
Life Domain Cleric Build - Life Fortress - Baldur's Gate 3 (BG3)
Contents
Life Domain Cleric Build - Life Fortress
In general, many of my cleric builds revolve around the main mechanic of Revorb -
Radiating Orb and
Reverberation conditions, which weaken enemies, even forcing them
Prone. This is a very powerful setup, but for this build, I wanted to do something a little different and utilize the full capacity of healing for the Life Cleric.
The build goes all in for the Heavy Armor,
Warding Bond setup, enabling you to soak up damage from your allies. Moreover, the party will be protected with constant healing and buffs like
Bless or
Aid. This does limit your offensive potential, but if you are running 2 A-tier builds, in the group, a little support to them makes your party invincible.
You can still use popular offensive spells like
Spirit Guardians, but without itemization support, it will not be as strong. Still, I do think this build is a perfect contender for those first Honour Mode runs, where you want to have some wall of support, in case "oh shit" moment hits. In that case, Life Cleric is a build for you.
Why did I find this useful? I was running a pretty solid setup, with A-tier+ builds - Abjuration Wizard, Bladesinger, Giant Barb Thrower. What was happening is that these characters would decimate most of the enemies before the Cleric could do anything substantial. So instead of wasting spell slots on
Spirit Guardians, I thought - what can a Life Cleric do that supports them all the time?
So let's jump into the build!
Class Contribution
The build has a few variations, I took the simplest one, which I think covers the level 6 spell that I eagerly wanted to use:
11 Life Domain Cleric
- Can apply
Wet to other casters with
Create or Destroy Water, helping to make enemies vulnerable to Lightning and Cold damage. - Proficiencies with shields, medium, and heavy armor, allowing for improved defensive capabilities
- Access to a large swath of healing-related spells -
Healing Word,
Mass Healing Word,
Preserve Life, etc. These will allow you to buff allies and heal them using gear like
The Whispering Promise. - Long Rest buffs, which help throughout the whole day -
Warding Bond,
Aid, and
Heroes' Feast. These can greatly improve survivability, especially if you want to be careful with your run. - Other useful tidbits like
Beacon of Hope for some powerful healing and additional buffs that come from concentration,
Guardian of Faith to cover chokepoints, etc.
Spirit Guardians can help hit multiple enemies with radiant damage. If you decide to use some specific gear like
Boots of Stormy Clamour,
Luminous Armour, these can help you further to debilitate foes.
1 Storm Sorcerer
- Provides Constitution Saving Throw proficiency which will help maintain spell concentration.
- Access to
Shield, which is an excellent cheap survivability boost if the situation demands it. The +5 Armour Class is a huge boon, allowing you to avoid deadly attacks. - Access to 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
Synergy with other builds
This build can be used in any party composition. But it does suffer from two major problems - low damage and control. For this reason, I do recommend having at least 2 other A-tier builds just to be able to clear out enemies and utilize all the buffs from Life Cleric.
I would for sure recommend any
Great Weapon Master: All In or
Sharpshooter: All In users:
- Bardadin, Battle Master, Bladelock, etc.
- Arcane Archer, Sword Bard Archer, Dual Hand Crossbow Build, Gloomstalker Assassin, etc.
- Casters are also a welcome addition, as they can pair well, especially with a cleric's
Create Water spell - Storm Sorcerer, Stormfrost Sage, etc. Fire Sorcerer is also crazy powerful
So be sure to have two of these, and you are set to go, the fourth one can be anything you like in terms of playstyle. The goal is to have a good baseline damage to compensate for the lack of Life Cleric's offensive prowess.
Lightning/Cold themed
A cleric can be an excellent addition for these kinds of parties, where there is a caster who has Cold or Lightning spells.
Create Water allows you to make enemies
Wet, which doubles the damage of these spells. Here are some builds that go well with this:
- Bladesinger, Abjuration Wizard, Storm Sorcerer, Stormfrost Sage - can access most of the cold and lightning spells in the game.
