Light Domain Cleric Build - Lightbearer - Baldur's Gate 3 (BG3)
Contents
Light Domain Cleric Build - Lightbearer
This cleric build is one of the simplest and most powerful setups that you can do. The general idea is being a controller and support character able to weaken foes and help allies. However, Ligh Domain offers a solid choice of offensive spells, giving you options for destroying enemies using Holy flames.
Overall, you will have the standard healing and support options like Mass Healing Word and Healing Word. Moreover, the big power spike will come with Spirit Guardians and Glyph of Warding allowing the Cleric to destroy enemy formations and weaken their attack rolls.
However, the main difference with this subclass comes from a plethora of fire spells - Scorching Ray, Fireball, or the light and fire pillar - Flame Strike. To top it, your Light Domain gives a Warding Flare greatly increasing the chance of the enemy missing.
So in two turns, you will be able to buff allies, weaken or disable foes, and cover the whole battlefield in fire. There is no other build that can offer such a deadly combination and be effective.
So let's get into the build
Class Contribution
I recommend 1 level dip in Sorcerer, as this will greatly improve both the effectiveness of control spells and your survivability.
11 Light 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, albeit this has negative synergy with the build.
- 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.
- Light cleric features - Radiance of the Dawn and Warding Flare, to inflict radiant damage and increase the likelihood of enemies missing.
- A plethora of fire spells like Fireball, Scorching Ray, Wall of Fire, etc. They deal good damage and are an excellent addition to a powerful Cleric spell list.
- 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 huge 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: Light 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 | Sorcerer 1 (respec as first level) |
Cantrips: Friends, Minor Illusion, Blade Ward, Mage Hand. |
Spells: Shield, Magic Missile | ||
Subclass: Storm Sorcery | ||
7 | Cleric 6 | - |
8 | Cleric 7 | - |
9 | Cleric 8 | Feat: Ability Improvement +2 Wisdom or War Caster: Concentration |
10 | Cleric 9 | Prepared Spells: Insect Plague |
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 Light 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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Asmodeus Tiefling |
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I think this race fits thematically, especially as the cleric subclass revolves around fire. Moreover, they provide some fire-related spells. |
Overall, I would avoid picking small races, as Cleric benefits greatly from higher movement speed.
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 | |
---|---|
Light Domain | |
Features | |
Warding Flare | Allows you to impose a disadvantage on enemy attack, this is an easy way to have a chance of avoiding enemy attacks. |
Light | Excellent cantrip that will be useful in dark areas, especially Act 2. |
Burning Hands | A situationally useful spell, however, it's nothing fancy. |
Faerie Fire | Excellent spell that you can use to enable attack roll advantage for your allies, useful in the early game. |
Deity
Pick your preferred one in terms of roleplay.
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. |
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. |
Create or Destroy Water |
Mandatory spell if you have any kind of lightning or cold based caster to double their 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 Light 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 Light 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. |
Radiance of the Dawn | One of the better cleric actions, it can deal a decent amount of radiant damage in a large area. Also removes any Darkness. |
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 |
---|---|
Flaming Sphere | A separate summon, that can be a great distraction and deals some damage. However, it pales to other spell options, especially as you get to higher levels. |
Scorching Ray | Excellent attack spell, that also works well with Hat of Fire Acuity to stack Spell Save DC. |
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 |
---|---|
Thaumaturgy | This can be useful in some ability checks especially if you are the main character. |
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 Light 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. |
Light Cleric subclass also gains special spells:
Spell | Description |
---|---|
Daylight | Cover a wide area with light, especially useful in Act 2, where most of the areas are dark, and can also weaken foes. |
Fireball | One of the most satisfying spells to use. It is fairly simple and deals good damage the more targets you can hit. It excellent choice, when you just want to use it for an action point, without Concentration. |
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 - 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 7 - Cleric Lv 6
The main highlight is the improvement of Light Cleric's level 1 feature:
Feature | Description |
---|---|
Improved Warding Flare | Warding Flare can now be activated on allies. |
Level 8 - Cleric Lv 7
Level 4 spells are unlocked, also new permanent spells are added:
Spells | Description |
---|---|
Guardian of Faith | A summon, that is somewhat disappointing - high spell and action cost, makes it very limited in use. |
Wall of Fire | A very powerful fire spell that can destroy groups of enemies with correct placement in narrow passages. |
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 Light Cleric.
Level 9 - Cleric Lv 8
A new subclass feature is unlocked. Moreover, you can select one more feat.
