Baldur’s Gate 3: Best Build for Shadowheart (Complete Guide)

While Shadowheart is Baldur's Gate 3's close-mouthed Cleric, she makes for an excellent healer.

Abbas Ahmad
Abbas Ahmad
14 Min Read

Shadowheart is Baldur’s Gate 3 amnesiac Cleric. While it’s easy to fall head over heels for her, the Cleric’s build path begs to differ. After all, you’ll want her to fight alongside you at all times if that’s what you’re aiming for. Luckily, I’ve spent a couple hundred hours in Faerun, trying my hands at various combos to bring about the definite Baldur’s Gate 3 Shadowheart build.

Although a far cry from her backstory, the best build for Shadowheart leans towards the Tempest Domain route.

If you stick with the guide, this build is very easy to create. It offers a mix of offensive and defensive spellcasting while also rocking a weapon and shield for close-quarter encounters. So, let’s get on with it!

Shadowheart Overview

Shadowheart Trapped in a Mindflayer Pod BG3
RaceHigh Half-Elf
ProficienciesHistory, Religion, Insight, Medicine
Primary AbilityWisdom
Shadowheart’s Features

First found aboard the Nautiloid in a Mindflayer pod and officially recruited on the crash site, Shadowheart is a High Half-Elf Cleric belonging to the Trickery Domain in Shar’s service. Throughout the journey, she remains a faithful ally and makes up for an invaluable party member as the only healer character.

The Cleric’s spellcasting modifier is Wis, while Str and Con are as much essential for encounters. Though, I would like to add that the way they are spread are only decent at best.

Shadowheart’s Default Stats

A Cleric’s domain represents their archetype, reflecting the nature of their God and the spellbook they gain access to. In Shadowheart’s case, the Trickery Domain aligns with the wicked deity Shar and offers a nice array of spells that emphasize illusions and control effects, allowing manipulation of enemies’ minds.

However, in practical terms, this domain doesn’t quite align itself with the typical Cleric role. In my two cents, learning the ins and outs of this subclass’s abilities can also be a bit tricky. There are certain ways you can embrace a true healer role with Shadowheart, and the best way to do so would be a Tempest Cleric. It adds a touch of lightning while maintaining the Life’s utility and Light’s damage output.

Shadowheart Tempest Cleric Build

The Cleric is a highly versatile class, and as a Tempest Cleric, Shadowheart will excel on many fronts. She can patch up wounded allies with healing, unleash devastating lightning attacks, withstand enemy blows, and deliver powerful melee strikes. All it takes to bring this Baldur’s Gate 3 Shadowheart build to life is a simple respec at Withers, along with a payment of 100 gold coins.

Leveling Up The Build

Shadowheart Level 1 Cleric Domain Selection

Right from the get-go at level 1, you’re going to need to select the Tempest Domain Subclass, as is the purpose of this build. Preferably, you should tweak the stats spread to the following: 16 STR, 10 DEX, 15 (+1) CON, 8 INT, 16 (+2) WIS, and 8 CHA. While leveling up, you’ll have to choose from a diverse selection of spells and cantrips and have choices between Feats and ASIs at every few levels.

Level 1

Domain Features:

  • Wrath of the Storm – A reaction that thunderously rebukes attackers for 2d8 Lightning or Thunder damage after rolling a Dexterity Saving Throw.


  • Guidance – Grants a +1d4 bonus to a target’s ability checks.
  • Sacred Flame – Damages the target and engulfs it in a flame-like radiance.
  • Produce Flame – Wreathes your hand in a flame that sheds bright light and deals 1d8 fire damage when thrown.

Domain Spells:

  • Thunderwave – Pushes nearby creatures away and deals 2d8 Thunder Damage.
  • Fog Cloud – Creates a blinding sphere of fog and heavily obscures creatures within it.

Level 2

Class Features:

  • Channel Divinity Charges – Clerics gain a divine spell slot called Channel Divinity Charges to cast special spells and powers, starting with Turn Undead and Destructive Wrath for the Tempest Cleric.
  • Turn Undead – The tooltip can be a bit vague. But what it does is that it forces any undead enemy that can see or hear you to flee upon failing a Wisdom save.

