Discover how to create the best Oblivion Domain Cleric build under the D&D 5e 2024 SRD ruleset for Solasta 2! This guide has been created for Early Access (EA), and will showcase every decision from character creation, spells, feats, ability score, species and more.

The Oblivion Domain Cleric is a unique subclass build that focuses on the balance between life and death. At level 3 you unlock a unique feature that allows you to revive downed allies with 1 HP within 30 feet. This helps especially early in the game where survivability is critical.
Additionally, you get a massive AOE damage Channel Divinity tool called Herald of Pain. This uses an action and every creature within 30 feet must pass a Wisdom Saving Throw or be hit with massive Necrotic Damage. If you’re looking for a Cleric that can heal, help allies, and dish out damage, this build is for you.
Note: Some names and values reflect Solasta 2 Early Access conventions and 2024 SRD structure. Where Solasta 2 may later tweak values, the logic and priorities of the build remain valid. If you are familiar with Baldur’s Gate 3 combat, Solasta 2 will play similarly but differently with an updated rules (2024) system. Therefore, don’t expect an exact experience from that previous game.
Solasta II Early Access Build Context
- Party size (4 characters)
- Early Access level cap (1–4)
- Multiclassing confirmed
- Based on SRD 5e ruleset 2024 (different than BG3)
- Full release expected to reach level 10
- Subclasses unlocked at level 3 across all classes
- Ancestry vs. Origin: The 2024 rules shifted Ability Score bonuses from “Race” to “Background.”
- Origin Feat: You now gain a feat based on your Background selection (character creation)
- Ability Score: Ability Score increases +1 and +2 come from your Background not Ancestry (species formerly race).
- Weapon Mastery: a new mechanic for martial builds
Solasta 2 Oblivion Domain Cleric Build Overview
| Category | Selection(s) |
|---|---|
| Class | Cleric |
| Subclass | Oblivion Domain (Level 3) |
| Skills Proficiencies | Choose 2 at Character Creation |
| Primary Ability Score | Wisdom |
| Hit Die | D8 |
| Saving Throw | Charisma, Wisdom |
| Armour Proficiency | Light, Medium, Heavy (Divine Order Protector) |
| Weapon Proficiency | Simple, Martial, Shield (Divine Order Protector) |
| Class Features | Spellcasting |
| Equipment | Chain Shirt, Mace, Shield, Light Crossbow |
Why Play the Oblivion Domain Cleric build in Early Access
The early game in Solasta 2 is often difficult and you’re likely to get downed (zero HP) multiple times. The Gate Keeper feature provides a constant safety net for downed allies. Plus, you get the offensive bonus of Herald of Pain serving as a massive damage attack when surrounded by enemies. This build is balanced for offense and defense and if you find yourself constantly dying, make the Oblivion subclass your choice.
Oblivion Domain Cleric Pros & Cons
| Oblivion Domain pros | Oblivion Domain cons |
|---|---|
| 30 Feet Range | Lower Initiative |
| Help Downed Allies | Slow Movement |
| Damage and Healing | Weaker Action Economy |
Oblivion Domain Cleric Character Creation
| Category | Selection(s) |
|---|---|
| Class | Cleric |
| Subclass | Oblivion Domain (Level 3) |
| Ancestry (Race) | High Elf |
| Background | Ascetic |
| Ability Score | STR 13 DEX 10 CON 16 INT 10 WIS 17 CHA 8 |
| Origin Feat | Robust |
| Personality | Innocent |
| Skills | Insight, Medicine |
| Elf Ancestry Bonus | Perception |
| Language | Elvish, Draconic |
Class
At Level 1, the Cleric focuses on Divine Order, which determines your role in the party.
- Divine Order: This is the most important choice at Level 1.
- Protector (Recommended): You gain proficiency with Heavy Armor and Martial Weapons. This is what allows the Life Cleric to be a “Tank.”
- Spellcasting: You start with 3 Cantrips and can prepare a number of spells equal to your level + your Wisdom modifier.
Saving Throws
The Cleric’s saving Throws are Wisdom and Charisma.
Charisma: Used to resist being banished or possessed. It’s less common than Wisdom but vital for high-level survival.
