasting modifier on items, which depends on the last class taken via multiclassing (it will be Cleric).
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 |
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If you are the main character and do most of the dialogues, this is also a good choice as it gives an advantage during rolls. |
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Can be useful in some situations, where an ally might be in a pinch, and you have no good use for action otherwise. |
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You can use this cantrip to pull enemies together before an encounter. |
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Can be used to solve some puzzles and overcome obstacles. |
Spells
Spells | Description |
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Very good spell that can ensure +5 Armour Class giving a good survivability boost. |
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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 | |
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Features | |
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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
Reuse the same ones from the 1st level.
Level 8 - Cleric Lv 7
Level 4 spells are unlocked, also new permanent spells are added:
Spells | Description |
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An excellent spell that has a few good uses. First, it can cover an area with Ice. Second, each of the hits will apply a separate instance of Radiant damage with ![]() ![]() |
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Has some niche uses, when you would want an ally to freely move on difficult terrains. However, the spell slot cost is quite steep. |
Prepared Spells
Sadly, there is nothing much to recommend. The spells can be situationally good. However, none of them will change the core rotations of Tempest Cleric.
Level 9 - Cleric Lv 8
A new subclass feature is unlocked. Moreover, you can select one more feat.
Feature | Description |
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The only time this would be used is when I would activate Attack of Opportunity, otherwise it does not serve much purpose. |
Feat
Feat | Description |
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Ability Improvement | +2 Wisdom is the optimal pick here, especially if you have not reached 20 Wisdom with Auntie Ethel Hair. ![]() |
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This will help maintain spell concentration while being hit. Some items give the same effect, but these will most likely go to other characters. |
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If you constantly want to go first and avoid any surprise rounds, this feat guarantees that. |
Level 10 - Cleric Lv 9
Level 9 gives access to level 5 spells
Spell | Description |
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Area control spells, that can impose difficult terrain and apply a decent amount of damage on targets walking through it. |
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Excellent spell, that can also make foes prone, making them easy targets for your allies. |
Prepare Spells
Spell | Description |
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Removes negative status effects, that can be useful in some situations. |
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Deadly spell that creates a pillar of fire dealing both fire and radiant damage. |
Level 11 - Cleric Lv 10
Now you will get access to the highest tier spell slot - level 6, which will allow casting and upcasting some really powerful spells.
Feature | Description |
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Once per playthrough action that can be used to activate special effects. To be fair, I usually forget to use it, but it can be extremely useful during Honour Mode playthrough. |
Cantrips
Cantrip | Description |
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Can be used to help with dialogue checks, and has no negative effects on NPCs. |
Level 12 - Cleric Lv 11
This is the last level, and the cleric will access level 6 spells.
Prepare Spells
Spell | Description |
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Buff your allies with temporary health points. This makes them more likely to survive difficult encounters. |
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Summon a companion, that can deal adequate damage and also act as a distraction. |
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Deadly barrier, that can harm multiple foes if placed correctly on the choke point. |
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.
There are two options here, first without Auntie Ethel Hair:
- First Feat - Ability Improvement - +1 Wisdom. The second point will go to the Constitution.
- Second Feat - Ability Improvement - +2 Wisdom.
- Act 3 - Mirror of Loss - pick +2 Wisdom.
Here is what you should do with Auntie Ethel Hair:
- Act 1 - Auntie Ethel Hair - you will want to get +1 Wisdom if you pick this choice.
- Feat - Ability Improvement - +2 Wisdom
- Act 3 - Mirror of Loss - pick +2 Wisdom.
These will allow you to reach 20-22 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 are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
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In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
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Although not something powerful, it is worth stocking up and saving a spell slot. |
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Can be used to get a perfect position before the encounter starts. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
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Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
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Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
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Another good choice that allows to better maintain spell Concentration. |
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Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
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Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
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For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have ![]() |
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.
