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Each of Baldur's Gate 3's classes has different abilities and skills to aid them in exploration and combat. The Cleric class is a divine spellcaster who wield magic in the service of their god. Each of the Cleric Subclasses reflects a domain their god has dominion over, and grants the Cleric unique abilities relating to that domain.

Most of Baldur's Gate 3's classes only have three subclasses to choose from, but clerics are able to choose from seven options. The domains of Life, Light, Trickery, Knowledge, Nature, Tempest, and War all offer a cleric different abilities. A Cleric chooses their subclass at level one to reflect the power of their god's domain. What subclass they can choose is limited by the domains made available by their chosen Deity (which is also selected at level one).

Updated on August 18th, 2023, by Thomas Hawkins: After the official release, Baldur's Gate 3 Cleric Domains became much more varied in terms of available options. Life, Light, and Trickery from early access were joined by Knowledge, Nature, Tempest, and War in the full release. This guide has been updated to provide information on these subclass options. Since the level cap has also increased from five to twelve, this guide has been updated with information about the Life, Light, and Trickery Domains beyond level five.

Updated on March 12th, 2024, by Thomas Hawkins: Now that Baldur's Gate 3 has been out for a while, players have tracked down countless magical items and uncovered all kinds of multiclassing synergies. This guide has been updated to discuss useful multiclassing options and equipment for each of the Cleric Subclasses.

Related: Why You Should Play a Paladin in Baldur's Gate 3

Light

Dungeons And Dragons Alarielle Aasimar Cleric of Amaunator by Lily Abdullina

The Light domain is often granted by Gods of Justice and Fire, granting abilities that purge the dark and destroy the undead. At level 1, a Light Domain Cleric gains the ability "Warding Flare", which allows them to, as a reaction, impose disadvantage on an incoming attack. While this can only be toggled on and used once per turn, it still allows the Cleric to potentially evade a dangerous attack once per round.

At level one, Light Domain Clerics gain the "Light" Cantrip as an additional Cantrip, and the spells "Faerie Fire" and "Burning Hands" as Domain Spells.

At level two, Light Domain Clerics gain the ability "Radiance of the Dawn", allowing them to dispel magical darkness and deal radiant damage to all enemies within 9ft as an Action. This can be useful since magical darkness can't be penetrated by non-magical means, and the radiant damage is also very nice.

At level three, Light Domain Clerics gain "Flaming Sphere" and "Scorching Ray" as Domain spells, allowing them a variety of methods to deal fire damage to single targets or large groups and take advantage of flammable environmental hazards (like Grease.)

At level five, Light Domain Clerics gain the spells "Daylight" and "Fireball" as Domain spells too. Fireball is both self-explanatory and very powerful in combat, while Daylight allows the Cleric to enchant an object or create a sphere of sunlight, both of which will then emit sunlight that dispels darkness. It can also deal damage to a certain vampire that players might encounter during their adventure, at a rate of 20 damage per turn.

Level six Light Domain Clerics get the ability "Improved Warding Flare," allowing them to use their reaction to impose disadvantage on an enemy attacking an ally. This should never be overlooked as it can drastically improve the party's odds in a fight and protect them from especially dangerous attacks.

At level seven, Clerics get "Wall of Fire" and "Guardian of Faith" as domain spells, allowing them to create damaging walls of flame and create a spirit guardian to strike foes entering its range.

Level eight Light Domain Clerics get "Potent Spellcasting," adding their wisdom modifier to damage dealt with Cleric cantrips for a useful boost in their power and effectiveness. Finally, level nine offers the domain spells "Flame Strike" and "Destructive Wave," giving the Light Domain Cleric even more ways to smite single targets or entire groups. The latter deals thunder and radiant damage, providing some useful and much-needed damage variety for dealing with fire-resistant foes.

Equipment & Multiclassing

Baldur's Gate 3 party at Gauntlet of Shar inner sanctum entrance

When it comes to Multiclassing, the Light Domain Cleric pairs exceptionally well with the Open Hand Monk subclass, gaining Radiant damage on their unarmed strikes and a ton of extra close-quarters combat utility. Stunning Blow and the various Flurry of Blows upgrades allow them to defend themselves at close range and set enemies up for further attacks. Having access to Metamagic can also be useful, especially Twinned Spell and Distant Spell.

