Key Takeaways
- Divinity: Original Sin 2 features customizable classes with strengths and weaknesses, requiring careful strategy.
- Some classes like Fighters are simplistic, while classes like Conjurers rely heavily on summons for damage.
- Players should choose classes wisely to avoid struggling in the high-difficulty game and make gameplay easier.
Players and critics praised Divinity: Original Sin 2 upon release for its incredibly deep RPG systems and intuitive turn-based combat systems, as well as the creativity offered to players in how to play the game the way they want to. One of these well-developed RPG systems is the game’s hugely customizable class system. There are 14 classes available in the expansive and complex RPG Divinity: Original Sin 2, each one with its particular strengths and weaknesses. Some Divinity 2 classes are flat-out broken from the start, while others need some time put into their development and careful attention to gear to become almighty.
While the game tries to push the fact that every class is viable and players can employ whatever strategy they see fit to dispose of their opposition, the heightened difficulty of this game as compared to the first title means that players who don’t want to struggle too much in this game should opt for the safest class to make things easier for themselves. It may not be the most interesting choice, but Divinity: Original Sin 2 has a lot of strengths that any CRPG fan will love to experience. The last thing they’d want is to be stopped in their tracks by an enemy that doesn’t know when to quit. This makes it important for players to be aware of the best classes in Divinity: Original Sin 2.
Updated September 18, 2024, by Ritwik Mitra: Divinity: Original Sin 2 is one of the greatest video games of all time, proving to everyone that Larian Studios had what it takes to make CRPGs mainstream once again. A tactical combat system combined with elements of immersive sim design helped this game stand out. As an RPG, it is brimming with so much content that players can easily spend hundreds of hours in this title. The best part about this game is how replayable it is, and the class system is one of the many gameplay pillars that give players an excuse to clock in multiple playthroughs to see all the permutations and combinations. While there’s no definite answer as to the best class players can use in Divinity: Original Sin 2, some classes start with an advantage over others because of how easy it is to form a build and wreck opponents in style.
Class |
Starting Talent |
Strengths |
Weaknesses |
Abilities |
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Custom |
Varies |
Varies |
Varies |
Varies |
Fighter |
Opportunist |
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Enchanter |
Far Out Man |
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Battlemage |
Comeback Kid |
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Cleric |
Hothead |
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Witch |
Leech |
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Wizard |
Far Out Man |
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Wayfarer |
Pet Pal |
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Shadowblade |
Guerilla |
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Knight |
Opportunist |
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Ranger |
Arrow Recovery |
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Inquisitor |
Executioner |
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Rogue |
The Pawn |
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Metamorph |
Opportunist |
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Conjurer |
Pet Pal |
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15 Special Mention: Custom Classes
A Unique Combination Of Abilities Recommended For Advanced Players
- Strengths: Adaptable, depends on player’s choices
- Weaknesses: Varies
- Typical Playstyle: Varies
- Spells and Abilities : Varies
Creating a custom class in Divinity: Original Sin 2 is not only possible but sometimes it’s much more engaging than taking on a pre-built role. Players can choose their race, their passive skills, starter spells based on their archetype, and make other customizations. This can be a bit complex for first-time players, so it’s recommended that this course of action should only be taken by CRPG veterans who know what they’re doing.
Much of the game’s appeal comes from the in-depth character development of the main characters, so first-timers should take on Divinity 2 with a party of main characters. However, custom classes add another layer of immersion for returning players, who can play the sandbox RPG any way they like. With enough tweaks, players can easily create the best class in Divinity: Original Sin 2 that is completely distinct from its counterparts.
14 Fighter
A Tried-And-Tested Class Great For Players Getting Into The Game
- Talents: Opportunist, which grants the ability to perform attacks of opportunity
- Strengths: Close combat, self-buffs, heavy equipment
- Weaknesses: Very simplistic, few synergy opportunities
- Typical Playstyle: Take blows for others, and deal out melee damage. Almost never ranged.
The Fighter class focuses on both taking and dealing huge melee blows and is scarcely found far away from an enemy. It’s a basic class that’s easy to understand, but its simplicity leaves it lacking. A Fighter’s starting skills include:
- Battle Stomp: Enemies in front take Physical damage and are knocked down
- Bouncing Shield: Throw equipped shield dealing AoE damage centered on a target
- Fortify: Gives Armor to an ally
Fighters are great for those who want a simple and effective playstyle; however, keep in mind that other classes are not as well-rounded, but much better in some of the Fighter’s niches. In the Divinity: Original Sin 2 class tier list, the basic fighter is generally regarded as being at the bottom.