Wisdom: This is your primary save. Most “mental” attacks (Fear, Charm, Mind Control) target Wisdom. Being proficient here makes you the party’s anchor.
Armor & Weapon Proficiencies
Standard Cleric: Light Armor, Medium Armor, and Shields. Simple Weapons.
Protector (Divine Order): Adds Heavy Armor (Chain, Splint, Plate) and Martial Weapons (Warhammers, Battleaxes, Greatswords).
Subclass

The following features are unlocked for the Oblivion Domain in Solasta II:
Always Prepared Spells:
- Level 3: Inflict Wounds, Sleep, Calm Emotions, Ray of Enfeeblement
- Level 5: Remove Curse, Vampiric Touch
- Level 7: Banishment, Blight
- Level 9: Cloudkill, Contagion
Gate Keeper:
- Heal a dying ally that you see within 30 feet; they are healed by 1 HP at the start of their next turn. Can be used a number of times equal to your Wisdom modifier per short or long rest.
- Passive Aura: While you are conscious, you and allies within 30 feet have Advantage on Death Saving Throws.
Herald of Pain (Channel Divinity):
- Effect: As an Action, every hostile creature within 30 feet must make a Wisdom Saving Throw.
- Damage: On a failure, they take necrotic damage equal to 2d8 + your Cleric level (half on success).
- Debuff: Failed targets gain Disadvantage on attack rolls and ability checks for up to 1 minute (save ends at turn end).
The Oblivion Domain subclass returns from Solasta 1 and is unique to the universe. All subclasses in Solasta II are unlocked at level 3, standardizing early progression across classes. Subclass features typically define your combat role, resource usage, and additional effects, actions, or spells.
Best Ancestry (Race / Species)
High Elf is the best Ancestry for the Cleric because you get Darkvision, mobility, extra spells, and help against crowd control. Below is what you unlock with a High Elf:
- Ancestral Vigor: Advantage on saves against being Charmed and immune to magical Sleep.
- Darkvision: See in the dark up to 60ft (no disadvantage on attacks in low light).
- Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition.
- Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.
- Trace: Magic can’t put you to sleep, and you retain consciousness during lost rest.
- Longstrider Spell (level 3): add 10 feet to movement per turn (stacks with Expeditious Retreat for incredible mobility).
- Extra Cantrip (level 1): take an extra cantrip if you already have Fire Bolt.
The secondary choice is the Dwarf Ancestry because of the extra HP boost with Dwarven Toughness. This helps make the ultimate tank Cleric build. However, all of the bonuses, including a movement speed boost with Longstrider is too good to pass up.
Ancestry in Solasta 2 provides passive bonuses, traits, and sometimes unique movement or sensory advantages. Under the 2024 SRD, ability score increases are no longer locked to ancestry, making race selection more about utility, survivability, and synergy rather than raw stats.
Background
The best background for the Cleric is Ascetic because of the Robust Origin Feat. This feature gives you extra HP each level, plus natural healing, and hard to kill. The Healthy bonus gives you max HP equal to your character level when you gain the feat, and 1 HP each additional level. This is super helpful when playing a healer that’s bound to be attacked repeatedly. Below is what you unlock with this selection:
- Description: You eschew material concerns, devoting yourself to spiritual and intellectual perfection.
- Improved Ability Score: DEX, CON, WIS.
- Skills: Nature, Acrobatics
- Recommended Personality: Innocent
- Origin Feat: Robust (Tough) – Grants +1 Max HP for every level.
- Mastered Tool: Herbalism Kit.
- Equipment: Letter from Rickard
The Acolyte is an alternative option, though it gives you an odd origin feat, Magic Initiative Cleric which just gives you more Cleric spells and cantrips. The primary reason to take this background is your personality becomes “Caregiver.”
Backgrounds in the Solasta II provide skill proficiencies, ability score improvements, and your Origin Feat. Rather than being purely narrative, backgrounds now play a direct role in mechanical identity. The three scores listed above indicate which ability scores can be improved. You can do one +1 and another +2.