When it comes to equipment, the Radiating Orb gear can be found throughout Acts 1 and 2. This equipment applies the Radiating Orb Condition, which reduces the creature's attack rolls by 1 per remaining turn of the condition. The Luminous Armor, found in the Selunite Outpost in the Underdark behind a hidden door, will cause Radiant Shockwaves whenever the wearer deals Radiant damage. These shockwaves apply Radiant Orbs to any enemy they hit.

Players can pick up the Blood of Lathander at the Githyanki Creche during Act 1 too, which is a powerful mace that seems tailor-made for a Light Cleric. This legendary +3 Mace sheds constant light, blinds fiends and undead, and allows its wielder to cast Sunbeam once per long rest. It also provides emergency healing to prevent the Cleric from falling unconscious once per long rest.

The next few pieces of Luminous gear are found in Act 2. Collect the Luminous Gloves from a chest in the Ruined Battlefield (Coordinates: X: -52, Y: 11) to add more Radiant Orb stacks whenever the wearer does Radiant Damage, then track down the Coruscation Ring in the Basement of the Last Light Inn. This Ring will apply Radiating Orbs whenever the wearer hits an illuminated target with a spell. Since fire spells illuminate the area around them as they strike and Radiating Orbs will illuminate a target while they remain, this Ring can help the effect to snowball.

The next piece of the puzzle is inside the Gauntlet of Shar, in the form of the Callous Glow Ring. This Ring can be found in the Vault Room, where Balthazar is found, and will cause attacks against illuminated targets to deal two extra radiant damage. This is a small but effective boost that will allow attacks that don't usually deal Radiant Damage to trigger the Luminous Armor and Gloves.

Players looking for a strong ranged weapon that fits this build could add in the Fabricated Arbalest during Act 3, which can fire Shimmering Bolts as a bonus action to add a stack of Radiating Orbs to the target. It can also cast Dazzling Ray, which is a beam that blinds all targets it hits and can be recast on subsequent turns (though recasting it runs the risk of burning the Arbalest's Wielder.)

Tempest

baldur's gate 3 best cold spells feature

The Tempest Domain is granted by gods with power over storms and the skies.They get "Wrath of the Storm" at level one, allowing them to spend their reaction to deal lightning damage to an attacker. If the attacker fails their saving throw against "Wrath of the Storm" they also take some thunder damage. They also get proficiency with heavy armor and martial weapons to help them in getting closer to foes and allow them to act as more of a frontline fighter than other clerics do.

At level one, the Tempest Domain also grants the domain spells "Thunderwave" and "Fog Cloud," letting them blast lines of foes with thunder damage and create concealing fog to blind their enemies.

At level two, Tempest Cleric get "Destructive Wrath," letting them spend their reaction, and a Channel Divinity charge, to maximize the damage of a spell that deals thunder or lightning damage. This allows them to ensure that an attack hits as hard as possible when it really matters.

At level three, Tempest Clerics get the Domain Spells "Shatter" and "Gust of Wind," letting them release a powerful AOE burst of thunder damage and blow away foes with powerful winds.

Level five grants the spells "Call Lightning" and "Sleet Storm," allowing them to call again lightning blasts that can be recast for free up to 10 times, and create a powerful ice storm that can disrupt an enemy spellcaster's concentration.

At level six, Tempest Clerics learn "Thunderous Strike," letting them push large or smaller foes back up to 3m after hitting them with thunder or lightning damage. Level seven Tempest Clerics learn "Ice Storm" and "Freedom of Movement." This allows them to conjure a powerful hailstorm and prevent a target's movement from being affected by difficult terrain, spells, or water.

At level eight, the Cleric learns "Divine Strike: Tempest" to imbue an attack with thunder damage. Level nine finishes off their Domain Spell list with "Insect Plague" and "Destructive Wave." This gives them the ability to create a damaging cloud of stinging insects to hamper foes and launch a devastating wave of thunder and radiant damage that can knock foes prone.

Equipment & Multiclassing

Markoheshkir in BG3

When it comes to multiclassing, the Tempest Cleric has some excellent choices available. The Storm Sorcerer can provide them with added mobility and synergizes well with their preferred damage types while taking advantage of the damage maximization from the Tempest Cleric's Destructive Wrath. Access to Metamagic is also tremendously useful here. Four Elements Monk is also a good choice for players who want to fight up close, providing additional elemental damage and once again taking advantage of Destructive Wrath to empower its Thunder and Lightning abilities. (It's also worth noting that the Four Elements Monk can use its Ki spells while silenced.)

