In the mystical realms of Baldur’s Gate 3, the Cleric class emerges as a beacon of divine power, wielding spells that can heal allies or smite foes. Whether you envision yourself as a stalwart protector or a radiant avenger, mastering the art of spellcasting is crucial. This guide delves into the best spells for Clerics, showcasing how to harness their unique abilities to dominate the battlefield and support your party effectively. From potent healing spells to devastating offensive options, discover the spells that will elevate your Cleric from a mere healer to an indispensable force in any adventuring party.
- Sacred Flame – a simple, offensive spell dealing 1d8radiant damage on hit.
Level 1 spells:
- Guiding Bolt – a bolt of divine energy that deals 4d6 radiant damage. On hit, gives advantage on the next attack against the target. The spell can be upcast using higher level spell slots to increase its damage.
- Inflict Wounds – a powerful spell inflicting a massive 3d10 necrotic damage. Its biggest flaw is it range, as it only works on touch.
- Burning Hands – a cone of flame dealing 3d6 fire area damage for up to 5 meters. This spell is exclusive to Light Domain Clerics.
Level 2 spells:
- Flaming Sphere – summons a 2-meters wide burning sphere, dealing 2d6 fire damage to nearby units and shedding light around itself The sphere lasts for 10 turns or until the Cleric’s concentration is broken. This spell is exclusive to Light Domain Clerics.
- Scorching Ray – just like the previous spell, this one is also exclusive to Light Domain. Fires three rays of fire dealing 2d6 damage each.
Level 3 spells:
- Warding Glyph – a powerful spell triggering the chosen magical effect. Can deal up to 5d8 area damage of a chosen type.
- Fireball – an iconic Level 3 spell that deals 8d6 area damage. Exclusive to Light Domain Clerics.
Best defensive and support Cleric spells
Clerics in Baldur’s Gate 3 excel not only in healing but also in providing crucial defensive and support capabilities through their spellcasting. Key spells such as Bless and Guidance enhance allies’ effectiveness in combat, granting bonuses to attack rolls and ability checks. Spirit Guardians stands out as a powerful area control spell, dealing consistent damage to nearby enemies while halving their movement speed, making it invaluable for protecting the party. Additionally, spells like Mass Healing Word and Guardian of Faith offer essential healing and protective effects, ensuring that the Cleric can sustain their allies during tough encounters. These spells exemplify the Cleric’s role as a versatile support class, capable of turning the tide of battle through strategic spellcasting.
Cantrips:
- Resistance – gives the target 1d4 to saving throws.
Level 1 spells:
- Shield of Faith – gives the target 2 Armor Class. Increases a tank’s tanking capabilities and a spellcaster’s survivability.
- Bane – inflicts up to three simultaneous targets with a -1d4 penalty on their attack rolls and saving throws.
- Bless – an exact opposite to the previous spell. Gives three targets 1d4 to attack rolls and saving throws.
- Healing Word and Cure Wounds – basic Cleric healing spells. The former is particularly useful, as it lets you heal unconscious allies from a distance.
- Command – if the target fails their saving throw, they must run away, get closer, stop or drop their weapon.
Level 2 spells:
- Blindness – blinds the target for 10 turns. Crucially, this spell does not require concentration.
- Hold Person – paralyzes the target if they fail their Wisdom saving throw.
- Prayer of Healing – heals 2d8 hit points to all allies within line of sight. Only available outside of combat.
- Aid – healing effects always restore the maximum amount of health possible when used on targets affected by Aid.
Level 3 spells:
- Revivify – revives a dead ally and restores them to 1 hit point.
- Spirit Guardians – summons helpful spirits around the Cleric, dealing damage to nearby enemies (3d8) and slowing them down.
- Beacon of Hope – healing effects restore the maximum amount of health possible to affected allies and grants the same allies advantage on Wisdom saving throws.