- Land Druid and its variations - they get access to
Call Lightning, which can be effectively used multiple times per single combat. - Cold Sorcerer - can save initial cast by concentrating on more
Ray of Frost. - Giant Barbarian - the
Elemental Cleaver gives access to various elements, moreover,
Lightning Jabber can double its lightning rider damage.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
| Level | Class | Selection |
|---|---|---|
| 1 | Cleric 1 | Cantrips: |
| Subclass: Life Domain | ||
| Recommended Prepared Spells: |
||
| STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 16, CHA - 10 | ||
| Skills: any | ||
| 2 | Cleric 2 | - |
| 3 | Cleric 3 | Recommended Prepared Spells: |
| 4 | Cleric 4 | Cantrips: |
| Feat: Ability Improvement - +1 Wisdom, +1 Constitution |
||
| 5 | Cleric 5 | Recommended Prepared Spells: |
| 6 | Respec Character: Level 1 - Sorcerer 1 Level 2-6 - Cleric 5 |
Cantrips: |
| Spells: |
||
| Subclass: Storm Sorcery | ||
| 7 | Cleric 6 | - |
| 8 | Cleric 7 | Recommended Prepared Spells: |
| 9 | Cleric 8 | Feat: Ability Improvement +2 Wisdom or |
| 10 | Cleric 9 | Recommended Prepared Spells: |
| 11 | Cleric 10 | Cantrip: |
| 12 | Cleric 11 | Recommended Prepared Spells: |
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
| Setup | Description |
|---|---|
Stars Cleric Build:
|
This is a really strong variation with Star Druid dip. You get the |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Life Cleric build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
| Race | Features | Description |
|---|---|---|
Half-Orc |
|
I would say one of the best picks for this build as you can stand up in case things go wrong and the cleric dies. |
Lightfoot Halfling |
|
Very good pick, as it minimizes the risk of critical failures, especially as you will be taking a lot of damage while concentrating on spells via |
Wood Half-Elf |
|
Increased movement speed is always good. The build does depend on it to some degree, but it's not relying on |
Wood Elf |
|
|
Gnome |
|
No matter which subrace you pick all of them are good the key here is |
Class
| Overview | |
|---|---|
Cleric |
|
| Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
| Unique spell list accessible based on your cleric subclass. | |
Cantrips
| Cantrips | Description |
|---|---|
| Pick one of these. |
|
| 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 | |
| The most important cleric cantrip, which improves various ability rolls, works on yourself and party members. |
Subclass
| Overview | |
|---|---|
| Features | |
| Not recommended spell to use, steep cost, and minor regeneration. | |
| Can be used effectively by precasting. But I would recommend getting |
|
| This is what will make some of the healing bonuses stack, reaching very effective health restoration on allies. | |
Deity
Pick your preferred one in terms of roleplay.
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 a cleric can cover well. However, it 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 the 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 Life Cleric build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that they give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
| Ability | Value | Description |
|---|---|---|
Strength |
8 | Not that relevant. Of course, you can increase it with |
![]() |
16 (15+1) | One of the core abilities giving high initiative, which will be useful for buffing allies, before they take a turn. |
Constitution |
15 | The Constitution will help with maintaining spell concentration and improving the HP pool. |
Intelligence |
8 | This will not be relevant for the build |
Wisdom |
17 (15+2) | The main spellcasting modifier of the Cleric. |
Charisma |
8 | Not that relevant, unless you are the main character. Still, I would prioritize other ability scores. |
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 recommendations are to pick those at which you have a high ability modifier or are useful in general:
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
Level 1 - Prepared 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 |
|---|---|
| The main, long-range damage spell for the cleric in the early game. | |
| If enemies are close to you, this is the go-to spell, which deals strong damage. It can also crit, inflicting even more damage. | |
| Mandatory spell if you have any kind of lightning or cold-based caster to apply |
|
| 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. | |
| Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. | |
| The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with |
|
| This is an excellent spell, however, I would only use it before combat and in the early game. It loses value later on, especially with some excellent items you can get in Act 1, like |
|
| Excellent early game spell, that can be used to improve defensive capabilities. I would not use it too much at higher levels as you get better use for concentration slots. |
Leveling Progression - Levels 2-12
Here is the detailed progression for the Life Domain build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class, you can start picking your options.
Level 2
By this time, you should have landed in the Wilderness
Start Location already. Cleric gives good features from early levels:
| Action | Description |
|---|---|
| Excellent against undead enemies, making them run away. | |
| A decent healing spell that does not use your spell slots, and scales with character level throughout the game. |
Prepare Spell
Feel free to add a spell to the spell list that you can use during combat.
