Light Domain is a Subclass of Cleric in Baldur's Gate 3. . Clerics primary ability is Wisdom, their saving throw proficiencies are WisdomCharisma and they have a Hit Dice of 1d8 per Cleric level. They have proficiency with All simple weapons and with Light Armourmedium Armourshields. The Light Domain subclass adds Warding Flare and Domain SpellsIt is available in Early Access.

 

The Light domain is offered by deities of justice, majesty, and primordial flame, prodiving spells that dispel darkness and harm the undead.

 

 
 
 
 
 
 
 
 
 

 

Light Domain Features

  • Warding Flare: Shield yourself with divine light. Use your reaction to impose disadvantage on an attacker, potentially causing their attack to miss.
  • Domain Spells: You gain Spells from your domain. They are always prepared.

 

Cleric Features

 

Light Domain Progression

  • Note that Clerics begin the game with 8 HP + their Constitution Modifier, and then gain 5 HP + their Constitution Modifier every level thereafter.
  • Note that Clerics must pick a Subclass immediately upon Character Creation.

 

Level 1

Pick 3 Cantrips From

Prepare 3 Spells From

You may only prepare spells you have already learned

Light Domain Features, Cantrips & Spells



Level 2

 

Cleric Features

Prepare 5 Spells from

You may only prepare spells you have already learned

Cleric Actions

 Light Domain Features & Spells



Level 3

Cleric Features

Prepare 6 Spells From

You may only prepare spells you have already learned

Light Domain Features & Spells

 

 

Level 4

 

 

Light Domain Tips & Builds

  • Note 1
  • Note 2

 

 

Classes and Subclasses
Barbarian  ♦  Bard  ♦  Battle Master  ♦  Cleric  ♦  Druid  ♦  Fighter  ♦  Knowledge Domain  ♦  Life Domain  ♦  Monk  ♦  Nature Domain  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Tempest Domain  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Wizard

 




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    • Anonymous

      08 Oct 2020 15:21  

      Light Domain Features & Spells
      Lvl 2:
      Radiance of the Dawn
      Harness the sun's divine power to dispel any magical darkness and deal 2d10+1 Radiant to hostile creatures.
      Attack/Save: Constitution
      Range: 9m
      On a successful saving throw, creatures only take half damage. Doesn't affect creatures that have total cover from you.
      Lvl 3: Darkvision and Scorching Ray

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