Feature | Description |
---|---|
Potent Spellcasting | A good enough feature, that will improve your Sacred Flame damage. |
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 |
---|---|
Flame Strike | Deadly spell that creates a pillar of fire dealing both fire and radiant damage. |
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. |
Insect Plague | Area control spells, that can impose difficult terrain and apply a decent amount of damage on targets walking through it. |
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 |
---|---|
Resistance | The last cantrip to obtain from the spell list. |
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 or leave the encounter if it comes to worst. |
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 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. |
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 Light Cleric Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
The core items of the build are obtained in Act 1, so be sure not to miss those items as they will play a crucial role in making the Lightbearer effective.
Slot | Item | Description |
---|---|---|
Melee (One-Handed) | 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. |
Blood of Lathander | I think this weapon deserves an honorable mention. It looks cool and has satisfying and useful effects. | |
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. | |
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. |
Hellrider's Pride | Defensive gloves that give damage resistance to those that the Cleric heals. Perfect combo to be used with Healing Word/Mass Healing Word + The Whispering Promise. | |
Boots | 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. |
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. | |
Boots of Speed | Excellent boots that improve movement capabilities, especially useful when you are running around with Spirit Guardians active. | |
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. |
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 a Cleric. |
Darkfire Shortbow | Can be useful to precast Haste in some encounters. | |
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 | Hat of Fire Acuity | This headwear can be useful with Scorching Ray as it will allow easily stacking Spell Save DC and reach almost 100% spell success. Otherwise, if you are not interested in this mechanic I would continue using Holy Lance Helm. |
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 Light Cleric. |
Luminous Gloves | Alternative option, that will add 2 more Radiating Orb stacks as you inflict damage. | |
Boots | Boots of Stormy Clamour | Still the best boots in terms of applying various conditions. |
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. |
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. | |
Ring of Spiteful Thunder | Adds another Dazed effect that can be procced after 5 Reverbation stacks are activated and Thunder damage gets applied. |
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) | - | Use the same weapons from the previous acts, as nothing comes close to them. |
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. |
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, Boots of Stormy Clamour, and Gloves of Belligerent Skies. There are some other options, but overall these are the best picks.
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...
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 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 of the enemies in the combat zone.
Reverbation and status effects
The main highlight of the Light Cleric build is the sheer amount of status effects that you will be applying - 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 and Gloves of Belligerent Skies.
Stacking Arcane Acuity
One unique interaction that you can do with Light cleric is using Scorching Ray + Hat of Fire Acuity to prop up your Spell Save DC. This will allow most of your spells to have a 100% success chance.
For example, using level 5 Commandwill allow you to disable 5 enemies, making combat encounters a cakewalk. Of course, this will require you to first use Scorching Ray and after that, you can only do control spells.
So you will need Haste or Potion of Speed to pull this off and forgo the Spirit Guardiansunless it is a long encounter.
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 if you have other casters that use Cold or Lightning spells.
- Radiance of the Dawn is an amazing Cleric ability that you can use to apply debuffs, inflict damage, and dispel darkness. I recommend using it in a way to reach the maximum amount of targets.
- Once you obtain Spirit Guardians use these to run around the battlefield and debuff the enemies. Check the equipment section for the items that work the best with it.
- 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 them grouped up.
- Fireball is an excellent spell that you can use after you apply debuffs with Spirit Guardians.
- 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 combat does not change too much. The core of the build stays the same, and most of your spells can be upcast to be more effective.
- Spirit Guardians are still your bread and butter for most of the combat encounters. You want to weaken most of the enemies before they get their turn.
- If you opt in for Hat of Fire Acuity use it to pump your Spell Save DC and unleash powerful control spells like Command or Hold Person.
- Heroes' Feast is an excellent spell to buff up your group with additional temporary HP and some resistance
- Flame Strike and Destructive Wave are excellent spells when you just want to dish out damage, especially on the second turn, once you have prepared everything and weakened foes.
- Insect Plague and Wall of Fire are perfect spells to cover choke points and force enemies to get damaged or slowed down while they try reaching you.
Build Variations
I don't think the build has many worthwhile variations. You can go with pure Cleric for the third feat, but overall this does not change much, with the build being already very powerful.
Conclusion
Thank you for reading the Ligt Cleric build for Baldur's Gate 3. The subclass offers a satisfying synergy of radiant and fire damage. These two elements allow for some explosive damage, strong control, and debuffing capabilities.
Cheers!
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