In this Baldur’s Gate 3 Construct Information I’m going to be overlaying my Cleric Construct for Early Entry, and exhibiting you what I’ve discovered to work finest. I’ll be doing extra Construct Guides on the launch of Baldur’s Gate 3, however for now, let’s take a look at how you should use an Cleric successfully within the first Act of the sport.
Baldur’s Gate 3 Builds: Cleric Information (Mild Area)
Clerics in Baldur’s Gate 3 select their Area throughout Character Creation and for this Construct, I’m going to be exhibiting you my Mild Area setup. The explanation I selected Mild Area is that I wished to make a Cleric that would deal good harm and nonetheless have some help Spells, and Mild Area does a good job of this. Nonetheless, you can also make this Construct for probably the most half utilizing different Domains in Early Entry, however you’ll miss out on a few actually robust Spells. Nonetheless the idea is mainly the identical.
The issue with Clerics in Early Entry is that their go to Cantrip for harm: Sacred Flame has a horrible hit likelihood a big portion of the time. So not like Warlocks who use Eldritch Blast, and Wizards who use one thing like Hearth Bolt, Clerics don’t have any dependable method to deal harm with Spells each spherical except they use their Spell Slots. Due to this they’ll find yourself in conditions the place they don’t have any Spells left to solid, limiting their harm output.
The answer to this downside is specializing in Power or Dexterity as a way to achieve some dependable harm and hit likelihood when utilizing your Weapons. Of the three spell casting Lessons in Early Entry, Clerics will rely way more on their Weapons for harm than both Warlocks or Wizards. For this Construct I selected to deal with Dexterity for higher Armour Class, and to make my Cleric virtually solely ranged. Nonetheless, you’ll be able to select Power if you want, although this can regulate you to melee, and I discovered it to be much less efficient on common in Early Entry, however this might not be the case at reside launch.
Cleric Character Creation
On this part we’ll check out the right way to setup your Cleric throughout Character Creation for the most effective outcomes. You don’t must observe this to the letter, and it’s doubtless this can change at full launch of the sport. Nonetheless, this can maintain you in good stead throughout Early Entry.
Which Background you select will not be notably essential, however you should have a variety of Knowledge so deciding on a Background that impacts Knowledge Abilities is an effective selection. Knowledge Abilities are: Animal Dealing with, Perception, Drugs, Notion, and Survival.
The Race I like most for this Construct is Wooden Elf, as a result of it offers Dexterity and Knowledge, whereas additionally offering the Longbow Proficiency. When you don’t have this Proficiency, your ranged harm with Weapons goes to undergo a bit since you’ll be regulated to a Shortbow, but it surely’s nonetheless doable. Nonetheless, should you’re enjoying a Power Cleric that melees as a substitute, Gold Dwarf is a strong selection. It has additional HP, and offers bonuses to Structure and Knowledge, each precious to Clerics.
For Abilities once more it’s not tremendous essential, however you’ll have excessive Dexterity and Knowledge, so deciding on Abilities that fall underneath these Talents is good. Dexterity has: Acrobatics, Sleight of Hand and Stealth, and I’ve already listed what Knowledge Abilities there are.
Talents wanted for this Construct are Dexterity since we’re going to deal with Bow fight when not casting (and it additionally offers additional AC), and Structure for HP and to assist with Focus, which I’ll clarify within the subsequent part. Knowledge can also be wanted to make good use of your offensive Spells, so that you’ll need to make investments closely right here. Your Talents ought to look one thing like this: STR 10, DEX 16, CON 14, INT 8, WIS 16, CHA 10. This can will let you hit for respectable harm together with your Bow, in addition to join together with your spells.
Cleric Degree 1 Spells, Cantrips & Focus
Throughout Character Creation you’ll be given many Spells, however you’ll have to decide on which to “Put together”. You possibly can solely solid your Cantrips, Ready Spells, and Spells which might be a part of the Mild Area, in any other case should you want to use your different Spells that aren’t Ready, it’s essential to Put together them after which Lengthy Relaxation. You achieve Fairie Hearth and Burning Fingers for being a Mild Area Cleric (at Degree 1), so that you by no means must Put together these.
Cantrips are basically Degree 0 “Spells” you’ll be able to solid at will, and so they don’t take up Spell Slots, in order that they have infinite makes use of whereas nonetheless permitting you to solid your different Cleric Spells. Sacred Flame is your harm dealing Cantrip, and it typically has horrible accuracy as a result of it targets the Dexterity of enemies (not their Armour Class like Weapon Assaults or Guiding Bolt), and enemies usually have extra Dexterity than Armour in Early Entry. Nonetheless, it may be used with out line of sight, so that may be a main plus.
