Latest Update: March 21, 2026
Learn about the best Paladin Builds in Solasta 2 Early Access as we give you details about the two subclasses and what makes them unique.

Paladins in Solasta 2 are elite warriors who have sworn unbreakable holy oaths to fight evil, standing as elite champions of truth, right, and justice. They are proficient with all types of armor, shields, martial weapons, and simple weapons, making them versatile and resilient in battle. Paladins wield divine powers and clerical spells, serving as hybrid tanks, healers, and melee damage dealers using heavy armor, shields, and divine magic including Smite spells.
In Solasta 2’s initial Early Access, players can reach a maximum level of 4. If you’re coming from games like Baldur’s Gate 3, you’ll be surprised at the new 2024 D&D 5e ruleset, particularly regarding the timing of Divine Smite and Aura ranges. These rules change some of the core functions of the classes and subclasses, and places greater emphasis on Background vs. Species (race). As the game evolves, players can expect more class and subclass options as well as a higher level cap.
Our build below explains the basics behind the Paladin class and the differences between the subclass Oaths. Our goal is that you can read this article and understand what makes the Paladin a unique frontline tank and which subclass you should pick to best support your party.
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 Paladin Builds Overview

The Paladin is a hybrid spellcaster melee damage dealer with some significant changes in the new 2024 ruleset. No longer is Divine Smite a reaction, but now a spell with a bonus action. This lowers the overall burst potential of the melee-focused Paladin build, and relegates the class to a similar playstyle of a Cleric.
With the Paladin, you can heal, deal melee damage, and have decent spellcasting all in one class. You use Charisma as your spellcasting modifier and have access to heavy armor and martial weapons. Paladins are also proficient with simple and martial weapons, giving them versatility in combat. Additionally, Paladins are proficient with all types of armor and shields, which contributes to a high armor class and makes them great frontliners due to their durability. Essentially, making the class a great pick as your main character if you want diversity in gameplay, plus the advantage of high charisma in conversations. Keep in mind, the Paladin will play much differently in Solasta 2 than in Baldur’s Gate 3 due to the ruleset changes.
At level one, you will gain the following:
- Spellcasting (Paladin): 2 Paladin spells, and two 1st level spell slots.
- Lay on Hands: action to heal or cure poison/disease (5 × Paladin level HP).
- Divine Smite: Divine Smite is now a 1st-level Paladin spell (bonus action).
At level 1, you will have healing and spellcasting built in. Paladins can cast spells from their paladin spell list, which includes a mix of healing, support, and offensive options. You can cast spells to heal, support, and smite enemies, drawing on your divine magic. Your gameplay style is likely to revolve around melee Divine Smite with a bonus action and using your action for a melee attack. The Paladin will be spell-starved and quickly run out of spell slots due to Divine Smite. Therefore, make sure to have a ranged weapon, or reserve your spell slots for more difficult combat encounters.
While Paladins excel as durable frontliners, they have fairly limited mobility compared to other classes, but compensate with their strong armor class and frontline presence. When choosing skill proficiencies, paladin skills such as Athletics, Insight, and Persuasion contribute to their versatility and role-playing potential.
Paladin Starting Features
Below is an overview of what your Paladin can do at the start of the game in Solasta 2:
- Weapon Proficiencies – Proficient with all simple and martial weapons
- Armour Proficiencies – Proficient with all types of armor: Light Armour, Medium Armour, Heavy Armour, and Shields
- Saving Throw Proficiencies – Wisdom & Charisma (add your paladin’s proficiency modifier to these saving throws)
- Skill Proficiencies – Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion (your paladin’s proficiency modifier enhances these skills)
- Divine Sense – Reveals celestials, fiends, and undead
- Healing Pool – A pool of healing power. You get 5 points per Paladin Level.
- Lay on Hands – Spend points from your healing pool to restore HP.
- Neutralize Poison – Spend 5 points from your healing pool to neutralize one poison.
- Cure Disease – Spend 5 points from your healing pool to cure one disease.
Paladin Class Features by Level
This section details the progression for the Paladin 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
- Lay on Hands – You have a pool of healing power (5x your Paladin level) that you can use as a Bonus Action to restore HP or remove the Poisoned condition.
- Spellcasting – Unlike the old rules, you now gain spell slots and prepared spells at Level 1.
- Weapon Mastery – Choose 2 weapon types (e.g., Longsword and Greatsword). You unlock their Mastery properties, such as Sap (giving enemies Disadvantage) or Graze (dealing damage even on a miss).
Level 2

At Level 2, the Paladin unlocks Divine Smite, allowing them to add extra Radiant Damage to melee attacks. This feature greatly enhances the Paladin’s burst damage potential, making them more effective against tougher foes.
- Paladin’s Smite – At Level 2, the Paladin unlocks Divine Smite, allowing them to add extra Radiant Damage to melee attacks. You always have the Divine Smite spell prepared and gain one free cast of it per Long Rest without spending a spell slot.
- Fighting Style – You can choose one Fighting Style:
- Defense – While wearing armour, gain +1 to armor class, making you harder to hit and increasing your durability as a frontliner.
- Dueling – When you are wielding a melee weapon in one hand and no other weapons, gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting – When you roll a 1 or a 2 on a melee attack with a weapon wielded in both hands, you can reroll the die. You must use the new roll.
- Protection – When an enemy you can see attacks an ally within 5 feet of you, you can use your Reaction to impose Disadvantage on the attack roll. Only works if you have a shield equipped.

