Builder’s Gate

Updated 2026-09-27

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Cleric is a class in Baldur’s Gate 3. Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.

Cleric
Class
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.
Hit points at level 1
8
Hit points per level
5
Spellcasting ability
Wisdom
Subclasses
8

Cleric progression

Class levels 1–12 · Select a feature to read its game description.

  1. 1Level
    Domain Spells Granted feature
    You gain spells from your domain. They are Always Prepared.
    Command Granted spells
    Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
    Create or Destroy Water Granted spells
    Call forth rain or destroy a water-based surface.
    Inflict Wounds Granted spells
    Putrefy a creature with the necrotic energy filling your hands.
    Cure Wounds Granted spells
    Heal a creature you can touch.
    Protection from Evil and Good Granted spells
    Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
    Sanctuary Granted spells
    You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
    Shield of Faith Granted spells
    Protect a creature from attacks: increase its Armour Class by 2.
    Bane Granted spells
    Up to 3 creatures receive a -[1] penalty to Attack Rolls and Saving Throws.
    Guiding Bolt Granted spells
    The next Attack Roll against this target has Advantage.
    Bless Granted spells
    Bless up to 3 creatures. They gain a +[1] bonus to Attack Rolls and Saving Throws.
    Healing Word Granted spells
    Heal a creature you can see.
    Choose a subclass 8 branches
    Level 1 spell slots × 2 Current spell slots
  2. 2Level
    Turn Undead Granted
    Pray to Turn all undead that can see you.
    Level 1 spell slots × 3 Current spell slots
  3. 3Level
    Enhance Ability Granted spells
    Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.
    Protection from Poison Granted spells
    Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
    Warding Bond Granted spells
    Create a mystic bond between you and an allied creature. Until your next rest, it gains a +1 bonus to Armour Class and Saving Throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you dismiss it, drop to 0 hit points, cast it again, or if you and the target become separated by more than [1].
    Blindness Granted spells
    Blind a creature. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.
    Spiritual Weapon Granted spells
    Summon a floating, spectral weapon that attacks your enemies alongside you.
    Hold Person Granted spells
    Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
    Aid Granted spells
    Heal your allies and increase their hit point maximum by 5.
    Prayer of Healing Granted spells
    Heal all allies you can see.
    Silence Granted spells
    This creature can't speak or cast spells that have a verbal component.
    Calm Emotions Granted spells
    Humanoids can't be Charmed, Frightened, or become enraged.
    Lesser Restoration Granted spells
    Cure a creature from disease, poison, paralysis or blindness.
    Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
  4. 4Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
  5. 5Level
    Destroy Undead Granted feature
    When you successfully Turn an undead creature, it also takes 4d6 Radiant damage.
    Glyph of Warding Granted spells
    Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
    Mass Healing Word Granted spells
    Heal your nearby allies.
    Animate Dead Granted spells
    Animate a pile of bones or a corpse to serve you.
    Speak with Dead Granted spells
    Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
    Revivify Granted spells
    Revive a companion. They return to life with 1 hit point.
    Protection from Energy Granted spells
    Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
    Spirit Guardians Granted spells
    Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their movement speed is halved.
    Bestow Curse Granted spells
    Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.
    Remove Curse Granted spells
    Touch a creature or object to remove all Curses and Hexes affecting it.
    Feign Death Granted spells
    Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
    Daylight Granted spells
    Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
    Beacon of Hope Granted spells
    Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots
  6. 6Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
  7. 7Level
    Guardian of Faith Granted spells
    When an entity enters your attack range, you can strike them.
    Freedom of Movement Granted spells
    Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained.
    Death Ward Granted spells
    Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.
    Banishment Granted spells
    Temporarily Banish your target to another plane of existence.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 1 Current spell slots
  8. 8Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 2 Current spell slots
  9. 9Level
    Contagion Granted spells
    Poison a target and possibly afflict them with a disease of your choice.
    Insect Plague Granted spells
    Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
    Mass Cure Wounds Granted spells
    Unleash a soothing hum of energy that heals you and nearby allies.
    Greater Restoration Granted spells
    Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.
    Dispel Evil And Good Granted spells
    Aberrations, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you.
    Planar Binding Granted spells
    Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
    Flame Strike Granted spells
    Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 1 Current spell slots
  10. 10Level
    Divine Intervention Granted feature
    You can cast Divine Intervention to invoke your God's aid. Once used, this can never be used again.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 Current spell slots
  11. 11Level
    Blade Barrier Granted spells
    Summon a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
    Create Undead Granted spells
    Raise a corpse as a heinous mummy that fights by your side.
    Heroes' Feast Granted spells
    You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage.
    Planar Ally Granted spells
    Beseech one of these otherworldly entities for aid.
    Heal Granted spells
    Heal a target's wounds and remove Blindness and any diseases.
    Harm Granted spells
    Reduce a target's maximum hit points, but never below 1.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
  12. 12Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots

Life Domain subclass progression

Life Domain
Subclass
Tasked with the holy edict of preserving the body, mind, and soul, your god grants you a plethora of healing magics.
Related entry
  1. 1Level
    Disciple of Life Granted feature
    Your devotion empowers your healing spells. When casting a healing spell, the target regains additional hit points equal to 2 + the spell's level.
    Cure Wounds Granted spells
    Heal a creature you can touch.
    Bless Granted spells
    Bless up to 3 creatures. They gain a +[1] bonus to Attack Rolls and Saving Throws.
  2. 2Level
    Preserve Life Granted
    Evoke a healing energy that restores your allies
  3. 3Level
    Aid Granted spells
    Heal your allies and increase their hit point maximum by 5.
    Lesser Restoration Granted spells
    Cure a creature from disease, poison, paralysis or blindness.
  4. 5Level
    Revivify Granted spells
    Revive a companion. They return to life with 1 hit point.
    Beacon of Hope Granted spells
    Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.
  5. 6Level
    Blessed Healer Granted feature
    Healing others heals you as well.

    When you cast a healing spell of Level 1 or higher on another creature, you regain hit points equal to 2 + the spell's level.
  6. 7Level
    Guardian of Faith Granted spells
    When an entity enters your attack range, you can strike them.
    Death Ward Granted spells
    Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.
  7. 8Level
    Divine Strike: Radiant Granted
    Strike a foe with your weapon as it becomes wreathed in gleaming radiance.
  8. 9Level
    Mass Cure Wounds Granted spells
    Unleash a soothing hum of energy that heals you and nearby allies.
    Greater Restoration Granted spells
    Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.

Light Domain subclass progression

Light Domain
Subclass
Gods of primordial flame bathe you in resplendent light, providing magics to dispel darkness and immolate enemies.
Related entry
  1. 1Level
    Warding Flare Granted feature
    Shield yourself with divine light. Use your reaction to impose Disadvantage on an attacker, possibly causing their attack to miss.
    Light Granted spells
    Infuse an object with an aura of light.
    Burning Hands Granted spells
    Each flammable target is hit with 3d6 Fire damage.
    Faerie Fire Granted spells
    All targets within the light turn visible, and Attack Rolls against them have Advantage.
  2. 2Level
    Radiance of the Dawn Granted
    The sun's divine power dispels any magical darkness.
  3. 3Level
    Scorching Ray Granted spells
    Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
    Flaming Sphere Granted spells
    Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
  4. 5Level
    Daylight Granted spells
    Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
    Fireball Granted spells
    Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
  5. 6Level
    Improved Warding Flare Granted feature
    When an enemy attacks an ally, you can use your reaction to impose Disadvantage on the Attack Roll, possibly causing their attack to miss.
  6. 7Level
    Guardian of Faith Granted spells
    When an entity enters your attack range, you can strike them.
    Wall of Fire Granted spells
    Create a blazing wall of fire, burning anyone who dares stand too close.
  7. 8Level
    Potent Spellcasting Granted feature
    Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.
  8. 9Level
    Destructive Wave Granted spells
    Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone.
    Flame Strike Granted spells
    Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.