Illithid Power | Type | Description |
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Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits. |
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Base | Guarantees a critical hit, use it on important targets, that you want to make sure are killed. This works well with spells like ![]() |
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Base | As this is Psychic damage, you will double it to 2d4 thanks to Resonance Stone. |
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Base | A decent use for reaction to deal some bonus psychic damage. |
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Base | Can help to kill an enemy faster if it is left with a few HP. |
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Elite | As you are not a charisma-based character, these proficiencies help with dialogue checks. |
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Elite | One of the most powerful illithid powers. You can use it to pull enemies together. If you can follow up with ![]() ![]() |
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Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a disadvantage on mental saving throws. |
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Elite | Remove the cost of spell slots or charges. |
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Elite | You can now use action and bonus action interchangeably, giving two full spell casts each turn. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Tempest Cleric Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
Slot | Item | Description |
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Extremely good weapon if you do not care about ![]() ![]() |
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This is one of the best weapons in the game for a supporting class like Cleric. If you can precast its Phalar Aluve: Melody before combat, I recommend using it both to improve companion damage or attack rolls. | |
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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 ![]() |
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Gives bonus initiative, allowing one to go earlier in combat. |
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It provides a substantial defensive boost by reducing critical hit damage. |
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Gives a bonus to saving throws, easily accessible early in the game. | |
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A solid helmet that will deal 1d4 radiant damage if the enemy misses you. Moreover, it will also activate any reverbation effects from ![]() |
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Improves movement speed, allowing one to reach important targets easily, early in the game. | |
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- | Nothing relevant for the build |
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This is the best armor for the whole game. |
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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. |
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These boots are an interesting choice, especially together with ![]() ![]() ![]() |
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The best boots in terms of offensive damage. They will give Reverbation stacks when you apply status effects, for example, ![]() |
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One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives ![]() |
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The best cleric amulet early in the game. Use the spells together with ![]() |
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The best ring for a cleric early in the game. This will apply ![]() ![]() |
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Makes you resistant to lightning damage and you are immune to electrocution. You can then stand on electrified water surfaces, which works perfectly with ![]() |
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Excellent ring that will allow you to move around more. This is especially useful before you obtain ![]() |
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The bonus Armour Class is a great boost for survivability. |
Act 2 - mid-game
Slot | Item | Description |
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- | Continue using weapons from Act 1, as nothing comes close in terms of usefulness. |
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Still the best bow, as initiative plays a vital role for Cleric. |
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Equipping two of these will allow you to shoot using off-hand and activate ![]() |
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The best shield for casters as it gives +1 Spell Save DC, increasing spell success. |
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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 Radiating Orb and Reverbation on enemies using ![]() |
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Adds +1 Spell Save DC improving spell success. |
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This helmet can be useful to improve your Spell Save DC a little. Still, your thunder spells like ![]() |
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Because most of the enemies you come across will have Reverbation this cloak will further help to weaken those foes. |
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Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | |
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The best armor for clerics using Radiant damage. |
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Stil the best gloves for the Tempest Cleric as they will synergize with your Lightning, Thunder, and Radiant spells. |
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Alternative option, that will add 2 more Radiating Orb stacks as you inflict damage. | |
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These boots are an interesting choice, especially together with ![]() ![]() ![]() |
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A better choice if you will not be using the Electrified Water mechanic and rely more on ![]() |
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Allows casting a ![]() |
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The ring's bonus radiant damage will help activate ![]() |
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Makes you resistant to lightning damage and you are immune to electrocution. You can then stand on electrified water surfaces, which works perfectly with ![]() |
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This will help with building Radiating Orb stacks. However, with all the effects you will be applying, this might be overkill as you will already be proccing ![]() |
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Excellent ring that can be used to apply Mental Fatigue from failed Saving Throws against your spells. |
Act 3 - Final Build setup
Act 3 is where the build will get the best items, to maximize its effectiveness and damage.
Slot | Item | Description |
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I understand that this staff has minimal chance of being used with Tempest Cleric. However, it has an excellent synergy via Kereska's Favour, allowing it to activate Bolts of Doom. This unlocks ![]() ![]() |
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Another staff for casters comes with the ![]() |
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The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
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This is an improved version that you can dual wield with another hand crossbow, for an offensive option using bonus action. | |
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One of the best shields in the game. Overall, it serves more of a defensive role giving advantages on Spell Saving Throws. |
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The best shield for casters as it gives +1 Spell Save DC, increasing spell success. | |
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One of the best headwear for spellcasters, giving +2 Spell Save DC. This can be contested by other casters as it is in high demand. |
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Improves Spell Save DC. However, the main caveat is that this cloak is in demand by all casters. |
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Provides an increased chance of avoiding enemy attacks with attack rolls. | |
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Still the best armor in the game. |
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- | Reuse the same gloves from previous acts. |
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- | Reuse the same boots from previous acts. |
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Overall, the best amulet for Cleric builds. Gives additional Channel Divinity Charge and improved Spell Save DC. |
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- | Reuse the same rings from previous Acts. |
Build Mechanics
In this section, I would like to dive deep into how to play the Light Domain 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.
Healing and Buffs
The main misunderstanding about clerics is that people assume they should only be healing and supporting. However, this is far from the truth. In general, the best healing mechanic is just throwing potions, which is efficient, and cheap in comparison.
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 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.
Otherwise, I would leave any other healing spells for out-of-combat.
Spirit Guardians - Cleric's bread and butter
So the most important spell for Cleric is Spirit Guardians. With the correct gear that I recommend each enemy you touch, will apply various status effects like Reverbation, 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, and
Gloves of Belligerent Skies. You can also equip
Boots of Stormy Clamour, but it does not work with another combo unique to Tempest Cleric I explain next.
So the idea is to run around and have as many as possible enemies touched by your light. However, this might be limiting in some cases, where enemies might be on higher ground or behind covers. This is where the next step comes in...
Electrified Water fun
One of the unique features of Tempest Domain that you can do is create a pool of electrified water that debuffs, damages, and pummels foes around. Let's go through the steps of how to create it.
First, the core of this combo can be created using these - Create Water +
The Watersparkers +
The Sparkswall.
You will cover a huge area in water, electrify it and whoever steps on it gets electrocuted. This might not seem like a big benefit, but remember, these enemies become Wet. After that they can be exploited by you or other casters with either Cold or Lightning spells with double damage.