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 |
|---|---|
| Very powerful buff spell. For now, it is quite expensive to use with limited spell slots. But later on, make sure to use and increase the total HP of all party members. This scales with spell slot used. | |
| Situationally useful spell, but otherwise irrelevant. |
Prepare Spells - Level 2 spells
Here are my recommendations for Level 2 spells to be included in your spellbook:
| Spells | Description |
|---|---|
| Excellent spell, that you can use to greatly improve the survivability of your party members. It can be cast multiple times on multiple allies. Once you get good heavy armor like |
|
| Gives a good use for a bonus action. The weapon deals okay damage and can act as a distraction. | |
| 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, and the build continues as is.
Cantrips
| Cantrip | Description |
|---|---|
| This is the time when I think picking this feat is good. It will play a big role in maximizing how much damage Cleric can absorb from party members, and will be part of your core kit. |
Feat
Pretty simple pick here:
| Feat | Description |
|---|---|
| Ability Improvement - +1 Constitution, +1 Wisdom | This helps us round up the main ability points and receive full bonuses. |
Level 5
This level is a huge milestone, and that is why no multiclassing happened before. Access to level 3 spells makes the cleric shine even more.
| Feature | Description |
|---|---|
| When you use |
Life Cleric subclass also gains special spells:
| Spell | Description |
|---|---|
| As there are plenty of |
|
| It can be a good spell for maximum healing potential and activating Concentration. |
Prepared Spells - Level 3 Spells
These spells are quite powerful, so I do recommend adding them:
| Spell | Description |
|---|---|
| Using this as a bonus action together with |
|
| As the build does not emphasize |
|
| You can use this Glyph to apply various damage types and effects. For example, fire, cold, lightning, etc. The main highlight is |
Level 6 - Respec to Sorc Lv 1
Now, to further empower Cleric and its capabilities, you will have to respec at Withers 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).
This level 1 dip will also allow you to keep some level 6 cleric spells, which I think are very valuable for this type of setup for the life cleric.
Cantrips
Take those cantrips that do not rely on damage, as they will be using the Charisma modifier, which will be low for a Cleric.
| Cantrip | Description |
|---|---|
| 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. Be careful, as cancelling it near the target NPC will make them attack you. | |
| You can use this cantrip to pull enemies together before an encounter. | |
| This cantrip is especially useful in Act 2, which you will enter, and proves useful both for allies and yourself. | |
| Any | There are a few options that you could take - |
Spells
| Spells | Description |
|---|---|
| Very good spell that can ensure +5 Armour Class, giving a good survivability boost. | |
| Any | As your main spellcasting modifier is Wisdom, most of the offensive spells will not be useful. However, here are some good picks:
|
Subclass
| Overview | |
|---|---|
Storm Sorcery |
|
| Features | |
| After you cast a Level 1 spell or higher you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks. | |
Abilities
Reuse the same ones from the 1st level.
The rest of the levels in Cleric 1-5
Now you can do a multiclass into Cleric, and retake the previous 5 levels to reach level 6. To do that you need to click this button in level up screen:

Level 7 - Cleric Lv 6
You get an additional Channel Divinity charge and subclass feature:
| Feature | Description |
|---|---|
| A nice feature to slightly improve the survivability, so that you could maintain high health. |
Level 8 - Cleric Lv 7
Level 4 spells are unlocked, also new permanent spells are added:
| Spells | Description |
|---|---|
| It can be situationally useful if enemies are packed in one spot. Sadly, it does have limited damage potential. | |
| I think this spell can be very valuable in Honor Mode runs, and especially against big boss fights. It uses no Concentration, so apply it to the main character and ensure high survivability. |
Prepared Spells - Level 4 Spells
Sadly, there is only one recommendation here:
| Spells | Description |
|---|---|
| Makes the target immune to |
Level 9 - Cleric Lv 8
A new subclass feature is unlocked. Moreover, you can select one more feat.