Trickery Domain subclass progression

Trickery Domain
Subclass
You wield the unorthodox divine tools of deceit and illusion in worship of your chosen deity.
Related entry
  1. 1Level
    Disguise Self Granted
    Magically change all aspects of your appearance.
    Charm Person Granted
    Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
    Blessing of the Trickster Granted
    Grant another creature Advantage on Stealth Checks.
  2. 2Level
    Invoke Duplicity Granted
    Distract your enemies with an illusion. Within 3m of the illusion, Attack Rolls have Advantage for you and your allies.
  3. 3Level
    Mirror Image Granted spells
    Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
    Pass Without Trace Granted spells
    Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks.
  4. 5Level
    Fear Granted spells
    Hostile targets drop everything and become Fearful: they have Disadvantage on Ability Checks and Attack Rolls.
    Bestow Curse Granted spells
    Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.
  5. 6Level
    Channel Divinity: Cloak of Shadows Granted
    Wrap yourself in shadows to become Invisible if you are obscured.
  6. 7Level
    Dimension Door Granted spells
    Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
    Polymorph Granted spells
    Transform a creature into a harmless sheep.
  7. 8Level
    Divine Strike: Poison Granted
    Once per turn deal 1d8 Poison damage in addition to your weapon's [2] when you make a melee attack.
  8. 9Level
    Seeming Granted spells
    Disguise up to 4 members of your adventuring party.
    Dominate Person Granted spells
    Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.

Knowledge Domain subclass progression

Knowledge Domain
Subclass
Adaptable and adroit in all manner of languages and skills, your mind is an intellectual cup brimming with exquisite knowing.
Related entry
  1. 1Level
    Command Granted spells
    Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
    Sleep Granted spells
    Put creatures into a magical slumber. Select targets up to a combined 24.
  2. 2Level
    Knowledge of the Ages Granted
    Gain Proficiency in all Skills of a chosen Ability.
  3. 3Level
    Hold Person Granted spells
    Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
    Calm Emotions Granted spells
    Humanoids can't be Charmed, Frightened, or become enraged.
  4. 5Level
    Slow Granted spells
    Target up to 6 creatures and Slow them. Movement and actions are affected, and their AC and Dexterity saves are reduced by 2.
    Speak with Dead Granted spells
    Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
  5. 6Level
    Read Thoughts Granted spells
    Focus your mind to read the thoughts of certain creatures while talking to them.
    Speak with Animals Granted spells
    Gain the ability to comprehend and communicate with beasts.
  6. 7Level
    Otiluke's Resilient Sphere Granted spells
    Enclose a target in a sphere of shimmering force, blocking all incoming damage and spell effects.
    Confusion Granted spells
    Confuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
  7. 8Level
    Potent Spellcasting Granted feature
    Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.
  8. 9Level
    Telekinesis Granted spells
    Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot.
    Dominate Person Granted spells
    Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.

Nature Domain subclass progression

Nature Domain
Subclass
You embody the vast viridian power of the natural world, an avatar of the subtle divinity of fruitfall, avian migration, woodland silence, and the landslide's roaring fury.
Related entry
  1. 1Level
    Acolyte of Nature Granted feature
    You learn a druid cantrip, and become Proficient in Animal Handling, Nature, or Survival.
    Animal Friendship Granted spells
    Convince a beast not to attack you.
    Speak with Animals Granted spells
    Gain the ability to comprehend and communicate with beasts.
  2. 2Level
    Charm Animals and Plants Granted
    Channel fey magic to Charm nearby beasts and plants.
  3. 3Level
    Spike Growth Granted spells
    Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
    Barkskin Granted spells
    Protect a creature from attacks: increase its Armour Class up to 16.
  4. 5Level
    Plant Growth Granted spells
    Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered.
    Sleet Storm Granted spells
    Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.
  5. 6Level
    Dampen Elements Granted feature
    When you or an ally gets hit with Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to halve the attack's damage.
  6. 7Level
    Dominate Beast Granted spells
    Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
    Grasping Vine Granted spells
    Summon a giant vine capable of dragging creatures toward itself.
  7. 8Level
    Divine Strike: Elemental Fury Granted
    Once per turn deal 1d8 Cold damage, 1d8 Fire damage or 1d8 Lightning damage in addition to your weapon's [2] when you make a melee attack.
  8. 9Level
    Insect Plague Granted spells
    Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
    Wall of Stone Granted spells
    Raise a wall of non-magical, solid stone.

