The best DEFENSE is a good OFFENSIVE Cleric Build! | Baldur's Gate 3

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at first glance you might think we're building a martial character but we're actually building a war domain cleric more specifically we've turned Carlock into our main healer essentially saying that the best defense is a strong offense utilizing this build I've been able to take enemies down faster than ever and essentially just have enough spells to keep my party topped off and often even healing them outside of combat rather than in it so it's really made the playthrough very interesting cantrips can select whichever ones you think are most beneficial for you or your party the only one I really feel strongly about is blade Ward this is going to allow you to take half the damage from bludgeoning piercing and slashing attacks you'll often be in the range of enemies and be subject to their damage if you're unable to hit them blade Ward is something that you can continually cast to keep your defenses up this is a cantrip as opposed to a spell so you won't ever lose the ability to use it subclass War domain now notably for the subclass the 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 again we will be using a weapon for sure here this can allow us to do additional attacks again just get some more melee damage out there deity totally up to you whatever you feel is best suited for your playthrough I've chosen illmatter I feel like that's fairly neutral at least from what I've seen so far abilities we're going to put strength to 17 and we're going to boost this at level 4 with the feet however it'll be 17 until that time and this is enough bonus to get us up until level four no problem we're going to get additional chance to hit additional damage good carrying weight as well as additional saving throws and the likes dexterity we're going to leave it 10 we're going to wear heavy armor as soon as possible so we're not so concerned about having the armor class bonus but we want to make sure that we don't have any negatives because we don't want to be subject to anything coming our way that might use dexterity as a saving throw this will just help ensure that our character remains on its feet and doesn't go down during the encounter Constitution to add some survivability and extra hit points Keep Us Alive in the encounter as well now we have to take some points from somewhere in order to get the stats we're looking for so we're going to drop intellect and Charisma and use those to boost our wisdom this is going to Aid the spell casting portion of her character which I said we will on occasion be healing during combat and will certainly be healing outside of combat as well so at some point here we need to make sure that we're able to do that and not just throw our melee weapons or bash enemies with our melee weapons during the game for scope efficiencies this might vary depending on what you have for other party members in my case insight and Medicine were pretty neglected and since they used the wisdom stat that makes sense because I only have one character with a relatively decent wisdom in the entire party so now that I've added Carlock with this build I've gone in this route just so that I have the ability to pass these checks if they come up level two is actually pretty decent compared to other levels for classes across the board you get a lot out of this surprisingly we're gonna get an additional spell slot as well as Channel Divinity charges which you could use to turn Undead or even better in my opinion guided strike guided strike provides plus 10 bonus to your attack roll this is incredibly powerful just going to help ensure that you land hits on the target when you're looking to and as we level up even further we're gonna get ways to add bonus damage to our attack which makes this even more powerful because we can then help ensure that that attack is going to land preparing Spells at this point healing Ward just an incredible spell because it's a bonus action you can swing your melee weapon then follow up with healing Ward on the same turn Sanctuary incredibly strong for this build as well you'll often be in the front line with this build or Behind Enemy Lines so to speak this gives you the ability to reposition your entire Party Pop Sanctuary on yourself or an ally if you feel needed but essentially Sanctuary yourself and then you have 10 turns to reposition yourself wherever you want and you can really force or funnel enemies into Prime position for this and often situations when I use this the enemy is actually funnel in such a way that it leaves priority targets vulnerable and then I use this character to jump on them and take them out bless this is going to just give you additional bonus to attack and saving rules you can use this on up to three characters or the entirety of your party aside from yourself guiding bolt is going to give us essentially a ranged attack at this point we can have a ranged weapon our chance to hit won't be extremely high given our dexterity so guiding bolt gives us an option to use something outside of our dexterity for that role cure wounds as mentioned before we want the ability to heal outside of combat in fact if the battle goes in our favor we won't do any healing in combat we'll use our spells to support our party or ourself and then use the remainder of our spouse to heal outside of combat as needed level three is also valuable for us as we now get access to level 2 spells on top of that is the subclass we're going to get the spiritual weapon and this is powerful for our build this just gives us the addition to summon a creature next to us which also deals damage also becomes a target for enemies and again just allows us to use less healing overall further race we're gonna get Legacy of avernus searing Smite this is one of our first ways to actually increase the damage that we deal with our attack and again we can use other things in the build to ensure that we get the attack to land and we'll still have more abilities to actually buff our damage on top of this later on for prepared spells this point we're still using healing Ward Sanctuary bless cure wounds what we've swapped in is now hold person at this level range I find Whole Person very useful I think it drops off a little bit as time goes on but I find it valuable at this point in the game you could swap this out for some other options as well silence is a good choice in my opinion prior of healing outside of combat healing this cannot be used in combat matter of fact