Latest Update: August 10, 2026 – Categories: Baldur’s Gate 3, BG3 Cleric Builds
If you love radiant and thunder damage, with huge AOE potential, then the Ultimate BG3 Tempest Cleric build is for you. This updated guide focuses on an offensive Cleric subclass and turns it into a one-turn nuke machine.

The Tempest Cleric is the ultimate Thunder God “Thor,” using heavy armor and elemental damage. One Channel Divinity, Destructive Wrath, turns your next lightning or thunder spell into guaranteed maximum damage, no dice. Pair that with the Wet condition, which makes enemies take double lightning damage, and a single Call Lightning can vaporize a whole soaked pack.

The strength of the Cleric is the wide variety in spellcasting, plus weapon and armor proficiencies. For this build, we recommend using one-hand and shield with Medium armor. This gives you a good balance of AC protection and some powerful set bonuses to trigger reverberation and radiating orbs. Below we outline the powerful AOE nuker Tempest Cleric and how to make the build work in Patch 8 of BG3.
This build guide is updated for Baldur’s Gate 3 Patch 8, Community Update #36, Version Number: 4.1.1.7209685.
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BG3 Tempest Cleric Build at a Glance

| Field | Detail |
| Class Split | Tempest Cleric 11 / Storm Sorcerer 1 |
| Primary Ability | Wisdom (spellcasting) + Constitution |
| Role | Burst lightning nuker |
| Damage Type | Lightning & Thunder (maximized by Destructive Wrath) |
| Difficulty | Easy–Medium — huge payoff, heavy-armour survivability |
| Signature Items | Reverberation and Radiant Orb gear |
| Core Trick | Destructive Wave + Wet = doubled, maximized lightning damage |
| Best For | Party who needs AOE damage |
Why Use the Tempest Cleric Build?

The main reason to use the Tempest Cleric is the variety of elemental damage types like Thunder and Radiant. With the Destructive Wave spell, you do both at once. You can wear gear to debuff enemies and knock them prone simply by doing this type of damage. Simply put, no other class and subclass has this kind of AOE and debuff potential in one powerful build. Here are some other aspects of the Tempest Cleric you can expect:
- Guaranteed maximum damage. Destructive Wrath removes the dice from your biggest lightning and thunder spells; you always roll the ceiling.
- Double damage on Wet enemies. Soak a target and it takes double lightning damage; stack that with Destructive Wrath for absurd single-cast numbers.
- Tanky by default. The Tempest Domain grants heavy armour and martial weapons, so this caster can use any gear you like.
- Control on top of damage. Your lightning naturally stacks Reverberation and Radiating Orb through gear, knocking enemies Prone and tanking their accuracy while you nuke.
BG3 Tempest Cleric Character Creation

| Choice | Selection |
|---|---|
| Character | Origin – Custom character |
| Race | Wood Elf |
| Class | Cleric 11 / Sorcerer 1 |
| Subclass | Tempest / Storm Sorcery |
| Background | Folk Hero |
| Ability Score | STR: 8 DEX: 14 CON: 16 INT: 8 WIS: 17 CHA: 10 |
| Skill Proficiencies | Insight, Medicine |
Best Race for the Tempest Cleric Build

The best race for the Tempest Cleric is Wood Elf because you get 1.5 extra movement speed per turn. Half Elf can also be good for an extra cantrip. Race isn’t as impactful on this build in comparison to others, so don’t fret if you make a different choice.
Best Ability Scores (point buy) for Tempest Cleric Build

Wisdom is your most important ability score, followed by Constitution. Set your Wisdom to 17 if you plan on getting Auntie Ethel’s Hair bonus in Act 1. If not, set it to 16 and increase Intelligence. Set Constitution to 16 for more HP and better concentration saving throws. Keep Dexterity to 14 for medium armor +2 AC, and drop Strength as you won’t need any melee damage.
Best Background

Use the Folk Hero Background, which is Wisdom based, granting both Animal Handling and Survival skills.
Best Skills