For equipment, players can take advantage of the ever-useful lightning charge gear found throughout act 1. Martially inclined players can grab the Sparky Points Trident from Waukeen's Rest during Act 1, while those favoring spells as their main source of damage should instead take the Spellsparkler staff.

Supplement your weapon of choice with The Jolty Vest (sold in the Zhentarim Hideout in Act 1) for a defensive option that will shock foes that attack you in melee and pick up either the Speedy Lightfeet (Cellar under the Windmill in the Blighted Village) or the Watersparkers. The Speedy Lightfeet will generate lightning charges when dashing and grant a +1 bonus to Athletics checks, while the Watersparkers will electrify water the wearer stands in and grant three lightning charges whenever they start a turn standing on an electrified surface.

If picking up the Watersparkers, players should also pick up the Sparkswall Ring from the Arcane Tower in the Underdark. Also in the Underdark is the Blast Pendant, found on a Petrified Drow near the Selunite Outpost. This Pendant allows the wearer to use up all lightning charges they currently have to grant their next attack bonus lightning damage. This damage is equal to the number of lightning charges.

Players can also pick up the Lifebringer from Blurg in the Myconoid Colony for some temporary hit points whenever they have lightning charges, and head over to Grymforge to collect The Real Sparky Sparkswall. This shield allows the wielder to spend three lightning charges on a burst of electricity that inflicts the jolted condition on targets.

A fantastic endgame option is Markoheshkir, a legendary staff that can be tracked down during Act 3.

War

Dungeons And Dragons Alarielle Aasimar Cleric of Amaunator by Lily Abdullina

The War Domain is granted by gods of warfare, and begins with the ability "War Priest." The Cleric can spend "War Priest" charges to make an additional attack each turn, making the War Domain the best for a weapon-focused cleric build.At level one, the Cleric has three "War Priest" charges. To further aid in direct combat, the War Domain also grants proficiency in heavy armor and martial weapons.

The War Domain grants "Guided Strike" at level two, allowing the Cleric to add +10 to their attack roll by spending a charge of Channel Divinity. They then get the spells "Magic Weapon" and "Spiritual Weapon" at level three, letting them imbue a weapon with magic (turning it into a +1 weapon) or create a floating weapon to attack alongside them. Spiritual Weapon can be cast as a bonus action, making it easy to set up in any combat encounter.

At level five, the War Domain gives the Cleric "Spirit Guardians" and "Crusader's Mantle," allowing them to deal radiant or necrotic damage to foes around them while also slowing them, and letting them radiate energy that grants all nearby allies extra radiant damage on their weapon attacks.

Level six War Clerics gain "Channel Divinity: War God's Blessing," allowing them to grant +10 to the attack roll of a nearby ally by spending a Channel Divinity charge. Level seven gives them the Domain Spells "Stoneskin" and "Freedom of Movement," allowing them to give a creature resistance to (non-magical) piercing, bludgeoning, and slashing damage, and allowing them to grant immunity to movement penalties from all sources.

At level eight, War Clerics get "Divine Strike: Warmaster," which allows them to add extra slashing damage to an attack. Level nine finishes off their Domain Spells with "Flame Strike" and "Hold Monster." This provides them with a powerful targeted strike of radiant and fire damage and allows them to freeze a creature in place.

Equipment & Multiclassing

Baldur's Gate 3 Lathanders Tears

The War Domain's extra attack bonus action is incredibly powerful since it can be used alongside additional attacks gained from other classes. This makes the War Cleric particularly suited to multiclassing with the Fighter and Paladin. The Extra Attack also works while Wildshaped, so taking a small dip into War Cleric can add a lot of extra power to a Moon Druid, though this will be limited by the small number of Channel Divinity charges available.

War Domain Clerics can benefit greatly from Arcane Synergy and Arcane Acuity effects. Most of these were already detailed in the section on the Knowledge Domain Cleric, but players should consider switching the Helmet of Arcane Acuity for the Diadem of Arcane Synergy.