13 Enchanter
Pales In Comparison To Other Magical Classes
- Talents: Far Out Man, which increases the range of abilities by two meters
- Strengths: Lots of elemental abilities, crowd control
- Weaknesses: Jack-of-all-trades but a master of none, other Mage-type classes exceed Enchanters
- Typical Playstyle: Heal and buff allies, and inflict statuses on enemies.
The Enchanter has control over the elements, able to summon weather effects, change the composition of the playing field, and otherwise summon phenomena to damage and aid allies. Enchanter starting skills include:
- Electric Discharge: The target takes Air damage and becomes Shocked
- Hail Strike: The target is Chilled and takes Water damage, surrounding areas are turned to Ice
- Rain: Creates Rain in a designated area, which sets the Wet effect and interacts with other elements
The class has a lot going for it, particularly when it comes to buffing the party. However, it ultimately is outclassed by classes such as the Witch or Conjurer, making it far from the best class that Divinity Original Sin 2 has available by default. Still, it’s worth experimenting with for players who find it interesting.
12 Battlemage
Can Be Ineffective In The Game’s Later Stages
- Talents: Comeback Kid, which revives the Battlemage once with 20% of their Vitality restored
- Strengths: Diversity of abilities and builds, decent choice at any range
- Weaknesses: Lacking in melee damage compared to other melee classes
- Typical Playstyle: Very versatile, but mostly good for support and damage roles in the party
The Battlemage is a classic RPG staple, represented in Divinity: Original Sin 2. It is as effective in close combat as it is far away from enemies. Battlemage starting skills include:
- Blinding Radiance: Enemies in close range are Blinded and take Air damage
- Shocking Touch: Target in Melee range is Shocked and takes Air damage
- Battering Ram : Knocks down foes and deals Physical damage while charging a short distance
Even though the Battlemage is a versatile class, it doesn’t do quite as well at ranged or close combat as other, more specialized classes. Still, though, it’s a great class to try out a hybrid build from the get-go. Keep in mind that the combat in Divinity: Original Sin 2 rewards specialized classes that can effectively target either physical or magical armor. Trying to be a jack-of-all-trades will lead to most players being decimated by spells or physical attacks while they’re barely able to penetrate an enemy’s defenses.
11 Cleric
Good For A Support Role, But Limited In Many Ways
- Talents: Hothead, which increases Critical Chance and Accuracy when at full Vitality
- Strengths: Great healer and damage sponge in close combat
- Weaknesses: Little damage output, relegated to support roles (heal/tank)
- Typical Playstyle: Take blows for and heal other party members
The Cleric, as it appears in Divinity: Original Sin 2, could be more accurately compared to a traditional fantasy Paladin rather than a Priest. The Cleric is a close-combat support class, that can tank hits as well as revitalize party members. Cleric starting skills include:
- Decaying Touch: Target in Melee range becomes Decayed and takes Physical damage
- Restoration: The target character has their Vitality restored (deals damage to Decayed enemies)
- Blood Sucker : Restores the Vitality of the target by absorbing surrounding Blood
The Cleric is a good choice for a front-line class over others, for its access to healing and support spells. However, as most classes can spec into at least one or two recovery powers, players will spend most of their time engaging enemies.
10 Witch
Tough To Master, But Rewards Patient Players
- Talents: Leech, which restores Vitality whenever standing in blood
- Strengths: Can be built for great ranged damage output compared to other magic classes
- Weaknesses: Complex to learn, requires more in-depth knowledge of interactions with other abilities
- Typical Playstyle: Casting-oriented at a range, can spec into minor support abilities
The Witch is a powerful dark magic user with a boost to the Necromancer, Scoundrel, and Persuasion abilities. It’s one of the weaker casting-focused classes in the game but can still do plenty of damage when utilized effectively. Witch starting skills include:
- Raise Bloated Corpse: Target Corpse rises, fights as an ally, and can explode when ordered
- Chloroform: Sets Target to Sleep, as long as Magic Armor is destroyed
- Mosquito Swarm: The target receives Physical damage from a swarm of mosquitoes that heal the caster
The Witch is also one of the more complex classes, needing constant attention to be effective. It is best in most situations to spec into Witch-like abilities with other Divinity Original Sin 2 classes rather than to go for the pure Witch build.