Take Insight and Medicine as your skills since they are Intelligence-based.
Leveling Progression – Tempest Cleric build

Start Cleric to unlock the Tempest Domain’s heavy armour and Destructive Wrath immediately, and push to Cleric 11 for 6th-level spells. Take the single Storm Sorcerer level at 12 for flight and a Constitution save. If you want the mobility sooner, you can take the Sorcerer dip a little earlier; you only give up the one Cleric level.
| Level | Class | Key Pickups |
| 1 | Cleric 1 (Tempest) | Heavy armour, martial weapons, Wrath of the Storm Cantrips: Light, Guidance, Sacred Flame Set Spellbook: Guiding Bolt, Command, Sanctuary, Bless |
| 2 | Cleric 2 | Channel Divinity: Destructive Wrath, the core of the build Spell (critical): Create or Destroy Water |
| 3 | Cleric 3 | 2nd-level slots: Spiritual Weapon |
| 4 | Cleric 4 | Feat: Ability Improvement → Wisdom 19 Cantrip: Bursting Sinew Spell: Hold Person |
| 5 | Cleric 5 | Spells: Glyph of Warding, Spirit Guardians |
| 6 | Cleric 6 | Thunderbolt Strike (push on lightning damage) Spell: Mass Healing Word |
| 7 | Cleric 7 | 4th-level slots: Death Ward |
| 8 | Cleric 8 | Feat: War Caster (protect Concentration); Divine Strike (Thunder), Spell Aid |
| 9 | Cleric 9 | 5th-level slots: Destructive Wave, select Flame Strike |
| 10 | Cleric 10 | Divine Intervention, Cantrip Resistance Spell Mass Cure Wounds |
| 11 | Cleric 11 | 6th-level slots Heroes’ Feast, Planar Ally (drop Glyph of Warding) |
| 12 | Storm Sorcerer 1 | Tempestuous Magic (fly, no opportunity attacks), CON save, Shield Cantrips: Booming Blade, Fire Bolt, Shocking Grasp, Friends Spells: Shield, Feather Fall: Booming Blade, Fire Bolt, Shocking Grasp, Friends Spells: Shield, Feather Fall |
Here is when you can expect the biggest decisions and power spikes:
- Level 1: Tempest Domain. Armor, shield, and martial proficiency turn a squishy caster into a front-liner. This is the whole reason you can later stand inside a melee pack channeling Spirit Guardians. You also get Wrath of the Storm, a reaction that rebukes attackers.
- Level 2: Destructive Wrath (POWER SPIKE). This Channel Divinity is the build. It maximizes any lightning or thunder damage roll. Create or Destroy Water also unlocks here; take it, because it is your Wet setup and the other half of the combo.
- Level 4: Ability Improvement. Wisdom 17 → 19. You take feats and ASIs, not martial features, because every point of your damage comes from spells, not swings.
- Level 5: Call Lightning + Spirit Guardians (POWER SPIKE). 3rd-level slots plus the domain’s free Call Lightning hand you your two Concentration options at once: a sustained ranged nuke and a melee grind aura. The build is fully functional from here on.
- Level 8: War Caster + Divine Strike: Thunder. War Caster protects the Concentration you now lean on every fight; Divine Strike adds thunder to your melee swing for the rare turn you attack instead of cast.
- Level 11: 6th-level slots (POWER SPIKE). Bigger upcast Call Lightning, plus Heroes’ Feast and Planar Ally, and the slot that Markoheshkir’s Chain Lightning finisher wants.
- Level 12: Storm Sorcerer dip. Tempestuous Magic (bonus-action flight, no opportunity attacks), a Constitution save, and Shield. A strong finish, but the cherry on top rather than a core spike, which is why it comes last.
Best Spells, Cantrips & Channel Divinity
Cantrips
- Light: build-critical. It keeps enemies Illuminated so the Callous Glow and Coruscation rings fire on every hit. Do not skip it.
- Sacred Flame: ranged radiant damage that feeds your Radiating Orb gear and ignores cover.
- Guidance: the best out-of-combat utility cantrip in the game for skill checks.
- Bursting Sinew / Toll the Dead (Patch 8): your flex damage cantrip. Toll the Dead is the reliable pick (any wounded enemy); Bursting Sinew is the thematic corpse-detonating option.