| Feature | Description |
|---|---|
| In case you use a weapon attack, this can give a decent damage boost. |
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Wisdom | The best pick improves Spellcasting Modifier and makes it easier to land spells. |
| It can help further reduce incoming damage. Sadly, it does not work with magical damage. | |
| This will help maintain spell concentration while being hit. Some items give the same effect as the |
|
| If you want the cleric to go first, and buff allies or avoid any |
Level 10 - Cleric Lv 9
Level 9 gives access to level 5 spells
| Spell | Description |
|---|---|
| It can be useful in some situations, where you get |
|
| Quite powerful healing spell, but I think the spell slot cost is too much. |
Prepared Spells - Level 5 Spells
| Spell | Description |
|---|---|
| Does significant Piercing damage and targets the enemy's Constitution Saving Throws. It is best used with other ground control spells like |
|
| Both of these are great spells and are perfect for dealing pure damage. One thing to best utilize them is to also have some Revorb gear for bonus effects on 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 |
|---|---|
| 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 |
|---|---|
| Although you can take any cantrip, I think this can serve well, once you get |
Level 12 - Cleric Lv 11
The last level gets the final spell that we want for this kind of setup. I would say it is optional, and if you don't need it, you can go for other variations of the build (I have them mentioned at the bottom of the post):
Prepared Spells - Level 5 Spells
| Spell | Description |
|---|---|
| I think this is the main spell to go for when taking Cleric to level 11. It gives a significant boost to survivability, both in terms of total HP and various other bonuses. For example, you could have your caster cast |
That's it, the build is done!
Maximizing Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Wisdom
This is the main spellcasting modifier which affects how well your spells land or how well you heal:
- 17 Wisdom - the base for character creation.
- Feat 1 - Ability Improvement - +1 Wisdom.
- Feat 2 - Ability Improvement - +2 Wisdom
- Act 3 - Mirror of Loss - pick +2 Wisdom.
That is a total of 22 points, meaning +6 ability modifier.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| It can be used in two ways - the first one is to enter combat with a |
|
| It can help to enable speaking with animals. | |
| Gives a short rest effect and restores level 1 and 2 spell slots. Excellent for restoring some spell slots after prebuffing. | |
| A few can be obtained throughout the game, but most of them are found in Act 3. Gives the effects of long rest, perfect for restoring spell slots. |
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 |
|---|---|
| The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. | |
| These can be used to set the strength to 21. As a Cleric, this can be relevant if you plan to use some melee attacks and improve your hit chances. Here is a farming guide for the Elixir of Hill Giant Strength. | |
| Gain 3 stacks of |
|
| Another good choice that allows for better maintenance of spell Concentration. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Grant's a single level 3 spell slot. It could be useful in case you are preparing for a longer encounter. | |
| Grant's a single level 4 spell slot. It could be useful in case you are preparing for a longer encounter. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits. | |
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Excellent way to deal with casters, giving a chance to cancel the concentration of the spell when cast. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Base | It can be useful for deterring enemies from attacking you. Of course, in some cases, you want to be attacked, so skip this then. | |
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | Potent spell that can be used to pull enemies together. You or allies can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. | |
| Elite | Very powerful spell enabling allies under this effect to cast spells with a bonus action. | |
| Elite | Can be used to cancel an incoming spell, in some cases even avoiding being downed. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Life Cleric Build. Items are especially important as they take the build to the next level thanks to their unique effects.
I will list two setup options, the intended build option - being a fortress that soaks damage from allies, buffs, and heals them. Another option is more of a standard Revorb build, which utilizes
Radiating Orb and
Reverberation to weaken foes.
Act 1
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
With its Steel Physiology effect, it reduces incoming damage while you use |
|
| Excellent item, for the earlier part of Act 1. The main highlight is its |
||
Ranged |
Gives bonus initiative, allowing one to go earlier in combat. | |
| Gives easy Advantage against monstrosities, for all weapon attacks. | ||
| Excellent shield, which proves valuable with the |
||
| Great initial shield, with bonuses to Saving Throws. | ||
Head |
Both of these helmets work well. My preference is the |
|
Armor |
Gives a significant damage reduction, which will improve the survivability as you soak damage. | |
Gloves |
The best gloves for support, as they give |
|
| Helps reduce damage from ranged attacks. | ||
Boots |
Both of these boots are excellent options as they will help you maintain spell Concentration, which can easily be broken if you fall. | |
| These boots are perfect for maximizing survivability, as they give health-related bonuses. | ||
Amulet |
The best amulet for a support build with additional healing spells. | |
Rings |
One of the best support items. By using |
|
| A slight boost to the healing amount is useful in the early game, but as the HP pool increases, its usefulness becomes negligible. |
Revorb Setup
Act 1 provides the core items, which don't change much throughout the game. There will be a few additions in Act 2, but that's it.
