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 |
---|---|---|
1 | Cleric 1 | STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 |
Skills: any | ||
Cantrips: Sacred Flame, Produce Flame, Guidance |
||
Prepared Spells: Guiding Bolt, Command, Inflict Wounds, Sanctuary, Healing Word | ||
Subclass: Tempest Domain |
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2 | Cleric 2 | - |
3 | Cleric 3 | Prepared Spells: Lesser Restoration, Enhance Ability, Hold Person, Spiritual Weapon |
Cantrip: Thaumaturgy | ||
4 | Cleric 4 | Feat: Ability Improvement - +1 Wisdom +1 Constitution or +2 Wisdom |
5 | Cleric 5 |
Prepared Spells: Spirit Guardians, Glyph of Warding, Mass Healing Word |
6 | Cleric 6 | - |
7 | Sorcerer 1 (respec as first level) |
Cantrips: Friends, Minor Illusion, Blade Ward, Mage Hand. |
Spells: Shield, Magic Missile | ||
Subclass: Storm Sorcery | ||
8 | Cleric 7 | - |
9 | Cleric 8 | Feat: Ability Improvement +2 Wisdom or War Caster: Concentration |
10 | Cleric 9 | Prepared Spells: Flame Strike |
11 | Cleric 10 | - |
12 | Cleric 11 | Prepared Spells: Heroes' Feast, Planar Ally |
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 |
---|---|---|
Wood Half-Elf |
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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 Spirit Guardians. |
Wood Elf |
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High Half-Elf |
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The High subraces of elves can be useful as they give access to cantrips like Friends, which are especially good for the main character. |
High Elf |
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Bronze Dragonborn |
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Although the race is somewhat disappointing, it still fits the theme pretty well, as it represents lightning elements. |
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. |
Domain Spells | Unique spell list accessible based on your cleric subclass. |
Cantrips
Cantrips | Description |
---|---|
Sacred Flame | 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. |
Produce Flame | 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 |
Guidance | The most important cleric cantrip, which improves various ability rolls, works on yourself and party members. |
Subclass
Overview | |
---|---|
Tempest Domain | |
Features | |
Wrath of the Storm | Especially early in the game, this gives an excellent use for reaction. |
Thunderwave | A decent spell that can be used to throw off enemies from ledges. |
Fog Cloud | 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 |
---|---|
Guiding Bolt | The main, long-range damage spell for the cleric in the early game. |
Create or Destroy Water |
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. |
Inflict Wounds | 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. |
Command | 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. |
Sanctuary | Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. |
Healing Word | The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with The Whispering Promise ring you can buff specific allies. |
Bless | 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 The Whispering Promise. |
Shield of Faith | 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 |
---|---|---|
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 |
---|---|---|
Strength | 8 | Not relevant for the build |
Dexterity | 16 (15+1) | The key ability of the build will give increased damage, initiative, and armor class. |
Constitution | 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. |
Intelligence | 8 | Least important stat for the build. |
Wisdom | 17(15+2) | The main spellcasting ability for clerics. This should be maximized to have success with spells. |
Charisma | 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 |
---|---|
Turn Undead | Excellent against undead enemies, making them run away. |
Destructive Wrath | 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 |
---|---|
Gust of Wind | Can be used to push back foes. |
Shatter | Excellent spell to deal with Scrying Eyes that you will encounter in some places. Shatter should destroy them instantly. |
Prepared Spells
Spells | Description |
---|---|
Lesser Restoration | 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. |
Warding Bond | Excellent spell, that you can use to greatly improve the survivability of one of your party members. |
Hold Person | Can be situationally useful, especially if you have an 80%+ chance to land it. It can also shine if you start using the Scorching Ray + Hat of Fire Acuity combo. |
Spiritual Weapon | Gives a good use for bonus action. The weapon deals okay damage and can act as a distraction. |
Enhance Ability | 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 |
---|---|
Light | This cantrip will be useful together with the Coruscation Ring or Callous Glow Ring to enable their effects. |
Feat
Here you can select from a few choices, based on your playstyle and what kind of playthrough you are doing.
