
There are two ways to worship nature in Baldur’s Gate 3. You can go the druidic route and wear thatch and reed dresses while talking to animals, or you can turn it into an organized religion where you have symbols, swords, shields, and places of worship. And best of all, you can wear a suit of heavy armor to protect you from all the nature you’re worshiping.
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PostsThat suit of heavy armor drastically changes the feel of a Nature Domain cleric compared to a druid. Where most druids want to remain far away from the front lines, Nature Domain clerics will lead from the front, casting both supportive and destructive spells in defense of their natural deity.
Nature Domain Cleric Overview
Hit Points Per Level
5 plus Constitution modifier
Saving Throw Proficiencies
Charisma, Wisdom
Weapon Proficiencies
Simple Weapons, Flails, Morningstars
Armor Proficiencies
Light Armour, Medium Armor, Heavy Armor, Shields
Skill Proficiencies (Choose Two)
History, Insight, Medicine, Persuasion, Religion
Spellcasting Ability
Wisdom
Clerics of the Nature Domain are best described as druid-flavored. Your worship of the nature deity of your choice provides you with access to nature-based spells normally reserved for druids, such as Speak with Animals, Spike Growth, and Grasping Vine. You also gain access to a druid cantrip, either Poison Spray, Produce Flame, Thorn Whip, or most importantly for this suggested build, Shillelagh.
Shillelagh does something incredible for a melee-focused spellcaster. It swaps your melee attack from being Strength-based for a staff into one based on your spell attack modifier, which is Wisdom for clerics. This allows you to ignore Strength for your weapon damage and focus solely on Wisdom to improve both your melee and spell attacks.
And because heavy armor proficiency means you can ignore Dexterity and still have a very high armor class, you can have a very high Constitution score to gain a lot more hit points than most characters.
The net result is a very unique build: a front-line spell caster that can take a hit and still dish out damage, whether that be in the form of a potent spell or a magically infused staff.
Starting Ability Scores
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10(0)
10(0)
16(+3)
11(0)
16(+3)
12(+1)
This build cares about just two ability scores: Wisdom and Constitution. Wisdom empowers both your melee damage (thanks to the Shillelagh cantrip) as well as your overall spell power. Constitution improves your overall hit points and makes it easier to retain concentration on important spells (like Spiritual Guardians).
You can spend the rest of your ability score points as you please. We're leaving Strength and Dexterity at 10 just to avoid saving throws with a negative modifier. Charisma gets a boost to 12 so that we have +1 to speech checks, but you can swap that with Intelligence if you'd rather be slightly better at a greater number of skills.
Leveling The Build And Spell Choices
Cleric Levels
Level
Class Features
Spells
Level 1
- Choose Subclass: Nature Domain
- Heavy Armor Proficiency
- Acolyte of Nature
- Choose either Animal Handling, Nature, or Survival proficiency
- Choose Druid Cantrip: Shillelagh
- +3 Cantrips
- +4 (Cleric Level + Wisdom Modifier) Spells Prepared
- +2 First-Level Spell Slot
Prepared Spells Added:
- Guidance (Cantrip)
- Sacred Flame (Cantrip)
- Produce Flame (Cantrip)
- Healing Word (Level 1)
- Inflict Wounds (Level 1)
- Guiding Bolt (Level 1)
- Bless (Level 1)
Domain Spells (always prepared)
- Speak with Animals (Level 1)
- Animal Friendship (Level 1)
Level 2
- Turn Undead
- Channel Divinity: Charm Animals and Plants
- +1 Channel Divinity Charges
- +1 First-Level Spell Slot
- +1 Spell Prepared
Prepared Spells Added:
- Command (Level 1)
Level 3
- +1 First-Level Spell Slot
- +2 Second-Level Spell Slots
- +1 Spell Prepared
Prepared Spells Added:
- Lesser Restoration (Level 2)
- Spiritual Weapon (Level 2)
Prepared Spells Removed:
- Command (Level 1)
Domain Spells (always prepared)
- Barkskin (Level 2)
- Spike Growth (Level 2)
Level 4
- Ability Score Improvement or Feat
- Choose +2 Wisdom
- +1 Cantrip
- +2 Spell Prepared
