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Cleric

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This page is specifically about clerics in Baldur's Gate II: Shadows of Amn and Baldur's Gate: Enhanced Edition. See Cleric (Baldur's Gate) for this class in Baldur's Gate (game).

Clerics are one of four classes who are able to heal others and one of the four classes which can cast priest spells. They can wear most types of armor, just like warriors—with the exception of mage robes. Their ethos prohibits them from using weapons and missiles with sharp points and edges and they start with two weapon skill points fewer. In some ways, clerics are similar to paladins. While paladins may use—and become more skilled with—a wider variety of weapons, they have only one alignment and one race to choose from. The cleric class may be used as a dual- or multi-class option with fighter, mage, or thief.

Character abilities tableEdit

Character Ability Score Minimum Score
Strength 3
Dexterity 3
Constitution 3
Intelligence 3
Wisdom* 9
Charisma 3

During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.

*Prime Requisites for Dual-classing.

Turn undeadEdit

Clerics and paladins have the ability turn undead creatures. When this mode is activated and undead creatures are in range of the character, there is a possibility they will stop attacking their targets and run away from the character until the effect is worn off. Whenever the cleric or paladin gains a level, this mode will become more powerful. Good-aligned clerics and paladins may use this mode to destroy the undead instantly while evil-aligned can use it to control the undead for a limited amount of time. After the duration of the effect ends, the undead will become hostile to the party.

Priest spellsEdit

Clerics are able to use the following spells from the priest spellbook. Some spells are not available to clerics, depending on the alignment the character started with, not the alignment the character currently has.

Level 1Edit

Level 2Edit

Level 3Edit

Level 4Edit

Level 5Edit

Level 6Edit

Level 7Edit

Class kitsEdit

Priest of HelmEdit

Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent.

Advantages:

  • May cast True Sight once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
  • May cast Seeking Sword once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.

Disadvantage:

  • Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.

Priest of LathanderEdit

Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him.

Advantages:

  • May cast Hold Undead once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
  • May cast Boon of Lathander once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage roll, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain.

Disadvantage:

  • Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.

​Priest of TalosEdit

Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

Advantages:

  • May cast Lightning Bolt once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
  • May cast Storm Shield once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold, and normal missiles.

Disadvantage:

  • Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.

Priest of TyrEdit

Tyr is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom.

Advantages:

  • May cast Acclamation once per day every 5 levels of the caster (starts at 1st level with one use). This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
  • May cast Divine Favor once per day every 10 levels of the caster (starts at 1st level with one use). This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.

Disadvantage:

  • Alignment restricted to lawful good, neutral good, or lawful neutral.

High-level class abilities Edit

Clerics start to gain one HLA per level starting level 22.

Spell progression Edit

Spell lvl/

Cleric lvl

1 2 3 4 5 6+ 7++ Total # of spellslots
1 1 - - - - - - 1
2 2 - - - - - - 2
3 2 1 - - - - - 3
4 3 2 - - - - - 5
5 3 3 1 - - - - 7
6 3 3 2 - - - - 8
7 3 3 2 1 - - - 9
8 3 3 3 2 - - - 11
9 4 4 3 2 1 - - 14
10 4 4 3 3 2 - - 16
11 5 4 4 3 2 1 - 19
12 6 5 5 3 2 2 - 23
13 6 6 6 4 2 2 - 26
14 6 6 6 5 3 2 1 29
15 6 6 6 6 4 2 1 31
16 7 7 7 6 4 3 1 35
17 7 7 7 7 5 3 2 38
18 8 8 8 8 6 4 2 44
19 9 9 8 8 6 4 2 46
20 9 9 9 8 7 5 2 49
21 9 9 9 9 8 6 2 52
22 9 9 9 9 8 6 3 53
23-25 9 9 9 9 9 7 3 55
26-27 9 9 9 9 9 8 3 56
28-30 9 9 9 9 9 8 4 57
31-33 9 9 9 9 9 8 5 58
34-37 9 9 9 9 9 8 6 59
38-40 9 9 9 9 9 8 7 60

Notes:
Clerics gain additional spell slots for their wisdom, see Character Abilities.
+Usable by priest whose wisdom is 17 or higher
++Usable by priest whose wisdom is 18 or higher.

Clerics with a wisdom lower than 18, can use level 7 spells in Baldur's Gate II: Throne of Bhaal.

Table for experience, hit points and weapon proficiencyEdit

Level Experience required THAC0 Hit dice (d8) Weapon proficiency
1 0 20 1 2
2 1,500 20 2
3 3,000 20 3
4 6,000 18 4 1
5 13,000 18 5
6 27,500 18 6
7 55,000 16 7
8 110,000 16 8 1
9 225,000 16 9
10 450,000 14 9 + 2
11 675,000 14 9 + 4
12 900,000 14 9 + 6 1
13 1,125,000 12 9 + 8
14 1,350,000 12 9 + 10
15 1,575,000 12 9 + 12
16 1,800,000 10 9 + 14 1
17 2,025,000 10 9 + 16
18 2,250,000 10 9 + 18
19 2,475,000 8 9 + 20
20 2,700,000 8 9 + 22 1
21 2,925,000 8 9 + 24
22 3,150,000 6 9 + 26
23 3,375,000 6 9 + 28
24 3,600,000 6 9 + 30 1
25 3,825,000 6 9 + 32
26 4,050,000 6 9 + 34
27 4,275,000 6 9 + 36
28 4,500,000 6 9 + 38 1
29 4,725,000 6 9 + 40
30 4,950,000 6 9 + 42
31 5,175,000 6 9 + 44
32 5,400,000 6 9 + 46 1
33 5,625,000 6 9 + 48
34 5,850,000 6 9 + 50
35 6,075,000 6 9 + 52
36 6,300,000 6 9 + 54 1
37 6,525,000 6 9 + 56
38 6,750,000 6 9 + 58
39 6,975,000 6 9 + 60
40 8,000,000 6 9 + 62 1
Total 12

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