- Booming Blade (from the Storm dip): a melee cantrip for the turns you end up adjacent to something.
Channel Divinity
- Destructive Wrath: maximizes one lightning or thunder damage roll. This is the engine. You start with one charge per short rest, so plan your rests around it: and once you equip the Amulet of the Devout, you get a second charge, letting you maximize twice between rests.
Leveled Spells by Tier
Prepare the picks on the left; the right column arrives free from your domain, so never double up on it.
| Level | Best Prepared Picks | Free from Domain |
| 1 | Create or Destroy Water (essential), Guiding Bolt, Command, Bless, Healing Word, Shield (Sorc dip) | Thunderwave, Fog Cloud |
| 2 | Spiritual Weapon (bonus-action damage, no Concentration), Hold Person, Aid | Shatter, Gust of Wind |
| 3 | Spirit Guardians, Glyph of Warding, Mass Healing Word, Revivify | Call Lightning, Sleet Storm |
| 4 | Death Ward, Banishment, Guardian of Faith | Ice Storm, Freedom of Movement |
| 5 | Flame Strike, Mass Cure Wounds, Greater Restoration | Destructive Wave, Insect Plague |
| 6 | Heroes’ Feast, Planar Ally | — |
What to swap as you level: Create or Destroy Water and Spiritual Weapon stay prepared forever. Drop Glyph of Warding once 6th-level slots arrive at Cleric 11. Don’t prepare redundant control: rotate your single Concentration pick (Call Lightning vs Spirit Guardians) per encounter instead of preparing three overlapping options.
Multiclass Options
Tempest Cleric 11 / Storm Sorcerer 1 is the recommended split; pure Cleric 12 is the simplest and nearly as strong. Only go heavier into Sorcerer if you want a metamagic caster instead of a Cleric.
Alternative Splits
- Pure Tempest Cleric 12 (runner-up: simplicity). Keeps a third feat: Elemental Adept (Lightning) to punch through resistance is excellent, and full Cleric progression. You give up flight and the Constitution save, but you never fiddle with a dip. Completely valid.
- Cleric 10 / Wizard 2 (guaranteed Chain Lightning). A Wizard dip lets you learn Chain Lightning from a scroll natively instead of relying on Markoheshkir. It costs a level of Cleric progression, so it’s only worth it if you won’t reliably have the staff.
For raw power, take 11/1; for simplicity, take pure 12. Withers respecs you for 100 gold at camp, so you can test any split risk-free.
Action Economy & Buff Stacking
One Concentration slot, spent on Call Lightning or Spirit Guardians; Destructive Wrath rides your damage for free. Spiritual Weapon is your no-Concentration bonus-action damage. Here’s what an ideal turn looks like:
- Action: your damage spell. On the opening burst turn, an upcast Call Lightning or a Markoheshkir Chain Lightning; on every turn after, re-trigger Call Lightning for free with no slot spent. Fire Destructive Wrath as the damage lands to maximize it: it costs a Channel Divinity charge, not an action.
- Bonus Action: Spiritual Weapon attack (no Concentration, so it runs alongside Call Lightning), or Tempestuous Magic to fly into position, or a Healing Word to pick up an ally.
- Reaction: Shield (from the Sorc dip) or Viconia’s Walking Fortress Rebuke to knock a melee attacker Prone; Wrath of the Storm early on.
Buff-Stacking Order
1. Before combat: keep your chosen elixir up, and pre-cast Heroes’ Feast in camp before a big day for the party-wide bonus.
2. Opening turn: apply Wet with Create or Destroy Water on the tightest enemy cluster (Action), and summon Spiritual Weapon (Bonus). Cast Light on a target so the Illuminated-dependent rings come online. If you’d rather nuke on turn one, pre-soak the pack with a thrown water bottle instead.
3. Burst turn: Destructive Wrath + an upcast Call Lightning or Chain Lightning into the soaked, grouped enemies: doubled by Wet and maximized by Wrath in a single cast.
4. Sustain: re-trigger Call Lightning free each turn while your gear does the debuffing for you.
The Two Debuff Engines (Radiating Orb / Reverberation)

