Baldur's Gate 3 Cleric Guide - Nature Domain Subclass - Level 1-12 Guide

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hey everybody it's Leroy from lyric gaming and in today's bothersgate 3 guide video we're going to be looking at the nature domain subclass for the cleric so if you've ever wanted a dab of Druid in your cleric well here you go in this video we're going to be covering the level 1 setup for the class I'm going to give you a full level 2 to 12 breakdown including looking at all the Spells available to you as you level up including my recommendations and towards the end I'm gonna go ahead and give you some general equipment recommendations as well as my thoughts on multi-classing as the subclass you can use the timestamps below to jump to the areas that most interest you remember to drop a like and leave a comment below of your thoughts feedback and questions and now without further Ado let's check out the nature domain cleric right the first things you're going to want to know about this subclass and the cleric in general is your primary ability is wisdom you're going to have saving throw proficiencies and wisdom and charisma your hit die is 1d8 hit points and you're gonna have a base proficiency of all simple weapons light armor medium armor and shields that was a tempest domain cleric you will gain additional proficiency with heavy armor but you are not going to get martial weapon proficiency however you're going to get access to very specific spells like the camtrip shillelae which is going to allow a staff or Club you have equipped to become magical and now you're going to be able to use your spa casting ability in this case wisdom for your attack rules so you could very well as long as using a staff or a club be quite effective the weapon as long as you have this can trip on you're also gonna get access to speak of animals that's going to be always memorized as well as animal friendship and you're going to gain a subclass feature of Accolade nature and says you learn a druid can't trip and become proficient in animal handling nature or survival you're gonna get to pick that now here are the various can trips that you potentially have access to again I would recommend shillelae here so you have a martial ability but these are the ones that you can choose from you can go ahead and pause the video if you want to read a description also do note you're going to get access to the following five level one spells Shield of faith is really good as your first concentration spell do note any type you take a damage you have to do a saving throw roll and if you fail this will get knocked off so we're going to be focusing on making sure that you can maintain your concentration within this guide you're also going to get two level one spell slots to use for those spells refreshed on a long rest now your ability Point recommendations are going to be quite a bit different than my other subclass guide so far you'll notice I'm recommending 10 strength the only reason I don't recommend lower potentially is because you don't necessarily want your jumping ability to be too low and your care and capacity getting too low Dix 3010 because we are going to go with heavy armor 15 Constitution eight intelligence 17 wisdom and notice we have 14 charisma this will make this subclass a good choice if you want your cleric to be your main character or if you want to do most of your interactions with her when it comes to talking to people because she's gonna have a decent charisma not level two you're gonna gain One More Level One spell slot you're gonna have access to channel Divinity charges starting of one this will power specific class actions and I'll mention those in a second they do Refresh on a short rest or long rest the first action is going to be turned on dead and then the unique subclass action is for charm animals and plants you Channel Fame magic to charm nearby beasts and plants and it lasts up to 10 turns and it's got ten meter radius and charms so basically friendly to the charmer and its allies of course taking damage in this condition if you damage them you're also going to notice here you're gonna have five spells you can prepare you can swap these out when you level but also in inventory there's a tab we can do this as well so this number you every level you're going to get one more prepared Spell ability but it's going to be across all the levels so right now it's across all the one spells but eventually will be level one and two and then three four five and even six at the end level three you're gonna gain One More Level One spell slot and also two level two spell slots to always memorize domain spells you're gonna gain are going to be Spike growth and bark skin that's really not going to be that useful to you since you're probably going to be using heavy armor but it's there and here are your other level two spells you get to choose from enhance ability is really good so this whole person pair of healing is a very powerful AOE heel but do note is out of combat only and protection from Poison is good as well because notice it's not a concentration spell really good for any poison areas and monsters you fight and spiritual weapon is good for offense as well you summon this kind of like a pet and then it stays with you get to control its movement and attacks and I always recommend wording Bond as an option you cast this on an ally it does not require