Baldur's Gate 3

Baldur's Gate 3

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SinCanDory Aug 15, 2023 @ 6:37am
Human Cleric
It may sound stupid but I want to play as a human cleric with full plate armour + shield&spear/trident or halberd.

Thing is I can't decide which would be better, which subclass to go with (Tempest or War) and the ability scores to start with.

Could anyone help me with this? Thank you in advance for all the help
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Showing 1-15 of 19 comments
Enigmatory Aug 15, 2023 @ 6:40am 
Originally posted by SinCanDory:
It may sound stupid but I want to play as a human cleric with full plate armour + shield&spear/trident or halberd.

Thing is I can't decide which would be better, which subclass to go with (Tempest or War) and the ability scores to start with.

Could anyone help me with this? Thank you in advance for all the help
War. Good domain spells and extra attacks with bonus action if you can spare one. And signature +10 attack per short rest when you really need it.
Harukage Aug 15, 2023 @ 6:46am 
*Sigh* War domain is a noob trap, sorry. It was on TT and is in this game.
Choose Temptest if you want to be an aggressive cleric. Life if you want to be a tanky frontliner/support. Both excel on frontline wearing heavy armor and shield, just in different ways.
As stats go, you do not need Dex at all for heavy armor character, but dumping it as generally a bad idea. So go with 10. Otherwise you main stats are Str and Wis. Max them out. Personally i would go for 18 Str 20 Wis and add War Caster feat on top.
Last edited by Harukage; Aug 15, 2023 @ 6:46am
Settings Aug 15, 2023 @ 6:47am 
Tempest Cleric is the best one, as someone else said War cleric sounds great on paper but once you get more experience with it it's sort of lackluster.

I'd actually recommend Tempest or Life Cleric for the best experience.
Morgian Aug 15, 2023 @ 7:08am 
The advantage of going life is that you have healing spells auto memorized.

And you have to make the dreaded stat split, since 10 STR simply doesn't do if you want to hit things. I would reverse the order of what Harukage said and go STR 20/WIS 18 (maybe even 16), if you actually plan to fight. Going toe-to-toe means less spellcasting, and much of it will be buffs, where the DC doesn't matter.
You should be aware that you will never even come close to the damage output of a martial class past level 5. I put that in here to make sure you know now and won't be disappointed later.
Indure Aug 15, 2023 @ 7:17am 
I think tempest is the strongest of the two, especially since wet targets take double lightning damage, but if you want a more martial oriented character than war does offer more melee attacks.

For tempest I would go 16 str / 14 con / 17 wisdom (get hags hair).

For war, I would go 17 str / 14 con / 16 wisdom. Although you could make the compelling argument to dump wisdom much lower since bonus attacks aren't based of wisdom and as long as your casting buff spells you don't need high wisdom.

Last edited by Indure; Aug 15, 2023 @ 7:20am
Indure Aug 15, 2023 @ 10:40am 
Originally posted by Morgian:
You should be aware that you will never even come close to the damage output of a martial class past level 5. I put that in here to make sure you know now and won't be disappointed later.

I think a Tempest Cleric with a 2 level dip in paladin could be competitive to most martial classes in terms of DPS.

Obviously the Tempest Cleric is going to be stronger against large AoE packs with Spirit Guardians and Maximized Glyph of Wardings on wet targets. Spirit Guardians upcasted, alone can hit for 22 damage a target (x2 on enemy's turn), so potentially 44 damage a target. Plus a Maximized Glyph of Warding is 80 damage per wet target.

Even on a single boss target, a Tempest Cleric with 2 levels of a paladin and the auto crit from tadpole powers, can throw out 1 attack with a Thunderous Smite (maximized) + 5th level Divine Smite + weapon damage (GWM if you want more damage) for roughly 100 damage to a single target. Under haste, can follow up with another attack for roughly 50.

Martials can of course do more to a single target, but 150 single target damage for a caster that can throw out far more AoE damage is a pretty good compromise.
SinCanDory Aug 15, 2023 @ 1:44pm 
Thanks for all the answers everyone! Sorry for late reply, didn't have the chance to reply.

I think I will go with Tempest first but I guess also gonna give War(and maybe Life) down the road in the future. Question is, would a single handed spear/trident and shield be more beneficial or what kind of weapon would you suggest in general?
Indure Aug 15, 2023 @ 1:50pm 
Originally posted by SinCanDory:
Thanks for all the answers everyone! Sorry for late reply, didn't have the chance to reply.

