Light Domain |
---|
![]() |
Initial Light Domain Features |
Inherited Cleric Features |
Initial Cantrips & Spells |
|
Light Domain is a Subclass of Cleric in Baldur's Gate 3. Clerics primary ability is Wisdom, their saving throw proficiencies are Wisdom, Charisma and they have a Hit Dice of 1d8 per Cleric level. They have proficiency with All simple weapons and with Light Armour, medium Armour, shields. The Light Domain subclass adds Warding Flare and Domain Spells. It 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
- Spell Slots Unlocked: Casting Spells consumes Spell slots. You gain 2 level 1 spell slots, which are restored on a long rest.
- Wisdom Saving Throw Proficiency: Add your proficiency bonus to Wisdom saving throws.
- Charisma Saving Throw Proficiency: Add your proficiency bonus to Charisma saving throws.
- Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
- Shield Proficiency: Wielding a Shield will not impose disadvantage on your attacks or prevent the casting of Spells.
- Simple Weapon Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with simple weapons.
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
Cleric Features
Pick 3 Cantrips From
Resistance (Default)
Guidance (Default)
Sacred Flame (Default)
Thaumaturgy
Prepare 3 Spells From
You may only prepare spells you have already learned
Level 1 Spells:
Create Water (Default)
Guiding Bolt (Default)
Shield of Faith (Default)
Bane (Default)
Command (Halt)
Healing Word
Inflict Wounds
Protection from Evil and Good
Bless
Cure Wounds
Light Domain Features, Cantrips & Spells
- Warding Flare
- Domain Spells
Light (Cantrip)
Faerie Fire (Domain Spell)
Burning Hands (Domain Spell)
Level 2
Cleric Features
- Spell Slots Unlocked (1 LvL 1 Slot)
- Channel Divinity Charges: 1
Prepare 4 Spells from
You may only prepare spells you have already learned
New Spells:
There no new spells at this level
Cleric Actions
Light Domain Features & Spells
Level 3
Class Features and Spells
- Spell Slots Unlocked (1 LvL 1 Slot)
- Spell Slots Unlocked (2 LvL 2 Slots)
Prepare 5 Spells From
You may only prepare spells you have already learned
Level 2 Spells:
Light Domain Features & Spells
Level 4
Cleric Features
- Spell Slots Unlocked (Level 2)
Prepare 7 Spells From
You may only prepare spells you have already learned
New Spells:
There are no new Spells at this level
Pick 1 Feat From
- Ability Improvement
- Athlete
- Defensive Duelist
- Dual Wielder
- Great Weapon Master
- Heavily Armoured
- Lightly Armoured
- Magic Initiate: Cleric
- Magic Initiate: Druid
- Magic Initiate: Sorcerer
- Magic Initiate: Warlock
- Magic Initiate: Wizard
- Martial Adept
- Mobile
- Moderately Armoured
- Shield Master
- Skilled
- Tough
- Weapon Master
Level 5
Cleric Features
Prepare 8 Spells From
You may only prepare spells you have already learned
New Spells:
Level 3 Spells:
Light Domain Tips & Builds
- Note 1
- Note 2
Classes and Subclasses |
Arcane Trickster ♦ Barbarian ♦ Bard ♦ Battle Master ♦ Beast Master ♦ Berserker ♦ Circle of the Land ♦ Circle of the Moon ♦ Cleric ♦ College of Lore ♦ College of Valour ♦ Draconic Bloodline ♦ Druid ♦ Eldritch Knight ♦ Fighter ♦ Hunter ♦ Knowledge Domain ♦ Life Domain ♦ Monk ♦ Nature Domain ♦ Oath of the Ancients ♦ Oathbreaker ♦ Paladin ♦ Ranger ♦ Rogue ♦ Sorcerer ♦ Tempest Domain ♦ The Fiend ♦ The Great Old One ♦ Thief ♦ Trickery Domain ♦ War Domain ♦ Warlock ♦ Wild Magic ♦ Wizard |
- Anonymous
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
- Anonymous
I cant see Darkvision for Light Domain being added at level 3 or anywhere else (Update 6)
0
+10
-1