Origin Feat
Robust is the best Origin Feat for the Oblivion Domain Cleric because it increases your health by +1 HP per level. This feat with high Constitution, ensures your front-line battle healer is always in the fight staying alive. Below is what you unlock with Ascetic and the Robust Origin Feat:
- Healthy: your HP max increases by an amount equal to your character level when you gain this feat. Whenever you gain a character level thereafter, your max HP increase by an additional 1 HP.
- Natural Healing: Whenever you use a hit die to regain HP, you roll twice and keep the highest result.
- Hard to Kill: if you become stable while unconscious at 0 HP, you immediately regain 1 HP.
An alternative choice is Magic Initiative Wizard which allows you to select Wizard spell. Shield is a great choice because it boost your AC by +5 for one turn when you’re about to be hit.
Origin Feats are a cornerstone of the 2024 ruleset and are granted through your background. These feats provide early mechanical identity and often influence how a build plays from level 1 onward.
Skills
The best skills for the Oblivion Domain build are Perception, Insight, and Medicine. These skills help during almost every encounter, specifically while exploring.
Skills determine your effectiveness outside of direct combat, including dialogue, exploration, and environmental interaction. Most builds should focus on a small number of key skills rather than spreading proficiency too thin.
Ability Scores
| Ability | Score | Reason |
|---|---|---|
| Strength | 13 | Required to wear Heavy Armor without a speed penalty and for melee hits. |
| Dexterity | 10 | Your AC comes from Plate Armor, not agility. |
| Constitution | 16 | Essential for HP and Concentration saves. |
| Intelligence | 10 | Helpful with skill checks. |
| Wisdom | 17 | Boosts your healing, Spell DC, and Skill Checks. |
| Charisma | 8 | Dump Stat. |
The Cleric’s two most important ability scores are Wisdom and Constitution. Wisdom is your spell modifier, meaning the higher the stat goes, the better your spells will work (percentage to land and effectiveness). Constitution not only boost HP but is used as the saving throw stat while holding concentration. High CON ensures you will hold concentration and keep your active spell effects sustained like Shield of Faith or Bless. Lastly, Strength is need at level 13 to wear heavy armor without a movement penalty.
NOTE: this ability score setup assumes you want to cast spells with one hand and shield using the Casting Virtuoso Feat at level 4. This feat allows you to increase your Wisdom +1, boosting your ability score modifier. Another good choice is Flawless Concentration: (+1 Constitution) having advantage on saving throws. In that case, swap 17 CON and 16 WIS so you can +1 CON. We assume you will select Casting Virtuoso for this guide.
Another point to consider is Multiclassing which requires a certain stat threshold (13) to change into that class. Since the game only goes to level 4, this is often a waste because your major power spikes typically come at level 4.
Stat Priority (Quick Reference)
- Wisdom – primary stat for everything you do regarding spellcasting
- Constitution – gives you HP and helps with concentration saves
- Strength – helpful to avoid heavy armor speed penalty
- Everything else is non-essential
Ability scores in Solasta 2 determine nearly every core mechanic: attack accuracy, damage, spell effectiveness, defenses, and skill success. Under the 2024 ruleset, your primary stat directly fuels your class’s core actions, while secondary stats improve survivability and utility. Also, remember, Backgrounds now provide your Ability Score Increases (ASI). You no longer get them from your Ancestry (Race).
Oblivion Domain Cleric Level Progression 1-4 (Early Access)
| Level | Choice |
|---|---|
| 1 | Divine Order: Protector Spells: Guiding Bolt, Bless, Cure Wounds, Healing Word Cantrips: Guidance, Holy Conduit, Spare the Dying, True Strike Spells: Healing Word, Guiding Bolt, Shield of Faith |
| 2 | Channel Divinity Spell: Inflict Wound |
| 3 | Subclass: Oblivion Domain |
| 4 | Feat: Casting Virtuoso |
This section explains what changes at each level and how your build’s role evolves as new features unlock.
- Level 1: Core class features (e.g., Rage, Spellcasting, Weapon Mastery).
- Level 2: Tactical upgrades (e.g., Cunning Action, Combat Styles).
- Level 3: Subclass Choice. This is where the build “comes online.”
