Latest Update: March 17, 2026
Learn about the best Cleric Builds in Solasta 2 Early Access as we give you details about the three subclasses and what makes them unique.

Building a versatile party in Solasta II starts with a strong Cleric. Utilizing the updated 2024 D&D 5e ruleset, Clerics are now more flexible than ever, giving them powerful healing, but also offensive capabilities as well, especially over undead creatures. Whether you want to be a frontline tank, a healer, or a master of life and death, there is a domain for you.
Here is the ultimate guide to the best Cleric builds in Solasta 2 Early Access.
Related Guides
- Solasta 2 Best Builds for Early Access
- Solasta 2 Subclass Tier List
- Solasta 2 Ruleset Explained
- Solasta 2 Faction Guide
- Solasta 2 World Map Explained
- Solasta 2 Wiki and Guides
Solasta 2 Cleric Builds Overview

In Solasta II, the Cleric remains a powerhouse of divine magic, but the 2024 ruleset introduces a critical shift at Level 1: the Divine Order.
- Protector: Grants proficiency with Martial Weapons and Heavy Armor. This is the go-to for frontline builds.
- Thaumaturge: Grants an extra Cantrip and a bonus to Arcana and Religion checks, perfect for those focusing purely on spellcasting.
This choice allows you to decouple your armor proficiency from your subclass, meaning even a Life Cleric can now be a heavy-armor tank from Level 1.
Ability scores are central to a cleric’s effectiveness, influencing attack rolls, spellcasting, and defenses. Ability score increases are now obtained through backgrounds, allowing for more flexible stat development. Wisdom is the cleric’s spellcasting ability, directly affecting their spell effectiveness. Choosing a divine domain at level 3 further customizes the cleric’s abilities and role.
Also, in the new ruleset, all subclasses are unlocked at level 3. If you’re coming from BG3, the rules and spells will feel similar, yet different and this is why.
Solasta 2 Cleric Character Creation
Character creation in Solasta 2 involves choosing your class, background, and allocating ability scores, which directly influence attack accuracy, spell effectiveness, defenses, and skill success. Ability score increases are now obtained through backgrounds rather than ancestries, making your background choice even more impactful. Backgrounds also grant skill proficiencies and origin feats, shaping your character’s mechanical abilities and thematic identity.
At character creation, clerics can select three cantrips from the cleric spell list. Clerics use Wisdom as their spellcasting ability, which affects their cleric spellcasting and overall spell effectiveness. They can cast spells from the cleric spell list and use ritual casting for spells with the ritual tag if they have them prepared. Clerics have proficiency in light armor, medium armor, shields, and simple weapons. As versatile warriors, clerics can wield both martial weapons and spells, allowing them to support allies and deal damage to enemies. They are often the party anchor in Solasta 2’s punishing early-game encounters, using tactical positioning to hold the line and aid in survival.
Clerics serve a deity, granting them miraculous powers in exchange for following their god’s creed and performing rituals. They possess superior healing spells like Healing Word and Cure Wounds, as well as party buffs like Bless. Clerics can choose one of the divine domains granted by their deity, which influences their abilities and spells. Choosing the right background for a cleric can significantly impact their effectiveness in combat and support roles. The new Divine Order choice at level 1 defines early-game role specialization, and clerics can adapt to various roles in combat, including healing and frontline fighting.
Cleric Starting Features
Below is an overview of what your Cleric can do at the start of the game in Solasta 2:
- Weapon Proficiencies – Simple Weapons
- Armour Proficiencies – Light Armour, Medium Armour, Shields
- Saving Throw Proficiencies – Wisdom & Charisma
- Skills – Choose 2 from History, Insight, Medicine, Persuasion, Religion
- Ritual Casting – You can cast a spell as a Ritual if the spell has the Ritual tag, and you have the spell prepared.
- Subclass – Clerics choose their subclass at Level 3
Backgrounds also grant additional skill proficiencies and origin feats, allowing you to further customize your cleric’s abilities and early build strategy.
Cleric Class Features by Level
This section details the progression for the Cleric class in Solasta 2. Currently, the maximum level is four, though this will increase as development continues. The final game is expected to have a level cap of 10.
Level 1
- Divine Order – You choose your sacred role immediately, regardless of your domain:
- Protector: You gain proficiency with Heavy Armor and Martial Weapons.
- Thaumaturge: You gain an extra Cantrip and add your Wisdom modifier to Arcana and Religion checks.
- Spellcasting – You can now swap one known Cantrip for another every time you level up. Wisdom is your spellcasting ability, determining the effectiveness of your cleric spells.
Level 2