Best utility Cleric spells
Clerics in Baldur’s Gate 3 excel at utility spells that enhance their allies’ abilities and control the battlefield. Key utility spells include Bless, which grants a bonus to attack rolls and saving throws for multiple allies, and Guidance, a cantrip that provides a bonus to ability checks. Other notable spells are Enhance Ability, offering advantage on checks tied to a chosen stat, and Pass without Trace, which significantly boosts stealth capabilities. These spells not only support party members but also contribute to strategic advantages during combat and exploration, showcasing the cleric’s versatility beyond mere healing roles.
Cantrips:
- Thaumaturgy – a simple cantrip granting advantage on Intimidation and Performance checls.
Level 1 spells:
- Disguise Self – a Trickery Domain spell that temporarily changes the character’s appearance to outwit other creatures.
- Create or Destroy Water – the caster summons rainordries up an area. Keep in mind wet enemies become vulnerable to cold and lightning damage. Though a situational spell, it could potentially prove useful outside of combat too.
Level 2 spells:
- Enhance Ability – gives the target advantageon checks tied toa chosen stat. Useful during crucial rolls, when you especially want to reduce the possibility of failure.
- Pass without Trace – a utility spell exclusive to Trickery Domain Clerics, granting them and their nearby allies 10 to Stealth checks.
Level 3 spells:
- Animate Dead – transforms a corpse into an undead minion.
What are the top utility spells for a Cleric in Baldur’s Gate 3
In Baldur’s Gate 3, Clerics are not just healers; they wield a variety of powerful utility spells that can significantly enhance their party’s effectiveness in and out of combat. Here are some of the top utility spells for a Cleric:
Top Utility Spells for Clerics
- Bless: This spell grants up to three allies a bonus of 1d4 to their attack rolls and saving throws, making it invaluable for boosting your party’s overall performance in battle.
- Guiding Bolt: A strong offensive option that deals radiant damage and grants advantage on the next attack against the target, making it both a damage dealer and a tactical support spell.
- Command: This spell allows you to dictate an enemy’s actions, potentially forcing them to drop their weapon or flee, providing excellent crowd control.
- Healing Word: A crucial healing spell that can revive unconscious allies from a distance, allowing for strategic healing without putting yourself in harm’s way.
- Spirit Guardians: Summons protective spirits that deal damage to nearby enemies while slowing them down, creating a zone of control around the Cleric.
- Enhance Ability: Grants an ally advantage on ability checks tied to a chosen stat, which can be pivotal during skill challenges or crucial rolls.
- Pass Without Trace: Exclusive to Trickery Domain Clerics, this spell provides a +10 bonus to Stealth checks for the caster and nearby allies, perfect for sneaky maneuvers.
- Silence: Creates an area where no sound can be made, effectively shutting down enemy spellcasters who rely on verbal components.
These spells not only enhance the Cleric’s versatility but also allow them to adapt to various situations, making them essential members of any adventuring party.
What are the best summoning spells for a Cleric in Baldur’s Gate 3
In Baldur’s Gate 3, Clerics have access to some powerful summoning spells that can turn the tide of battle and provide valuable support. Here are the best summoning spells for a Cleric:
Best Summoning Spells for Clerics
- Planar Ally: This is the premier summoning spell for Clerics, allowing you to call forth a powerful ally from another plane. You can choose between a Djinni, Deva, or Cambion, each offering unique abilities and strengths. The Djinni is particularly noted for its high hit points and versatile abilities, making it an excellent choice for crowd control and damage output.
- Spiritual Weapon: Although technically not a traditional summon, this spell creates a floating weapon that can attack enemies as a bonus action. It lasts for up to 10 turns and allows the Cleric to deal damage while maintaining concentration on other spells. The versatility of this spell makes it a staple in any Cleric’s arsenal.
- Animate Dead: This spell allows you to raise undead minions from corpses, providing additional allies in combat. While it requires a corpse to be effective, it can significantly bolster your party’s numbers and distract enemies.
These spells not only enhance the Cleric’s combat capabilities but also provide strategic advantages in various encounters, making them invaluable in both offensive and defensive scenarios.