Today I finally tested the best weapons for Light Domain Cleric in Baldur’s Gate 3. Man, this took way longer than I thought it would. Started fresh with my level 1 cleric after wiping in my last playthrough because my gear sucked. Grabbed that basic mace you find near the crashed ship – you know the one.
Early Game Nightmare
Died twice fighting those brain things right at the beginning. Swinging that mace felt like hitting enemies with a wet noodle. Found the Club of Hill Giant Strength later near Druid Grove. Thought “hey, big damage numbers!” but nope. My accuracy was complete garbage without spell buffs.
Mid-Game Experiments
After hitting level 5 I tried so many stupid weapons:
- Quarterstaff +2 from Blighted Village: Worse than my cantrips honestly
- Faithbreaker hammer: Cool fire effects but slow as hell
- Adamantine Mace: Felt fancy until Grym squished me instantly
Kept dying in Moonrise Towers until I got annoyed and checked my spell menu again. Realized Light Clerics aren’t supposed to whack things all day!
The Actual Solution
Changed my whole approach:
- Dropped the fancy maces
- Equipped Devotee’s Mace from Divine Intervention (but only for stats!)
- Main action = Spirit Guardians + Sacred Flame + Radiant spells
- Bonus action = Healing Word when someone faceplants
Suddenly cleared rooms full of undead without swinging once. The “weapon” was my channel divinity all along! Tested this setup in House of Hope – Raphael’s demons melted before getting near me.
Final Gear Thoughts
Wasted hours thinking about weapon DPS like an idiot. Best weapon for Light Cleric? Your spell slots! But still carried that mace buffing CON saves and AC from my shield. Fights got WAY smoother once I stopped pretending to be a fighter.