This build runs two separate debuff stacks at once, passively, at no action cost: knowing which damage feeds which is the difference between a good Tempest Cleric and a great one.
| Engine | Fed By | Gear & Payoff |
| Reverberation | Your lightning & thunder damage | Gloves of Belligerent Skies, Boots of Stormy Clamour. Stacks up and knocks enemies Prone: which also breaks their Concentration. |
| Radiating Orb | Your radiant damage (Spirit Guardians, Flame Strike, Sacred Flame) | Luminous Armour, Coruscation Ring, Callous Glow Ring. Stacks a penalty to enemy attack rolls, so the whole enemy team starts missing. |
Gear Progression Path – Tempest Cleric build

Look for gear in Acts 1 and 2 that grants Radiating Orb and Reverberation. Even though these items are early game, they can be used until the completion of your campaign.
Act 1 (Early Game)

| Slot | Item | Effect | How to Get |
| Head | Holy Lance Helm | Enemies who miss you take 1d4 Radiant damage. | Found in a chest in the Rosymorn Monastery (X:121, Y:35). |
| Cape | None (or Deathstalker Mantle in Act 1 if Dark Urge) | N/A | N/A |
| Chest | Luminous Armour | Deals Radiant damage to trigger Radiating Orb AOE. | Found in a chest in the Selunite Outpost, Underdark. |
| Gloves | Hellrider’s Pride | Healing a target grants them Blade Ward. | Earned from Zevlor or bought from Arron in Emerald Grove. |
| Boots | Boots of Aid and Comfort | Healing a target grants them 3 Temporary HP. | Purchased from Grat the Trader in the Goblin Camp. |
| Necklace | Amulet of Restoration | Grants a free Mass Healing Word per long rest. | Purchased from Derryth Bonecloak in the Underdark. |
| Ring 1 | The Whispering Promise | Healing a target grants them Bless for 2 turns. | Purchased from Volo or Grat the Trader. |
| Ring 2 | Crusher’s Ring | Increases movement speed by 3 meters. | Looted or stolen from Crusher in the Goblin Camp. |
| Weapon 1 | The Spellsparkler | 2x Lightning Charges with Spell | Waukeen’s quest: Rescue the Grand Duke |
| Shield | Adamantine Shield | Enemies who miss you become Reeling; crit immunity. | Crafted at the Adamantine Forge in Grymforge. |
| Ranged Weapon | Bow of Awareness | Grants +1 Initiative bonus while equipped. | Sold by Roah Moonglow in the Shattered Sanctum. |
Act 2 (Mid Game)

| Slot | Item | Effect | How to Get |
| Head | Fistbreaker Helm | +1 to Initiative and Spell Save DC. | Purchased from Lann Tarv at Moonrise Towers. |
| Cape | Cloak of Protection | +1 to Armour Class and Saving Throws. | Sold by Quartermaster Talli at Last Light Inn. |
| Chest | Luminous Armour | Remains Best-in-Slot for the orb engine. | Carried over from Act 1. |
| Gloves | Luminous Gloves | Damaging an enemy with Radiant damage adds orb stacks. | Found in the Potter’s Chest in the Ruined Battlefield. |
| Boots | Evasive Shoes | +1 to Armour Class and Acrobatics. | Purchased from Mattis at the Last Light Inn. |
| Necklace | Surgeon’s Subjugation Amulet | Paralyze humanoids on a Critical hit. | Looted from Malus Thorm at the House of Healing. |
| Ring 1 | Coruscation Ring | Spells inflict Radiating Orb when you are in light. | Found in the Last Light Inn cellar behind a cracked wall. |
| Ring 2 | Callous Glow Ring | Deals extra Radiant damage to illuminated targets. | Found in a chest in the Gauntlet of Shar vault. |
| Weapon 1 | Phalar Aluve | Shriek aura adds 1d4 Thunder damage to all party hits. | Found in the Underdark (Sword in the Stone). |
| Shield | Ketheric’s Shield | +1 to Spell Attack/Save DC; Shield Bash. | Looted from Ketheric Thorm at Moonrise Towers. |
Act 3 (Best in Slot)