- +1 Second-Level Spell Slot
Prepared Spells Added:
- Thaumaturgy (Cantrip)
- Hold Person (Level 2)
- Prayer of Healing (Level 2)
Level 5
- Destroy Undead
- +1 Spell Prepared
- +2 Third-Level Spell Slots
Prepared Spells Added:
- Spirit Guardians (Level 3)
Domain Spells (always prepared)
- Plant Growth (Level 3)
- Sleet Storm (Level 3)
Level 6
- Channel Divinity: Dampen Elements
- +1 Channel Divinity Charge
- +1 Spell
- +1 Third-Level Spell Slot
Prepared Spells Added:
- Mass Healing Word (Level 3)
Level 7
- +1 Spell Prepared
- +1 Fourth-Level Spell Slot
Prepared Spells Added:
- Banishment (Level 4)
Domain Spells (always prepared)
- Dominate Beast (Level 4)
- Grasping Vine (Level 4)
Level 8
- Ability Score Improvement or Feat
- Choose +2 Wisdom
- Divine Strike: Elemental Fury
- +2 Spells Prepared
- +1 Fourth-Level Spell Slot
Prepared Spells Added:
- Guardian of Faith (Level 4)
- Revivify (Level 3)
Level 9
- +1 Spell Prepared
- +1 Fourth-Level Spell Slot
- +1 Fifth-Level Spell Slot
Prepared Spells Added:
- Flamestrike (Level 5)
- Mass Cure Wounds (Level 5)
Prepared Spells Removed:
- Mass Healing Word (Level 3)
Domain Spells (always prepared)
- Insect Plague (Level 5)
- Wall of Stone (Level 5)
Level 10
- Divine Intervention
- +1 Cantrip
- +1 Spell Prepared
- +1 Fifth-Level Spell Slot
Prepared Spells Added:
- Blade Ward (Cantrip)
- Greater Restoration (Level 5)
Level 11
- +1 Spell
- +1 Sixth-Level Spell Slot
Prepared Spells Added:
- Heal (Level 6)
Level 12
- Ability Score Improvement or Feat
- Choose Feat: Resilient
- +2 Spells Prepared
Prepared Spells Added:
- Planar Ally (Level 6)
- Dispel Evil and Good (Level 5)
Like druids, clerics know every spell on their spell list, but can only have a limited number of them prepared each day. You can swap these spells at any time after a long rest , so feel free to experiment to see what spells are right for you. The spells you see in the chart above are merely recommended.
You get to pick the Nature Domain subclass right as you start playing your cleric. This will come with a few additional choices, such as picking a natural skill proficiency and a druid cantrip. Shillelagh will be key to this build, so be sure to pick it.
Your other cantrips include Guidance (the best non-damage cantrip in the game), Sacred Flame, and Produce Flame. You'll use either Sacred Flame, Produce Flame, or Shillelagh as your go-to damage sources early on, alongside Inflict Wounds and Guiding Bolt when you can spare the spell slots. Healing Word gives you basic healing on a bonus action, and Bless is a fantastic buff spell. Speak with Animals and Animal Friendship turns you into an on-demand Disney princess.
Command at level two can simplify some early encounters, but we'll be tossing it for Lesser Restoration at level three. Spiritual Weapon provides you with a huge damage-per-round improvement, and Spike Growth provides a decent crowd-control option. Barkskin is less useful due to your overall armor and the fact you're more likely to cast Bless to buff your team.
At level four, Hold Person is a great way to trivialize an encounter, and Prayer of Healing provides out-of-combat healing at the cost of a spell slot. Thaumaturgy helps with certain Charisma-based checks, but you should try to have another party member perform those as you're not too good at them. You'll also increase your Wisdom score by two to improve both your spellcasting and Shillelagh damage.
Level five brings Spirit Guardians, which will be your go-to damage spell as you dive into combat. Plant Growth and Sleet Storm provide additional crown control, and Mass Healing Word at level six provides okay in-combat healing that will later be improved by Mass Cure Wounds at level nine.
Level seven brings Banishment, Dominate Beast, and Grasping Vine for even more crowd control, alongside Guardian of Faith at level eight. Revivify brings downed allies back up, and an additional two Wisdom points max the build at 20.
Flamestrike and Insect Plague and level nine provide another big jump in spell damage power, while Wall of Stone provides yet more crowd control options. Level 10's Blade Ward is an okay cantrip, while Greater Restoration heals almost every condition in the game.
