🔗 Link to Google Doc.
This is how I’ve been building Shadowheart in my past few playthroughs! Unfortunately, this build is not very thematic for a Cleric of Shar – but it does do a lot of the legwork in Act 2. This build is particularly thematic for a Cleric of Lathander, Corellon Larethian, Eilistraee, and Helm, who are all Light Domain deities… and, due to this build’s effectiveness in Act 2, possibly Selûne. 💡✨
The goal of this Light Domain Cleric is to deal Radiant Damage and apply the Radiating Orb condition to anything that dares to enter Shadowheart’s general vicinity. The undead fear her; shadows evaporate in her presence. It is glorious. I now refuse to play Act 2 without my beloved Radiating Orb Beyblade of Death (Shadowheart). 😁
The focus for this guide is on ability scores and gear interaction. Some of this gear includes the Luminous Armor (Act 1), the Blood of Lathander (Act 1), and Luminous Gloves (Act 2).
This Light Domain Cleric build is phenomenal in Act 2, but still does enough damage output to carry its weight in Acts 1 and 3. Light Domain’s special Channel Divinity action, Radiance of the Dawn, is excellent when dealing with clusters of Invisible enemies (such as Duergar, Shadow Creatures, and Bhaalists).
(Fair warning: Possible spoilers ahead!)
Leveling
Please note that this guide is really just my personal preference! I recommend fully reading through the Wiki page on BG3’s Cleric so you get a good idea of what this class can do. In this guide, I’ve added a star (⭐) next to each of the class features or spells that I especially like.
To start with, I’ll recommend these base stats:
In the early game (Act 1), it’s a good idea to keep Shadowheart’s Wisdom and Dexterity Ability Scores up. Wisdom affects Shadowheart’s spellcasting effectiveness, while Dexterity affects her Armor Class (AC) and Initiative in combat.
But the most important score for this build (after Wisdom) is Constitution. The first feat I recommend addresses this (Resilient), as do my preferred boots on her (Boots of Striding).
The Cleric class has prepared spells, so I’ll just make a note of the feats I take in this section!
Level 4
Feat: Resilient = Constitution
By taking the Resilient Feat, Shadowheart gains +1 to her Constitution Ability Score as well as proficiency in Constitution Saving Throws. This will help her maintain Concentration spells such as Spirit Guardians.
Level 8
Feat: Ability Score (ASI) = +2 WIS
Level 12
Feat: Ability Score (ASI) = +2 WIS
Honor Mode
The above is a pretty good set-up for the Explorer, Balanced, and Tactician difficulties. However, if you’d like to make Tactician mode easier on yourself or you’re planning on taking her to Honor Mode, I’d recommend the following set-up instead:
Level 4
Feat: Ability Score (ASI) = +1 CON, +1 WIS
Level 8
Feat: Alert ⭐
Level 12
Feat: Ability Score (ASI) = +2 WIS, or
Feat: War Caster (Advantage on Constitution Saving Throws to maintain Concentration)
In Honor Mode, having high Initiative can make a huge difference, especially when fights get more intense – hence the Alert Feat at Level 8!
Final Composition
By Level 12, Shadowheart can have the following notable qualities:
Due to Light Domain, Shadowheart will have:
Warding Flare (Level 1) – As Shadowheart levels up, she’ll eventually have Improved Warding Flare (Level 6), which allows her to use a Reaction to impose Disadvantage on an Attack Roll against either herself or an ally.
Potent Spellcasting (Level 8) – Add your Wisdom Modifier to the Damage of your Cleric Cantrips.
Access to select non-Cleric spells – Flaming Sphere, Scorching Ray, Fireball, Wall of Fire, and Destructive Wave.
Recommended Spells List
The following list are the Cleric spells I tend to favor. Because Light Domain Clerics have a lot of great offensive spells (hello, Fireball and Flame Strike!), I usually have Shadowheart running offensive rather than defensive (healing, buffs). She’s like a fake Evocation Wizard, haha.