- Channel Divinity – You gain 2 uses per rest (regain one on a Short Rest). You have two base options:
- Divine Spark: Use a Magic action to either heal an ally or damage an enemy (1d8 + Wis).
- Turn Undead: Undead who fail their save are now Incapacitated and Frightened for 1 minute (they no longer “Dash” away, making them easier to manage).
Level 3

- Cleric Subclass – Choose your Divine Domain. In Solasta 2 Early Access, you can choose from the Life Domain (healing), Battle Domain (melee/force damage), or Oblivion Domain (damage/control). Divine domains reflect your deity’s attributes and grant unique features and spells, shaping your cleric’s role and abilities.
Level 4

- Feat – Select a General Feat (most now include a +1 Ability Score boost) or take an ability score increase, which lets you improve your core attributes like Strength or Wisdom by +2. Ability score increases are now obtained through backgrounds rather than ancestries, impacting your character’s stat development.
Level 5
- Sear Undead – When you use Turn Undead, you also deal Radiant damage to the affected creatures equal to your Wisdom modifier in d8s (e.g., 3d8 if you have 16 Wisdom). This replaces the old “Destroy Undead” mechanic.
Level 6
- Subclass Feature – You gain a unique ability from your domain. For the Battle Domain, this is typically where you gain features that improve your frontline survivability.
- Channel Divinity Upgrade – You now have 3 uses of Channel Divinity.
Level 7
- Blessed Strikes – You choose how your combat damage scales:
- Divine Strike: Deal an extra 1d8 Radiant or Necrotic damage with weapon attacks.
- Potent Spellcasting: Add your Wisdom modifier to the damage of your Cantrips.
Level 8
- Feat – Select a Feat or improve an Ability Score.
Level 9
- Higher Level Spells – Access to 5th-level spell slots (e.g., Flame Strike or Mass Cure Wounds).
Level 10
- Divine Intervention – This has been massively buffed. Once per long rest, you can cast any Cleric spell of 5th level or lower as a Magic action without spending a spell slot or using material components. It no longer requires a percentile dice roll – it just works.
Best Solasta 2 Cleric Subclasses
Choosing a subclass (unlocked at Level 3) determines your specialized role in the party. In Solasta 2, divine domains represent different aspects of a deity’s power and allow clerics to specialize in healing, combat, or control. The Cleric class features multiple subclasses that let players focus on various areas of combat and support. In Early Access, three domains stand out:
1. Life Domain Cleric Build: The Efficiency Healer

The Life Domain Cleric remains the gold standard in Cleric builds because of their healing, crowd control, and spell utility. The Life Domain focuses on vibrant positive energy, a fundamental force that sustains all life and grants unrivaled healing abilities. It is considered the premier support pick and the most resource-efficient healer in Solasta 2. With the new ruleset, healing is even stronger at lower levels and the Cleric’s early spells hit hard. This ensures every turn you have some useful action, and the Life Domain specifically helps new and old DND players alike.
Life Domain Cleric Subclass Features
Level 3

