Welcome to our Battle Domain Cleric Build for Solasta II.

Battle Domain is a Cleric subclass in Solasta II. This guide will explain how to create a powerful Battle Cleric build, including the best weapons, armour, spells, ability distribution, skills, and more.

The Battle Domain combines the Cleric’s spellcasting prowess with greatly improved weapon fighting, creating a versatile party member who can help with all aspects of combat in Solasta 2.

For more Cleric builds and information, check our Cleric Overview Page. You can find builds for all Solasta II classes from our main Solasta II page.

Table of Contents:


Cleric Class Overview – Solasta II

Solasta II Clerics are powerful spellcasters who can also withstand prolonged melee scraps, although they are less talented at this form of fighting than truly martial classes like Fighters, Barbarians and Paladins. The true strength of Clerics lies in their ability to heal and support allies, and debuff and damage many enemies at once with their powerful spellcasting. Clerics also gain special Domain spells and actions, depending on their chosen subclass.

Please note that Solasta 2 is an early access game, so most of the information in this guide is a work in progress. Last updated March 2026

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

  • Cleric Weapon Training – You are Proficient with Simple Weapons
  • Cleric Armour Training – You are Proficient with Light Armour, Medium Armour and Shields
  • Cleric Spellcasting – You start the game with 3 Cleric Cantrips of your choice, and 4 Cleric Spells that can be changed after a Long Rest. Your Spells are cast with Spell Slots, replenished on Long Rests, and their potency is influenced by your Wisdom score.
  • Saving Throw Proficiencies – Wisdom & Charisma

Why Choose the Battle Domain Cleric?

The Battle Domain Cleric admittedly has a rough early-game, but this only lasts for the first two levels of Solasta 2.

After that point, your Cleric will become an important force in the thick of the melee fighting.

While not as good at melee damage as the Fighter and Paladin, they make up for it with their ability to cast powerful spells when needed, supporting your party and debuffing or stunning opponents.

The Battle Domain Cleric is a great choice for players who want a flexible all-rounder who can help out with every aspect of Solasta 2.


Battle Domain Cleric Build Starting Point – Solasta II

This section will explain which options you should choose in character creation, including the best ancestry/race, ability distribution and skills.

Divine Order

Clerics must choose a Divine Order during character creation. Choosing wisely can help to gear your Cleric to a particular playstyle.

We recommend choosing Protector, which gives you proficiency with martial weapons and heavy armour. This is especially important for the Battle Domain Cleric, because we need to use martial weapons to play into our subclass features (explained later in the guide).

This requires an investment in the Strength Ability at the cost of Dexterity, which in turn means we need Heavy Armour to get a good Solasta 2 Armour Class icon Armour Class.


Best Ancestry

The best Ancestry for the Battle Domain Cleric is currently the Human:

  • Resourceful (Heroic Inspiration) – Once per Long Rest, you can reroll a failed roll.
  • Versatile – Choose an Origin Feat:
    • Savage Attacler – Rerolls all weapon damage dice and chooses the highest result. Significantly increases your average damage output.

However, the differences between the races in Solasta 2 are currently quite small, so feel free to choose the option you like the most.


Best Background

The best Background for the Battle Domain Cleric Build is Solasta 2 background lawkeeper Lawkeeper. It gives you the following bonuses:

  • Allows you to further improve Strength, Constitution and Wisdom scores.
  • Proficiency with the Investigation and Perception Skills.
  • You gain the Vigilant Origin Feat:
    • Grants Expertise in Perception, doubling your Proficiency Bonus.
    • Being Surprised doesn’t impose Solasta 2 Disadvantage icon Disadvantage on your Initiative Roll.

This Background is important because it’s the only one that allows you to boost both Strength and Wisdom – essential for the Battle Domain Cleric!


Ability Distribution

Solasta 2 Battle Domain Cleric Character Creation

The best Ability Distribution for your Battle Domain Cleric Build is:

Strength – 16

Strength is required to boost your melee weapon attacks, which will be vital for the Battle Domain Cleric.

We achieved this score by putting 15 basic points into Strength, then 1 Lawkeeper point (press Next after assigning the basic points, and you get to assign 3 points from your chosen background).

Dexterity – 10

We’ll be wearing Heavy Armour, so investment in Dexterity is not required. Keep it at 10 so you don’t get any debuffs on Dexterity Saving Throws.

Constitution – 14

14 points in Constitution is a good basic amount that gives you sufficient HP to survive tough fights in Solasta 2.

Assign 13 basic points, then 1 Lawkeeper point.

Intelligence – 10

We don’t need any Intelligence points for this build. We kept it at 10 simply to avoid debuffs on Intelligence Saving Throws.

Wisdom – 16

Wisdom is the Cleric’s spellcasting attribute. The damage and success chance of your spells are influenced by your Wisdom Modifier, so starting with as many points as possible is strongly recommended.