Basically, I tend to favor (usually AOE) spells that deal some amount of Radiant Damage. While Sacred Flame is notoriously easy for enemies to Save on, its Damage does eventually scale with your Cleric level, making it comparable to a Guiding Bolt by Level 8.
A good Fireball every once in a while doesn’t hurt, either. 🤭
Gear
The goal of this gear selection is to broadcast Radiant Damage (and therefore Radiating Orbs) to as wide a range of enemies as possible. To do this, I favor Radiance of the Dawn, which is the Channel Divinity action specific to Light Domain Clerics. Notably, like Spirit Guardians, Radiance of the Dawn only harms hostile creatures and will not damage (or inflict Radiating Orbs upon) your allies.
Spirit Guardians is also a very reliable source of mass Radiant Damage. Spirit Guardians requires Concentration to maintain, hence this guide’s emphasis on bolstering Constitution Saving Throws.
ℹ️ "But why the emphasis on Radiating Orbs?" you may be wondering. Radiating Orb inflicts a -1 to Attack Rolls on the affected entity (not bad!!), and causes them to emit Light. The Light is great when you're in a dark environment but someone on your team (eg. Human, Githyanki, etc.) doesn't have Darkvision.
Headwear: Holy Lance Helm
Smite the Graceless: Creatures that miss Attack Rolls against the wearer must make a DC14 Dexterity Saving Throw or take 1d4 Radiant Damage.
+1 to Constitution Saving Throws.
Armor: Luminous Armor
Radiating Shockwave: Whenever the wearer deals Radiant Damage, they cause a Radiant Shockwave (inflict Radiating Orb in a 3m/10ft radius).
Cloak: Vivacious Cloak
Arcane Vivaciousness: Gain 8 temporary HP for four turns after casting a spell while in melee.
In order to cast Spirit Guardians to full effect, Shadowheart will be in melee. Alternatively, the Cloak of the Weave is powerful on any caster.
Handwear: Luminous Gloves
Radiating Orb Gloves: When the wearer deals Radiant Damage, the target receives one turn of Radiating Orb.
+1 to Strength Saving Throws
Footwear: Boots of Striding
Focused Stride: When you cast a spell that requires Concentration, you gain Momentum for one turn. While Concentrating, you cannot be pushed or knocked Prone.
Shadowheart will often be Concentrating if your combat priority is casting Spirit Guardians.
Amulet: Amulet of the Devout
High Spellcasting: +2 to Spell Save DC.
Godswill: One additional use of Channel Divinity per Long Rest.
An additional use of Channel Divinity gives Shadowheart an extra charge of Radiance of the Dawn.
Ring A: Coruscation Ring
Arcane Radiance: When the wearer deals spell damage while illuminated by a light source, they inflict Radiating Orb on the target for two turns.
If Shadowheart is carrying the Blood of Lathander, she will always be illuminated.
Ring B: Callous Glow Ring
Callous Glow: Deal an additional 2 points of Radiant Damage against illuminated creatures
If Shadowheart is carrying the Blood of Lathander, all creatures near her will be illuminated.
Melee Main Hand: The Blood of Lathander
Lathander’s Blessing: Once per Long Rest, when your HP is reduced to 0, you regain 2d6 HP. Allies within 9m / 30ft also regain 1d6 HP.
Lathander’s Light: Sheds holy light within a 6m / 20ft radius. Fiends and undead in this light are blinded if they fail a DC14 Constitution Saving Throw.
Sunbeam (Level 6): Cast for one turn once per Long Rest.
Because the Blood of Lathander as a mace does relatively low damage, Shadowheart should be carrying it as a passive buffer/debuffer rather than as a melee weapon. Sunbeam is nothing to sniff at, either.
Alternatively, you could try The Sacred Star or the Moonlight Glaive.
Melee Off Hand: Shield of Devotion
Additional Spell Slot: Gain an additional Level 1 spell slot.