Level 3
At Level 3, the Paladin chooses a subclass and gains Channel Divinity, which provides unique abilities based on the chosen oath. This is a pivotal moment for character customization and power growth.
- Channel Divinity – You gain access to Channel Divinity Actions (subclass dependant). You can currently use them once per Short or Long Rest.
- Paladin Subclass – Choose your Oath. In Solasta 2, you can choose from the Oath of Judgement (offensive control) or Oath of Liberation (defensive utility).

Level 4
Ability Score Improvement or Feat – At Level 4, the Paladin gains an Ability Score Improvement, allowing you to increase core ability scores like Charisma, or you can choose a Feat. Increasing Charisma not only boosts your spellcasting but also improves saving throw bonuses and overall durability.
- Feat – Select a Feat or improve an ability score.
Level 5
At Level 5, the Paladin gains the Extra Attack feature, allowing them to attack twice per turn. This significantly increases their damage output in combat.
- Extra Attack – You can now attack twice per turn with the attack or shove actions.
Level 6
- Aura of Protection – Your Charisma Modifier (minimum 1) is granted to your nearby allies as a bonus to their Saving Throws.
Level 7
- Subclass Feature – You gain a unique Aura or ability. For Oath of Judgement, this is the Aura of Righteousness, which adds your Proficiency Bonus to your party’s weapon damage.
Level 8
- Feat – Select a Feat or improve an ability score.
Level 9
- Abjure Foes – As an action, you can use your Channel Divinity to force enemies to make a Wisdom save or become Frightened of you.
Level 10
At Level 10, the Paladin gains Aura of Courage, which prevents themselves and nearby allies from being frightened. This aura is invaluable for maintaining party morale and resisting fear-based effects.
- Aura of Courage – You and allies within 2 cells cannot be Frightened while you are conscious.
Best Solasta 2 Paladin Subclasses
Choosing a subclass (unlocked at Level 3) determines your specialized role in the party. In Early Access, you have two choices:
1. Oath of Liberation: Blinding

The Oath of Liberation Paladin is a great subclass for utility because you gain an offensive Channel Divinity and a defensive one. You can Blind an attacker at range, which gives you advantage attacking them and disadvantage on their own attacks. This is a massive bonus if it lands in early levels, essentially focusing on targeting a high-threat enemy with your team.
The Slip Away Channel Divinity is your defensive version which grants Blur. This will change as early access develops into Invisibility, but initially, the developers have the Blur spell incorporated into the game. The idea is to help a squishy or in danger ally the ability to slip away out of combat and regroup. Having a balanced Channeled Divinity Option ensures you can use a Divine Smite Bonus Action then a Channel Divinity in one turn for a huge boost to your parties performance.

Oath of Liberation Paladin Features
Level 3
- Channel Divinity: Blinding Castigation – Use your Channel Divinity to blind an enemy. At the end of each of their turns, they can attempt a Charisma Saving Throw to end the effect. Creatures that cannot be blinded are immune to this feature.
- Channel Divinity: Slip Away – Use your Channel Divinity to turn nearby allies Invisible for 1 turn (currently gives them the Blurred stance instead of Invisibility, but is intended to be fixed during Early Access)
Level 7
- Aura of Liberation – Prevents you and all nearby allies from being Restrained or Paralyzed.

2. Oath of Judgement: Range Utility
The Oath of Judgement Paladin focuses on using Channel Divinity to restrain targets or purge status effects. The main strength is the range of up to 30 feet and that these Divinities use bonus action rather than actions. However, that will conflict with your decision to use Divine Smite since that now too is a bonus action and this is the problem with the subclass. Each turn you will be making a tough decision between Divine Smite and Channel Divinity, specifically Weight of Justice to restrain a target. However, when you run out of spell slots, this won’t be an issue, giving you even more bonus action utility.
This subclass is more suited to offensive minded Paladin’s because Weight of Justice does a small amount of Force damage in addition to restraining the target. Whether you play sword and shield or two-handed, it’s a great option for locking down a target in place and having your party focus the enemy down.