concentration lastly you cancel or until long rest the other person gets resistance to all damage plus one bonus to armor save and saving throws but there is a downside the other fifty percent of the damage you actually take and that can knock you out of concentrate concentrating on a spell so there is a downside but I've used this quite a bit and I like it and now you get six spells to pick from across the two levels okay level four you're gonna get another level two spell slot you're gonna get to pick a second cantrip if you'd like and then you're gonna get to pick a total of seven spells overall across level one and two and then you get to pick your first feet now as I mentioned concentration is a big deal across all clerics in my opinion being able to maximize your chance to not get knocked out of concentrations big I love selecting resilient as a feat select Constitution it gets you up to 16 but also gives you proficiency of the saving throw War casters also amazing it's going to give you advantage on saving throws to maintain concentration that's the main part of it that I'm a big fan of so picking those two up as you level is highly recommended and then you can also do ability Improvement to bump up your wisdom remember here if you use shillelae they can't trip for attacking bumping up wisdoms not only going to help you with casting but it's also going to help you with your melee attacks so that could be great as well as you level up level five you're gonna get uh two level three spell slots as you'll knock the level three spells destroying dead is an upgrade to turn Undead and now when you turn Undead you're gonna do 4 to 24 radiant damage your domain spells that will always be memorized their plant growth and sleet storm and here are your level three spells that you get to add to your potential retention rotation Mass healing word is really good and spirit Guardians also really really powerful it's an basically an AOE aura that you concentrate on you pick either radiant damage or necrotic damage anything that gets within that range or if you move with it and have an enemy enter that range they automatically take the damage very powerful but make sure to maintain your concentration and you get to memorize eight spells now at level 6 you're gonna get to get one more level three spell slot you get to use Channel Divinity charges one more time and now you can pick six or rather nine spells across the three levels at level seven you're gonna get one more level for spell slot or you're gonna get rather your first level Force spell slot and you're gonna get two level four domain spells dominate Beast and grasping Vine and then here they have four other level four spells and now you get to prepare 10 spells across the four levels at level eight you're gonna get another level four spell slot you get Divine strike Elemental Fury so once per turn you deal one to eight cold damage one to eight fire damage or one to eight lightning damage in addition to your weapons uh base damage when you make your melee attack you're gonna get to prepare 11 spell 11 spells and then you get to pick your second feet so you can go off my recommendations if you like well nine you're gonna get a level four spell slot and your first level five spell slot your domain spells are going to be insect plague and Wall of stone and the other options that you can choose from are here mask cure wounds quite effective and now you can prepare 12 spells all right level 10 you're gonna get one more level five spell slot and then you're gonna get a very powerful feature called divine intervention it's a one-off ability it's going to give you four different choices and I'll go over there in a second you get to pick one more cant trip and you can now prepare 13 spells now here's the vine invention the description is call upon your deity in your moment of greatest need once they intervene the deity will never do so in this manner again so there's four different things you get to choose from one is golden generosity I am not a huge fan of this one it basically gives you a bunch of Provisions uh and uh potions but since you should have a ton of cab supplies already this is probably the least useful one uh opulent Revival is really quite good resurrect found Companions of half their hit points and restore all nearby allies as if they had long rested so this is really good on if you're towards the end of the game if you're stuck on hard content this kid basically bring everybody back and let them have all their spells back and their effects back so it could be a game changer divine intervention Sunder the heretical is a huge AOE bomb it's 8D 10 radiant damage and check out the huge radius so all enemies within radius get impacted by that and the final one is a little bit more permanent it's arm thy servant and it's gonna summon a legendary weapon and let me show you what that looks like because it's actually really good for this subclass remember your shillelae can work with a staff or a mace this is a legendary mace and you can cast shillelae on it if you'd like to make it quite effective so it does your base damage plus 1d8 radiant it's a plus three weapon and it also has healing incense aura and that was kind of interesting you cast it as a bonus action refreshes every long rest and it's gonna basically all your allies including yourself within nine meters every turn are gonna heal for one to four hit points