All Baldur s Gate 3 Cleric Subclasses: Difference between revisions
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<br>The | <br>The Shadow Magic Sorcerer draws on the dark power of the Shadowfell to manipulate shadows to their advantage. Initially, this grants them 24m/80ft of Darkvision and the Strength of the Grave ability. This ability will trigger when your hit points are reduced to zero, restoring 1 hit point and preventing you from becoming downed. This only triggers once per long r<br> <br>Players who choose a Blue Dragon as their Draconic Ancestry will learn Witch Bolt as an additional first level spell, while a Bronze Dragon will instead grant Fog Cloud . At level 6, they will gain resistance to lightning damage and a boost to lightning damage de<br><br>Duergar also gain the Dwarven Resilience passive alongside Duergar Resilience, granting Advantage on saving throws against Illusions, [https://www.baldursgate3fans.com/articles/baldur-s-gate-3-swarmkeeper-tempest-cleric-build-unleashed.html Baldursgate3Fans.Com] Charm, Paralysis, and Poison. The Darkvision can be nice, too, though the reduction in movement distance is a notable downside of the race. Most races can move at least 9m on a turn, while Dwarves can only go 7.5m.<br><br>Players looking to strengthen their defenses further should instead grab the Bonespike set, consisting of the "Bonespike Helmet", "Bonespike Garb", "Bonespike Gloves", and "Bonespike Boots." These generate temporary hit points, boost AC, allow attacks to ignore physical resistances, and add a chance for raging to cause psychic damage to nearby foes.<br><br>For example, the Hat of Fire Acuity would generate two stacks of Arcane Acuity when landing an attack with a weapon that deals fire damage. If the Cleric then uses Divine Strike: Elemental Fury to deal fire damage, this would trigger the Hat of Fire Acuity a second time and generate two more stacks for a total of four.<br><br>In Baldur's Gate 3 the max level you can reach is Level 12, but not every class gets something every time it levels up. But as a Spellcaster class, this BG3 Cleric build will have something to choose at every level.<br><br>It is important to note that there are certain weapons whose enchantments only function when bound using either Weapon Bond or the Warlock's Pact of the Blade. In the release version of the game, only one of these weapons is currently accessible, this being the Charge-Bound Warhammer in Act 2. Purchased from Dammon, this warhammer gains +1 to attack and damage rolls and deals an additional 1d6 lightning damage when it is bound to its wielder. The Warped Headband Of Intellect , found during Act 1 by killing Lump the Enlightened in the Blighted Village (or at any point afterwards after summoning them using their horn), is an excellent option for players who want to take advantage of the Eldritch Knight's abilities during the early-mid game without investing in intelligence. The aforementioned headband sets the wearer's intelligence to 17 while worn.<br><br>At level Six, Berserkers gain the "Mindless Rage" ability, which grants them immunity to the Charmed and Frightened status effects while raging. It also prevents the "Calm Emotions" spell from ending their rage. At level 10, they gain "Intimidating Presence," allowing them to inflict fear on a target as an action. This can be useful for neutralizing foes and rendering them more vulnerable to attacks.<br><br>When it comes to equipment, players should first consider the healing equipment that can be easily acquired during Act 1. Beginning with the Whispering Promise Ring, sold by Volo wherever players find him. This ring gives creatures healed by the wearer the "Blessed" effect for two turns, allowing the wearer to buff the party while healing them.<br><br>Players looking for more consistent damage, as opposed to the extreme highs and lows of Glaives and Greataxes, should pick up a greatsword. Excellent options in Act 1 are the Everburn Blade, Svartlebee's Woundseeker, and Jorgoral's Greatsword. The Soulbreaker Greatsword and Sussur Greatsword are also decent picks, with the former being especially valuable if playing a Githyanki. During Act 3, non-gith characters should grab the Sword of Chaos or Balduran's Giantslayer for best results, while Githyanki should instead obtain the Silver Sword of the Astral Plane.<br><br> <br>Getting Started How Long To Beat Baldur's Gate 3: 10 Things We Wish We Knew Before Playing Which Difficulty Should I Pick? Where To Go First How to Play with Friends Most Beginner-Friendly Classes In Baldur's Gate 3 10 Starting Character Builds For Beginners Should You Save Scum in Baldur's Gate 3? Custom Mode, Explained Unlockable Sex Scenes, Explained Honour Mode, Expla<br><br> <br>The Shadow Mastiff can also entangle enemies around it in Shadowy Vines unless they pass a Strength Save against the Hound's Spell Save DC. (You can boost this by feeding the Shadow Mastiff an Elixir of Battlemage's Power) The Shadow Mastiff can also use Splinter Shadow to divide into copies of itself when struck by melee attacks that don't deal Radiant Damage, quickly turning it into multiple threats if the enemy attacks unwis<br><br>While not always the strongest option, this can be used to activate spells like Blade Ward without giving up an attack. It can even be used to cast True Strike without giving up an attack, though this won't make it useful mid-combat.<br> | ||
Revision as of 19:34, 7 November 2025
The Shadow Magic Sorcerer draws on the dark power of the Shadowfell to manipulate shadows to their advantage. Initially, this grants them 24m/80ft of Darkvision and the Strength of the Grave ability. This ability will trigger when your hit points are reduced to zero, restoring 1 hit point and preventing you from becoming downed. This only triggers once per long r
Players who choose a Blue Dragon as their Draconic Ancestry will learn Witch Bolt as an additional first level spell, while a Bronze Dragon will instead grant Fog Cloud . At level 6, they will gain resistance to lightning damage and a boost to lightning damage de
Duergar also gain the Dwarven Resilience passive alongside Duergar Resilience, granting Advantage on saving throws against Illusions, Baldursgate3Fans.Com Charm, Paralysis, and Poison. The Darkvision can be nice, too, though the reduction in movement distance is a notable downside of the race. Most races can move at least 9m on a turn, while Dwarves can only go 7.5m.
