What is it good for?
Clerics, that’s who.
That suit of heavy armor drastically changes the feel of a Nature Domain cleric compared to a druid.
You canspend the rest of your ability score points as you hey.
We’re leaving Strength and Dexterity at 10 just to avoid saving throws with a negative modifier.
The spells you see in the chart above are merely recommended.
You get to pick the Nature Domain subclass right as you start playing your cleric.
Your other cantrips includeGuidance(the best non-damage cantrip in the game),Sacred Flame, andProduce Flame.
You’ll also increase your Wisdom score by two to improve both your spellcasting and Shillelagh damage.
Level 10’sBlade Wardis an okay cantrip, whileGreater Restorationheals almost every condition in the game.
Level 11 gives youHeal, the best single-target healing spell, while level 12 bringsPlanar AllyandDispel Evil and Good.
Build up your Lightning Charges in Baldur’s Gate 3 to give your enemies a shock!
Probably your best choice.
Dwarf
Duergaris really the only viable dwarf subrace.
Plus you get theEnlargeandInvisibilityspells, which are both great.
Deep gnome’sSuperior Darkvisionandstealth advantageis probably better than the other two options here.
Human
You’re just gettingone skilland25 percent greater carrying capacitywith humans.
There are a couple of different ways to get into the Reithwin Tollhouse.
None
N/A
Armor
Amulet
Adamantine Splint Armour
18 AC Heavy Armor.
Reduces all damage by two.
Melee attacks inflict three turns of Reeling against your attacker.
Attackers cannot land critical hits.
Disadvantage on stealth checks.
Amulet Of Misty Step
Cast Misty Step once per long rest.
Gloves
Ring #1
Hellrider’s Pride
+1 to Strength saving throws.
Whenever you heal another creature, it gains resistance to bludgeoning, piercing, and slashing damage from weapons.
Ring of Protection
+1 to AC, +1 to all saving throws.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
Staff Of Arcane Blessing
1d6 bludgeoning damage.
Cast Bless at level one once per long rest.
Glowing Shield
+2 AC, gain 8 temporary hit points when your hit point total drops below 50 percent.
Your early-game build will focus on doing all the things that clerics do best: healing things and Bless.
That’s 21 armor class before you’ve even made it to Act 2.
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Armour of Persistence
20 AC Heavy Armor.
All damage is reduced by 2.
Amulet of Greater Health
Your Constitution becomes 23.
Advantage on Constitution saving throws.
Helldusk Gloves
+1 to spell attack rolls and spell save DC.
Weapon attacks deal an additional 1d6 fire damage, unarmed attacks deal an additional 1d6 necrotic damage.
Strength saving throws +1.
Cast Rays of Fire once per short rest.
Ring of Regeneration
Heal 1d4 at the beginning of every round of combat.
Helldusk Boots
You cannot be forcibly moved.
When you fail a saving throw, use your reaction to succeed once per long rest.
Markoheshkir
1d6 +2 bludgeoning damage.
+1 to spell save DC and spell attack rolls.
Cast one spell without using a spell slot once per long rest.
Cast Kereska’s Favour once per short rest.
Viconias Walking Fortress
+3 AC.
Advantage on saving throws against spells.
Spell attack rolls against you have disadvantage.
Cast Reflective Shell once per short rest, cast Warding Bond once per long rest.
Darkfire Shortbow
1d6 + 1 piercing.
Gain fire and cold resistance.
Cast Haste once per long rest.
Darkfire Shortbowis here purely to provide fire and cold resistance as well as the ability to cast Haste.
You should use your spells for ranged damage.
This build willstart combat with a powerful ranged spell alongside Shillelaghas you dive into melee range.
Once there,Spirit Guardianswill boost your damage as you bash faces with your Shillelagh.
Flame Strike, Insect Plague, and healing spells should be cast as required.
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