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Best Cleric spells in Baldur’s Gate 3

What are the best Cleric spells in Baldur’s Gate 3?

Updated: Mar 29, 2022 1:22 pm
Best Cleric spells in Baldur’s Gate 3

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Clerics are the most popular healing class. Although Druids, Paladins, and Bards are capable of healing spells, Clerics have access to the most potent ones. But not only are they are powerful healing class, but they’ve also got access to some of the most damaging spells of the game (Inflict Wounds, Guiding Bolt, Harm…). So in this guide, we’ll walk you through the best Cleric spells and which you shouldn’t exclude from your Cleric build.

Cleric spells in Baldur’s Gate 3

Clerics aren’t locked into their spells, as such they can swap out their spells as they see fit and once per long rest. But which are the best five Cleric spells? We’ll take a look, but first, here are all the spells Clerics have access to in Baldur’s Gate 3.

Cantrips

Resistance

Sacred Flame

Guidance

Thaumaturgy

Light

1st Level Spells

Create Water

Guiding Bolt

Shield of Faith

Bane

Bless

Command (Halt)

Healing Word

Inflict Wounds

Protection from Evil and Good

Cure Wounds

2nd Level Spells

Silence

Blindness

Hold Person

Prayer of Healing

Top 5 Cleric spells

5 – Bane

Bane is a useful spell to use at the start of combat on a group of foes. As long as they fail their Wisdom save, they’ll take a penalty to every attack roll or save, meaning they’ll be more likely to miss their attacks or fail saving throws. The only thing you need to remember is that Bane is a concentration spell, so be sure not to try and use a second Concentration spell.

  • Description: Target up to 3 creatures. They receive a d4 penalty to attack rolls and saving throws.
  • Level: 1
  • School: Enchantment
  • Casting Time: Action
  • Range: 9m/30ft
  • Requires Concentration: Yes
  • Saving Throw: Charisma
  • Additional Details: When bane is cast, instead of choosing 3 creatures, the player targets a 30ft radius area, the center of which must be within the 30ft range. Three enemy creatures within the chosen area are targeted at random.

4 – Shield of Faith

This concentration spell is simple, you can target yourself or an ally and increase their AC by two. Meaning melee or ranged spell attacks are less likely to hit.

  • Description: Surround a creature with a shimmering field of magic that increases its AC by 2.
  • Level: 1
  • School: Abjuration
  • Casting Time: Bonus Action
  • Range: 18m/60ft
  • Requires Concentration: Yes
  • Saving Throw: None
  • Additional Details: None

3 – Healing Word

A bonus action and ranged healing spell is one of the most useful in Clerics. A downed enemy can be restored back to life with Healing Word, and although they might not get as much health back if you were to use Cure Wounds, the increased range, and cheaper action cost means Healing Word is our go-to healing spell.

  • Description: 1d4+[Spellcasting Modifier] hit points. A creature you can see regains 1d4+[Spellcasting Modifier] hit points.
  • This spell has no effect on Undead or Constructs.
  • Level: 1
  • School: Evocation
  • Casting Time: Bonus Action
  • Range: 18m/60ft
  • Requires Concentration: No
  • Saving Throw: None
  • Additional Details: None

2 – Inflict Wounds

This touch-based spell is one of the most damaging first-level spells. It deals necrotic damage and requires a melee attack roll but deals a whopping 3d6 which is fantastic at first level. It’s unique to Clerics

  • Description: 3d10 Necrotic. Infuse your hands with putrefying energy that deals 3d10 Necrotic.
  • Level: 1
  • School: Necromancy
  • Casting Time:Action
  • Range: 1.5m/5ft
  • Requires Concentration: No
  • Saving Throw: Melee Attack
  • Additional Details: None

1 – Guiding Bolt

Here’s the most damaging first-level spell, a radiant ranged spell that also grants an advantage on the target’s next incoming attack. As such, it’s a must-have for all Clerics.

  • Description: 4d6 Radiant. Call forth a beam of light. deals 4d6 Radiant and grants advantage on the next attack against the target.
  • Level: 1
  • School: Evocation
  • Casting Time: Action
  • Range: 18m/60ft
  • Requires Concentration: No
  • Saving Throw: Ranged Attack
  • Additional Details: None

That’s it for Cleric spells, let us know what you think and which are your favorite Cleric spells!


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