Feat | Description |
---|---|
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 |
---|---|
Destroy Undead | When you use Turn Undead, you will also deal bonus radiant damage. I think this is a good addition, but nothing fancy as it has niche uses. |
The Tempest Domain subclass also gains special spells:
Spell | Description |
---|---|
Call Lightning | 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 Create Water on top, and you will deal double damage. |
Sleet Storm | 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 |
---|---|
Spirit Guardians | 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. |
Remove Curse | This can be useful throughout the game in case you or a party member gets cursed. |
Glyph of Warding | 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. |
Mass Healing Word | Using this as a bonus action together with The Whispering Promise will buff all allies with the Bless effect. |
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 |
---|---|
Thunderbolt Strike | 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 |
---|---|
Friends | 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. |
Blade Ward | Can be useful in some situations, where an ally might be in a pinch, and you have no good use for action otherwise. |
Minor Illusion | You can use this cantrip to pull enemies together before an encounter. |
Mage Hand | Can be used to solve some puzzles and overcome obstacles. |
Spells
Spells | Description |
---|---|
Shield | Very good spell that can ensure +5 Armour Class giving a good survivability boost. |
Magic Missile | I recommend this spell. It is not very powerful, but it can be used to specifically hit a foe, with multiple attacks and using Callous Glow Ring apply a lot of Radiating Orbs to weaken its hit chance. |
Subclass
Overview | |
---|---|
Storm Sorcery | |
Features | |
Tempestuous Magic | 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 |
---|---|
Ice Storm | 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 Callous Glow Ring, and Coruscation Ring will apply 4 stacks of Radiating Orbs, greatly weakening foes. |
Freedom of Movement | 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 |
---|---|
Divine Strike: Thunder | 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 |
---|---|
Ability Improvement | +2 Wisdom is the optimal pick here, especially if you have not reached 20 Wisdom with Auntie Ethel Hair. War Caster: Concentration would be relevant if you do not have items with a Concentration Saving Throw advantage. |
War Caster: Concentration | This will help maintain spell concentration while being hit. Some items give the same effect, but these will most likely go to other characters. |
Alert | 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 |
---|---|
Insect Plague | Area control spells, that can impose difficult terrain and apply a decent amount of damage on targets walking through it. |
Destructive Wave | Excellent spell, that can also make foes prone, making them easy targets for your allies. |
Prepare Spells
Spell | Description |
---|---|
Greater Restoration | Removes negative status effects, that can be useful in some situations. |
Flame Strike | 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 |
---|---|
Divine Intervention | 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 |
---|---|
Thaumaturgy | 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 |
---|---|
Heroes' Feast | Buff your allies with temporary health points. This makes them more likely to survive difficult encounters. |
Planar Ally | Summon a companion, that can deal adequate damage and also act as a distraction. |
Blade Barrier | 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 |
---|---|
Potion of Speed | 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. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility | 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 |
---|---|
Elixir of Bloodlust | 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. |
Elixir of Battlemage's Power | Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
Elixir of Peerless Focus | Another good choice that allows to better maintain spell Concentration. |
Superior Elixir of Arcane Cultivation | Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
Supreme Elixir of Arcane Cultivation | Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have Alert this becomes redundant. |
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 |
---|---|---|
Favourable Beginnings | Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits. |
Luck of the Far Realms | Base | Guarantees a critical hit, use it on important targets, that you want to make sure are killed. This works well with spells like Inflict Wounds which have attack rolls. |
Psionic Overload | Base | As this is Psychic damage, you will double it to 2d4 thanks to Resonance Stone. |
Psionic Backlash | Base | A decent use for reaction to deal some bonus psychic damage. |
Cull the Weak | Base | Can help to kill an enemy faster if it is left with a few HP. |
Illithid Expertise | Elite | As you are not a charisma-based character, these proficiencies help with dialogue checks. |
Black Hole | Elite | One of the most powerful illithid powers. You can use it to pull enemies together. If you can follow up with Call Lightning + Destructive Wrath, the combo will destroy most of the enemies. |
Psionic Dominance | 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. |
Freecast | Elite | Remove the cost of spell slots or charges. |
Mind Sanctuary | 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 |
---|---|---|
Melee (One-Handed) | Blood of Lathander | Extremely good weapon if you do not care about Phalar Aluve unique effects. The Lathander's Light effect will help you activate additional debuffs from enemies and make combat easier in Act 2. |
Phalar Aluve | 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. | |
Defender Flail | 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 Holy Lance Helm. | |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat. |
Shield | Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. |
Safeguard Shield | Gives a bonus to saving throws, easily accessible early in the game. | |
