Clerics are one of the most versatile support classes in , capable of providing healing alongside buffs. When creating a cleric, one of the first steps is to choose their subclass, known as their domain, which will determine what spells and abilities the character will have. With seven subclasses currently available, it is important to know which are the strongest and have the most to offer to make the most of any playthrough.
Unless looking to create a cleric multiclass build in most cleric character will be providing back up for the rest of the party. This means buffing damage dealers and keeping tanks on their feet through the difficult battles. A good cleric should be useful from the start through to the very end of, so knowing which subclass to pick is key.
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The Knowledge Domain is a subclass that performs better in out-of-combat situations than in battle in. At level one, the cleric is able to choose two skills to become proficient in from either Arcana, History, Nature or Religion. Even better, the proficiency bonus for the chosen skills is doubled, making passing skill checks much easier. At level two, the Channel Divinity ability, Knowledge of the Ages, lets the cleric gain proficiency in all skills of a chosen ability until the next long rest. This means if Dexterity is chosen, then the cleric will then be proficient in Stealth, Sleight of Hand, and Acrobatics, or Deception, Intimidation, Performance, and Persuasion if Charisma is chosen.
Knowledge Domain clerics gain a second Channel Divinity option at level six, where they gain the ability Read Thoughts. This pairs very well with spells available to Knowledge Domain clerics such
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