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There are two ways to worship nature inBaldur’s Gate 3. you’re able to 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.
That 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.

5 plus Constitution modifier
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 withaccess to nature-based spellsnormally reserved for druids, such asSpeak with Animals,Spike Growth, andGrasping 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-basedfor a staffinto one based on your spell attack modifier, which is Wisdom for clerics. This allows you to ignore Strength for your weapon damage andfocus solely on Wisdomto improve both your melee and spell attacks.

And becauseheavy armor proficiency means you can ignore Dexterityand 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.

10(0)
16(+3)

11(0)
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 canspend 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 may swap that with Intelligence if you’d rather be slightly better at a greater number of skills.
Domain Spells (always prepared)
Prepared Spells Added:
Like druids, clerics know every spell on their spell list, but can only have a limited number of them prepared each day. You canswap these spells at any time after a long rest, sofeel free to experimentto 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 includeGuidance(the best non-damage cantrip in the game),Sacred Flame, andProduce Flame. You’ll use either Sacred Flame, Produce Flame, or Shillelagh as your go-to damage sources early on, alongsideInflict WoundsandGuiding Boltwhen you can spare the spell slots.Healing Wordgives you basic healing on a bonus action, andBlessis a fantastic buff spell.Speak with AnimalsandAnimal Friendshipturns you into an on-demand Disney princess.
Commandat level two can simplify some early encounters, but we’ll be tossing it forLesser Restorationat level three.Spiritual Weaponprovides you with a huge damage-per-round improvement, andSpike Growthprovides a decent crowd-control option.Barkskinis 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 Personis a great way to trivialize an encounter, andPrayer of Healingprovides out-of-combat healing at the cost of a spell slot.Thaumaturgyhelps with certain Charisma-based checks, but you should attempt 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 bringsSpirit Guardians, which will be your go-to damage spell as you dive into combat.Plant GrowthandSleet Stormprovide additional crown control, andMass Healing Wordat level six provides okay in-combat healing that will later be improved byMass Cure Woundsat level nine.
Level seven bringsBanishment,Dominate Beast, andGrasping Vinefor even more crowd control, alongsideGuardian of Faithat level eight.Revivifybrings downed allies back up, and an additional two Wisdom points max the build at 20.
FlamestrikeandInsect Plagueand level nine provide another big jump in spell damage power, whileWall of Stoneprovides yet more crowd control options. Level 10’sBlade Wardis an okay cantrip, whileGreater Restorationheals almost every condition in the game.
Level 11 gives youHeal, the best single-target healing spell, while level 12 bringsPlanar AllyandDispel Evil and Good. Lastly, pick up the Resilient feat to get your Intelligence to 12 and to gain proficiency in those saving throws.
Best Races For A Nature Domain Cleric
Elf
As a melee character, thoseextra five feet of movementoffered by wood elves can be crucial.Perceptionandstealth proficiencyare nice, as isDarkvisionandadvantage against charm and sleepeffects. Probably your best choice.
Half-Elf
Your second-best choice is half-wood elf, but you lose the perception proficiency, so you’re alwaysbetter off going with regular wood elf.
Drow
You get a few good spells inDancing Lights,Faerie Fire, andDarkness, as well as the usual elvish resistance to charm and sleep effects.Superior Darkvisionis fun too, but wood elf is still the better choice.
Dwarf
Duergaris 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 theadvantage against illusions, charms, and paralysiseffects that Duergar receive. Plus you get theEnlargeandInvisibilityspells, which are both great.
Half-Orc
Half-orcs don’t get extra movement, and theintimidation proficiencywill only slightly help your poor Charisma score, butSavage Attackscan be a decent boost to your Shillelagh’s crit damage, andRelentless Endurancewill keep you fighting when other characters have fallen down.
Halfling
Halfling Luckis great for every class, and despite your piety, Nature Domain clerics don’t receive an inherent advantage against fear effects.Resistance to poisonis probably better than stealth, sogo with Strongheart Halfling.
Gnome
Advantage on Intelligence, Wisdom, and Charisma saving throwsis a great bonus for clerics who already have proficiency in Charisma and Wisdom. Deep gnome’sSuperior Darkvisionandstealth advantageis 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 Knowledgecan go a long way to closing the skill gap clerics typically suffer from.Mage Hand,Enhance Leap, andMisty Stepare 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 Tieflingin particular will have you feeling like a paladin with all thoseSmite spells.
Dragonborn
You only get adamage resistanceand abreath weaponwith 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 gettingone skilland25 percent greater carrying capacitywith humans. Your relatively low strength will make that carrying capacity bonus a boon, but otherwise, you may do a lot better.
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.
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 #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.
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.
None
N/A
Your early-game build will focus on doing all the things that clerics do best: healing things and Bless. WithStaff of Arcane Blessing, you’ll supercharge your Bless spells so that you may’t possibly miss a roll.Wapira’s CrownandVital Conduit Bootsprovide hit points whenever you heal someone, andThe Whispering Promisegives yet another Bless-like effect alongside those heals.
You’re also pretty tough thanks toAdamantine Splint Armour(which you can get before the end of Act 1),Ring of Protection, andGlowing Shield. That’s 21 armor class before you’ve even made it to Act 2.
Amulet of Misty Stepwill get you into or out of combat faster than walking, andBow of Awarenessprovides an extra point of initiative to your rather abysmal initiative rolls.
Expect your combat rounds toopen with Shillelagh and Blessas you charge into battle, then you’ll wallop foes and heal friends as needed.Spiritual Weapon arrives on the second roundfor yet more damage, andHealing Word heals you and your target thanks to your gear.
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.
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).
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.
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.
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.
Off-Hand Ranged Weapon
Darkfire Shortbow
1d6 + 1 piercing. Gain fire and cold resistance. Cast Haste once per long rest.
Once you reach the late game, you become an absolute tank.Helm of BalduranandRing of Regenerationhave you regenerating 2d4 per turn, and both triggerThe Whispering Promiseto give you an additional 1d4 to attack and saving throws.Amulet of Greater Healthalso gives you a ton of hit points and advantage on Constitution saving throws, andArmour of Persistenceprovides 20 AC, yet another 1d4 to saving throws, and resistance to most physical damage.
Viconia’s Walking Fortressgives you three more AC, makes you harder to hit with spells, and lets you cast Reflective Shell and Warding Bond.Helldusk Bootsmakes 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, andMarkoheshkirprovide 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 Shortbowis 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 willstart combat with a powerful ranged spell alongside Shillelaghas you dive into melee range. Once there,Spirit Guardianswill boost your damage as you bash faces with your Shillelagh. Flame Strike, Insect Plague, and healing spells should be cast as required.