- Level 4: General Feat. Choose a feat that grants +1 to your Primary Stat or Ability Score Improvement (ASI)
Level 1
At level one, you get to pick a divine order in character creation, cantrips, while spells are already given to you. You can swap spells via a Long Rest or wait until level 2. Below is our suggestions on selections:
Feature: Divine Order (Protector). Equip Heavy Armor and a Shield immediately. Note, you won’t be able to cast spells on your one hand and shield bar until feat at level 4. Therefore, bar swap after you cast with your Light Crossbow. This might be patched in the future, however.
Spells
When you can swap spells or level up, switch to these spells for the Cleric:
- Guiding Bolt (Magic Initiate Cleric): 120 ft range, 4d6 radiant damage that grants advantage on the next attack roll made against target. This is the highest damage spell in the early game and it provides advantage, making it literally the best ranged DPS spell regardless of class.
- Bless: select up to three different allies in 30 feet adding 1d4 to their attack rolls and saving throws. This spell requires concentration. This is the best buff spell because it affects nearly all aspects of combat and it can be applied to 3 different allies.
- Healing Word: heals 2d4 HP + your spellcasting ability modifier using a bonus action with 60 feet of distance. Great early game heal because it uses a bonus action, allowing you to also heal with an action.
- Cure Wounds: Heals 2d8 hit points + your spellcasting modifier by touch to one ally. Helpful burst heal using an action.
Cantrips Selections
- True Strike: attack with your spells casting weapon using spellcasting ability for damage. On hit, deal damage type of your choice based on your weapon type. Amazing melee cantrip that has great burst damage when close to a target.
- Guidance: Adds 1d4 to target allies’ ability checks for one minute. This cantrip is helpful for nearly all speech checks and should be applied automatically.
- Holy Conduit: on hit, deals 1d6 radiant damage. The target and each enemy within 5 feet also take an additional 1d4 radiant damage. This is more damage than Sacred Flame and it has a small AOE component making it a good damage cantrip.
- Spare the Dying: Stabilizes a target so they don’t permanently die. Great for using on companions to keep them from perma death.
Level 2
At level two, you gain one new spell and Channel Divinity resource and features. Below is what you unlock:
Inflict Wounds: Deals 2d10 necrotic damage, half on constitution save. Strong melee based damage if they are vulnerable to necrotic.
Channel Divinity: You can use class’s channel divinity resource twice a day. You regain one usage after a short rest and all after a long rest.
- Turn Undead: Use Channel Divinity to force undead creatures within 30 feet who can see you to flee. Negated by a Wisdom save.
- Divine Spark (Heal): Channel Divinity to heal an ally for 1d8 hit points + your wisdom modifier.
- Divine Spark (Necrotic): Chanel Divinity to deal an enemy 1d8 necrotic damage + your wisdom modifier.
- Divine Spark (Radiant): Chanel Divinity to deal an enemy 1d8 Radiant damage + your wisdom modifier.
Level 3
At level three, you make your subclass selection Oblivion Domain. You will unlock always prepared spells and a new Channel Divinity. Below are the unlocks at this level:
- Always Prepared Spells: Inflict Wounds, Sleep, Calm Emotions, Ray of Enfeeblement
- Gate Keeper: Heal a dying ally that you see within 30 feet; they are healed by 1 HP at the start of their next turn. Can be used a number of times equal to your Wisdom modifier per short or long rest.
- Passive Aura: While you are conscious, you and allies within 30 feet have Advantage on Death Saving Throws.
- Herald of Pain (Channel Divinity): As an Action, every hostile creature within 30 feet must make a Wisdom Saving Throw. On a failure, they take necrotic damage equal to 2d8 + your Cleric level (half on success). Failed targets gain Disadvantage on attack rolls and ability checks for up to 1 minute (save ends at turn end).
New Spells
- Inflict Wounds – since this is automatically unlocked, you should be able to swap to another spell.
- Sleep: Each creature within a 5ft sphere that fails a Wisdom save becomes incapacitated until the end of their next turn. Then they repeat the save, calling asleep on failure. The spell ends if they take damage or are woken up.
- Calm Emotions: humans cannot be charmed or frightened. Helps prevent crowd control effects.
- Ray of Enfeeblement: stuns target.
Level 4
and shield. Here’s what it does:
- Ability Score Increase: +1 to Intelligence, Wisdom, or Charisma.