I think I will go with Tempest first but I guess also gonna give War(and maybe Life) down the road in the future. Question is, would a single handed spear/trident and shield be more beneficial or what kind of weapon would you suggest in general?

I would only use spear and trident for thematic purposes. From a min/max perspective I would use whatever magic weapon you can find at any point.
doublejesus Aug 15, 2023 @ 1:50pm 
War domain is only for if you want to cosplay as Omen Dran imo just go Paladin if you want holy martial damage. Clerics bring Aid, Heroes Feast, Freedom of Movement and other amazing no concentration utility spells. Also no point in being a martial focused class when they have Harm and Inflict wounds.

I will say a full quest complete Chosen of Shar Shadowheart can be an exception as she does a great job being a martial class while still having all the cleric utility.
Batailleuse Aug 15, 2023 @ 1:59pm 
Originally posted by SinCanDory:
It may sound stupid but I want to play as a human cleric with full plate armour + shield&spear/trident or halberd.

Thing is I can't decide which would be better, which subclass to go with (Tempest or War) and the ability scores to start with.

Could anyone help me with this? Thank you in advance for all the help

to help you decide i played storm cleric.

with the proper items (inside act 1) you get immunity to shock and 50% lightning resit, generate electric charges as you cast, which upgrade your damage by 1-2-3-4-5 and use all of them at 5 to reset to 1.

When you "wet" someone through the spell "Create water" you make all enemies take 100% more damage from cold and lightning spells.

your Reaction when you get hit and only when hit (automate the electric one) will benefit from 1d8 damage for free. ... so anywhere from 2 to 16 damage whenever somehting hits you in melee. at no cost.

if you pick war caster feat, if something tries to flee, you shock grasp them (which scales with caster level) so in the end you will do 3d8 for free whenever something in melee flee, which once wet translates to 6-42 damage.

later, you also get a free push on every single lightning or thunder damage, which can be spells, melee, or anything from electrified water you created, so whenever something walk on electrified water you created, then they get pushed back and lose 4.5m movement. pretty much wasting their time.

Lightning call, will do about 3d10, +1d10 per upcast level, up to 6d10 at upcast lvl6.
combined with your Chanel divinity, that means a fat 60 damage area, or 120 if you wet them.

so if there is 3 creatures, close to eachother, that you wet, and lightning call on them use a chanel divinity, they will all take 120 damage. (60 on resist).

use Haste from another caster properly, that means you have a burst potential of 240 (single target per turn)

just play your Sorcerer frost and your cleric storm and have fun. you will delete pretty much every boss in 1 or 2 turns.

to make it short.

Full plate > do not need DEX
caster > do not need STR
Max your Wisdom (17)
and Con (16)
the rest is up to you.

when leveling i would recommend.
Stat +2 to wisdom (puts you at 19) there is something to do in act 1 to get +1 to any stat you want, that would put you at 20. i let you you find what you gotta do.
Pick second (lightning penetration as elemental pen) just making sure you always do max damage, even if you do not/cannot wet people.

then last pick warcaster (let you cast lightning grasp and give advantage to concentration rolls) so you don't lose your buffs too often. OR you can pick a level in another class for extra perks. you wont lose any spells slots or new spells doing so, but you lose the extra feat. however it's not an excessively useful one.
Last edited by Batailleuse; Aug 15, 2023 @ 2:13pm
SinCanDory Aug 15, 2023 @ 9:54pm 
Originally posted by Indure:
Originally posted by SinCanDory:
Thanks for all the answers everyone! Sorry for late reply, didn't have the chance to reply.

I think I will go with Tempest first but I guess also gonna give War(and maybe Life) down the road in the future. Question is, would a single handed spear/trident and shield be more beneficial or what kind of weapon would you suggest in general?

I would only use spear and trident for thematic purposes. From a min/max perspective I would use whatever magic weapon you can find at any point.
That's good to hear! Really wanted to use them as a theme but wasn't sure if it was a good idea.
SinCanDory Aug 15, 2023 @ 9:58pm 
Originally posted by Batailleuse:
Originally posted by SinCanDory:
It may sound stupid but I want to play as a human cleric with full plate armour + shield&spear/trident or halberd.

Thing is I can't decide which would be better, which subclass to go with (Tempest or War) and the ability scores to start with.