Tempest Domain subclass progression

Tempest Domain
Subclass
Your faith has made you the very thunder that quakes the black firmament, the lightning coursing through the veins of a terrible storm.
Related entry
  1. 1Level
    Wrath of the Storm Granted feature
    As a reaction strike back at an attacking creature, dealing 2d8 Lightning damage or 2d8 Thunder damage. The target takes half damage on a successful Saving Throw.
    Fog Cloud Granted spells
    The cloud Blinds and Heavily Obscures creatures within it. .
    Thunderwave Granted spells
    Release a wave of thunderous force that pushes away all creatures and objects.
  2. 2Level
    Destructive Wrath Granted feature
    When you roll Thunder or Lightning damage, you can use your Channel Divinity to deal maximum damage instead.
  3. 3Level
    Gust of Wind Granted spells
    Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them Off Balance.
    Shatter Granted spells
    Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.
  4. 5Level
    Call Lightning Granted spells
    Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot.
    Sleet Storm Granted spells
    Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.
  5. 6Level
    Thunderbolt Strike Granted feature
    When you deal Lightning or Thunder damage to a creature that is Large or smaller, you can also push it up to 3m.
  6. 7Level
    Ice Storm Granted spells
    Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
    Freedom of Movement Granted spells
    Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained.
  7. 8Level
    Divine Strike: Thunder Granted
    Once per turn deal 1d8 Thunder damage in addition to your weapon's [2] when you make a melee attack.
  8. 9Level
    Insect Plague Granted spells
    Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
    Destructive Wave Granted spells
    Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone.

War Domain subclass progression

War Domain
Subclass
Fortified by holy zeal, you brandish an arsenal of sacramental savagery to use against those you deem unrighteous.
Related entry
  1. 1Level
    War Priest Granted feature
    When you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a bonus action.
    Divine Favour Granted spells
    Your weapon attacks deal an additional 1d4 Radiant damage.
    Shield of Faith Granted spells
    Protect a creature from attacks: increase its Armour Class by 2.
  2. 2Level
    Guided Strike Granted
    You gain a +10 bonus to your Attack Roll.
  3. 3Level
    Magic Weapon Granted spells
    Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
    Spiritual Weapon Granted spells
    Summon a floating, spectral weapon that attacks your enemies alongside you.
  4. 5Level
    Crusader's Mantle Granted spells
    Radiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage.
    Spirit Guardians Granted spells
    Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their movement speed is halved.
  5. 6Level
    Channel Divinity: War God's Blessing Granted feature
    Endow a nearby ally with the glory of your god to grant them a +10 bonus to their Attack Roll.
  6. 7Level
    Stoneskin Granted spells
    Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
    Freedom of Movement Granted spells
    Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained.
  7. 8Level
    Divine Strike: Weapon Granted
    Once per turn deal 1d8 damage in addition to your melee weapon damage.
  8. 9Level
    Hold Monster Granted spells
    Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits.
    Flame Strike Granted spells
    Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.

Death Domain subclass progression

Death Domain
Subclass
You nourish your faith on the forces that create the dead and give rise to the undead.
Related entry
  1. 1Level
    Reaper Granted feature
    Your Necromancy cantrips that only target 1 creature can target an additional creature.
    False Life Granted spells
    Gain 12.
    Ray of Sickness Granted spells
    Possibly Poisons the target.
  2. 2Level
    Channel Divinity: Touch of Death Granted feature
    When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra Necrotic damage.
  3. 3Level
    Blindness Granted spells
    Blind a creature. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.
    Ray of Enfeeblement Granted spells
    Weaken a foe: they deal half damage with weapon attacks using Strength.
  4. 5Level
    Animate Dead Granted spells
    Animate a pile of bones or a corpse to serve you.
    Vampiric Touch Granted spells
    Touch an enemy to siphon their life force and regain half as many hit points.
  5. 6Level
    Inescapable Destruction Granted feature
    Spells you cast ignore Resistance to Necrotic damage.
  6. 7Level
    Blight Granted spells
    Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.
    Death Ward Granted spells
    Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.
  7. 8Level
    Divine Strike: Necrotic Granted
    Once per turn deal 1d8 Necrotic damage in addition to your weapon's [2] when you make a melee attack.
  8. 9Level
    Contagion Granted spells
    Poison a target and possibly afflict them with a disease of your choice.
    Cloudkill Granted spells
    Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.