Pre-Made Origins in Divinity: Original Sin 2 offer six memorable tales of life in the world Rivellon, giving players a chance to experience personal stories across six playthroughs. Moreover, outside their Player Character, players of the Larian Studios title can choose three Companions, three of which can come from mercenaries-for-hire or the cast of Pre-Made Origins.
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However, while these Pre-Made Origins have set personal narratives, players can still decide which Classes their Companions become. That said, just which Class works best for each of the six Companions?
Updated February 20, 2026, by Hamza Haq: A huge part of the experience of Divinity: Original Sin 2 remains tied to the origin companions. While players are free to form their own party made out of custom characters and mercenaries, a playthrough without the main origin characters is bereft of their exclusive quests and witty remarks, making the playthrough feel incomplete. As such, players inadvertently find themselves using these origin characters in every single playthrough, even after hundreds of hours in the game, a testament to Larian’s masterful ability to bring their characters to life. Due to their racial abilities and special characteristics, each character has a build that is perfectly tailored to their strengths. In order to avoid confusion, we have reduced the number of recommended builds for each main story companion to one, giving players a clear-cut answer about the “best” build for every origin character they choose to bring along during their playthrough.
Beast
Capitalize On Sneaking
Loud and proud, Beast has a thirst for adventure that can push players to go against the odds. He's the only Pre-Made Origin to represent Dwarves and comes with the Sturdy (gains 5-percent Dodge and 10-percent maximum Vitality) and Dwarven Guile (+1 Sneaking) Talents.
Thanks to his Dwarven nature, Beast has the Petrifying Touch Geomancer skill, which deals Earth damage and temporarily petrifies a target. As Beast, he can summon Blinding Squall, which deals moderate Air damage and sets Blind for a turn.
Recommended Starting Class: Rogue
Beast will ask to become a Battlemage as his default Starting Class. However, players will find more use for him as a Rogue. This Class capitalizes on the Scoundrel Skill School, with Skills that bank on dealing critical damage via Backstab.
As a Rogue, Beast gets Scoundrel Skills that are for assassinations. Adrenaline gives him extra AP per turn, while Throwing Knife gives him ranged capabilities, and Backlash makes room for Backstab. Additionally, Beast's Dwarven Guile incentivizes his Sneaking potential, perfect for the Class and its stealth nature.
After investing a few points into Scoundrel, branch out into Aerotheurge. Petrifying Touch and Blinding Squall both pair extremely well with the Rogue playstyle, allowing Beast to incapacitate enemies at close range. However, both of these skills are resisted by magic armor, which is where Aerotheurge comes in.
Additionally, there are a lot of Aero skills that complement the rogue playstyle, dealing massive damage at close range. Better yet, repositioning skills like Nether Swap and Teleportation provide alternate options for when Backlash is on cooldown.
Fane
Master the Arcane
The scholarly (and skeletal) Fane will be quick to explain his nature as an Eternal, a member of a forgotten civilization with a history he's planning to rediscover. He's the only Pre-Made Origin to represent the Undead, coming with the Ingenious (gains +2 Initiative and 5-percent to Critical Hit) and Undead (immune to Bleeding, heals from Poison, damages from healing) Talents.
As an Undead, Fane can use the Play Dead Skill, forcing enemies to ignore them for three turns at the most. Fane's unique Source skill is Time Warp, which gives an ally an additional turn in combat.
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Recommended Starting Class: Wizard
Easily boasting some of the best damage-dealing Skills in the game, Wizard Fane is the epitome of combative spellcasting. This Class possesses the Far Out Man Talent, which increases effective Skill range by 2-meters, which is a big deal for glass cannons. They also come with boosts to Pyrokinetic and Geomancer, granting Wizard Fane a terrifying range of abilities early on.
Fossil Strike (Geomancer 1) is an easy way to guarantee oil puddles in any area. Meanwhile, Searing Daggers (Pyrokinetic 1) not only deals base fire damage but can ignite oil puddles into flames. On top of that, Ignition (Pyrokinetic 1) is a melee AOE that can fend off pesky rogues and warriors.
At later levels, Fane can make full use of his Time Warp ability by combining Pryoclastic Eruption (Geomancer), Peace of Mind (Pyrokinetic), Adrenaline (Scoundrel), and Apotheosis (Polymorph) to end fights in a single turn.