9 Wizard
Both Allies And Enemies Are Susceptible To Late-Game Abilities
- Talents: Far Out Man, which increases the range of abilities by two meters
- Strengths: Versatility of abilities and overall magical strength
- Weaknesses: Late-game abilities require careful tactical planning to avoid party members
- Typical Playstyle: Big hits and crits from a distance, especially with the class talent
The Wizard is a casting-focused class that has a wide array of abilities at its disposal. While the starter build focuses on Geomancy and Pyromancy, the Wizard can use multiple different types of magic effectively and benefits hugely from its long-range passive talent. Wizard starting skills include:
- Searing Daggers: Shoots three daggers at three locations, setting the ground on Fire and dealing Fire damage
- Fossil Strike: The target area is turned to Oil and enemies in the area take Earth damage
- Ignition: The area around the caster is set ablaze, setting enemies on Fire and dealing Fire damage
The Wizard’s destructive potential ramps up over time as its abilities get more and more powerful. Players just need to watch their aim with some of the class’s traditional skills.
8 Wayfarer
A Hybrid Class That May Not Be The Most Effective For Min-Maxing
- Talents: Pet Pal, which allows the character to talk to animals
- Strengths: Mostly mid-range abilities and access to elemental magic from the start
- Weaknesses: Just not as powerful or useful as the similar Ranger class
- Typical Playstyle: Flitting between crowd control and AoE abilities from both long and mid-range
The Wayfarer is a class unique to Divinity: Original Sin 2 and serves as a kind of fusion between a Ranger, Geomancer, and wayward traveler. It is a ranged class with access to poison and earth elemental abilities from the start. Wayfarer starting skills include:
- Pin Down: Cripples the target and deals Physical damage
- Fossil Strike: The target area is turned to Oil and enemies in the area take Earth damage
- Elemental Arrowheads : Deals Elemental damage that corresponds to a targeted surface
The Wayfarer is a powerful class, but even with access to both ranged weapons and Geomancer abilities, it is outshined by the more versatile and stronger Ranger in most situations.
7 Shadowblade
A Deadly Class In The Right Hands
- Talents: Guerilla, which increases damage by 40% when sneaking
- Strengths: Illusion-based abilities that let the Shadowblade dance in and out of combat
- Weaknesses: Players must be careful with placement and ability usage to get the maximum effect
- Typical Playstyle: Teleport into close combat, use abilities, and get back out of range all in the same turn
The Shadowblade is a more ethereal version of a Rogue, with the ability to teleport, use dark stealthy magic, and deceive their opponents with illusory abilities. The class is a fantastic in-and-out type of combatant, never in the fray for too long but dealing huge damage. Shadowblade starting skills include:
- Chameleon Cloak: Sets Invisible
- Backlash: Backstabs enemy after the character leaps over their head
- Chicken Claw: Transforms the target into a Chicken
The Shadowblade, too, gets a 40% bonus when sneaking. Furthermore, its access to a vast number of illusory spells such as Chicken Claw comes in handy when it comes to crowd control and deception.
6 Knight
A Great Tank-Support Role That Can Lead A Party In Battle
- Talents: Opportunist, which grants the ability to perform attacks of opportunity
- Strengths: Great defender with good self-sustain and decent damage output
- Weaknesses: Less health than other melee classes
- Typical Playstyle: A mix of melee tanking and support exclusively in close combat
The Knight, ultimately, does everything a Fighter does but better. The class is better at defense from the start, has more access to damaging abilities, and can keep itself alive far more effectively than the barbarian-like Fighter can. The Knight’s starting skills include:
- Battering Ram : Knocks down foes and deals Physical damage while charging a short distance
- Crippling Blow: Cripples enemies and deals Physical damage around one target
- Battle Stomp: Enemies in front take Physical damage and are knocked down
While the Knight has a lower constitution than the Fighter, it has access to party-buffing abilities from the start and can use two-handed weapons extremely well, making it a powerhouse of both support and damage.
5 Ranger
A Long-Range Damage Dealer With Powerful Abilities And Unique Arrows
- Talents: Arrow Recovery, which increases the chance to recover Special Arrows by 33%
- Strengths: Excels at mid-range and long-range attacks and AoE
- Weaknesses: Reliance on high ground and line of sight attacks for max damage
- Typical Playstyle: Combination of elemental abilities and synergistic powers at a range to take on multiple enemies at once
The Ranger in Divinity: Original Sin 2 is the most versatile and easiest-to-play Ranged-focus class in the game. It has multiple attacks that target multiple enemies, as well as self-buffs and party-buffs aplenty. Players can even relocate at a moment’s notice. Ranger starting skills include:
- Ricochet: Fires an arrow that hits multiple targets
- Peace of Mind: Increases Strength, Finesse, and Intelligence by 2 and increases Wits by 4
- Elemental Arrowheads : Deals Elemental damage that corresponds to a targeted surface
The class might seem simple – shoot arrows, get to high ground, repeat – but combined with elemental effects and proper strategic placement, this class can singlehandedly turn the tide of an unwinnable fight.