Level 11 gives you Heal, the best single-target healing spell, while level 12 brings Planar Ally and Dispel Evil and Good. Lastly, pick up the Resilient feat to get your Intelligence to 12 and to gain proficiency in those saving throws.
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PostsBest Races For A Nature Domain Cleric
Elf
As a melee character, those extra five feet of movement offered by wood elves can be crucial. Perception and stealth proficiency are nice, as is Darkvision and advantage against charm and sleep effects. Probably your best choice.
Half-Elf
Your second-best choice is half-wood elf, but you lose the perception proficiency, so you're always better off going with regular wood elf.
Drow
You get a few good spells in Dancing Lights, Faerie Fire, and Darkness, as well as the usual elvish resistance to charm and sleep effects. Superior Darkvision is fun too, but wood elf is still the better choice.
Dwarf
Duergar is really the only viable dwarf subrace. The armor and weapon proficiencies don't help the build much, and while the extra hit points from gold dwarf are nice, it doesn't compare to the advantage against illusions, charms, and paralysis effects that Duergar receive. Plus you get the Enlarge and Invisibility spells, which are both great.
Half-Orc
Half-orcs don't get extra movement, and the intimidation proficiency will only slightly help your poor Charisma score, but Savage Attacks can be a decent boost to your Shillelagh's crit damage, and Relentless Endurance will keep you fighting when other characters have fallen down.
Halfling
Halfling Luck is great for every class, and despite your piety, Nature Domain clerics don't receive an inherent advantage against fear effects. Resistance to poison is probably better than stealth, so go with Strongheart Halfling.
Gnome
Advantage on Intelligence, Wisdom, and Charisma saving throws is a great bonus for clerics who already have proficiency in Charisma and Wisdom. Deep gnome's Superior Darkvision and stealth advantage is probably better than the other two options here.
Githyanki
If you weren't going for a Shillelagh build, those sword proficiencies would probably help. Astral Knowledge can go a long way to closing the skill gap clerics typically suffer from. Mage Hand, Enhance Leap, and Misty Step are all useful spells, too.
Tiefling
You'll probably get fire resistance from another source before too long, but the spells tieflings come with can be really handy. Zarierl Tiefling in particular will have you feeling like a paladin with all those Smite spells.
Dragonborn
You only get a damage resistance and a breath weapon with Dragonborn, but since you'll be in the thick of combat anyway, that breath weapon might actually be of some use.
Human
You're just getting one skill and 25 percent greater carrying capacity with humans. Your relatively low strength will make that carrying capacity bonus a boon, but otherwise, you can do a lot better.
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PostsEarly Game Equipment Build For A Nature Domain Cleric
Helmet
Cloak
Wapira's Crown
Regain 1d6 hit points whenever you heal another creature.
None
N/A
Armor
Amulet
Adamantine Splint Armour
18 AC Heavy Armor. Reduces all damage by two. Melee attacks inflict three turns of Reeling against your attacker. Attackers cannot land critical hits. Disadvantage on stealth checks.
Amulet Of Misty Step
Cast Misty Step once per long rest.
Gloves
Ring #1
Hellrider's Pride
+1 to Strength saving throws. Whenever you heal another creature, it gains resistance to bludgeoning, piercing, and slashing damage from weapons.
Ring of Protection
+1 to AC, +1 to all saving throws.
Boots
Ring #2
Vital Conduit Boots
+1 Athletics, the wearer gains 8 temporary hit points whenever they cast a spell that requires concentration.
The Whispering Promise
When you heal a creature, it gains +1d4 to attack rolls and saving throws for two turns.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
Staff Of Arcane Blessing
1d6 bludgeoning damage. Bless grants an additional 1d4 to saving throws and weapon attack rolls, and an additional 2d4 to spell attack rolls. Cast Bless at level one once per long rest.
Glowing Shield
+2 AC, gain 8 temporary hit points when your hit point total drops below 50 percent.
Main-Hand Ranged Weapon
Off-Hand Ranged Weapon
Bow of Awareness
1d6 + 1 piercing, light weapon, +1 to initiative rolls.