Shield Bash: Use a Reaction to possibly knock an enemy Prone.
Shield of Devotion: Aid: Cast a Level 3 Aid once per Long Rest.
+2 to AC.
This is a great shield on any Cleric! An additional Level 1 spell slot essentially gives you an extra low-level (but potentially clutch) Healing Word or Guiding Bolt.
Alternatively, you may want to use Ketheric’s Shield (great for casters in general) or Viconia’s Walking Fortress (great in general).
Ranged Main Hand: Bow of the Banshee
Blood-Curdling Emission: On a hit, possibly inflict Frightened. Gain a +1d4 bonus to Attack and Damage Rolls against Frightened creatures.
While Shadowheart may rarely, if ever, use a bow instead of a spell attack, the Bow of the Banshee is a really excellent clutch weapon. Since it’s just a shortbow, it may not be extremely useful on your more dedicated archers (who may prefer heavy crossbows, longbows, or hand crossbows); as such, it’s good to have on a character who’ll only be using their Ranged Weapon situationally.
A nice Sharran bow for Shadowheart is also the Least Expected, which is especially great on a stealth-based team.
Ranged Off Hand: N/A
Number Crunching
The following table should give you an idea of how Shadowheart performs on the battlefield as a result of her gear synergy. This table assumes that Shadowheart is Level 12.
She’ll also have up to 7 charges of Radiance of the Dawn per Long Rest. (2 at the start of the day, 2 after each Short Rest (for 4 more), plus 1 from the Amulet of the Devout.)
While it’s difficult to say how much DPR Shadowheart can consistently dole out, this is a very effective build for debuffing your enemies and reliably picking off any stragglers.
Conclusion
A Light Domain Cleric is a great option for an offensive Cleric, but at the end of the day, she’s still a Cleric and will perform best as a complement to your team, rather than as its star player. By debuffing enemies, Shadowheart sets your high DPR characters (like Fighter Lae’zel 😎) up for success on the battlefield.
This build also works pretty well for any Cleric, but works especially well on a Light Cleric! You may have noticed that I mentioned Radiance of the Dawn one billion times throughout this guide… but it really is very good, haha.
If you feel that this build has too many Radiating Orbs (😂), good gear items that are still synergetic with a Light Cleric include:
Boots of Stormy Clamor, Gloves of Belligerent Skies, and/or Spineshudder Amulet with the Thunderskin Cloak
Boots of Speed, Haste Helm, and/or Crusher’s Ring for battlefield mobility (if you favor Spirit Guardians)
Additionally, you can find an alternative r/BG3Builds guide to Radiating Orb stacking here.
Thanks for reading, and hope this gave you some ideas for your Cleric or Radiant Damage builds! :)
25 notes
·
View notes
ok so um. here is a scenario ive had in the drafts for literally over a month and forgot to post. maybe with a second part idk?
i've been thinking way too damn much about clegan and johns dog coded ass and his feelings around body markings. like, hickeys and bites and bruises etc. bear with me this post got really long lmfao.
fuckin. ok. so in a scenario where john and gale are fucking on the side pretty early on after their arrival at thorpe abbots.
everyone knows bucky is a slut, right? bucky can show up with hickeys and bites and red marks and nobody will question it. he might get jeers or crooked grins, they’ll laugh and say he must’ve slept with every girl on base and half the women in london by now, but it’s expected.
buck, though? everyone knows buck’s got a girl. and maybe he wouldn’t be the first guy to say as much and then fold after months of being away from home. but everybody who knows him knows that buck cleven isn’t like that. and anyway, it would be a little odd considering how consistently he turns down any woman who makes a pass.
you see where i'm going here right.
gale can bite the fuck out of john and leave him with bruises purpling from his neck all the way down to his thighs. when they’re alone together it’s the only time he gets to loosen that iron grip he has on himself, be anything less than carefully composed and controlled. outside gale is the fearless leader, who will sometimes joke and rib but has no vices, no faults. with john he is a hungry, wanting thing, all hands and mouth and teeth.