For weapons, players could choose from a myriad of excellent weapons found throughout the game, though the most thematically appropriate of the bunch is the Devotee's Mace. This can be obtained by using Divine Intervention at level 10 and selecting "Arm Thy Servant," though since Divine Intervention can only be used once per character per playthrough players should consider this carefully before committing to it. Players using this mace could take advantage of its Radiant damage using the gear mentioned in the Light Domain section too.

Nature

Scratch baldur's gate 3

The Nature Domain grants the Cleric abilities suited to one who wields the power of the natural world, drawing some parallels to the Druid class in the process.This begins at level one with the Domain Spells "Speak with Animals" and "Animal Friendship," allowing them to speak clearly with animals and charm them into not attacking.

At level one, they also gain the cantrip "Shillelagh," letting them use their wisdom modifier for attack and damage rolls when using a staff or club. They also get the ability "Acolyte of Nature," allowing them to choose a Druid Cantrip to learn and gain proficiency in Animal Handling, Nature, or Survival.

At level two, they gain "Charm Animals," which allows them to spend a charge of "Channel Divinity" to charm nearby beasts and plants.

At level three, "Spike Growth" and "Barkskin" are added to the Cleric's Domain Spells. These allow the Cleric to change the ground in an area into difficult terrain with sharp spikes, and toughen the skin of a target to boost their AC up to 16.

Level five adds "Plant Growth" and "Sleet Storm," allowing them to create patches of weeds to slow down their foes and conjure storms of ice to disrupt spellcasters and create difficult terrain (It's also handy for extinguishing fires if necessary.)

At level seven, they gain "Dominate Beast" and "Grasping Vine," allowing them to make hostile beasts into their allies and conjure a grasping vine to drag foes around and deal damage to them.

At level eight, the Cleric gets "Divine Strike: Elemental Fury," allowing them to charge their weapon with bonus cold, fire, or lightning damage before striking, as an action. Level nine grants the spells "Insect Plague" and "Wall of Stone," giving the Cleric a dangerous area attack that creates difficult terrain and weakens foes, and the power to raise a wall of stone to obstruct incoming foes.

Equipment & Multiclassing

How To Disable Cloudkill In BG3

The Nature Domain Cleric is an excellent crowd-control specialist and pairs surprisingly well with other classes that gain access to crowd-control spells. Since Plant Growth isn't a concentration spell, it can stack with several powerful field-creating options. Anything altering the ground will override the Plant Growth, so players should pair it with Darkness, Hunger of Hadar, Fog Cloud, Stinking Cloud, Cloudkill, and Insect Plague for the best results. Combining Plant Growth with Hunger of Hadar, for example, will trap enemies in a field where they can barely move and are constantly taking cold and acid damage, while also rendering them blind.

So, when making a Crowd-Control build players could consider mixing at least five levels of Nature Domain Cleric with a class that has access to some, or all, of the aforementioned spells (Cloudkill requires level 9 of Wizard, Sorcerer, Circle of Spores Druid, or Circle of Land Druid with Swamp or Underdark chosen at level 9, so players will need another character to learn that spell). Sorcerers are particularly useful due to their access to Metamagic, allowing players to quicken or extend their spells.

In terms of equipment, players using at least ten levels of Nature Cleric can take advantage of a powerful interaction between Divine Strike: Elemental Fury and any effects that are triggered when making an attack. The damage from Elemental Fury is triggered using the reaction menu and treated as a separate attack, allowing it to trigger effects a second time if it meets the requirements to trigger that effect.

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 more general terms, players can make use of various elemental equipment sets to empower their Nature Cleric, based on their preferred elemental damage. For example, the cold damage equipment found throughout the game can be very effective when paired with Sleet Storm and Elemental Fury (Cold). Pick up the Mourning Frost from the Underdark in Act 1, along with the Hoarfrost Boots from the Inquisitor's Chamber at the Githyanki Creche. The former will apply chilled whenever the Cleric deals cold damage and grant a small boost to all cold damage dealt, while the latter prevents the Cleric from slipping on icy terrain.

Either buy the Winter's Clutches Gloves from Lady Esther on the Monastary Trail or obtain them from the quest "Avenging Glut's Circle", and then pick up the Snowburst Ring from under a loose floorboard in the last-Light Inn during act 2. These will inflict "Encrusted with Frost" when the wearer deals cold damage and create a patch of ice whenever the wearer deals cold damage with a spell, respectively. Head for Balthazar's Chambers in Moonrise and pick up the Coldbrim Hat too, causing all spell conditions inflicted to also apply two turns of Encrusted with Frost (but only to one target and only once per turn). This will allow the Cleric even more utility in Crowd Control by freezing enemies solid.