Still, this is not all. The water can act as a debuffing field, weakening foes. This might be developer oversight or intended mechanic but I will still mention it. Adding these items - Luminous Armour +
Callous Glow Ring +
Gloves of Belligerent Skies/
Luminous Gloves with your water field will deal bonus radiant damage and debuff enemies. Crazy right?
This is not all, due to how game mechanics work Thunderbolt Strike will knock back foes with each hit, making them waste their movement speed. This unique tempest feature works with any kind of lightning/thunder damage and various riders.
Negative Synergy with Melee Members
As you can guess having an area covered in electric water looks cool, but characters that want to enter the melee range will have problems. In this case, I would suggest covering only part of the field with electrified water or mainly using Spirit Guardians with some blasting on the side.
Easy way to apply wet
If you are in a bind, and want to save Action Point without casting Create Water, there is a cheaper alternative. You can throw Water Bottle from the inventory onto the ground or close to the enemies.
The next stepp will require some kind of Hand Crossbow +1 so that you could shoot with offhand. Now hit the bottle with your arrow, and it will break, applying wet to the nearby targets.
Maximum Lightning Damage
The main highlight of Tempest Domain is what they access at level 2 - Destructive Wrath. This allows dealing maximum damage with Lightning spells. Now imagine, you use
Call Lightning, upcast it to level 5, apply Wet on enemies, and activate
Destructive Wrath. This will result in 100 damage per target.
If you can also allow your cleric to equip Markoheshkir and use
Chain Lightning the numbers become even more ridiculous.
Tempestuous Flight
Taking a level 1 dip into Sorcerer unlocked one of the features that will greatly improve Tempest cleric mobility - Tempestuous Magic. This will allow you to fly at the cost of 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 Orbs and debuff most enemies in the combat zone.
Reverbation and status effects
The main highlight of the build is the sheer amount of status effects you will apply - Reverbation, Prone, Radiating Orb, Daze, etc. This can greatly weaken foes and make them harmless to your group.
The main highlight in my opinion is Reverbation. This at first weakens enemy 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,
Luminous Armour, and
Gloves of Belligerent Skies.
Early Game Combat
Let's cover how you should progress combat levels 1-6. You will be limited by the amount of spell slots you have.
- For early encounters use normal spells like
Guiding Bolt and,
Inflict Wounds. To save spell slots I would prioritize
Produce Flame followed by
Sacred Flame to inflict damage
- 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.
Create or Destroy Water is an excellent spell to cover the arena in water or wet enemies for your lightning spells. Once you get
The Watersparkers +
The Sparkswall, you can create electrified water. This will then damage enemies and debuff them if you have specific gear.
- Level 6
Thunderbolt Strike, will further empower any type of thunder/lightning damage you do and push back enemies, making them waste their movement speed to stand up. This works well with the mentioned electrified water.
- You can use either
Spirit Guardians or
Call Lightning depending on the situation. For example, the former is perfect for debuffing enemies, that you can reach in one turn movement distance. The latter is better suited for enemies that are stacked together or are Wet. This way you best utilize your Concentration slot.
- Your bonus action has plenty of uses. The already mentioned healing spells, but you can also summon
Spiritual Weapons, that 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 them grouped up.
- 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
The late game is a kind of extension of the early game just at a more powerful level.
- With plenty of debuffing items like
Callous Glow Ring,
Luminous Armour,
Gloves of Belligerent Skies you can create deadly electrified water. Just use
Create Water while wearing
The Watersparkers +
The Sparkswall and wait for enemies to come close. I recommend doing this on the first turn.
- The second turn or action is perfect to activate a Concentration spell, depending on the situation it could be
Call Lightning or
Spirit Guardians. You also have
Destructive Wave which can be used to deal good damage and also apply debuffs from your items.
- If you have melee combatants in your group, I would prioritize
Spirit Guardians or
Destructive Wave most of the time. Electrified water can create unnecessary problems, while these leave everyone safe.
- Remember to use your bonus action. If you are wearing double-hand crossbows, utilize them and
Divine Strike: Thunder for additional debuffs and damage.
- If using
Markoheshkir, activate
Lightning Bolt or
Chain Lightning together with
Destructive Wrath for maximum damage.
- Level 6 spells, like
Heroes' Feast or
Planar Ally, are best to be precast in camp, before going into the world.
Build Variations
There are a few variations that I would like to mention for this build:
Setup | Description |
---|---|
|
Gives access to the third feat, but overall the playstyle stays the same. |
Thunder Apostle:
|
This build is a full-fledged caster, giving access to metamagic, and allowing you to cast spells with your bonus action. This makes you a truly powerful combatant, that can land 3 full damage Lightning spells per turn with late-game gear. |
Conclusion
Thank you for reading the Tempest Cleric build for Baldur's Gate 3. I hope you enjoyed reading about this build. It gives you a unique cleric playstyle that focuses not only on support and debuffing but also on huge damage spikes utilizing Destructive Wrath.
Cheers!
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