| Slot | Item | How to Get |
| Helmet | Helm of Balduran | Dragon’s Sanctum beneath Wyrm’s Rock (Act 3): on the altar after Ansur’s trials |
| Cloak | Cloak of Protection | Carry over Act 2. |
| Armour (Chest) | Luminous Armour | Carry over Act 1. |
| Gloves | Gloves of Belligerent Skies | Carry over Act 1. |
| Boots | Boots of Stormy Clamour | Carry over Act 1. |
| Amulet | Amulet of the Devout | Offerings chest, Stormshore Tabernacle basement, Lower City (Act 3) |
| Ring 1 | Callous Glow Ring | Carry over Act 2. |
| Ring 2 | Coruscation Ring | Carry over Act 2. |
| Main Hand | Markoheshkir | Sorcerous Sundries vault, Lower City (Act 3): buy or steal |
| Off-Hand | Viconia’s Walking Fortress | Dropped by Viconia in the House of Grief, Daughter of Darkness quest (Act 3) |
| Ranged (optional) | The Dead Shot (longbow) | Fytz the Firecracker, Vendor |
Potions, Elixirs, and Consumables

- Elixir of Peerless Focus – Use this if you don’t have War Caster feat, then use Vigilance.
- Elixir of Vigilance – +5 initiative and no Surprise. Clerics are slow; this lets you set Spirit Guardians first. Your default daily elixir.
- Superior Elixir of Arcane Cultivation – an extra level-3 spell slot, i.e. one more Spirit Guardians “tank charge” for the day.
- Potion of Speed – extra action + movement to Dash through a pack and stack Radiating Orb on everyone in one turn.
- Always carry: Scrolls of Revivify, a few healing potions, and Bless scrolls for non-cleric party members.
Illithid Powers and Synergies
- Favourable Beginnings – Advantage and a bonus on your first attack/check each fight (great on the opening Guiding Bolt).
- Luck of the Far Realms – turn a hit into a guaranteed critical; devastating on Guiding Bolt.
- Black Hole – pulls enemies into one cluster, right where Spirit Guardians and your Radiating Orb shockwave want them.
- Fly – position your aura exactly where it does the most work.
- Cull the Weak – free finishing damage to low-HP enemies, which also spreads Radiating Orb.
Permanent Bonus Tracker
These bonuses are unlocked in various Acts and always stay with your character. They make the Tempest Cleric build much more powerful and should be prioritized in each Act. Below we have this broken down by each Act and what to prioritize. None of these are required for the build, however.
Act 1 Bonuses
Auntie Ethel’s Hair – +1 to Any Ability Score
- What: Permanent +1 to a stat of your choice.
- Where: Complete Auntie Ethel’s quest in the Sunlit Wetlands.
- Why It Matters: Lets you start with an odd Wisdom score and reach an even number in Act 1 with 20 via feat early.
Awakened – Illithid Powers as Bonus Action
- What: Use Illithid powers as a Bonus Action.
- Where: Githyanki Creche Zaith’isk.
- Why It Matters: Can use Mind Blast and an action in one turn.
Scratch – Find Familiar: Scratch
- What: Permanent summon for Scratch.
- Where: Recruit him after meeting him in the wilderness.
- Why It Matters: Soaks up damage and deals decent damage early.
Loviatar’s Love – Bonus Under 30% HP
- What: Under 30% HP, gain +2 to Attack Rolls and Wisdom saves.
- Where: Let Abdirak torture you in Goblin Camp.
- Why It Matters: helps when you get low HP.
Necromancy of Thay – Late-Game Spell Unlocks
- What: Unlocks powerful effects in Act 3.
- Where: Blighted Village cellar.
- Why It Matters: Unlocks summoning spell in final act.
Volo’s Ersatz Eye – See Invisibility
- What: Permanent See Invisibility.
- Where: Let Volo perform his “procedure.”