Could anyone help me with this? Thank you in advance for all the help

to help you decide i played storm cleric.

with the proper items (inside act 1) you get immunity to shock and 50% lightning resit, generate electric charges as you cast, which upgrade your damage by 1-2-3-4-5 and use all of them at 5 to reset to 1.

When you "wet" someone through the spell "Create water" you make all enemies take 100% more damage from cold and lightning spells.

your Reaction when you get hit and only when hit (automate the electric one) will benefit from 1d8 damage for free. ... so anywhere from 2 to 16 damage whenever somehting hits you in melee. at no cost.

if you pick war caster feat, if something tries to flee, you shock grasp them (which scales with caster level) so in the end you will do 3d8 for free whenever something in melee flee, which once wet translates to 6-42 damage.

later, you also get a free push on every single lightning or thunder damage, which can be spells, melee, or anything from electrified water you created, so whenever something walk on electrified water you created, then they get pushed back and lose 4.5m movement. pretty much wasting their time.

Lightning call, will do about 3d10, +1d10 per upcast level, up to 6d10 at upcast lvl6.
combined with your Chanel divinity, that means a fat 60 damage area, or 120 if you wet them.

so if there is 3 creatures, close to eachother, that you wet, and lightning call on them use a chanel divinity, they will all take 120 damage. (60 on resist).

use Haste from another caster properly, that means you have a burst potential of 240 (single target per turn)

just play your Sorcerer frost and your cleric storm and have fun. you will delete pretty much every boss in 1 or 2 turns.

to make it short.

Full plate > do not need DEX
caster > do not need STR
Max your Wisdom (17)
and Con (16)
the rest is up to you.

when leveling i would recommend.
Stat +2 to wisdom (puts you at 19) there is something to do in act 1 to get +1 to any stat you want, that would put you at 20. i let you you find what you gotta do.
Pick second (lightning penetration as elemental pen) just making sure you always do max damage, even if you do not/cannot wet people.

then last pick warcaster (let you cast lightning grasp and give advantage to concentration rolls) so you don't lose your buffs too often. OR you can pick a level in another class for extra perks. you wont lose any spells slots or new spells doing so, but you lose the extra feat. however it's not an excessively useful one.
Thanks a lot for this detailed answer! Just a small question: If wanted to go for multiclass (I am not planning on), which would be a good choice for a second class?
Morgian Aug 15, 2023 @ 9:59pm 
There is a spear from Shar, one glaive from Selune, and a mace from Lathander, which stand a bit out. The mace can trivialize one of the boss fights, too, and helps in the Shadowlands.

Edit: for a caster, really none. But if you want something a class gets at level 1, it might be worthwhile to take that level.
Last edited by Morgian; Aug 15, 2023 @ 10:00pm
GrandMajora Aug 15, 2023 @ 10:08pm 
Originally posted by Harukage:
*Sigh* War domain is a noob trap, sorry. It was on TT and is in this game.

War Domain gets heavy armor, A number of extra attacks per long rest equal to their Wisdom modifier, their channel divinity can grant someone a +10 on attack rolls, and when you get access to Divine Strike, it adds another 1d8 damage to the roll.

How is that a noob trap?
Neialeis Aug 15, 2023 @ 10:29pm 
Originally posted by GrandMajora:
Originally posted by Harukage:
*Sigh* War domain is a noob trap, sorry. It was on TT and is in this game.

War Domain gets heavy armor, A number of extra attacks per long rest equal to their Wisdom modifier, their channel divinity can grant someone a +10 on attack rolls, and when you get access to Divine Strike, it adds another 1d8 damage to the roll.

How is that a noob trap?

It's generally looked down upon because the extra attacks are so limited vs other martial class's unconditional extra attacks(requiring both a charge and your bonus action), and because some other domains also get heavy armor(and martial, for tempest). It'll never compete with a pure martial class for plain weapon attacks. It's not really a noob trap, but the higher level you go the more apparent that becomes. At Lv.5+ Spirit Guardians is usually considered the way to go for actual damage.

That being said, in a max level 12 setting it's still perfectly fine. I find a 16 str, 14 con 16 wis stat spread to work pretty good and allow both reasonable casting and attacking. Guiding Strikes lets you take GWM and make use of the extra damage every now and then without penalty, or you can just take resilient/war caster to help keep up concentration spells. Or ASIs to help keep up with either str or wis.
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Date Posted: Aug 15, 2023 @ 6:37am
Posts: 19