Assign 15 basic points, then 1 Lawkeeper point.

Charisma – 8

Charisma is not important for our build. Just ensure someone else in your party has good Charisma, so they can handle the Charisma Skill rolls in dialogue.

Solasta 2 warning icon Important: The Even Number Rule:

  • Every second point in an ability score over 10 adds +1 to that ability modifier, which is what actually improves your dice rolls.
  • This means that increasing a score from 10 to 11 makes no difference, but increasing it to 12 will add a +1 buff to any rolls made with that ability.
  • Therefore, we will usually avoid leaving any abilities on an odd number.

Best Skills

Assign the following Skill Proficiencies:

Source: Cleric Class

  • Insight – Helps you to determine the true intentions of creatures.
  • Medicine – Used for crafting and to stabilize a dying companion.

Source: Human Ancestry

  • Athletics – Your character will be better at performing physically demanding acts like jumping, swimming and climbing.

For the languages, you can pretty much choose whichever you want, but try to have as many as possible covered by your party.


Cantrips

To begin with, your Cleric can choose three Cantrips.

We recommend the following Cantrips:

Solasta 2 light icon Light

  • Allows you to Solasta 2 light source icon illuminate dark areas without holding a lantern.
  • Your Cleric will automatically cast it when it’s dark.
  • Useful because Solasta 2 involves a lot of dungeon crawling, and you get a big attack debuff if you can’t see in the dark.

Solasta 2 sacred flame icon Sacred Flame

  • Deals 1d8 Solasta 2 radiant damage icon Radiant Damage (increased at higher levels).
  • Often suffers a low hit chance because enemies will perform Dexterity Saving Throws to negate the damage.
  • Alternatively, you can use Solasta 2 holy conduit icon Holy Conduit, which has a better hit chance but can only be used in melee range.

Solasta 2 guidance icon Guidance

  • You can activate Guidance during dialogue skill check prompts to boost the success chance of any option by adding a bonus 1d4 dice to the skill check.

Spells

Clerics start the game with four spells prepared. You have to wait until your first Long Rest if you want to change them.

To begin with, you have these spells prepared:

Solasta 2 bane icon Bane

  • Target 3 enemies, and subtract 1d4 from their attack rolls and saving throws for the next minute.
  • They will roll a Charisma save to attempt to block the debuff.

Solasta 2 bless icon Bless

  • Target 3 allies, and add 1d4 to their attack rolls and saving throws for the next minute.

Solasta 2 cure wounds icon Cure Wounds

  • Heal a target for 2d8 HP + your Wisdom Modifier.
  • They must be within melee range.

Solasta 2 inflict wounds icon Inflict Wounds

  • Touch an enemy to deal 2d10 Solasta 2 Necrotic Damage Necrotic Damage.
  • The target will attempt a Constitution Saving Throw to halve the damage.

Battle Cleric Build Levelling Up Guide – Solasta II

In this section, we’ll explain what your Battle Domain Cleric will unlock at each level and the best choices to make when levelling up.

Level 2

At this level, you will unlock some new features from both your basic Cleric class. We will also replace one of our starting spells, and unlock another spell.

Channel Divinity

  • You can use Channel Divinity Actions once per Short/Long Rest

Solasta 2 divine spark heal icon Divine Spark

  • You can spend Channel Divinity to heal an ally by 1d8 HP + your Wisdom Modifier.
  • Alternatively, Divine Spark can deal Solasta 2 radiant damage icon Radiant or Solasta 2 Necrotic Damage Necrotic Damage to an enemy.

Solasta 2 Turn Undead Icon Channel Divinity: Turn Undead

  • Force nearby undead creatures who can see you to flee, unless they make a Wisdom Save.

Replace Spell – Solasta 2 cure wounds icon Cure Wounds > Solasta 2 healing word icon Healing Word

  • While it offers a smaller amount of healing than Cure Wounds, Healing Word is much easier to use because it can be cast at long range and only requires a Solasta 2 bonus action icon Bonus Action.
  • If you want both equipped, consider dropping Solasta 2 bane icon Bane instead.

New Spell Unlock – Solasta 2 guiding bolt icon Guiding Bolt

  • Guiding Bolt is a great spell that deals 4d6 Solasta 2 radiant damage icon Radiant Damage at long range.
  • The next attack roll made against the target will have Solasta 2 advantage icon Advantage.
  • The target will temporarily shed dim light in a small radius.

Level 3

At Level 3, you finally get to choose your Cleric subclass. In this build, we’ll use the Battle Domain subclass, which maximises your restorative abilities.