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
The best weapon for Revorb setup, as it applies a condition that triggers |
|
| The main highlight is |
||
| Gives a |
||
Head |
Deals radiant damage to attackers that miss, and also activates |
|
Armor |
The best armor for applying |
|
Gloves |
One of the best items for applying |
|
Boots |
Applies |
|
Rings |
Better movement speed, allowing you to hit more enemies with |
Act 2 - mid-game
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
- | Act 1, items are still the best uses. |
Ranged |
If you want to cast |
|
| If you are dedicated to go first, this shield will make sure you do that in most encounters. | ||
| Although this is technically better for caster than |
||
| - | Shields from previous acts. | |
Head |
Gives sizeable bonuses to saving throws, helping to keep spell concentration | |
| A good helmet with bonuses that help to maintain spell concentration. | ||
| This is a decent helmet option if you want higher spell success. But I would still prefer the previous act's headwear, as I think their effects are nicer for the setup this build is doing. | ||
| - | Helmets from the previous Act. | |
Cloak |
Not much difference in which cloak you choose to equip. However, I would use |
|
Armor |
Great armor with flat damage reduction and other useful features. | |
| I would say this is still a solid choice with a flat damage decrease. | ||
| Gives |
||
| If you were not able to obtain |
||
Gloves |
- | Use the ones from the previous Act. |
Boots |
- | Use the ones from the previous Act. |
Amulet |
Continues to be the best support amulet in my eyes. | |
| Another option with a single |
||
| You can instantly stand up in case the character gets |
||
Rings |
- | To be fair no major items here that could give a big improvement. |
Revorb Setup
There are a few key additions to the items for this setup, which will give a good improvement:
| Slot | Item | Description |
|---|---|---|
Gloves |
This is an optional glove option, if you want more |
|
Rings |
Gives additional radiant damage, which is easy to proc. | |
| Theoretically, it should work better than listed. Unfortunately, it works only on single-time damage, like |
Act 3 - Final Build setup
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
- | For weapons, nothing much really changes. You should still use either |
Ranged |
Both of these bows work well. |
|
| The strongest shield in the game, which gives you |
||
| Gives |
||
Head |
Hands down the best headwear for this setup. Constant healing will proc |
|
Cloak |
Can be used to buff allies for bonus damage with |
|
Armor |
Excellent armour with a flat -3 damage to all sources. This greatly improves the damage that you can sustain from |
|
| Armour alternative, which also reduces all incoming damage. Also, gives |
||
Gloves |
Similar to |
|
Boots |
These boots help you avoid falling down on Ice or other slippery surfaces | |
Amulet |
The best amulet for clerics, giving an additional cast of |
|
| If you want maximum survivability with a Life Cleric build, this amulet will give a huge health boost. Moreover, it will maximize your constitution saving throws. | ||
| Can be used to play around with higher Wisdom values, which would allow taking another feat. | ||
| Excellent amulet to improve success against spells. | ||
Rings |
This continues to be the best ring in terms of buffs for the game. | |
| Healing item that can be an alternative to |
||
| Can be used to cast |
Revorb Setup
So in Act 3, nothing changes for Revorb setup to be honest. So you can continue using items from previous Acts.
Build Mechanics
In this section, I would like to dive deep into how to play the Life 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.
Prebuffing (campcasting) after a long rest
So one of the main roles, for this build, is to empower allies at the start of the day just after resting. Here are the main buffs:
Warding Bond - the main spells of this build, which allows you to soak damage from allies. I recommend casting on 2-3 allies, depending on how well you are able to sustain damage.
Aid - try to cast this as a highest level buff, this will maximize spell effectiveness and give a significant boost to max health.
Freedom of Movement - this spell is situation, I would only use it before some big encounters, which you are planning to do, or you know any enemy can apply some restraining spells on you or your allies.
Heroes' Feast - you will obtain this later in the game, but it also gives a big boost to maximum health and stacks with
Aid.
With these, your party will have a low chance of wiping and greatly increase the group party pool that the enemy needs to deal with.
Buffing everyone with Heals
So, as a Life Cleric, you would expect to do a lot of healing. This is partially true, but this will be used more for buffing allies in most cases. What do I mean?
With items like
Hellrider's Pride and
The Whispering Promise, any healing you do will give
Bless and
Blade Ward on allies. This will help you to improve survivability, which stacks with
Warding Bond. This is pretty easy to activate:
Healing Word - the cheapest and simplest option to land heals on a single target ally. It does consume a spell slot, but it is still very helpful. The main highlight is that it only uses a bonus action.