The Steering Cantrip can also be value grabbing as a result of it may be used earlier than Lockpicking or dialogues to assist affect the outcomes by including 1-4 to your rolls. Nonetheless, please be aware that it has Focus, and can overwrite another Spell you’re Concentrating on.
Focus & Warding Flare
Many Cleric Spells like Bless, Bane, Fairie Hearth, and so on require Focus to maintain the impact lively. Focus could be damaged should you solid one other Spell that requires Focus. So for instance should you solid Defend of Religion which provides +2 Armour, and then you definately solid the Steering Cantrip, you’ll cease “Concentrating” on Defend of Religion, and start Concentrating on Steering dropping the +2 Armour. Since Defend of Religion prices a Spell Slot to solid, you should have successfully wasted one Slot.
However, that’s not the one means Focus could be damaged. When you take harm whereas Concentrating on a Spell then it’s essential to make a Structure Saving Throw, and should you fail then the impact of that Spell ends. Do you have to achieve your Saving Throw, nevertheless, then you definately preserve your Focus and the Spell continues. For this reason it will be significant for Clerics to have Structure, as a result of they’ve rather a lot Spells that require Focus and they’re wasted whether it is always damaged.
Clerics of the Mild Area additionally achieve the additional benefit of Warding Flare, which permits them as soon as per spherical to impose Drawback on an enemy assault. This drastically reduces the possibility they are going to be struck, permitting them to take care of Focus a bit extra simply.
Degree 1 Spells
Spells you’ll positively need for this Construct at Degree 1 are: Guiding Bolt & Therapeutic Phrase. Guiding Bolt hits like a truck dealing between 4-24 harm if it connects, and targets the enemy’s Armour Class, very similar to a Weapon Assault. And identical to a Ranged Weapon Assault, should you’re Threatened in fight (an enemy is just too near you), your accuracy will likely be diminished closely, so you could transfer or Soar out of vary to enhance your hit likelihood.
This is without doubt one of the causes this Construct is ranged, because it’s a lot tougher to attach with Guiding Bolt whereas in melee. Add Inflict Wounds should you went Power, because it does much more harm than Guiding Bolt, and is handled like a Melee Assault, that means its accuracy will not be penalized when enemies are close by.
Therapeutic Phrase permits you to heal 1-4 HP, + your Degree as a Bonus Motion. What’s actually nice about this Spell is that it’s going to choose up a downed celebration member if solid on them (identical to any therapeutic Spell), and it might probably achieve this from 18m away. This lets you use it and one other Spell in the identical flip. Profitable!
Past these two Spells, Bless will not be a foul selection because it permits you to buff the Assault Rolls of your celebration members (so long as you preserve Focus). Command (Halt) can also be a powerful Spell, however you could discover you want it extra afterward within the Early Entry than in the beginning, the place killing issues quicker is the key to success. Bane can forestall your celebration from taking harm, and since enemies have to hit you as a way to break your Focus, this generally is a notably good mixture.
You’ll achieve Burning Fingers and Fairie Hearth as Area Spells, so you’ll be able to all the time use these. Burning Fingers is a strong conal AoE that has a somewhat brief vary, so you could not use it that always, since for this Construct you’ll be ranging enemies down. Nonetheless, should you’re enjoying a Power Cleric then you definately’ll doubtless use this one pretty usually.
Fairie Hearth is a really robust Spell that provides your celebration Benefit on all Assault Rolls towards all targets marked with it, which suggests they get to roll their d20 two occasions and use the upper of the 2 values to see if their assaults hit and miss. It is a big enhance, however it’s essential to preserve Focus to maintain this impact lively, so use it correctly.
Cleric (Mild Area) Degree 2
At Degree 2 you’ll achieve further Degree 1 Spell Slot, permitting you to solid another Degree 1 Spell earlier than it’s essential to Lengthy Relaxation to replenish them. And you’ll enhance the variety of Spells you’ll be able to put together from 3 to five, permitting you extra choices whereas on the panorama and in fight.
Additionally, you will achieve your Channel Divinity Motion, which is totally different for every Cleric Subclass. Mild Area Clerics achieve the Radiance of the Daybreak Motion, which permits them to do 2-20 + their Degree in harm to all enemies inside 9m of them. It is a staggering quantity of injury in lots of circumstances, and whereas it’s simpler to hit extra targets as a melee character, it nonetheless works rather well when enjoying ranged. Simply keep in mind to make use of it when you’ll be able to hit 3 or extra enemies, and don’t be afraid to maneuver first to get as many in vary as attainable.
