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The Light Domain is a Cleric subclass in Baldur's Gate 3 (BG3). Check out our guide for how to unlock the Light Domain subclass, its features, best races to use, as well as its best build.
Cleric Subclasses Cleric Class Guide |
||
---|---|---|
Knowledge Domain | Light Domain | Life Domain |
Nature Domain | Tempest Domain | Trickery Domain |
War Domain |
List of Contents
Subclass Overview | |
---|---|
Light Domain The Light domain is offered by deities of justice, majesty, and primordial flame, providing spells that dispel darkness and harm the undead. |
|
Main Class | Cleric |
How to Unlock | Available during Character Creation. |
Spellcasting Ability | Wisdom |
Starting Subclass Features | |
・Grants the Light Cantrip ・Access to Level 1 Light Domain Spells ┣ Burning Hands Spell ┗ Faerie Fire Spell ・Grants the Warding Flare Reaction ・All Cleric Class Features and Proficiencies. |
The Light Domain is one of the best damage dealing subclasses for the Cleric class in Baldur's Gate 3. Offering powerful, fire-based AoE spells via their Light Domain spell list, Clerics from this Domain are a cut above the rest since they have access to a lot of firepower than majority of their fellow subclasses.
The Light Domain subclass will become available once you start creating a Cleric at the Character Creation screen. Unlike most classes, Clerics are one of the few that get to pick out their subclass before they start the game.
Light Domain Features | ||
---|---|---|
Light Domain Spells | Light Cantrip | Warding Flare |
Radiance of Dawn | Improved Warding Flare | Potent Spellcasting |
▼ Subclass Progression Table ▼ |
Unlike most spellcasting classes, Cleric Domain Spells occupy their own spell list and are entirely separate from your existing Prepared Spell List. This means that as soon as you unlock them, you will be able to cast them without having to switch out your currently equipped spells.
Light Domain Clerics will gain access to their Domain spells at Levels 1, 3, 5, 7, and 9. Each level will grant you 2 new spells from the Light Domain. At Level 1, you will start with Burning Hands and Faerie Fire unlocked.
Cleric Level | Domain Spells Unlocked |
---|---|
Level 1 |
・Burning Hands (Evocation) ・Faerie Fire (Evocation) |
Level 3 |
・Flaming Sphere (Conjuration) ・Scorching Ray (Evocation) |
Level 5 |
・Daylight (Evocation) ・Fireball (Evocation) |
Level 7 |
・Guardian of Faith (Conjuration) ・Wall of Fire (Evocation) |
Level 9 |
・Flame Strike (Evocation) ・Destructive Wave (Evocation) |
In addition to your Domain Spells, Level 1 Light Domain Clerics will also gain access to the Light cantrip. When cast, this cantrip allows you to infuse an object with an aura of light, illuminating everything within a 7.5m radius. This effect lasts until your next Long Rest.
One application of this spell is to allow Two-Handed weapon users to still use their greatweapons without sacrificing their off-hand to hold a torch. This becomes extremely useful as you reach the latter stages of Act 1.
At Level 1, you also gain access to the Warding Flare reaction. During combat, when your Cleric is attacked, you can spend a eaction and cast Warding Flare. This blinds your attacker momentarily, imposing Disadvantage on their attack, raising their chances of missing.
Do note that since this is a reaction, you will only be able to do this once per turn. Additionally, Warding Flare will not work on enemies that cannot be affected by the Blind debuff.
Once you hit Level 2, your Cleric will gain access to their Channel Divinity power called Radiance of Dawn. This is probably one of the strongest AoE spells across all Cleric subclases, allowing you to deal Radiant Damage across a large area to the tune of a whopping 2d10 + your Cleric's level of damage.
However, there is a catch. Radiance of Dawn will only affect enemies that you can see. Enemies that have total cover from youwill not be affected by the AoE damage.
At Level 6, your Light Domain Cleric gains another reaction called the Improved Warding Flare. This functions much like your Warding Flare, but this time, it is for when your allies are the ones being attacked.
If an ally is being attacked nearby, you can use Improved Warding Flare to blind their aggressor momentarily, imposing Disadvantage and possibly causing them to miss.
When your Cleric hits Level 8, you gain Potent Spellcasting. Contrary to its name, it actually only modifies your cantrip damage rather than your spell damage. With this passive unlocked, your cantrips that deal damage (usually Sacred Flame), will get a bonus to their damage rolls in the form of your Wisdom Modifier. 20 WIS, for example, will net you +5 bonus damage.
Level | Subclass Features Unlocked |
---|---|
Level 1 |
・Grants 2 Light Domain Spells ・Warding Flare (Reaction) ・Light (Cantrip) |
Level 2 | ・Radiance of Dawn (Channel Divinity) |
Level 3 | ・Grants 2 Light Domain Spells |
Level 5 | ・Grants 2 Light Domain Spells |
Level 6 | ・Improved Warding Flare (Reaction) |
Level 7 | ・Grants 2 Light Domain Spells |
Level 8 | ・Potent Casting (Passive) |
Level 9 | ・Grants 2 Light Domain Spells |
The Wood Half-Elf is an excellent race for a Light Domain cleric, as it offers great utility for movement and allows you to keep yourself at a reasonable range from a target when spellcasting AoE fire spells unique to the subclass.
・Fleet of Foot - Grants you an additional 1.5 movement speed which helps in maximizing your movement per turn to keep you at a safe distance when casting out spells.
・Dark Vision - A passive feature that allows you to see in the dark up to 12m. Particularly useful when fighting enemies in dungeons where a vast majority of the area will be dark.
・Civil Militia - Grants you weapon proficiency with spears, pikes, halberds, and glaives. This is perfect for when you want to go head on with an enemy at melee range and don't want to risk getting smited by an opportunity attack when moving away.
Drows are great at the Light Domain subclass as they excel in fighting in dimly lit areas and are versatile in combat due to being proficient in some weapons in both the melee and range categories.
・ Superior Dark Vision - Allows you to see in the dark up to 24m. Greatly improves your chance of hitting spells in the dark at longer distances.
・ Drow Weapon Training - Grants you proficiency with Rapier, Shortsword, and Hand Crossbow. Can be useful when enemies come up close and personal, and you'll also be adept with crossbows which can act as a backup range attack when you're micromanaging your spell slots.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 | 14 | 16 (+1) | 8 | 17 (+2) | 8 |
Light Domains are heavily reliant on spells and will completely disregard melee weapons as they are not meant to fight on the frontlines.
First you'll want to pump out points to Wisdom at 17 since it greatly affects spell damage, and ultimately maximizes the use of AoE fire spells that this subclass has access to.
Don't forget to also add that +1 bonus to Constitution after setting it to 16 as this will be your second highest ability as it affects your HP and Concentration Saving Throws. It should also make you beefy enough to withstand attacks.
Set your Dexterity to just 14, since you can only get up to +2 max DEX bonus for Medium Armor.
For Strength, it might not be useful since you won't be slashing your way around, but set it to 10 just so you won't do poorly when doing basic melee attack rolls if ever you run out of spell slots to use.
Intelligence and Charisma can be dump stats as they play no significant role in increasing your spell damage.
All Cleric Subclasses | ||
---|---|---|
Knowledge Domain | Light Domain | Life Domain |
Nature Domain | Tempest Domain | Trickery Domain |
War Domain |
Light Domain Subclass Guide and Build
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