Preserve Life - the signature feature of Life Cleric. Does a good amount of healing, but also heals all allies, and as we talked, this will make everyone buffed up and stronger.
Mass Healing Word - improved version that targets all allies, again using only a bonus action. This does consume a level 3 spell slot, but otherwise it is very efficient for the action economy of a Cleric.
Using Concentration spells
With high damage reduction, you have some options on what to concentrate on during battles. This maximizes your usefulness, but also gives an edge in combat. Here are some recommendations from me:
Beacon of Hope - great spell for those boss encounters, where healing might be essential.
Crusader's Mantle - excellent buff, that improved ally damage with radiant element.
Shield of Faith - improves armour class of the target, making their survivability better.
Spirit Guardians - the best offensive option if you want to land damage on enemies. With a high-level spell slot, you can be quite effective at dealing with multiple foes at the same time. It will not be as powerful without the Revorb setup, but still a good option.
Otherwise, feel free to use scrolls or control spells to weaken foes.
Throwing Potions
The best healing is using potions, which does seem counterintuitive, but the raw amount of health they restore is immense. Well, in some situations, you can just throw a potion, save some spell slots, while also activating
The Whispering Promise or
Hellrider's Pride.
You can even heal multiple allies if they are standing next to each other.
Early Game Combat
So there is a lot to cover here, I think, but the priority is to get
The Whispering Promise +
Hellrider's Pride and buff allies. After that, you concentrate on damage absorption, healing, or any other options.
Guiding Bolt and
Inflict Wounds are perfect early game offensive spells, which can one-shot many enemies.- For the first few levels,
Healing Word can be used to revive a
Downed ally. Once you get
The Whispering Promise, use it to buff allies. - Always recommend keeping
Sanctuary as "oh shit!" spell for yourself or allies. You can cast it on yourself and run away from the encounter.
Command can be a great control spell, but I will be fair, I skip it most of the time, as early in the game, its success is low. Unless you have enemies debuffed with
Phalar Aluve: Shriek or
Bane.- For strong healing + buffs, use the signature feature of Life Cleric -
Preserve Life. It is inexpensive to use and doesn't consume your spell slots.
Enhance Ability is all around good roleplay and exploration spell, to get instant and easy advantage on any ability.- Once you have some defensive items like
Defender Flail or
Adamantine Splint Armour you can start using
Warding Bond. Try to have
Blade Ward active and cast it every second turn, to reduce incoming damage if allies are attacked.
Warding Bond should be recast after each long rest, and you can apply it to multiple allies.- For a good bonus action use you have
Spiritual Weapon, which serves well in the early game. It can distract foes and deal decent damage.
Mass Healing Word is a tremendously good spell, as it can be used with a bonus action and targets all allies in a large area.
Spirit Guardians or
Glyph of Warding are excellent offensive spells, that can deal significant damage in the correct circumstances.- Don't forget to use
Create Water if you have an ally that can utilize the double damage of Lightning and Cold.
Mid to Late Game Combat
Many of the things will pass from early levels to late levels. The core is buffing and healing. Of course, here are some additions:
Guardian of Faithcan be excellent if placed in a narrow corridor where enemies need to pass.- Don't forget to do camp casting with
Aid,
Warding Bond,
Heroes' Feast etc., after each long rest. - The Sorcerer dip gives you an amazing spell -
Shield, which can make you avoid multiple attacks during a turn. You can also use it's
Tempestuous Magic: Flight +
Spirit Guardians to tag enemies with radiant damage around the battlefield
Blade Ward is still an important spell, but in Act 3, you can get items like
Armour of Persistence or
The Reviving Hands, which negate the need for that. it could be then replaced with
Resistance.- You have even more offensive spell options -
Insect Plague or
Flame Strike. The former is best combined with some other caster and
Difficult Terrain.
Beacon of Hope can be used for boss encounters, where you know that they hit hard and can wipe out your team members. The max healing option is very powerful.- Otherwise, make sure
Warding Bond is up and let the almost invincible allies take care of things.
Conclusion
Thank you for reading the Life Cleric Build for Baldur's Gate 3. Here I wanted to take a bit different approach with less emphasis on
Spirit Guardians and more on the buff + healing + damage absorption route. I am really happy with the result.
Cheers!
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