Players looking to strengthen their defenses further should instead grab the Bonespike set, consisting of the "Bonespike Helmet", "Bonespike Garb", "Bonespike Gloves", and "Bonespike Boots." These generate temporary hit points, boost AC, allow attacks to ignore physical resistances, and add a chance for raging to cause psychic damage to nearby foes.
For example, the Hat of Fire Acuity would generate two stacks of Arcane Acuity when landing an attack with a weapon that deals fire damage. If the Cleric then uses Divine Strike: Elemental Fury to deal fire damage, this would trigger the Hat of Fire Acuity a second time and generate two more stacks for a total of four.
In Baldur's Gate 3 the max level you can reach is Level 12, but not every class gets something every time it levels up. But as a Spellcaster class, this BG3 Cleric build will have something to choose at every level.
It is important to note that there are certain weapons whose enchantments only function when bound using either Weapon Bond or the Warlock's Pact of the Blade. In the release version of the game, only one of these weapons is currently accessible, this being the Charge-Bound Warhammer in Act 2. Purchased from Dammon, this warhammer gains +1 to attack and damage rolls and deals an additional 1d6 lightning damage when it is bound to its wielder. The Warped Headband Of Intellect , found during Act 1 by killing Lump the Enlightened in the Blighted Village (or at any point afterwards after summoning them using their horn), is an excellent option for players who want to take advantage of the Eldritch Knight's abilities during the early-mid game without investing in intelligence. The aforementioned headband sets the wearer's intelligence to 17 while worn.
At level Six, Berserkers gain the "Mindless Rage" ability, which grants them immunity to the Charmed and Frightened status effects while raging. It also prevents the "Calm Emotions" spell from ending their rage. At level 10, they gain "Intimidating Presence," allowing them to inflict fear on a target as an action. This can be useful for neutralizing foes and rendering them more vulnerable to attacks.
When it comes to equipment, players should first consider the healing equipment that can be easily acquired during Act 1. Beginning with the Whispering Promise Ring, sold by Volo wherever players find him. This ring gives creatures healed by the wearer the "Blessed" effect for two turns, allowing the wearer to buff the party while healing them.
Players looking for more consistent damage, as opposed to the extreme highs and lows of Glaives and Greataxes, should pick up a greatsword. Excellent options in Act 1 are the Everburn Blade, Svartlebee's Woundseeker, and Jorgoral's Greatsword. The Soulbreaker Greatsword and Sussur Greatsword are also decent picks, with the former being especially valuable if playing a Githyanki. During Act 3, non-gith characters should grab the Sword of Chaos or Balduran's Giantslayer for best results, while Githyanki should instead obtain the Silver Sword of the Astral Plane.
Getting Started How Long To Beat Baldur's Gate 3: 10 Things We Wish We Knew Before Playing Which Difficulty Should I Pick? Where To Go First How to Play with Friends Most Beginner-Friendly Classes In Baldur's Gate 3 10 Starting Character Builds For Beginners Should You Save Scum in Baldur's Gate 3? Custom Mode, Explained Unlockable Sex Scenes, Explained Honour Mode, Expla
The Shadow Mastiff can also entangle enemies around it in Shadowy Vines unless they pass a Strength Save against the Hound's Spell Save DC. (You can boost this by feeding the Shadow Mastiff an Elixir of Battlemage's Power) The Shadow Mastiff can also use Splinter Shadow to divide into copies of itself when struck by melee attacks that don't deal Radiant Damage, quickly turning it into multiple threats if the enemy attacks unwis
While not always the strongest option, this can be used to activate spells like Blade Ward without giving up an attack. It can even be used to cast True Strike without giving up an attack, though this won't make it useful mid-combat.