Solasta 2 Cleric Guides

Cleric Builds & Guides | Solasta 2

Welcome to the Cleric Builds & Guides Page for Solasta 2. From here, you can find powerful builds for each subclass of the Cleric, as well as a comprehensive overview of all Cleric Class & Subclass Features.

Please note this page is currently a Work in Progress and will be continuously updated as more information about Solasta II becomes available.

Table of Contents


Cleric Builds Solasta 2

Here you will find a selection of powerful builds for the Cleric in Solasta II. We aim to have one build for each subclass.

Work in Progress


Cleric Class Guide Solasta 2

Here you will find a comprehensive breakdown of the Cleric Class in Solasta 2, including all innate Proficiencies, Actions and Passives, and what you can expect to unlock at each Cleric Level.


Cleric Starting Features

Here is what your Cleric will start the game with at Level 1:

  • 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 1
  • Scroll Scribing – You can use Scroll Kits to scribe magic scrolls

Cleric Higher Level Features

This section describes what you’ll get at each Cleric level.

Level 2

  • Channel Divinity – You can use Channel Divinity Actions once per Short/Long Rest
  • Channel Divinity: Turn Undead – Force nearby undead creatures who can see you to flee, unless they make a Wisdom Save.

Level 4

  • Feat – Choose a Feat or improve an Ability

Level 5

  • Turn Undead (Destroy) – Upgrades your Turn Undead. Undead creatures with a challenge rating of 0.5 or lower that fail the Saving Throw will instead be destroyed.

Level 6

  • Channel Divinity Charges – You now have two charges per rest

Level 8

  • Feat – Choose a Feat or improve an Ability
  • Turn Undead (Destroy) – Upgrades your Turn Undead again. Undead creatures with a challenge rating of 1 or lower can now be destroyed.

Level 11

  • Turn Undead (Destroy) – A final upgrade to Turn Undead. Can now destroy Undead creatures with a challenge rating of 2 or below.

Level 12

  • Feat – Choose a Feat or improve an Ability

Cleric Subclasses Solasta 2

Here, you will find an overview of all Cleric subclasses in Solasta 2, detailing what extra features will be added to the basic Cleric class outlined above.


Battle Domain

The Battle Domain grants powerful combat spells. Its clerics can deal damage as well as provide front-line healing.

Level 1

  • Divine Fortitude – As an action, gain 3 temporary HP per cleric level. Recharges on Long Rest.
  • Battle Magic – Can cast spells with a somatic component without a free hand, provided a weapon or shield is being wielded.
  • Bonus Proficiency: Martial Weapons
  • Domain Spells – Automatically unlocked and always Prepared:
    • Magic Missile
    • Shield of Faith

Level 2

  • Decisive Strike – On a successful attack, Channel Divinity to boost the attack’s damage and incapacitate your target (save negates).

Level 3

  • Domain Spells – Automatically unlocked and always Prepared:
    • Acid Arrow
    • Flaming Sphere

Level 5

  • Domain Spells – Automatically unlocked and always Prepared:
    • Fireball
    • Haste

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:
    • Stoneskin
    • Phantasmal Killer

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:
    • Hold Monster
    • Insect Plague

Life Domain

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life, and grants unrivaled healing abilities.

Level 1

  • Disciple of Life – Whenever you use a spell of 1st level or higher to restore HP to a creature, heal them an additional (2 + spell level).
  • Life Domain Spells – In your list and always prepared:
    • Bless
    • Cure Wounds

Level 2

  • Preserve Life – Restore HP equal to (5 x Cleric Level) divided between the targets.

Level 3

  • Life Domain Spells – In your list and always prepared:
    • Lesser Restoration
    • Spiritual Weapon

Level 5

  • Life Domain Spells – In your list and always prepared:
    • Revivify
    • Mass Healing Word

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:
    • Death Ward
    • Guardian of Faith

Level 9

  • Life Domain Spells – In your list and always prepared:
    • Mass Cure Wounds
    • Raise Dead

Oblivion Domain

The Oblivion domain exerts some control over death itself, preventing allies from dying while speeding up the demise of enemies with debilitating magic.

Level 1

  • Gate Keeper – You and nearby party members have Advantage on Death Saving Throws. You can spend a Bonus Action to wake up unconscious allies.
  • Bonus Cantrip: Chill Touch
  • Domain Spells – Automatically unlocked and always Prepared:
    • Sleep
    • Inflict Wounds

Level 2

  • Channel Divinity: Herald of Pain – Channel Divinity to Poison and deal Necrotic Damage to nearby enemies, unless they succeed a Wisdom Saving Throw.

Level 3

  • Domain Spells – Automatically unlocked and always Prepared:
    • Blindness
    • Ray of Enfeeblement

Level 5

  • Domain Spells – Automatically unlocked and always Prepared:
    • Vampiric Touch
    • Fear

Level 6

  • Strike of Oblivion – The first attack of your turn deals additional Necrotic Damage.

Level 7

  • Domain Spells – Automatically unlocked and always Prepared:
    • Black Tentacles
    • Confusion

Level 8

  • Mark of Fate – Mark a creature, causing it to take additional damage.

Level 9

  • Domain Spells – Automatically unlocked and always Prepared:
    • Contagion
    • Cloudkill

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