Domain Feature:

  • Destructive Wrath – You can use Channel Divinity to deal maximum Lightning or Thunder damage instead of rolling.

Prepared Spells:

  • Guiding Bolt – Deals 4d6 radiant damage and grants an advantage on the next attack roll.
  • Healing Word – Heals nearby allies for 1d4+3 HP on a Bonus Action.
  • Bless – Give any three allies a +1d4 bonus to attack rolls and saving throws.
  • Create or Destroy Water – The idea behind this spell is simple; you cast this to create a wet surface and follow with Lightning spells for big numbers on your screen.
  • Command – Compel a creature to flee, move closer, freeze, drop to the ground, or drop its melee weapon if it fails a Wisdom Save.

Level 3

Domain Spells:

  • Shatter – Deals 3d8 Thunder Damage in a wide area, and creatures made of inorganic material have a disadvantage on Saving Throws.
  • Gust of Wind – Summons a strong wind with a knockback effect.

Prepared Spells:

  • Spiritual Weapon (Add) – Select among six weapon types to summon a spectral weapon that fights alongside you.
  • Prayer of Healing (Add) – Does 5-19 healing outside combat for all allies.
  • Feel free to drop the Command spell and swap it for the incredible Prayer of Healing spell.

Level 4


  • Blade Ward – Halves the damage taken from bludgeoning, piercing, and slashing attacks.

Feat or ASI:

  • Resilient: Constitution – Increases Con by 1 and grants proficiency in Con Saves, helping you maintain Concentration spells.

Prepared Spells:

  • Hold Person (Add) – Disables an enemy from moving, taking actions and reactions, and attacks dealt to it within 3 meters of it are always critical.

Level 5

Class Features:

  • Destroy Undead – Turned creatures also take 4-24 Radiant Damage.

Domain Spells:

  • Call Lightning – A powerful level 3 spell that deals 3-30 Lightning Damage in a radius. For 10 turns, you can cast it again to call down lightning without expending spell slots.
  • Sleet Storm – Summons a storm that can disrupt Concentration spells, put out fires, and creates a slippery ice surface.

Prepared Spells:

  • Spirit Guardian (Add) – Summons protective spirits spinning around the caster and dealing 3d8 Necrotic or Radiant Damage to enemies coming in contact.
  • Mass Healing Word (Add) – Heal up to six allies.

Level 6

Class Features:

  • Channel Divinity Charges – Gain one more charge for a total of two.

Domain Features:

  • Thunderbolt Strike – Cast Thunder or Lightning spells to push Large or Small targets.

Prepared Spells:

  • Glyph of Warding (Add) – Places an elemental sigil on the ground that detonates when stepped on by an enemy, dealing massive area damage.

Level 7

Domain Spells:

  • Ice Storm – Calls forth an ice storm in a huge AoE, dealing 6-40 damage with +4d6 of that being cold. It also freezes the surface, potentially rendering foes prone.
  • Freedom of Movement  Removes the Stun debuff from an ally, and traversing Difficult Terrain becomes easy for them. They also cannot be paralyzed or restrained magically.

Prepared Spells:

  • Guardian of Faith – Summons a stationary divine guardian that fights nearby enemies. It loses an equal amount of health for each hit dealt.

Level 8

Domain Actions:

  • Divine Strike: Thunder – Once per turn, Weapon attacks deal an extra 1d8 Thunder damage to targets.

Feats or ASI:

  • Ability Score Improvement – Pump points into Wisdom to push it to 20, making your spells more effective.

Prepared Spells:

  • Banishment (Add) – Crowd Control, in general, is strong, and at this stage, I like to add Banishment as it allows to remove targets from the battlefield for a few turns.

Level 9

Domain Spells:

  • Destructive Wave (Add) – Creates a thunderous shockwave either of divine or malevolent nature, dealing 10-60 damage; can knock enemies prone.
  • Insect Plague (Add) – An excellent zoning spell that spawns a swarm of locusts, dealing 4d10 piercing damage. In addition, the area turns into a Difficult Terrain and imposes a disadvantage on Perception checks.

