Baldur's Gate 3: Enlightened One – Cleric/Sorcerer Build | Tactician Mode

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shine forth as the moon Len [Music] [Music] shines [Music] [Music] is [Music] [Music] [Music] [Music] [Music] I [Music] [Applause] Wood Elf or half elf are recommended races for the extra 1.5 me movement speed to zoom around better while seem small it gets increasingly better when doubled move speed conditions or flighter involved you could also run this on shadowart as companion the build will work just as well regardless of race choices you'll want High dexterity for initiative and Constitution to maintain concentration spells one ability Improvement and mirror of loss are enough for 20 wisdom leaving you a feet open for warcaster the build will dip into sorcerer later for constitution proficiency keep in mind for Saloon shadowart she can't get bonus stat from Mirror of loss so you'll have to settle with 18 wisdom and warcaster which is fine as you can get a lot of spell attack and save DC bonuses just from [Music] equipments the build itself also apply a lot of debuffs that further help you or Allies land their attacks and spells better while making enemies feel miserable spr I sacred flame is your normal attack whenever you want to conserve spell slots it scales to 2 d8 at level 5 and 3d8 plus wisdom modifier at level 10 as light cleric you also get burning hands which is decent for close range area damage but don't upcast a third level spell slot those are better preserved for Fireballs warding flare as a reaction impose disadvantage on an incoming hit to possibly make it Miss instead you get to do so once per turn it's a solid feature to improve your [Music] survivability bless is great to improve your hitch an especially early on when everyone attack roles are still low guiding bolt and inflict wound are your single Target damage spells guiding bolt is a ranged spell attack that applies Advantage On Target which enable your ally next attack inflict wound on on the other hand is a melee spell attack and has more damage they can both critical hit for even bigger damage adds invulnerable to all damage from perilous Stakes and you could nuke even major [Music] bosses at level two you gain Radiance of the Dawn which uses a channel Divinity charge it does 2d1 radiant damage plus character level in a massive area to enemies around you Divinity charge recharges on short rest so you can go ham with Radiance Dawn every battle if wanted healing word is useful to have prepared costing a bonus action for emergency heals or to help a downed Ally in critical situation Sanctuary is better to safeguard an ally making them untargetable from enemy attacks in this state that Ally can safely heal or buff up as long as they want harming enemy will break the condition when they wish to rejoin the fight at level three you can start using scorching Ray in place of guiding bolt for ranged attack scorching Ray is also essential to build up stacks of buff and debuff later on as you can get how to fire Acuity early into act two from killing the strange Ox in last Light [Music] in it gives plus two to spell attack and save DC whenever you deal fire damage up to PL seven with a hat one cast of scorching Ray will help you land most of your spells [Music] afterward spiritual weapon is good to weaponize your bonus action in early levels the summon itself does decent damage and good at drawing enemies command are very useful hard crowd controls and can be upcast to affect multiple targets all of the variants effectively shut down enemy turns while also giving you easy advantage or opportunity attacks or even dropping their weapons by taking warcaster feet you now have advantage on concentration saving throws which help you hold spells much better most not useful for Spirit Guardians you can also now use reaction for shocking grasp as opportunity attacks for more damage per round which happens a lot as enemies tend to run away from Spirit Guardians even if shocking grasp wasn't learned warcaster still gives you one that uses wisdom modifier but only as a reaction [Music] attack [Music] at level five light cleric can toss in a couple of fireballs Whenever there is a big group of enemies Glyph of warding provide various type of area Elemental damage to match each encounter better if you so choose [Music] however the sweet variant can be very powerful as it guarantee crits on multiple enemies for your big [Music] hitters another step forward when playing as elves who are immune to sleep you can put Glyph of sleep right on spot when surrounded without being [Music] affected Spirit Guardians will be your primary concentration spell going forward it creates an aura of radiant or necrotic damage of your choosing decimating enemies that stand in the way for 10 turns it's a powerful spell that could damage all enemies in the battlefield for every rounds given enough movement speed naturally movement speed Buffs like long Strider or haste would be greatly appreciated the more enemies you can run over the [Music] better I'm ready whatever it takes in addition to that Spirit Guardians is best pre-cast before fights begin so you could start slinging other spells as early as first [Music] round bad behavior caught this Gods [Music] on Spirit Guardians can be further enhanced by equipments to deal more damage while also applying different debuffs that reduce enemies hit chance make them more susceptible to incoming attacks or even knocking them prone flight on it own also travel at effectively doubled your current movement speed in this footage I'm using potion of flying however one could get permanent flight when they go half ithd but their appearance look a little less [Music] Pleasant the Flaming fist will not fall to the light of [Music] you [Music] man at level six you gain another Channel Divinity charges that's two Radiance of the Dawn per short rest with improved warding flare you can now impose disadvantage on enemy attack that's coming for your allies as well as th desire respect after you reach level seven then start as sorcerer first level so you could get Proficiency in Constitution saves along with warcaster advantage on concentration saving throws your spirit Guardians will rarely ever [Music] drop do not take shocking grasp here as it uses charisma modifier and will override the warcaster shocking grasp reaction attack that uses your cleric wisdom modifier as I've explained [Music] before Shield spell use a reaction to add plus five to your AC this buff lasts until it's your active turn so you always have a passive plus5 to your current AC as long as reaction is available magic Missile multi-hit damage energize well with our itemization it also can't be missed making it both a potent tool to deal reliable single Target damage and apply debuffs as a storm sorcerer you can use tempestuous fly with bonus action after casting a spell tempestuous fly doesn't consume your Movement Like jump or normal flight does it's basically a 9 mirror teleport on use any form of extra Mobility helps to maximize Spirit Guardians reach here I start a fight with Fireball to gain tempestuous fly in first round then end it with a barrage of magic [Music] missiles [Music] [Music] look due to Holy Lance helm enemies take radiant damage every time they miss Shadow [Music] heart you can also utilize tempestuous fly for exploring the World by using mask of the shape shifter which has unlimited disguise [Music] [Music] self [Music] only one dip as sorcerer is needed level up as light cleric all the way as [Music] [Music] normal at level 9 of light cleric they get to learn destructive wave which functions similarly to Radiance of dawn destructive wave does both radiant and imp Thunder damage 5 D6 each for a total of 10 D6 in a massive area it also prone enemies amp trigger multiple additional damage from equipments due to it multi-hit [Music] [Music] nature you can use divine intervention however you [Music] like heal is great to immediately top up a Target in critical situation Heroes Feast gives everyone extra 12 Max HP along with many immun and advantage on wisdom saves combine it with level six aid spell for another 25 Max HP will make your party much more beefier you can rely on Marco hesker legendary staff or staff of power to freecast the Buffs at sixth level spell [Music] slot [Music] in pler Ally let you summon a Celestial Diva to fight at your [Music] side he's a strong summon that lasts until long rest which makes planer Ally very spell slaught efficient it's still still worth even if you don't use free cast or spell slot [Music] restoration ilid powers are optional as core concept of the build works great regardless of them otherwise luck of the far Realm is good to guarantee a big critical hit for inflicting wound every long rest then we have perilous Stakes to debuff a specific boss that you want to delete as they become vulnerable to all damage as enemies struggle to connect their attacks stage fright makes them take 2d6 psychic damage each time they miss so you could conserve spell slots call the weak is pretty powerful it will confirm kill low HP enemies if you decided to go full Brainiac this save you the actions or resources you would have used to finish them off lastly permanent fly is great especially useful for Spirit Guardians at the cost of your appearance from going half ithd alternatively you can drink a potion of flying instead equipment's highlighted in red are core gear of the build if there are two core gear overlapping it means either will work in case one piece is taken by other party member the build comes online pretty early as most of your core gear are available in act one with luminous armor you apply radiating orb in 3 m radius every time you deal radiant damage which happens all the time as a light cleric affected enemies has minus one to attack rolls per remaining turns of radiating orb up to minus 7 but in current patch luminous armor has no cap on radiating orb which can get ridiculously out of hand where it's impossible for enemies to hit you unless they score a critical