Cleric (Mild Area) Degree 3
At Degree 3 you’ll achieve one other Degree 1 Spell Slot, in addition to 2 Degree 2 Spell Slots. Mild Area Clerics additionally achieve Darkvision, Scorching Ray, Support, and Lesser Restoration as Area Spells, that by no means should be ready. Darkvision is a good way to maintain your hit likelihood up in darkish locations, or to make one other celebration member have the identical profit. It’s semi-permanent as soon as solid, solely being eliminated upon Lengthy Relaxation.
Scorching Ray permits you to deal 2-12 Hearth harm to as much as 3 targets or deal up 6-36 Hearth Harm to a single goal. It’s an extremely highly effective Spell, it has numerous versatility, and is without doubt one of the higher causes to take Mild Area in Early Entry.
When you attain Degree 3, you’ll additionally have the ability to solid some Degree 1 Spells as Degree 2 variations, utilizing Degree 2 Spell Slots as a substitute of Degree 1 Spell Slots. This works out tremendously for this Construct as a result of it permits you to solid among the higher Degree 1 Spells as extra highly effective variations. As an illustration, Guiding Bolt when solid as a Degree 2 Spell will deal 5-30, as a substitute of 4-24 harm. Bless at Degree 2 will impact 4 targets as a substitute of three. Therapeutic Phrase will heal for 2-8 + your Degree as a substitute of 1-4 + your Degree. Briefly, this implies you’ll be able to solid your favourite Spells extra usually, and to larger impact.
Cleric (Mild Area) Degree 4
At Degree 4 you’ll achieve one other Degree 2 Spell Slot, bringing your complete for Early Entry as much as 4 Degree 1 Spell Slots, and three Degree 2 Spell Slots. You’ll additionally have the ability to Put together extra Spells, and also you’ll achieve an extra Cantrip.
You’ll additionally achieve a Feat, and right here we’ll choose the Means Enchancment Feat, putting each factors into Knowledge. This can give your Spells a complete of +6 added to their rolls between your Knowledge Modifier (+4) and Proficiency (+2), making it much more doubtless you’ll hit your goal. You would additionally place the factors as a substitute into Structure for extra HP, and +1 to your Structure Saving Throws, which helps with Focus as effectively. Both selection is okay.
For Weapons you’ll need to attempt to get a Longbow as quickly as you’ll be able to, and there may be one on the market within the Druid Grove. You’ll need a Shortsword and a Studded Defend in your melee slot, as a result of Shortswords use Dexterity for his or her Assault and Harm Rolls. And the Defend will assist shield you in the course of the enemies’ flip. Shoot together with your Bow, or solid a Spell, then swap to your Shortsword and Defend earlier than ending your flip for an additional 2 Armour Class.
For Armour you’ll be utilizing Medium Armour, and the most effective there may be in Early Entry is Scale Mail +1 or Githyanki Half Plate (Lae’Zel’s Armour). Use both of those to hit 17 Armour, and 19 Armour when your Defend is out.
Herbalist’s Gloves take away Poison once you heal Poisoned friendlies, which is good when you attain The Underdark. Broodmother’s Revenge can also be glorious, because it provides Poison to your Weapon at any time when you’re healed. Use Therapeutic Phrase on your self, then poison issues together with your Bow. Revenue!
You achieve Benefit when utilizing Guiding Bolt, Scorching Ray or attacking together with your Bow from elevation, so ensure to rise up excessive in the beginning of fight for improved accuracy. Sacred Flame, Burning Fingers, and Radiance of the Daybreak don’t achieve any profit from elevation, so should you plan to make use of these in your flip then you definately don’t want to fret about this.
Darkvision could be solid outdoors of fight, so if you understand you’re going to be combating in a really darkish space, then you’ll be able to pre-cast it on celebration members that may want it. This protects you turns in fight to assault or solid different Spells, somewhat than buffing for a number of turns. Or should you simply need to see higher whereas exploring in darkish locations, it’s not a foul thought.
I’ve not added Remedy Wounds right here, although it’s fairly a powerful Spell in the correct fingers. That is largely as a result of it has a really brief vary: 1.5m, but in addition as a result of it’s a significantly better use of an Motion when utilized by a Life Area Cleric who provides an automated +3 to its therapeutic. Therapeutic Potions or Meals are a Bonus Motion, and can be utilized in its stead, permitting for an assault or Spell in the identical spherical. Nonetheless, should you do determine to make use of it, I strongly advocate solely utilizing the Degree 2 model to realize much more therapeutic from a single Motion. This can heal for 6-20 at Degree 4.
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