- Domain Spells: You always have these spells prepared. They don’t count against your daily limit. Aid, Bless, Cure Wounds, Lesser Restoration.
- Disciple of Life: Whenever you use a spell of Level 1 or higher to restore Hit Points, the creature regains additional HP equal to 2 + {the spell’s level}.
- Channel Divinity: Preserve Life: As an action, you present your holy symbol and evoke healing energy that can restore Hit Points equal to 5 x {your Cleric level}.
Level 5
- Life Domain Spells – In your list and always prepared:
- Revivify
- Mass Healing Word
- Lesser Restoration
Level 6
- Blessed Healer – Casting a healing spell on a creature other than yourself also heals you for (2 x spell level).
Level 7
- Life Domain Spells – In your list and always prepared: Aura of Life, Death Ward
Level 9
- Life Domain Spells – In your list and always prepared: Greater Restoration, Mass Cure Wounds
2. Battle Domain Cleric Build: The Frontline Bruiser

The Battle Domain Cleric returns from the original game, perfectly fitting the fantasy of a Cleric who fights in the thick of melee alongside Fighters and Paladins. The Battle Domain grants powerful combat spells and allows clerics to deal damage while providing front-line healing. This subclass is a frontline damage dealer, focusing on melee combat and martial weapon attacks, and trades traditional healing for melee staying power. The strength of this subclass is melee damage that can incapacitate allies. The downsides are that clerics start off with weak mobility, and likely it will take one or two turns to reach an enemy in melee range.
Battle Domain Cleric Subclass Features

Level 3
- Always Prepared Spells: Magic Missile, Shield, Acid Arrow, Shatter
- 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).
Level 5
- Domain Spells – Automatically unlocked and always Prepared: Fireball, Haste
Level 6
- Strike of Oblivion – The first attack of your turn deals additional Necrotic Damage.
Level 7
- Domain Spells – Automatically unlocked and always Prepared: Fire Shield, Stoneskin
Level 8
- Mark of Fate – Mark a creature, causing it to take additional damage.
Level 9
- Domain Spells – Automatically unlocked and always Prepared: Hold Monster, Insect Plague
The main strength of the Battle Domain Cleric is your two subclass features can help offensively and defensively. Divine Fortitude is great because it uses a bonus action and doesn’t consume a spell slot. That way you can always provide a bit of extra HP and still use your action. Meanwhile, Decisive Strike adds a ton of damage to your melee attack, but it does use a Channel Divinity charge so you won’t be using it as often.
Since Early Access is only four levels to start, this domain is helpful but not as universally useful as the Life Domain Cleric. Ultimately, you should pick Battle Domain if you want to use melee attacks while retaining Cleric spell casting.
3. Oblivion Domain Cleric Build: The Guardian of the Gate

The Oblivion Domain Cleric subclass is one that focuses on Necrotic damage and helping downed allies from dying. The best thing about this subclass is that the two features you can use have a 30-foot range. Therefore, you can play as melee or ranged and have flexibility when you need to trigger a Channel Divinity or passive feature like Gate Keeper Rescue.
Oblivion Domain Cleric Subclass Features