- Somatic Components: you can perform the Somatic component of spells even when you have weapons or shield in one or both hands.
- Casting in Melee: Being within 5ft of an enemy doesn’t impose disadvantage on your ranged attack rolls with spells.
- Hard to Counter: You have advantage on your saving throws against Counterspells.
The TLDR is, now you can cast spells without needing a free hand. From this point, you can go tank one hand and shield. You want to increase your Wisdom too at this point, giving you great damage with weapons or with spells.
An alternative choice is Flawless Concentration which allows you to boost CON by +1 and gives you advantage on concentration saving throws. This is ideal if you’re always casting Bless on turn one. If you intend to use this, you’ll just need to set your CON to 17 at character creation, and WIS to 16 so you land on even numbers at max level.
Oblivion Domain Cleric Future Scaling & Level 5–10 Roadmap
While Early Access may cap progression, strong builds are planned with future scaling in mind. This roadmap outlines how the build transitions from early stability into mid-game power.
- Level 5: Huge power spike with level 3 spells. Combined with your high AC and Divine Fortitude, you become a walking radiant damage machine.
- Level 6: Gain a second Channel Divinity charge.
- Level 8: Ability Score Improvement (Wisdom to 20).
- Level 9: 5th level spells buff your melee output.
Oblivion Domain Cleric Multiclass Options & Synergies

The Cleric doesn’t want to multiclass during this phase of Early Access because you need a feat to reach 18 WIS and help with concentration based saving throws.
In Solasta 2, you can multiclass your builds. Multiclassing requires a 13 in the primary stat of both classes. Because subclasses start at Level 3, “dipping” is less common for subclass features but remains strong for Level 1 proficiencies or Weapon Masteries.
Combat Tactics & Playstyle
This section is a work in progress and will be updated once gameplay and testing begin.
Recommended Gear (Early Access)
Early placeholder until we can find all the gear, weapons, and armor in Early Access.
| Slot | Equipment | Effect |
|---|---|---|
| Main Hand | Mace | 1D6 Bludgeoning |
| Off-Hand | Shield | +2 AC |
| Secondary | Light Crossbow | 1d8 Piercing |
| Head | ||
| Cape | ||
| Chest | Chain Mail (Heavy) | 16 AC |
| Necklace | ||
| Bracers | ||
| Belt | ||
| Ring 1 | ||
| Ring 2 | ||
| Gloves | ||
| Boots | ||
| Utility Slot 1 | Lantern | Source of light |
| Utility Slot 2 | Potion of Healing | Heal 2d4 +2 |
| Utility Slot 3 | Scroll | Any spellcasting scroll |
Best Party Composition & Companion Synergy
In Solasta 2, your party consist of four pre-made characters. The best party to complement your Cleric is the following:
- Utility: The Scavenger Rogue is the simplest and effective way to play the Rogue and helps do high DEX task like sneak, stealth, picklocks, and detect traps.
- Melee DPS: select the Charisma based Paladin as either a two-handed burst melee build, or a one hand and shield tank. Either way, you need a Charisma character to round out your skills (Dex, Wis, Int).
- Spellcaster: the School of Ruin is ideal in this position for area damage and intelligence score. This allows you to have a well rounded party with proper skill checks and spell diversity.
Ideally, you don’t want to bring in another support Cleric as it will be redundant.
Changelog & Build Updates
- v1.0.1 – March 10, 2026 – Updated for Early Access, edited character creation, background, level progression, added gear chart.
- v1.0 – January 15, 2026: Created (Pre-Alpha)
More Powerful Solasta 2 Builds!
Check out our complete list of powerful Solasta 2 builds to start your next adventure!
- Best Solasta 2 Builds List
- Battle Domain Cleric Build
- Life Domain Cleric Build
- Oblivion Domain Cleric Build
- Aether Warden Fighter Build
- Commander Fighter Build
- Oath Of Judgement Paladin Build
- Oath Of Liberation Paladin Build
- Scavenger Rogue Build
- Shadowcaster Rogue Build
- Mana Painter Sorcerer Build
- Star Child Sorcerer Build
- Court Mage Wizard Build
- School Of Ruin Wizard Build