4 Inquisitor
A Damage Dealer That Is Invaluable During Tough Encounters
- Talents: Executioner, which gives the character two AP after killing an enemy
- Strengths: Great combination of debuffs on enemies and great melee abilities that outclass other classes
- Weaknesses: Few party support abilities
- Typical Playstyle: Close combat spell usage combined with careful planning of negative effects on enemies
The Inquisitor is arguably the best Divinity 2 class for close combat. It’s a combination of the Cleric and the Fighter classes, with abilities themed around zealous retribution and enemy debuffs as well as good old melee attacks. The Inquisitor’s starting skills include:
- Blood Sucker : Restores the Vitality of the target by absorbing surrounding Blood
- Battering Ram : Knocks down foes and deals Physical damage while charging a short distance
- Mosquito Swarm: The target receives Physical damage from a swarm of mosquitoes that heal the caster
The class is a fantastic support, but not necessarily for aiding allies directly. The Inquisitor is a master of debuffing enemies and buffing itself. It is both hardier than the Fighter and just as effective as a Cleric, all wrapped up in one role.
3 Rogue
One Of The Most Valuable Classes For Patient Players
- Talents: The Pawn, which increases AP by one (but only for movement)
- Strengths: Great versatility of builds and playstyles, great at taking out enemies quickly in close combat
- Weaknesses: Requires players to carefully plan each turn, even with an extra AP
- Typical Playstyle: Like the Shadowblade, jumps in and out of combat to deal massive damage then gets out of range
Divinity: Original Sin 2 builds for the Rogue are much like the Shadowblade, but instead of an emphasis on illusory abilities, the Rogue is all about getting in and out of combat quickly. Its special talent, The Pawn, lets it move a full one extra AP’s worth of movement each turn. Rogue starting skills include:
- Throwing Knife: Deals Physical damage and can backstab from a distance
- Backlash: Backstabs enemy after the character leaps over their head
- Adrenaline: Increases AP by two for the turn, but decreases it by 2 on the next turn
The Rogue outclasses the Shadowblade, despite the Shadowblade’s 40% sneaking bonus, thanks to the class’s ability to finish off enemies more effectively. It can also make use of the Adrenaline skill, which gives extra AP per turn. The rogue can simply do more than a Shadowblade.
Transformative Magic Can Turn The Tide Of Battle In A Flash
- Talents: Opportunist, which grants the ability to perform attacks of opportunity
- Strengths: Best crowd control abilities in the game, as well as amazing party support and enemy debuffs
- Weaknesses: Few purely damaging spells, more of a focus on transformative magic
- Typical Playstyle: Turn enemies into chickens, change form, then wreak havoc on impaired foes
The Metamorph is arguably the best magic-focused class without really focusing on magic itself. The metamorph can alter their own and enemy forms to control combat, including the ability to transform enemies into chickens and give themselves tide-turning abilities temporarily. It’s the best Divinity: Original Sin 2 class for all-around support and control. Metamorph starting skills include:
- Tentacle Lash: Gives the target Atrophy and deals Physical damage
- Chicken Claw: Transforms the target into a Chicken
- Bull Horns: Allows the character to Rush enemies, dealing Physical damage and causing them to Bleed
Medusa Head, for example, temporarily lets the Metamorph petrify enemies, while the Spread Your Wings and Heart of Steel abilities can be situationally broken. The class is one of the most complex in the game, but its unparalleled ability to control the flow of battle is a must-have for any party composition.
1 Conjurer
Summons Add More Firepower To A Party
- Talents: Pet Pal, which allows the character to talk to animals
- Strengths: Essentially adds another party member to the group with its turns, abilities, and strengths
- Weaknesses: Relies heavily on summons for max damage output and party support
- Typical Playstyle: Keeps minions alive and constantly summons new ones to replace them once dead
The Conjurer is far and away the best magic-focused class and perhaps the best class that Divinity: Original Sin 2 offers. The Conjurer is effectively two characters at once, both controllable by the player: the Conjurer themselves, and their summoned allies. Conjurer starting skills include:
- Conjure Incarnate: Summons a small Elemental whose abilities are based on the element it was created with
- Dimensional Bolt: Deals Random damage and creates a pool of the corresponding element
- Elemental Totem: Fires at enemies within its range
The Conjurer immediately gets the ability to conjure a Familiar, who can cast devastating spells, and later on, can summon nigh-on-invincible allies to join the fight. Better still, the Conjurer has plenty of her attacks as well as abilities to keep their summons alive. Even better still, when a summon dies, the Conjurer can just re-summon it, making for an extremely effective barrier against damage to fragile long-distance casters.