but very strong outside if you can clear the encounter like I mentioned and then you top everybody off or recover Everybody's Health with this spell you're all the better off level four we get several things finishing with the feet for cant trips I like to take resistance at this point just because of the 10 turn duration I find that more useful than everything else that's remaining the extra prepared spell slot I like to go with silence incredibly powerful spell as long as you have the ability to set this up now with this character you're tanky enough that you can kind of position yourself in a spot and make use of this 18 meter range so it's pretty easy to get the spell off which is why I like using it on this particular build defeat I go with athlete and put the additional ability Point into strength that's going to round that up to 18 Again furthering the bonuses of a character and it also increases our jump Distance by 50 percent this is the main Mobility tool that we have and increasing our jump distance with already a relatively high strength score is just going to add to this Mobility so overall this really gives us a big increase at this point level five again is an enormous power Spike we're gonna get a whole bunch here first off we're gonna get destroy Undead when we successfully turn an undead creature they're now going to take a large chunk of radiant damage access to level 3 spells on top of these level 3 spells we always have Spirit Guardians prepared this is an AOE Aura around you extremely strong in this build you can have this Aura up just jump into where you want to be and have it applied damage to everything around you in addition to that we get Crusaders mantle always prepared as well this is going to allow us to radiate holy power that emboldens nearby allies doing additional damage it's a small amount of damage but since it applies to all of your allies this starts to add up for our race we get access to another Smite in this case branding Smite and again this is an ability that also lasts excuse me that it's always prepared and you have one use per long rest this gives us two options now that just come from a race that allows to do bonus damage on our attack furthering our melee capabilities prepared Spells at this point I only prepare two level three spells that I've added into the mix we'll go through the list of them all at this point we use healing word Sanctuary bless revivify at this point and this is because like I said we're focusing on melee output so occasionally you may have a character go down and if you're unable to get to them because you've positioned yourself in such a manner that you're away from say a range party member the end Ally may actually become dead as opposed to just unconscious and then you have a manner of bringing them back up we're going to use cure wounds Prayer of Healing silence and we've also added in Mass healing word this has an 18 meter range so your positioning is less important with a spell and again it's a bonus action so just like the level one version of this you have the ability to heal your party from afar which is incredibly nice when using a build like this it's moving around the battlefield keep in mind you can certainly use a one-handed weapon and shield as well if you'd like to add to the tankiness of this character you're not forced into a two-hander especially if you don't have proficiencies for it or access to a good two-hander at the moment where can the character go from here well you can continue leveling up in Clark or you could go into one of the Marshall classes I think ranger is a decent Choice Barbarian is actually a decent choice and you could even potentially go into Paladin level 2 for divine Smite as well some notable pieces of equipment that I find valuable for this build so far are the haste helmet the start of combat you're going to gain momentum for three turns it's just going to increase your movement to allow you to get into the position that you want to be when that combat begins still using just a regular pair of chainmail there's just no magical properties but I just want to mention this because it is heavy armor like I said you want to get into heavy armor as soon as possible gloves of the growling Underdog the where it's going to gain advantage on melee attack rolls which we're using while surrounded by two or more foes in addition to this we're going to get strength saving throws plus one all around just good for the character you will often be surrounded by two if not more enemies boots of striding when you cast a spell that requires concentration and we do have several of these you'll gain momentum for one turn this is just another way to proc momentum during combat for us also while you're concentrating you can't get knocked prone or be moved against your well as well as adding Athletics plus one again just a whole bunch of things to synergize and add to the build that we're using here the hammarcraft this has the ability to deal additional Thunder damage in a radius upon landing and since we're using this character as a front-line character we're able to just kind of jump free and just deal damage to anything we land here this is our primary way of using Mobility on this character so just jump around always doing some additional damage as well as tenacity when you miss an attack you deal four bludgeoning damage anyways this is incredibly strong this just ensures that you always do damage whenever you're in range of a target with this character the neck piece emulative celine's choosing now this has the ability to heal a party member as well as put them to sleep again this is a little bit better outside of combat where you don't have to worry about being affected by the Sleep portion but in general I didn't have a better option suited for this character as opposed to others at this point and for a ranged weapon I'm using gantral's aspiration this is a plus one heavy crossbow and there aren't a whole lot of characters or builds that utilize the heavy crossbow so this is a way just to take advantage of this weapon this also happens to give us advantage against monstrosity type enemies I hope you enjoy this build as well and the unique approach to making Carlock your main healer as always thanks for taking the time to watch and have a great day
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Channel: MinMaxRPG
Views: 24,542
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Length: 10min 42sec (642 seconds)
Published: Sat Aug 12 2023
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