Cleric is a preset class in Divinity: Original Sin II.


"Heals allies or smashes skulls, depending on the direction of the wind."



talentsHothead Hothead: At maximum Vitality, gain +10% Critical Chance and +10% Accuracy


Starting Skills

necromancer decaying touch icon Decaying Touch: Deal Physical damage and set Decay on target within melee range

hydrosophist restoration icon Restoration: Restore Vitality of a targeted character

necromancer blood sucker icon Blood Sucker: Target absorbs blood surfaces around them, restoring Vitality


Starting Gear 



If you recruit a Cleric on the Lady Vengeance, you get Myrella, a female Elf starting with:

hydrosophist armour of frost Armour of Frost: Cure status conditions and provide magic armor to target

hydrosophist soothing cold icon Soothing Cold: Regenerate magic armor of allies around you

hydrosophist healing ritual icon Healing Ritual: Restore Vitality of nearby allies with a bolt of healing energy

necromancer shackles of pain icon Shackles of Pain: Target receives all damage you take



  • Consider choosing Dwarf (+10% max Vitality) or Lizard (+10% Fire/Poison Resistance) as your race for this class
  • Clerics can do damage to undead or decaying enemies with both Restoration and Blood Sucker
  • Clerics can cast Decaying Touch on an enemy to prevent them from using conventional healing methods






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    • Anonymous

      Great against undead and keeping the party alive. However, you'll need to figure out how to inflict decay because naturally, your ability to inflict physical damage without decay will be lacking. I guess that's what buddies are for.

      • Anonymous

        Elven racial ability (flesh sacrifice) creates a puddle of blood under caster. Standing on blood puddle descreases cost of necromancy skills by 1 with elemental affinity talent. The combo is: flesh sacrifice (5 ap left) + decaying touch (4 ap left) + raining blood (3 ap left) + blood sucker (2 ap left) So you've dealt lots of damage to single enemy (assuming he has no physical armor) and also have 2 ap to finish him with restoration, etc.

        • Anonymous

          Make it a combo of Melee, Hydrosorph and Necromancy. Melee and Hydrosoph gives you Cleansing wounds which is like the ultimate healing technique which also gets rid of this annoying decaying status. Furthermore you can deal a lot of direct damage by applying decaying touch on an enemy and then using your own healing techniques against him. Put the minimal effort into Int, the rest into const. and Str. to get a tanky feeling. You will get rid of the physical armour pretty quick thanks to your melee and so your necro spells will also get through and deal some additional bleeding or providf┬┤e distraction by having a corpse blob blobing around.

          • Anonymous

            I feel like this skill combination is terrible for melee. This setup is more ideal for an intelligence based caster build in my opinion.
            Start with Rain, Hailstorm and Mosquito Swarm. Instead of starting with Hothead for a talent, change it to Far Out Man.
            Afterwards, you can adjust and tune your character more smoothly.
            I wouldn't recommend this build combination for melee since you won't be relying on Hydrosophist and Necromancer for damage.

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