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Either works. You could also use a different cleric subclass, use a feat for heavy armour or multiclass. You habe plenty of options.
And honestly, past level 5 or so, melee weapons for a cleric are basically stat sticks in my experience, using your turn on a melee weapon attack is rarely going to be your best option. Do what you want of course, the game doesn't require you to play optimally or anything.
But Dex does other things besides increase your AC, like give you higher initiative, or better Dex saving throws (these tend to be vs. AoE attacks, which there are a lot of).
It's also the attack modifier for finesse weapons (unless Str is higher) and all ranged weapons (except thrown weapons). So if you plan to use a dagger, short sword, scimitar or bow, you might want more Dex.
So it's up to you whether you want those additional benefits or not. You can always respec later too.
Since clerics & druids have bad offense cantrips this is extremely useful.
Dex also protects you from Push/Shove and gives Dex saves.
Maxing strength on a cleric generally does more harm than good because cleric wants max Wisdom for better & more spells, and they often (not always) want to stay out of melee to preserve their concentration spells.
If you max strength then you sacrifice either dex (ac+initiative+ranged) or wisdom (spell power & slots) or constitution (hp+concentration).
To top it all off there are Medium armors with unique passives which allow FULL dexterity bonus to AC to apply, meaning you can even go 16 dex at start (for max initiative+ranged+AC) and gain even more benefit from such a medium armor.
That's not BG3, that's DnD.
Honestly,e I think that even if dexterity *only* gave initiative and nothing else that it should still be a very highly valued stat in BG3. Even if I were using heavy armor and wasn't using ranged weapons, I'd still want high dexterity for the extra initiative. Unlike D&D, initiative rolls in BG3 are just a 1d4 (instead of 1d20 like it is in D&D), which means a character with +3 dexterity is nearly guaranteed to go first before someone with +0 dexterity (if you roll a 1 and they roll a 4 then it's a tie, if we assume ties are random then that would be a 31/32 chance of going first), and going first vs. going last is like getting an entire extra turn (which is huge when most fights end in 2-3 turns)
Generally +2 rather than +4. That's why folks are recommending stopping at 14 Dex, rather than 18. 14 Dex + Alert will be more useful than taking an ASI for 16 Dex, because +5 to initiative is just that good when the standard initiative die in BG3 is 1d4... never mind the immunity to surprise, which occasionally will matter.
Focus on Wisdom, so you can get those save DCs up and have more spells prepared.
If you want a spellcaster who makes a good melee fighter & can wear heavy armor, respec her to Paladin. Also, if you just want heavy armor, you can respec her to tempest domain to get heavy armor and still keep her as a cleric.
Plus, Dex is important for Initiative, and it can be used as the damage stat for many weapons.