None
N/A
read moreYour early-game build will focus on doing all the things that clerics do best: healing things and Bless. With Staff of Arcane Blessing, you'll supercharge your Bless spells so that you can't possibly miss a roll. Wapira's Crown and Vital Conduit Boots provide hit points whenever you heal someone, and The Whispering Promise gives yet another Bless-like effect alongside those heals.
You're also pretty tough thanks to Adamantine Splint Armour (which you can get before the end of Act 1), Ring of Protection, and Glowing Shield. That's 21 armor class before you've even made it to Act 2.
Amulet of Misty Step will get you into or out of combat faster than walking, and Bow of Awareness provides an extra point of initiative to your rather abysmal initiative rolls.
Expect your combat rounds to open with Shillelagh and Bless as you charge into battle, then you'll wallop foes and heal friends as needed. Spiritual Weapon arrives on the second round for yet more damage, and Healing Word heals you and your target thanks to your gear.
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PostsLate Game Equipment Build For A Nature Domain Cleric
Helmet
Cloak
Helm of Balduran
+1 to AC and saving throws. You cannot be stunned, attackers cannot land critical hits, and you are healed two hit points at the beginning of every round of combat.
Cloak of the Weave
+1 to spell save DC and spell attack rolls, cast Absorb Elements once per short rest.
Armor
Amulet
Armour of Persistence
20 AC Heavy Armor. All damage is reduced by 2. Gain Resistance (all saving throws +1d4) and Blade Ward (resistance to bludgeoning, piercing, and slashing damage).
Amulet of Greater Health
Your Constitution becomes 23. Advantage on Constitution saving throws.
Gloves
Ring #1
Helldusk Gloves
+1 to spell attack rolls and spell save DC. Weapon attacks deal an additional 1d6 fire damage, unarmed attacks deal an additional 1d6 necrotic damage. Strength saving throws +1. Cast Rays of Fire once per short rest.
Ring of Regeneration
Heal 1d4 at the beginning of every round of combat.
Boots
Ring #2
Helldusk Boots
You cannot be forcibly moved. When you fail a saving throw, use your reaction to succeed once per long rest. As a bonus action, teleport up to 60 feet once per short rest and deal 2d8 fire damage in a 10ft radius.
The Whispering Promise
When you heal a creature, it gains +1d4 to attack rolls and saving throws for two turns.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
Markoheshkir
1d6 +2 bludgeoning damage. +1 to spell save DC and spell attack rolls. Cast one spell without using a spell slot once per long rest. Cast Kereska's Favour once per short rest.
Viconia’s Walking Fortress
+3 AC. Advantage on saving throws against spells. Spell attack rolls against you have disadvantage. After being struck by a melee attack, use your reaction to deal 2-8 force damage to your attacker and knock them prone unless they pass a Dexterity saving throw. Cast Reflective Shell once per short rest, cast Warding Bond once per long rest.
Main-Hand Ranged Weapon
Off-Hand Ranged Weapon
Darkfire Shortbow
1d6 + 1 piercing. Gain fire and cold resistance. Cast Haste once per long rest.
None
N/A
read moreOnce you reach the late game, you become an absolute tank. Helm of Balduran and Ring of Regeneration have you regenerating 2d4 per turn, and both trigger The Whispering Promise to give you an additional 1d4 to attack and saving throws. Amulet of Greater Health also gives you a ton of hit points and advantage on Constitution saving throws, and Armour of Persistence provides 20 AC, yet another 1d4 to saving throws, and resistance to most physical damage.
Viconia’s Walking Fortress gives you three more AC, makes you harder to hit with spells, and lets you cast Reflective Shell and Warding Bond. Helldusk Boots makes you impossible to move while also providing a bonus action teleport, and if you do somehow fail a saving throw, you can use your reaction to succeed.
Cloak of the Weave, Helldusk Gloves, and Markoheshkir provide a boost to spell attack power, making both your Shillelagh and Flamestrike hit harder. Helldusk Gloves also provide another 1d6 fire damage, while Kereska's Favour can enhance the damage of your spells too.
Darkfire Shortbow is here purely to provide fire and cold resistance as well as the ability to cast Haste. You should use your spells for ranged damage.
This build will start combat with a powerful ranged spell alongside Shillelagh as you dive into melee range. Once there, Spirit Guardians will boost your damage as you bash faces with your Shillelagh. Flame Strike, Insect Plague, and healing spells should be cast as required.
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