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The Knowledge Domain is a Cleric subclass in Baldur's Gate 3 (BG3). Check out our guide for how to unlock the Knowledge 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 | |
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Knowledge Domain Adaptable and adroit in all manner of languages and skills, your mind is an intellectual cup brimming with exquisite knowledge. |
|
Main Class | Cleric |
How to Unlock | Available during Character Creation. |
Spellcasting Ability | Wisdom |
Starting Subclass Features | |
・Access to Level 1 Nature Domain Spells. ┣ Command Spell ┗ Sleep Spell ・All Cleric Class Features and Proficiencies. |
Knowledge Domain Clerics specialize in providing utility outside of combat scenarios. While still effective in battle due to the normal Cleric list of spells, the Knowledge Domain subclass only really shines when it uses its different Enchantment Spells and Channel Divinity powers to pass the different skill checks Baldur's Gate 3 throws at your party.
The Knowledge 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.
Knowledge Domain Features | ||
---|---|---|
Knowledge Domain Spells | Knowledge of the Ages | 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.
Knowledge 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 Knowledge Domain. At Level 1, you will start with Command and Sleep unlocked.
Cleric Level | Domain Spells Unlocked |
---|---|
Level 1 |
・Command (Enchantment) ・Sleep (Enchantment) |
Level 3 |
・Calm Emotions (Enchantment) ・Hold Person (Enchantment) |
Level 5 |
・Slow (Transmutation) ・Speak with Dead (Necromancy) |
Level 7 |
・Confusion (Enchantment) ・Otiluke's Resilient Sphere (Evocation) |
Level 9 |
・Dominate Person (Enchantment) ・Telekinesis (Transmutation) |
Once your Knowledge Domain Cleric hits Level 2 they well gain their Channel Divinity power called Knowledge of the Ages. By spending one Channel Divinity Charge, you can gain Proficiency for all Skills of a chosen Ability.
For example, if you choose Intelligence, you will become proficient in Arcana, History, Investigation, Nature, and Religion until you take a Long Rest. Do note that this functions in the exact same way as the Githyanki Astral Knowledge action.
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 Knowledge Domain Spells |
Level 2 | ・Knowledge of the Ages (Channel Divinity) |
Level 3 | ・Grants 2 Knowledge Domain Spells |
Level 5 | ・Grants 2 Knowledge Domain Spells |
Level 7 | ・Grants 2 Knowledge Domain Spells |
Level 8 | ・Potent Spellcasting (Passive) |
Level 9 | ・Grants 2 Knowledge Domain Spells |
A High-Elf for the Knowledge Domain is a good choice as having that proficiency with bows will be useful as this subclass mostly relies on enchantment spells rather than taking on an offensive role.
・Elven Weapon Training - Grants proficiency with Shortbows and Longbows. Adds to your offensive toolkit since your subclass focuses mainly on enchantment spells.
・Dark Vision - Dark Vision lets you see in darker areas of the world. Your spells won't be as effective in dimly lit areas, so being able to see in the dark allows your spell attacks to hit a lot more.
・Fey Ancestry - Grants an Advantage on Saving Throws against being Charmed, and magic can't put you to sleep. You'll want to avoid being disabled for the most part as a Knowledge Domain since you yourself, would also be casting the same spells to put your opponents to sleep or render them immobile in battle.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 | 14 | 16 (+1) | 8 | 17 (+2) | 8 |
Wisdom and Constitution should be your primary focus when filling up your ability scores. You'll want your spellcasting to be as optimal as possible while also having a good amount of hit points to increase your survivability when in combat.
Featherlight Boots increase your movement speed by 3m when your hit points is depleted below 50%. Perfect for narrowly escaping the dangers of battle.
Adamantine Shield is useful as when a melee attack misses you, the attacker is sent Reeling for 1 turn.
Adamantine Shield: Armor Guide and How to Get
All Cleric Subclasses | ||
---|---|---|
Knowledge Domain | Light Domain | Life Domain |
Nature Domain | Tempest Domain | Trickery Domain |
War Domain |
Knowledge Domain Subclass Guide and Build
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