Prepared Spells:

  • Mass Cure Wounds (Add) – A potent healing spell that recovers 3d8+5 HP for you and your allies.
  • Flame Strike (Add) – Flame Strike is a top pick, not just because it packs a punch with damage ranging from 10 to 60, but also because it adds a cool touch of fire to your spell arsenal. It’s a nice change of pace from your usual thunder and lightning spells.

Level 10

Class Features:

  • Divine Intervention – A one-time use ability that calls on your deity for aid during your greatest need. The ability can come in clutch against a tough boss or leave you with an incredibly strong Legendary Mace.


  • Resistance – Honestly, your choice of cantrip won’t have much of a difference so far in the game now, but if you still can’t decide make Resistance a priority.

Prepared Spells:

  • Beacon of Hope (Add) – A tier 3 Concentration spell that ensures allies receive maximum HP from heals. On top of that, it provides an Advantage to Wisdom and Death Saving Throws.

Level 11

Prepared Spells:

  • Planar Ally (Add) – Spawns an otherworldly entity of your choice to the battle you can control.
  • Heroes’ Feast (Add) – Essentially grants immunity from certain debuffs, increases the party’s max HP, and allows you to make Wisdom Saves with Advantage. The best part? All this lasts until a Long Rest.
  • Remove Beacon of Hope for Heroes’ Feast.

Level 12

Feat or ASI:

  • War Caster (Feat) – Ensures you maintain your Concentration on spells and allows you to use a reaction to cast Shocking Grasp on anyone leaving your melee range.

Prepared Spell:

  • Blade Barrier – Another zoning spell that creates a Difficult Terrain of razor-sharp blades, dealing 6-60 damage to anyone that comes close to it.

Early game Tempest Clerics are already powerful enough on their own, and as such you don’t have to worry too much about Shadowheart’s gear. However, there are certain items that supplements this Shadowheart build in Baldur’s Gate 3.

Baldur's Gate 3 Shadowheart Equipment
  • Helm of Balduran – Heals 2 HP at start of every turn; +1 to AC and Saving Throws; Stun Immunity.
  • Mantle of the Holy Warrior – Can cast Crusader’s Mantle.
  • Helldusk Armor – 21 AC; considered Proficient with this armour; burns a caster for three rounds; resistance to fire and 3 less damage from all sources.
  • The Reviving Hands – Healed creature gains Blade Ward and revived one gains Death Ward. Can also cast Revivify
  • The Watersparkers – Electrocutes a water surface; gain 3 Lightning Charges.
  • Amulet of Misty Step – Can cast Misty Step.
  • Amulet of the Devout – Bonus to Spell Save DC, and grants extra charge of Channel Divinity.
  • Amulet of Greater Health – Raises wearer’s Con to 23; Advantage on Constitution Saving Throws.
  • The Whispering Promise – Adds +1d4 to Attack Rolls and Saving Throws after healing a creature.
  • Orphic Ring – Can cast Confusion.
  • The Blood of Lathander – Heals you and nearby allies when HP reduces to 0. Also blinds undead and can cast Sunbeam.
  • Viconia’s Walking Fortress – Grants Reflective Spell and Warding Bond. Allows you to knock enemies prone with a reaction.

Clerics were the most ditched class in BG3 simply because Shadowheart was the most favored romance option. What’s the point of having two roles in the same party? In any case, I’ve always considered Clerics to be an S-tier class, and this is the best build for Shadowheart in Baldur’s Gate 3. It can sustain your entire party while doing serious damage, capable of one-shotting most enemies.

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Abbas is a Guides Writer for WhatifGaming. He enjoys trying out a wide range of games, from obscure indies to AAA titles, but his heart truly lies in the unforgiving world of Soulsborne games, claiming mastery over every single entry. While he's quick to brag about his parrying skills, let’s just say that he may not be as adept as he claims out to be.
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