Head | Holy Lance Helm | A solid helmet that will deal 1d4 radiant damage if the enemy misses you. Moreover, it will also activate any reverbation effects from Gloves of Belligerent Skies. |
Haste Helm | Improves movement speed, allowing one to reach important targets easily, early in the game. | |
Cloak | - | Nothing relevant for the build |
Armor | Luminous Armour | This is the best armor for the whole game. |
Gloves | Gloves of Belligerent Skies | 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. |
Boots | The Watersparkers | These boots are an interesting choice, especially together with The Sparkswall. If you cast Create Water and stand on it this will apply shock damage to everyone. In addition, Thunderbolt Strike will push enemies around wasting their movement speed. |
Boots of Stormy Clamour | The best boots in terms of offensive damage. They will give Reverbation stacks when you apply status effects, for example, Spirit Guardians. So use these boots together with the mentioned spell. | |
Disintegrating Night Walkers | One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Misty Step to increase that mobility. | |
Amulet | Amulet of Restoration | The best cleric amulet early in the game. Use the spells together with The Whispering Promise to apply buffs on your allies. |
Rings | The Whispering Promise | The best ring for a cleric early in the game. This will apply Bless to allies when you use the Mass Healing Word. |
The Sparkswall | Makes you resistant to lightning damage and you are immune to electrocution. You can then stand on electrified water surfaces, which works perfectly with The Watersparkers. | |
Crusher's Ring | Excellent ring that will allow you to move around more. This is especially useful before you obtain Tempestuous Magic from Sorcerer dip. | |
Ring of Protection | The bonus Armour Class is a great boost for survivability. |
Act 2 - mid-game
Slot | Item | Description |
---|---|---|
Melee (One-Handed) | - | Continue using weapons from Act 1, as nothing comes close in terms of usefulness. |
Ranged | Bow of Awareness | Still the best bow, as initiative plays a vital role for Cleric. |
Hellfire Hand Crossbow | Equipping two of these will allow you to shoot using off-hand and activate Divine Strike: Thunder. | |
Hand Crossbow +1 | ||
Shield | Ketheric's Shield | The best shield for casters as it gives +1 Spell Save DC, increasing spell success. |
Sentinel Shield | 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 Spirit Guardians. | |
Head | Fistbreaker Helm | Adds +1 Spell Save DC improving spell success. |
Hat of Storm Scion's Power | This helmet can be useful to improve your Spell Save DC a little. Still, your thunder spells like Shatter even if hit by multiple enemies will only give 1 stack. | |
Cloak | Thunderskin Cloak | Because most of the enemies you come across will have Reverbation this cloak will further help to weaken those foes. |
Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | |
Armor | Luminous Armour | The best armor for clerics using Radiant damage. |
Gloves | Gloves of Belligerent Skies | Stil the best gloves for the Tempest Cleric as they will synergize with your Lightning, Thunder, and Radiant spells. |
Luminous Gloves | Alternative option, that will add 2 more Radiating Orb stacks as you inflict damage. | |
Boots | The Watersparkers | These boots are an interesting choice, especially together with The Sparkswall. If you cast Create Water and stand on it this will apply shock damage to everyone. In addition, Thunderbolt Strike will push enemies around wasting their movement speed. |
Boots of Stormy Clamour | A better choice if you will not be using the Electrified Water mechanic and rely more on Spirit Guardians. | |
Amulet | Amulet of the Harpers | Allows casting a Shield spell, and can be a lifesaver if attacked heavily for one turn. |
Rings | Callous Glow Ring | The ring's bonus radiant damage will help activate Gloves of Belligerent Skies and get more Reverbation stacks. |
The Sparkswall | Makes you resistant to lightning damage and you are immune to electrocution. You can then stand on electrified water surfaces, which works perfectly with The Watersparkers. | |
Coruscation Ring | 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 Luminous Armour. | |
Ring of Mental Inhibition | 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 |
---|---|---|
Melee (One-Handed) | Markoheshkir | 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 Chain Lightning, which can deal huge damage with your Destructive Wrath. |
Staff of Spell Power | Another staff for casters comes with the Arcane Battery feature, giving a free cast without spell slot cost. | |
Ranged | Hellrider Longbow | The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
Hand Crossbow +2 | This is an improved version that you can dual wield with another hand crossbow, for an offensive option using bonus action. | |
Shield | Viconia's Walking Fortress | One of the best shields in the game. Overall, it serves more of a defensive role giving advantages on Spell Saving Throws. |
Ketheric's Shield | The best shield for casters as it gives +1 Spell Save DC, increasing spell success. | |
Head | Hood of the Weave | 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. |
Cloak | Cloak of The Weave | Improves Spell Save DC. However, the main caveat is that this cloak is in demand by all casters. |
Cloak of Displacement | Provides an increased chance of avoiding enemy attacks with attack rolls. | |
Armor | Luminous Armour | Still the best armor in the game. |
Gloves | - | Reuse the same gloves from previous acts. |
Boots | - | Reuse the same boots from previous acts. |
Amulet | Amulet of The Devout | Overall, the best amulet for Cleric builds. Gives additional Channel Divinity Charge and improved Spell Save DC. |
Rings | - | 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 |
---|---|
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Gives access to the third feat, but overall the playstyle stays the same. |
Thunder Apostle:
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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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