so it's going to be between 10 and 40 hit points healed per party member or any Ally or someone Etc so this is quite useful does not require concentration so it's kind of a fire and forget and again it's also a decent mace for sure so for this build in particular you can use this and then you'll be using your wisdom score to maximize its uh to hit so very very good I'd probably recommend getting the mace for this subclass at level 11 you're going to get one level six spell slot and you're gonna unlock the following level six spells quite a few of them are really good but I love planar Ally you can summon one of three planar allies this basically uh pet Companions and I will show those off to you in just a second and you do get to now prepare 14 spells okay like I said there are three different planar allies the first one is the diva his uh attacks and or abilities are a wrathful smite revilify couldn't cuss of Smash this is what he looks like he's like an angel as a 136 hit points nice stat block nice AC decent resistances the second option is the cambian its special abilities are fiendish charm draining kiss and Ray of Fire and this is what it looks like basically double it has the least hit points at 82. and the stat block may not look is impressive but it has really nice resistances so it's a very very effective as far as resisting damage [Music] and then finally we have the genie its special abilities are sweet Plum gales Thunder Wave and drunken inhale this is what it looks like and it does have the most hit points at 161 and a nice stat block but notice it doesn't have the least amount of resistances it does have lightning and thunder resistance but nothing else so that's how it gets balanced out and at level 12 you're gonna get to prepare 15 spells and pick one more feet now when it comes to equipment you're going to want to lean into this builds pretty heavy you'll will have access to Heavy Armor and shield so just equip the best shield and Armory heavy armor you can get because you do have proficiency with Macys again picking the best Mace will probably be your best option so you can use it with Chile the biggest I think benefit of this subclass is the fact that you can ignore strength and dexterity and basically because of Chile make a wisdom focused cleric that uses that for casting as well as for melee attacks similar to how you can do a paladin multi-class with a warlock to do the same with the Charisma that gives you more points to put into Charisma for example if you want her to do your charisma checks as well just gives you a different way of playing and then the rest of your equipment it just gonna depend how you want to build out your character for my clerics I want to make sure that no matter what subclass I have they can heal effectively so I I have a soft spot for what Pierce Crown whenever healing another character you heal one to six health and I also like boots of Aid and comfort they'll give you an extra or anybody you heal to get three temporary hit points but there's lots of thematic nice equipment you can get when it comes to jewelry if you get something that either increases your damage in melee or addition provides you additional casts of spells is big for example spell Crux amulet is great it lets you restore your any one of your spell slots so obviously you'd go level six for this case so if you stick in that direction you'll be perfectly fine now when it comes to multi-classing I feel like this is one of the few subclasses for the cleric that isn't that great for multi-classing it doesn't have Marshall proficiencies it's basically like a hybrid Druid so a little bit of Druid effect with cleric so you could easily just be a druid and if you wanted to add Marshall proficiencies you can get better by for example picking a fighter so I feel like there may be some builds out there I just haven't figured one that I would want to use if I didn't want to lean into this kind of nature theme as I described under equipment hybridizing wisdom for casting and melee so I would say this class does the best if you just stick to cleric so you could do other builds but for optimization I could see you just sticky nature cleric to be the most effective from what I've gathered personally all right guys that brings us to the end of the nature domain subclass video for the cleric hope you guys found it helpful if you did make sure to drop a like love to hear your feedback in the comment section and of course if you want to see more content from my channel make sure to subscribe that being said thank you for all the support and I'll see you guys in the next video all right [Music]
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Channel: Leeroy Gaming
Views: 2,722
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Keywords: baldurs gate 3, baldurs gate 3 Cleric, bg3 Cleric, baldurs gate 3 Cleric guide, baldurs gate 3 class guide, baldurs gate 3 Cleric class, baldurs gate 3 classes, baldurs gate 3 Cleric build, bg3 cleric guide, baldurs gate 3 Nature Domain guide, bg3 cleric Nature domain guide, bg3 cleric build, bg3 cleric nature domain, baldurs gate 3 nature domain, best cleric subclass bg3, bg3 cleric subclasses, baldurs gate 3 cleric subclasses, bg3 shadowheart build
Id: hCFDR8VD8rs
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Length: 19min 2sec (1142 seconds)
Published: Thu Aug 24 2023
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