Life

Dungeons And Dragons Artwork Of A Cleric Casting A Divine Spell

Clerics of the Life Domain are likely what many players first think of when they hear the word "Cleric", wielding powerful restorative and curative abilities to keep their allies alive and in the fight. At level 1 they gain heavy armor proficiency to help keep them alive, and also gain "Disciple of Life." This ability causes all healing spells they cast to heal an extra 2+Spell Level HP. For example, this means a level 1 Cure Wounds spell would heal an extra 3HP.

At level one, a Life Domain Cleric gains "Cure Wounds" and "Bless" as Domain spells, which are automatically and always prepared when resting. They also get proficiency with Heavy Armor to strengthen their defenses.

At level two, a Life Domain Cleric gains the ability "Preserve Life", which allows them to restore HP equal to their Cleric Level x 3 to an ally within 9m. This can be a powerful method of rapidly healing an ally during combat without using a spell.

At level three, Life Domain Clerics gain the spells "Lesser Restoration" and "Aid" as domain spells. This allows the Cleric to remove diseases and conditions and temporarily increase their allies' HP and maximum HP. At level 5 they gain "Revivify" and "Beacon of Hope" as Domain spells. "Revivify" allows them to raise dead party members, while Beacon of Hope will maximize healing received in an area while also granting advantage on wisdom saving throws and death saving throws.

At level six, Life Domain Clerics gain the "Blessed Healer" ability, restoring HP equal to 2+spell level whenever they cast a healing spell of level 1 or higher. This gives them some extra survivability in longer fights, helping them dodge death while they give their allies extra staying power.

Level seven grants some more domain spells: "Death Ward" and "Guardian of Faith." The former restores the target to one HP the first time they would lose all of their HP while the spell is active, and the latter lets them summon a stationary guardian spirit that strikes foes entering its range.

At level eight, the Cleric gains "Divine Strike: Life." This lets them imbue their weapon with radiant damage and attack once as an action. This can be great for boosting the Cleric's damage, especially when facing undead or fiend foes as they are usually vulnerable to radiant damage.

Finally, level nine Life Domain Clerics get "Mass Cure Wounds" and "Greater Restoration" as domain spells. These allow them to restore health to up to six creatures at once, and remove most negative effects from a target with a touch.

Equipment & Multiclassing

Spellcasters such as Wizards and Monks in Baldurs Gate 3

When it comes to Multiclassing, the Life Domain Cleric can benefit greatly from a few levels in Monk to improve their offensive capabilities and provide them with additional mobility. Patient Defense can make them sturdier in situations where they might get targeted, too. A few Sorcerer levels to gain access to Metamagic can also be incredibly effective.

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.

This pairs nicely with the Gloves of Hellrider's Pride, which Zevlor will hand over when players complete the quest "Investigate Kahga." These gloves will apply Blade Ward to anyone the wearer heals, except for themselves. Similarly, the Boots of Aid and Comfort, sold in the Goblin Camp by Grat the Trader, make for a great early-game boost. These boots will give three Temporary Hit Points to anyone the wearer heals.

After clearing out the three Goblin Camp leaders, players can return to Zevlor to pick up Wapira's Crown, which will heal the wearer for 1d6 Hit Points whenever they heal another creature. This can aid with survivability and help to keep a Life Cleric alive longer. Next on the list is a trip to the Underdark, since helping Omeluum to investigate the Tadpole will unlock the Ring of Salving for purchase. This ring causes all healing effects to heal two additional Hit Points, which can be handy early on.

Continue to the Glistening Cove section of the Underdark and search the cliffs for a chest containing the Slippery Chain Shirt. This applies the Disengage effect to anyone the wearer heals, allowing them to move away from enemies without provoking attacks of opportunity and making it easier to get a vulnerable ally away from danger.

During Act 3, players should grab the Reviving Hands Gloves to replace the Hellrider's Pride Gloves. They offer everything the Hellrider's Pride Gloves offer while also applying Death Ward whenever a creature is revived by the wearer. This allows the Cleric to heal someone who has been reduced to zero Hit Points and prevent them from being downed by the next attack that would drop them to zero.