bucky loves it at first. being desired so much kinda drives him wild, knowing that gale wants him so bad, that there’s so much heat simmering under that cool surface. but there’s also something about the act of leaving marks on him that feels like gale’s staking a claim. that bucky allowing himself to be bitten is showing allegiance, or acquiescence, or maybe ownership. something of gale is left there, written across his skin, even if nobody else knows it. the marks say that gale can do what he wants with john’s body, that john is his. he’s painted his name across john’s neck and chest.
bucky doesn’t object to this feeling. like, at all. on its own, that part is amazing. the problem is he can’t do it back to gale. buck is so paranoid about being found out, and the communal living of the barracks adds extra complications. and john understands his fears, of course he does, he knows damn well what happens to men who get blue tickets, and he’ll respect anything that’ll help buck feel safer about what they’ve been doing. he’s pretty sure he’d do anything to keep buck coming back, he needs him that badly.
he fucking hates that he has to be so careful. he wants nothing more than to give it right back to buck, to bite the same kind of lurid purple bruises across his skin. he thinks all too often of how buck would react, his shiver at the scrape of john's teeth on sensitive skin and the low breathy noises he'd make. hates that he can't have that. but mostly he hates how he can't stake any claim over gale he way he feels that gale has over him. if buck can do what he wants with john's body, if his bites mean that john is his, then the inverse must also be true: bucky can't do the same, and gale is not his. he has no claim to stake.
which makes sense, really. as far as claims go, someone's already beat him to gale. that's the whole reason the no-markings rule was established.*
it ends up serving as a little reminder to bucky: that the arrangement he and gale have worked out to keep each other sane during all this? it's temporary. when the war ends buck will be going back to build a home and share a bed with someone, and that someone won't be john. he can't forget that however much gale seems to want him in the moment, he's committed elsewhere. john is a way for him to distract himself from everything else going on around them. he thinks sometimes gale does it as much to distract john as himself. taking pity on him or something. he knows buck still loves marge more than anything. he uses her letters like a lifeline, sniffs her perfume off the paper like it might send him back to her if he works hard enough at it.
someone with a better sense of self-preservation than bucky might try to break it off, disengage, try to soften the blow when it inevitably comes, but.
the marks also remind him that he is gale's. has been. is. will be. for as long as gale will have him. bucky needs him in a way that he doesn't bother to deny to himself anymore. his chest feels heavy with it when they’re together. he knows they're on borrowed time, but that just means john's going to borrow as much of it as he can. avoiding leaving bruises or not using his teeth is nothing, really, he would do so much less (or so much more) if gale asked him, any number of humiliating, desperate things to keep gale wanting to touch him, fuck him. it's fucking pathetic, how much he needs that. john's own stupid hurt feelings are nothing, compared to how much he'd endure for it.
so of course he never brings this whole dilemma up to buck as something that bothers him. he would not dare risk throwing a wrench in their arrangement, which is perfectly functional as it is. they've made it this far via mostly unspoken agreements, mutual willingness to not talk about it more than they need to. john will not even entertain the possibility of breaking that or scaring gale off or somehow ruining what they have. he is already so well versed at suffering in silence, and really this trade off isn't bad. he used to fucking dream of this, the taste of gale's mouth or the feel of their skin pressed together. he can stand being reminded it's temporary. he can stand knowing he's pathetic.
(bucky is a lying liar to himself. he is full of resentment and frustration. he will pretend he's not full of resentment about this for as long as it's physically possible to. gale knows something is up with him but won't say anything too specific about it for the same reason john won't - they don't talk about it if they can avoid it. that's the whole point of unspoken agreements.)
*bucky has not considered that gale would be similarly paranoid even if he was not openly in a relationship and loyal to it (loyal in heavy air quotes lmfao) if not even worse, just because gale cleven is a high-strung freak underneath all the calm collected shit.
52 notes
·
View notes