Subclass – Battle Domain

The Battle Domain subclass immediately grants you several new features:

Battle Domain Spells

The following spells are automatically Solasta 2 prepared tick icon Prepared alongside your existing spells:

  • Solasta 2 magic missile icon Magic Missile – Create three darts of magical force. Each dart deals 1d4 + 1 Solasta 2 force damage icon Force Damage. Each dart can be aimed at a different target.
  • Solasta 2 Shield Icon Shield – When you are hit by an attack, gain +5 Solasta 2 Armour Class icon Armour Class until the start of your next turn. Also protects against Magic Missile.
  • Solasta 2 acid arrow icon Acid Arrow – Deals 4d4 initial Solasta 2 Acid Damage Acid Damage, and another 2d4 delayed damage at the end of the target’s next turn.
  • Solasta 2 Shatter Icon Shatter – Deals 3d8 Solasta 2 thunder damage icon Thunder Damage in a spherical AoE.

Solasta 2 divine fortitude icon Divine Fortitude

  • Gain Temporary HP equal to 3x Cleric Level.
  • Can be used once per Long Rest.

Armed and Ready

  • You can perform the Somatic and Material components of spells even when you have a shield or weapon equipped in both hands.
  • In simple English, this allows your Cleric to cast spells even when you have equipped something in both hands.

Solasta 2 decisive strike icon Decisive Strike

  • Channel Divinity to deal additional Solasta 2 force damage icon Force Damage equal to 2d6 + Cleric Level.
  • Triggered on a successful melee weapon hit.
  • The target must roll a Constitution Saving Throw. If they fail, they are also Incapacitated until the start of your next turn.

New Spell Unlock – Solasta 2 prayer of healing icon Prayer of Healing

  • Gives a 2d8 heal to your entire party and the benefits of a short rest.
  • You can only benefit from this spell once per Long Rest.
  • Allows you to Short Rest even in dangerous areas that usually disallow it.

Level 4

At Level 4, you can choose a new Feat and one more spell to prepare.

New Feat – Ability Improvement

  • Use Ability Improvement to increase your Strength score to 18.
  • This will make your melee attacks more accurate and deadly.
  • Alternatively, you can choose Wisdom to give your spells a boost.

New Spell Unlock – Solasta 2 life drain icon Life Drain

  • Deals 2d8 Solasta 2 Necrotic Damage Necrotic Damage to an enemy.
  • Grants you the same amount as Temporary HP.

Level 5

Solasta 2 warning icon Early Access currently stops at Level 4; the rest of the levelling-up section is speculative and partially based on Solasta: Crown of the Magister.

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.

Domain Spells – Automatically unlocked and always Prepared:

  • Fireball
  • Haste

Level 6

Channel Divinity Charges

  • You now have two charges per rest

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

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 9

Domain Spells – Automatically unlocked and always Prepared:

  • Hold Monster
  • Insect Plague

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

Battle Cleric Build Best Equipment

In this section, we will list the best equipment for the Battle Domain Cleric in Solasta II, including how to obtain each item.

In the current early-access version, crafting hasn’t been implemented yet, and the amount of equipment you can loot is quite limited.

You’ll be stuck with a small weapon like your starting solasta 2 mace icon Mace  for the first two levels. Once you get the Battle Domain subclass at level 3, you can cast spells even if both of your hands are occupied. At this point, I recommend equipping a heavy-hitting two-handed weapon like a Greataxe or Greatsword. You can also equip a strong ranged weapon like the Longbow, thanks to your martial weapon proficiency.

You are also forced to unequip your solasta 2 shield icon Shield at the start of the game because it prevents you from casting spells, leaving you subpar in both the attack and defence departments. You can negate this by obtaining a good piece of Heavy Armour as soon as possible. Save up some gold and buy one from a merchant if you don’t want to rely on looting one.

These issues are, sadly, a byproduct of the developers moving the Cleric’s subclass selection from level 1 to level 3; there’s not much we can do about it. Luckily, it doesn’t take long to reach level 3, at which point things get much better.

Keep an eye out for +1 versions of weapons and shields, and new armour with a higher armour class than your starting armour.

Finally, there are some handy amulets that can be looted from chests in early access. For example, the solasta 2 poisonous amulet Poisonous Amulet adds 1d4 Solasta 2 poison damage icon Poison Damage to your first attack each turn. This is a good way to get a bit of extra damage in your build.


Battle Domain Cleric Tips & Tricks

As mentioned earlier in the guide, the first couple of levels are a little rough for players who want to play with the Battle Domain Cleric. That is because it requires a starting build that doesn’t suit the basic Cleric very well, but works much better as soon as you unlock the Battle Domain subclass at level 3.

For the first two levels, you should keep your Battle Cleric in reserve and use them for ranged attacks and healing magic. Try to have a good weapon and piece of heavy armour ready for them at Level 3, so you can move them straight into the frontline where they belong.

Use your Decisive Strike to deal extra damage to dangerous targets, with a chance of stunning them for 1 turn.


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