Level 3
- Domain Spells: You always have these spells prepared. They don’t count against your daily limit. Inflict Wounds, Sleep, Calm Emotions, Ray of Enfeeblement.
- Gate Keeper: Rescue: Use a Bonus Action to target a dying ally 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. 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).
Level 5
- Domain Spells – Automatically unlocked and always Prepared: Remove Curse, Vampiric Touch
Level 6
- Herald of Battle – Empower your nearby allies whenever you use Decisive Strike. While empowered, all Attack Rolls are automatically rerolled on a miss, and they deal additional Force Damage once per turn.
Level 7
- Domain Spells – Automatically unlocked and always Prepared: Banishment, Blight
Level 8
- Scholar of Battle – You can attack one more time per combat turn when you use the attack or shove actions.
Level 9
- Domain Spells – Automatically unlocked and always Prepared: Cloudkill, Contagion
Ultimately, the Oblivion Domain subclass comes up short in comparison to other Cleric subclasses because it doesn’t have a clear role. You have AOE necrotic damage which is nice, and bonus action utility, but both of those features can be negated in situations where no one on your team dies or your facing undead enemies. If you want a different thematic Cleric, this build is for you.
Choosing the Right Cleric for Your Group
| Playstyle | Recommended Subclass | Best Party Fit |
| Aggressive / Melee | Battle Domain | Pairs well with a Rogue or Fighter to form a frontline wall. |
| Pure Support / Healing | Life Domain | Best for parties with “Glass Cannons” like Sorcerers or Wizards. |
| Control / Utility | Oblivion Domain | Ideal for high-difficulty runs where preventing “downs” is critical. |
Cleric Best Party Composition for Early Access
While there are many ways to build a party in Solasta 2, a balanced approach gives you the best options in combat and while exploring. The standard party composition formula from classic RPG and D&D still applies here:
- Frontline Tank – Fighter or Paladin designed to rush into melee and soak up attention and damage.
- Healer / Support – Cleric for healing, buffing, and general aiding other characters in combat.
- Skill DPS / Utility – almost always this is a Rogue since they are so helpful in opening locks, stealthing, and stealing.
- Magic DPS – either a Sorcerer or Wizard depending on if you favor combat power or exploration utility.
An important element of your party composition in Solasta 2 is a healer. The Cleric, specifically Light Cleric fills this role the best. You’re able to heal, buff, and even do damage at range. Plus, you can wear heavy armor at level 1, giving you a big boost in survivability.
The Cleric also has a Wisdom-based spellcasting modifier. Wisdom has two exploration skills that are critical while questing, Perception and Insight. If you’ve played BG3, these two are often triggered while exploring and lead to new questing discoveries and more.
A tip when using the Cleric is to pre-buff before a battle with the Bless spell. The extra 1d4 to attack rolls and saving throws makes a massive difference during the early game. If you run out of spell slots, look to your subclass resource for a free heal. Use Sacred Flame and Guiding Bolt when all allies are healed and you need some extra damage.
Solasta 2 Cleric: Frequently Asked Questions
Why don’t I choose my Subclass at Level 1 anymore?
In the updated 2024 ruleset used in Solasta 2, all classes now select their subclass (Divine Domain) at Level 3. This standardizes early-game progression and allows you to understand your party’s needs before committing to a specific specialization like Life, Battle, or Oblivion.
What is the difference between Protector and Thaumaturge?
At Level 1, you choose a Divine Order which defines your physical role:
- Protector: Best for frontline builds. It grants proficiency with Heavy Armor and Martial Weapons.
- Thaumaturge: Best for “Laser Clerics” or scholars. It grants an extra Cantrip and adds your Wisdom modifier to Arcana and Religion checks.
Which Ability Scores are most important for a Cleric?
Wisdom is your primary stat as it fuels your spell accuracy and healing power. Constitution is vital for health and maintaining Concentration on spells like Bless. If you choose the Protector order, you should aim for at least 13 Strength to wear Heavy Armor without a movement speed penalty.
How does the 2024 version of Divine Intervention work?
Unlike the original game (or BG3) where it was a one-time roll with a low success rate, the new Divine Intervention (unlocked at Level 10) is a guaranteed success. Once per Long Rest, you can cast any Cleric spell of 5th level or lower as a Magic action without spending a spell slot or needing material components.
Is the Life Domain still the best healer?
Yes. While all Clerics benefit from the 2024 buff to healing spells (which now often roll more dice), the Life Domain remains the most efficient due to Disciple of Life (bonus healing based on spell level) and Preserve Life, which allows for massive AOE healing without using spell slots.
Can I change my Cantrips in Solasta 2?
Yes! The 2024 ruleset is more forgiving. Every time you level up, you can swap one of your known Cantrips for a different one from the Cleric list, allowing your utility to evolve as the campaign progresses.
What is the current Level Cap in Early Access?
As of March 2026, the Solasta 2 Early Access level cap is Level 4. This means you will be able to unlock your Subclass and your first Feat/Ability Score Improvement, but higher-level features like Sear Undead (Level 5) and Divine Intervention (Level 10) are currently reserved for future updates or the full 1.0 release.
Changelog & Build Updates
- v1.0.1 – March 17, 2026: added class and subclass features.
- v1.0 – February 6, 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
- Dreamer Warlock Build
- Timekeeper Warlock Build
- 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