- Why It Matters: Helps in various Act 2 fights.
Act 2 Bonuses
Summon Us – Permanent Summon
- What: Ability to summon Us.
- Where: Mind Flayer Camp end of Act 2.
- Why It Matters: Another distraction that stacks with Scratch and Shovel.
Act 3 Bonuses
Mirror of Loss – +2 to Any Ability Score
- What: Permanent +2 to a chosen stat.
- Where: House of Grief.
- Why It Matters: Pushes Wisdom to cap or allows for another feat and max stats.
Partial Ceremorphosis – Tier 3 Illithid Powers
- What: Unlock top-tier Illithid abilities.
- Where: Story progression.
- Why It Matters: Adds huge AoE control ability though your character looks terrible.
Sweet Stone Features – Permanent Blessed
- What: Permanent Blessed-style effect.
- Where: Act 3 Pay Boney in Circus of the Last Days 5,000 Gold.
- Why It Matters: Boosts attack rolls and saves passively.
Anointed in Splendour – +2 to All Saving Throws
- What: Permanent +2 to saving throws.
- Where: Offer enough gold to deities statue in Stormshore Tabernacle depending on your character level.
- Why It Matters: Helps from getting crowd controlled and various ailments.
Party Composition & Synergy
Because this build creates its own Wet condition, you are not forced to build a party around it: which frees up three slots entirely. That said, a few pairings amplify it:
- A controller (Gale, a Wizard): anything that groups enemies makes your soak-and-nuke opening hit more targets.
- A melee bruiser (Karlach, Lae’zel): holds the line beside you: just keep them clear of the water before you fire.
- A ranged damage dealer (Astarion, Minsc): picks off whatever survives the opening burst.
Tempest Cleric Build FAQ
1. What is the best Tempest Cleric build in BG3?
A Wisdom-based lightning nuker that soaks enemies with Create Water and then fires a Destructive Wrath-maximized lightning spell. Tempest Cleric 11 / Storm Sorcerer 1 is the strongest version; pure Cleric 12 is nearly as good and simpler.
2. Do I need Call Lightning as a prepared spell?
No. Call Lightning is a Tempest Domain spell, granted free and always prepared at Cleric 5. The same is true of Shatter, Destructive Wave, Ice Storm, and the rest of the domain list: never spend a prepared-spell pick on them.
3. Should I go pure Cleric or multiclass?
The one-level Storm Sorcerer dip is the clear-win multiclass: Tempestuous Magic gives you bonus-action flight with no opportunity attacks, plus Constitution save proficiency to protect Concentration. Pure Cleric 12 keeps a third feat and is a fine simpler choice.
4. How do I apply Wet?
Cast Create or Destroy Water yourself: take it at Cleric 2. You can also throw bottles of water or fight near existing water. Wet gives lightning vulnerability, doubling your damage.
5. Why Dexterity 14 instead of dumping it?
Fourteen is exactly the maximum Dexterity bonus medium armor allows, so with Luminous Armour every point counts toward your AC. Going higher would be wasted; going lower costs you armor class directly.
6. How do I get Wisdom to 20?
Starting at 16, your level-4 Ability Improvement takes you to 18. Auntie Ethel’s hair in Act 1 adds +1 and the Mirror of Loss blessing in Act 2 adds +2, which closes the gap.
7. Do I need Markoheshkir?
It is best-in-slot because it lets a Cleric throw Chain Lightning and keeps adding lightning damage. The build works without it: an upcast Call Lightning with Destructive Wrath still hits enormously hard: but Markoheshkir is the ceiling.
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