Knowledge

Telekinesis

The Knowledge Domain grants Clerics a variety of abilities fitting for one who serves a God who values Knowledge.Starting at level one, the Cleric gets two additional skill proficiencies chosen from the following four options: History, Arcana, Religion, or Nature. They also get "Command" and "Sleep" as domain spells, allowing them to plant a command in a target's mind or lull targets to sleep.

Level two gives them "Knowledge of the Ages," allowing them to choose a stat and gain proficiency in all skills associated with it by spending an action and a "Channel Divinity" charge. This can make them a very versatile character who can adapt to difficult situations with ease.

At level three, the Cleric gains the Domain Spells "Calm Emotions" and "Hold Person," letting them purge fear and charm effects (and remove Barbarian Rage) and freeze humanoid foes in place.

Level five adds "Speak with Dead" and "Slow" to their Domain spell list, letting them gather additional information from fallen creatures and inflict the powerful "slowed" condition on foes to reduce their capabilities.

Level seven adds "Confusion" and "Otiluke's Resilient Sphere" to the Cleric's Domain Spells. This allows them to befuddle groups of creatures or seal a target in an impenetrable sphere. At level eight, the Cleric gains "Potent Spellcasting," adding the Cleric's Wisdom Modifier to their cantrip's damage rolls.

Level nine finishes off the Knowledge Domain's spell list with "Dominate Person" and "Telekinesis." This allows them to turn humanoid foes to their side and hurl creatures and objects around with the power of their mind.

Equipment and Multiclassing

darkfire shortbow
Darkfire Shortbow weapon in BG3.

The Knowledge Cleric has incredible potential as a 2-level dip when multiclassing, since it gets two additional intelligence skill proficiencies. By choosing the Sage background, a Knowledge Cleric can start the game with 4/5 intelligence skill proficiencies. They can then use their Knowledge of Ages ability to gain immediate proficiency in an entire skill category for the rest of the day, which is best used to gain all the Wisdom proficiencies most of the time.

If playing as a Githyanki, players can use Astral Knowledge to gain proficiency in an entire skill category too, allowing them to be proficient in almost three entire groups of skills simultaneously, swapping the specific proficiencies to better suit their current situation. All of this is possible with only two levels of Knowledge Cleric, which allows players to create a tremendously skilled character with hardly any level investment and then branch off into their preferred main class.

Of course, Clerics have excellent spells and combat utility as a main class and the Knowledge Domain adds some excellent extra utility. Players using Knowledge Cleric as their main class should consider building a battlemage and grabbing both the Gloves of Battlemage's Power (Locked away in the Reithwin Tollhouse in Act 2) and the Helmet of Arcane Acuity (Hidden in the Reithwin Mason's Guild Basement in a secret area, in Act 2). These allow the wearer to gain Arcane Acuity by making weapon attacks, granting a buff to their spell attack rolls and spell save DCs equal to the remaining duration of Arcane Acuity.

Ranged weaponry is preferable for this since the turns remaining will decrease by 2 whenever damage is taken. The Darkfire Shortbow (Sold by Dammon in Act 2 at the Last-Light Inn) is a great choice for this since it offers access to the Haste Spell and resistance to fire and cold damage. Make sure to pick up the Ring of Arcane Synergy in Act 1 at the Githyanki Creche (Inquisitor's Chamber) to gain turns of the Arcane Synergy buff whenever you deal damage with a cantrip, which will add extra damage to weapon attacks based on the wearer's spellcasting modifier.

Elixirs of Battlemage's Power can be purchased from any merchant that sells elixirs or potions, once the player character is at least level 6, and will grant three turns of Arcane Acuity when used. This elixir also prevents Arcane Acuity from ever dropping below three turns and lasts until the party takes a long rest, making it a great addition to any character using Arcane Acuity.

Trickery

Baldurs Gate 3 Shadowheart DND Cleric

The Trickery Domain grants powers of illusion and misdirection, and is a Domain granted by many chaotic and mischievous deities. At level one, Trickery Domain Clerics gain "Blessing of the Trickster", allowing them to grant a creature in range (1.5m) advantage on stealth checks until the Cleric loses concentration. This can be fantastic when used in conjunction with a rogue, allowing them to easily scout ahead or dip out of combat to reposition and set up a sneak attack.