hit however the intended cap of minus 7 to attack rolls is still a severe debuff that would cause most enemies to miss so the build will be fine even once things got fixed boots of Stormy clamor apply another layer of debuffs called reverberation whenever you inflict a condition on enemies which you do majority of the times as well for examples treaking Aura is an AOE condition reeling is a condition when enemy miss their attacks on you radiating orb itself is also a condition as for enemies affected with reverberation they has minus one penalty to strength dexterity and Constitution saving throws per remaining turn meaning it will be easier to land spells on them such as Radiance of the Dawn Fireballs Glyph of warding Etc when Target have five or more Stacks it takes 1 D4 Thunder damage and possibly fall prone the stacks are removed afterward to be built up again prone can force enemy to pass turns if they receive it during their active turn prone itself is also another whole different condition that is beneficial to you so reverberation on it own is just a whole package of [Music] goodness [Music] gloves of belligerent Skies is another setpiece of reverberation applying two turns of the condition each time you deal Thunder or radiant damage on enemies your main source of Thunder damage will be coming from shriek Aura affected enemies inside the aura will take 1 D4 Thunder every time they take damage which can quickly add up in addition to that they have a 1 D4 penalty to mental saving throws which makes them more susceptible to Spirit Guardians perilous Stakes command hold person or Monster considering how often you will be at the front line face to face with the Enemy your allies will get to benefit all of the things shriek Ora provides as [Music] well with holy land's Helm enemy take 1 D4 radiant on Miss you could also force their opportunity attacks to squeeze in extra damage an additional proc of a bunch of stuffs from your [Music] equipments in act one use Amulet of restoration and Whispering promise ring so you could hand out mini bless on Heels whenever needed [Music] Sentinel Shield and bow of awareness combo will let you go first in all battles of act two so you could debuff enemies and set up the fight in your favor even someone like Yar who has alert feet will still go after [Music] you callus glow ring add two additional radiant whenever you damage an enemy who are illuminated you can guarantee this by casting light on yourself although normally radiating orb already sheds bright light around it this ring radiant damage essentially let you do just about any attack attacks to trigger radiating orb and reverberation conditions from your equipments as you apply reverberation and deal Thunder damage 24/7 you now also possibly dazed enemies thanks to ring of spiteful Thunder dazed enemies has disadvantage on wisdom saves which let you land spells on them easier notably Spirit Guardians they also can't take reactions and lose AC bonus from dexterity so they become susceptible to attack roles as well [Music] if nobody is using psychic spark amulet it can be temporarily utilized on you to add an additional dart on Magic missiles which could easily Stack Up debuffs and Deal reliable single Target [Music] damage [Music] me [Music] Amulet of The Devout adds two spell save DC and an additional Channel Divinity charge so you could have three Radiance of the Dawn in one battle hell Rider Longbow plus three initiative helps you going early keep in mind for Saloon shadowart dismiss her before talking to the merchant otherwise he won't sell you the bow after killing a creature using staff of cherished necromancy you can cast necromancy spell without consuming a spell slot which will be used to upcast inflict wound at level [Music] six the staff passive persists even after you swap back to F [Music] Alo if current party doesn't have anyone that could buff haste you can't go wrong with potion of speed to get an extra action and double your move speed for those who don't plan on using ilid power they can chug a potion of flying [Music] instead bloodlust Elixir gives you yet another additional action on kill to shower your enemies with Holy Light [Music] yeah
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Channel: sin tee
Views: 214,302
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Keywords: Build, CRPG, DnD, 5e, RPG, Walkthrough, Baldur's Gate III, Baldur, Gate, Solo, Spell, Bless, Smite, Divine, of, Magic, Holy, Feat, Guide, Class, Boss, Sorcerer, Tactican, Mode, Half, Multiclass, Shadowheart, God, Raphael, House, Hope, Act 3, Best, Ultimate, Light, Cleric, Sorcerous, Radiant, One, Enlightened, Storm, Sorcery, Elf, Wood, Deity, Selune, Moon, Maiden, Sun, Star, Wisdom, Luminous, Radiating, Orb, Reverberation, Stormy Clamour, Shar, War, Caster, Channel, Divinity, Devout, Radiance, the, Dawn, Spirit, Guardians, Yurgir, Belligerent Skies
Id: Nb7RdotM2TM
Channel Id: undefined
Length: 28min 10sec (1690 seconds)
Published: Sun Oct 08 2023
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