Quick Links
War clerics are perhaps the most versatile character class inBaldur’s Gate 3.
Read on to find out how.
Both are at 16 for this very reason.
Our secondary ability score isConstitution, which is 14.
The spells you see in the chart above are merely recommended.
War Domain clerics start off incredibly strong.
You’ll find your bonus action will sometimes compete withDivine Favorfor extra damage, andShield of Faithfor extra armor.
Inflict WoundsandGuiding Boltare both great damage dealers, whileHealing WordandBlessheal and buff the team.
Your cantrips includeSacred FlameandProduce Flamefor ranged attacks andGuidanceto help pass those crucial skill checks.
Level seven gives usBanishment,Freedom of Movement, andStone Skin, while level eight bringsGuardian of FaithandRevivify.
Tough, Savage Attacks, or Lucky are all excellent choices.
Lae’zel is more passionate than you’d think.
Best Races For A War Domain Cleric
Several races provide beneficial bonuses to a War Domain Cleric.
Below we have thepotential races ranked best to worst.
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.
Easily the least useful race for a War Domain cleric.
Flavor-blast some powerful potions with your life essence.
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.
Caustic Band
+2 acid damage to all weapon attacks.
Crusher’s Ring
+5ft movement.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
The Blood of Lathander
1d6 + 3 bludgeoning damage.
Once per long rest, regain 2d6 hit points when your hit points are reduced to zero.
Allies within 30 feet regain 1d6 hit points.
Cast Sunbeam at level six once per long rest.
Glowing Shield
+2 AC, gain 8 temporary hit points when your hit point total drops below 50 percent.
These are the best spell combinations to use in Baldur’s Gate 3.
Helldusk Armor
21 AC Heavy Armor.
You are proficient with this armor while wearing it.
Resistance to fire damage, cannot be burned, and reduce all damage by three.
Whenever you succeed on a spell saving throw, the caster becomes burned for 3 turns.
Amulet of Greater Health
Your Constitution becomes 23.
Advantage on Constitution saving throws.
Gauntlets of Hill Giant Strength
+1 to Strength saving throws.
Your Strength becomes 23.
Killer’s Sweetheart
After killing a creature, your next attack will be a critical hit.
Helldusk Boots
You cannot be forcibly moved.
When you fail a saving throw, use your reaction to succeed once per long rest.
Devotee’s Mace
1d6 + 3 bludgeoning damage, +1d8 radiant damage.
Viconia’s 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.
In short,you’re the ultimate warrior.
Let’s start withDevotee’s Mace.
You get this after reaching level 10 and using your Divine Intervention to Arm Thy Servant.
Dive into Baldur’s Gate 3’s treasure trove of gear.