Level one Trickery Domain Clerics get "Charm Person" and "Disguise Self" as Domain Spells. The former allows them to gain advantage on skill checks in dialog or prevent a target from attacking in combat, while the latter allows them to change their appearance to fool NPCs and take advantage of special dialog options exclusive to a specific race. (A big example being interactions with Githyanki, who are notoriously difficult to interact with as any race other than Githyanki due to their severe superiority complex.)

At level two, Trickery Domain Clerics can "Invoke Duplicity", creating an illusion that gives the party advantage on attacking enemies within the Illusions AOE, as long as the attacker is also inside the AOE. This, like Blessing of the Trickster, pairs incredibly with Rogues and their sneak attack to great effect.

At level three, Trickery Domain Clerics gain "Mirror Image" and "Pass Without Trace" as Domain Spells, allowing them to increase their AC with illusory clones and give the entire party a +10 bonus to their stealth checks. At this point, the Trickery Domain allows players to make their entire party better at evading notice and can be a fantastic support caster both in and out of combat.

At level five, Trickery Domain Clerics gain "Bestow Curse" and "Fear" as Domain Spells. The Former allows them to inflict a wide range of curses with a touch, while the latter allows them to terrify foes into dropping whatever they're holding and fleeing.

Level seven Trickery Domain Clerics get the Domain Spells "Polymorph" and "Dimension Door." This allows them to transfigure foes into harmless sheep and teleport while bringing an ally with them. Level eight grants "Divine Strike: Poison," allowing them to spend an action to imbue their weapon with additional poison damage and strike a target.

At level nine, Trickery Clerics get the Domain Spells "Dominate Person" and "Seeming," allowing them to turn foes against each other and disguise the entire party with ease.

Equipment & Multiclassing

Dark Justiciar Scimitar quest

Trickery Clerics are one of the weaker subclasses, but their abilities make them very useful when working alongside stealthy allies. This also means that they pair well with Rogue, Ranger, and Shadow Monk when multiclassing.

In terms of equipment, Trickery Clerics can get some very useful gear from the Gauntlet of Shar in Act 2. The Dark Justiciar set can be found throughout the Gauntlet and offers powerful bonuses relating to stealth and mobility. Players can acquire the Dark Justiciar Helmet in a Gilded Chest found at X: -822, Y: -753. This helmet boosts saving throws against spells, reduces the number needed to score a critical hit by 1 while the wearer is obscured, and grants a +1 to constitution saving throws.

The Dark Justiciar Gauntlets (Uncommon Rarity) can be found on top of some boxes near Yurgir (X: -660, Y: -760), while the Dark Justiciar Half-Plate (Rare) can be found near the Spear of Night just past the Library. The former add Necrotic Damage to the wearer's attacks and grant +1 to strength saving throws, while the latter grants advantage to stealth checks and constitution saving throws while allowing the wearer to cast Shield of Faith for free once per long rest.

The Justiciar's Scimitar and Justiciar's Greatshield are both dropped by Lyrthindor, who can be found by talking to the rats in the Gauntlet of Shar and following them to his location. The Scimitar can blind the target when attacking with advantage and perform a special attack that deals psychic damage without breaking concealment.

The Greatshield allows the wielder to shield bash as a reaction, knocking targets prone, while also granting advantage on perception checks. It also grants access to Darkness Cloak once per short rest, allowing the wielder to create a small cloud of darkness as a bonus action and immediately hide in it. This allows for stealth in the middle of combat and pairs nicely with the Eversight Ring from the House of Healing's Morgue (also in Act 2.)

This next section of equipment advice is heavy spoilers for the end of Act 2, so proceed with caution.

Stronger versions of the Dark Justiciar Half-Plate and Gauntlets can be acquired by killing the Nightsong, along with the Dark Justiciar Boots. The improved Half-Plate also reduces incoming damage by 2 while the wearer is affected by Shield of Faith and deals 1d4 necrotic damage to the attacker. The Improved Gauntlets allow the wearer to cast Beckoning Darkness as a bonus action, which curses the target to take 2d8 necrotic damage whenever they start their turn in a lightly or heavily obscured area. Finally, the Dark Justiciar Boots grant +1 to dexterity saving throws and allow the wearer to use Shadow Teleportation once per short rest. This lets them teleport to an unoccupied space that is obscured.

Baldur's Gate 3 is available now for PC, Mac, and PS5.

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