Oath of Judgement Paladin Features
Level 3
- Oath of Judgement Spells – In your Spell List and always Prepared: Guiding Bolt, Inflict Wounds
- Channel Divinity: Weight of Justice – Use your Bonus Action and Channel Divinity to make your next melee attack Restrain your target. The target can attempt a Charisma Saving Throw each turn to try and break free.
- Channel Divinity: Purge Corruption – Use your Bonus Action and Channel Divinity to cure an ally of Blinded, Deafened, Paralyzed or Poisoned.
Level 5
- Oath of Judgement Spells – In your Spell List and always Prepared:
- Enhance Ability
- Hold Person
Level 7
- Aura of Righteousness – Nearby allies’ weapon attacks deal additional damage equal to your Paladin’s Proficiency Modifier.
Level 9
- Oath of Judgement Spells – In your Spell List and always Prepared:
- Hypnotic Pattern
- Haste
- Weight of Justice (Channel Divinity): The Judgment Paladin can use a bonus action to make their next melee weapon attack restrain their target for up to 1 minute (Charisma Saving Throw to negate at the end of each of their turn).
- Purge Corruption (Channel Divinity): The Judgment Paladin can use a bonus action to purge Blinded, Deafened, Paralyzed or Poisoned from an ally within 30′.
Choosing the Right Paladin for Your Group
The Oath of Liberation Paladin offers a balanced offensive and defensive subclass perfect to complement any party. You can support a party member who’s in trouble or blind a target at range. This gives you the flexibility to play as a melee DPS, support, or tank without sacrificing anything.
Meanwhile, the Oath of Judgement Paladin favors more offensive gameplay. Specifically Weight of Justice restraining a target, dealing extra force damage, then following up the Channel Divinity with a melee attack. The downside is, you will be fighting for bonus actions per turn since Divine Smite is no longer a reaction, but a bonus action.
- Oath of Liberation: pick if you want a balanced Paladin subclass.
- Oath of Judgement: pick if you want offensive focus and crowd controlling a single target.
Solasta 2 Best Party Composition for the Paladin
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.
During Character Creation in Solasta 2, you get to design your full party of four to fill these slots however you wish. One suggestion would be, pick a high charisma character for your “main,” this way you can pass speech checks easier.
The Paladin is a popular choice for a Frontline Tank in Solasta 2, which uses Charisma and heavy armor. The strength of the Paladin is spellcasting, specifically healing based spells and Divine Smite. However, Divine Smite isn’t nearly as powerful as before like in BG3. Instead of being a passive addition to your attack, now it requires a bonus action. Thus, limiting your action economy especially if you want to play offensive.
Solasta 2 Paladin FAQ
1. How is the Solasta 2 Paladin different from Baldur’s Gate 3?
The primary difference is the 2024 ruleset, where Divine Smite is now a Bonus Action spell rather than a reaction triggered upon hitting. This means you can only Smite once per turn, and it competes with other bonus actions like Lay on Hands, which has also been updated to a Bonus Action. Additionally, character stats are now determined by your Background rather than your Species (race).
2. Can I still “Crit-Smite” for massive damage?
You can still choose to cast Divine Smite after confirming a Critical Hit to double the radiant damage dice – however, because it is now a Bonus Action spell, you can no longer “stack” it with other Smite spells on the same attack. This lowers the overall burst ceiling compared to the 2014 rules found in BG3.
3. Which subclass is better: Oath of Liberation or Oath of Judgement?
The Oath of Liberation is the superior choice for a balanced “Combat Medic” role, offering both offensive blinding and defensive invisibility to peel for allies. Oath of Judgement is better for players who want to act as an offensive controller, as its Weight of Justice can restrain targets at range. Note that Judgement Paladins face a “Bonus Action clog” because their subclass features and Divine Smite all compete for the same resource.
4. What are the best Ability Scores for a Paladin?
You should prioritize Strength (16+) for melee accuracy and Charisma (14-16) to bolster your spell DC and the upcoming Aura of Protection at level 6. Constitution is your third priority for health, while Dexterity and Intelligence can generally be kept low. In Solasta 2, your Background will provide the necessary +2/+1 or +1/+1/+1 boosts to these key stats.
5. Why can’t I use Divine Smite every turn?
As a half-caster, your Spell Slots are extremely limited in Early Access, often leaving you “empty” after just two or three rounds of heavy combat. Furthermore, since Smite is now a Bonus Action, you cannot use it on the same turn you use a subclass feature like Weight of Justice or a healing spell. Managing this “action economy” is the most important skill for a Solasta 2 Paladin.
6. Do Weapon Masteries matter for Paladins?
Yes, they are essential for maintaining effectiveness when you aren’t spending spell slots to Smite. Masteries like Sap (Longsword) impose Disadvantage on enemies to help you tank, while Topple (Maul) can knock enemies prone to grant your entire party Advantage. Since you unlock two Masteries at Level 1, they provide a reliable, resourceless way to contribute to every fight.
Changelog & Build Updates
- v1.0.1 – March 21, 2026: added class and subclass features.
- v1.0 – February 13, 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