Ifan Ben-Mezd
Add Lethality To Distance
Ifan has retired from the notorious Lone Wolves, but his fame as a mercenary follows him to this day. This time around, Ifan returns from retirement to finish one last mission. As a Human, Ifan bears the Talents unique to them. He's Thrifty (+1 Bartering) and Ingenious (gains +2 Initiative and +5% to Critical Hit).
Being Human, Ifan has Encourage, which can give him and his allies a boost to Strength, Finesse, Constitution, and Intelligence. Moreover, his spiritual nature enables him to Summon his Soul Wolf, a wolf that will help Ifan and his team for a limited duration.
Recommended Starting Class: Ranger
While Ifan will request to start as a Wayfarer, players will find it more practical to play him as a Ranger. Despite small differences between these Classes, the Ranger's Huntsman and Pyrokinetic focuses make them more offensive combatants. Rangers start with Elemental Arrowheads (Huntsman 1), enabling them to tinker with the battlefield with various surface-changing arrows. Meanwhile, Peace of Mind (Pyrokinetic 1) is a great buff. Ricochet (Huntsman 1) is a helpful starting attack at long range.
Thanks to Ifan's Soul Wolf, his Ranger will have a handy melee companion to defend him from various threats. Additionally, with Ingenious increasing Critical Hit and Initiative, Ifan as a Ranger can capitalize on the early-turn advantage to deal as much damage as possible.
At later levels, it is recommended to branch out into Summoning. Not only does this increase the power of Ifan's Soul Wolf drastically, but it pairs extremely well with the Ranger playstyle as well. A buffed Conjure Incarnate accompanied by the Soul Wolf is no joke.
Lohse
Manipulate The Battlefield
Unfortunately for Lohse, she's thrust into the troubling world of Divinity as dark entities inside her head threaten to take over. Being a Human, Lohse shares the Talents common to the race. She's Thrifty (+1 Bartering) and Ingenious (gains +2 Initiative and 5% to Critical Hit).
As a Human, Lohse has Encourage, a Skill that increases most of the base Attributes of herself and nearby allies. Given her nature, her innate Source skill is Maddening Song, which inflicts Mad on targets, thus forcing them to attack the nearest creature — be it ally or foe.
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Recommended Starting Class: Enchanter
Lohse will ask to start as an Enchanter, which is also the most ideal Class for her as a Spellcaster. The Class starts with a good pairing of Hydrosophist and Aerotheurge, which easily gives way to devastating AOE attacks. The combination of Rain (Hydrosophist) and Electric Discharge (Aerotheurge) can make a mean AOE, while Hail Strike (Hydrosophist) can Freeze unsuspecting enemies. When leveled up, the Skill School pairing can give Lohse access to strong healing, buffs, and debuffs.
Thanks to Lohse's Ingenious, her early-turn advantage can allow her to position herself properly to gain the upper hand. More importantly, Maddening Song lets her sow chaos among her enemies, potentially removing the need for the party to fight enemies at all.
After acquiring Maddening Song, Lohse really comes into her ability as a support character that can change the battlefield. As soon as she manages to get rid of the enemy's magic armor, Maddening Song flips the table, turning the fight extremely chaotic.
The Red Prince
Play With Fire
Exiled from the Lizard Empire, The Red Prince seeks to retake his rightful place on the throne. As the only representative of Lizards among the Pre-Made Origins, the Red Prince has Talents unique to his race. He's Sophisticated (gains 10% Fire and Poison Resistance) and has Spellsong (+1 Persuasion). He can even dig holes without using shovels, like all Lizards.
Given his nature as a Lizard, he has Dragon's Blaze, a lizard breath attack that deals Fire damage. Unique to the Red Prince is the Source skill Demonic Stare, letting him steal Magical Armor.
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Recommended Starting Class: Fighter
Albeit more mundane, the Red Prince can certainly play into his default Fighter class to maximize his potential as a frontline defense in the battlefield. Fighters begin with Warfare 1 and Geomancer 1, giving the Red Prince a wide array of Skills that hit hard. This class' Opportunist Talent ensures that he gets to strike anyone trying to leave his presence. And before they do, the available Skills ensure they get a pounding.
Fortify (Geomancer 1) gives the Red Prince a significant defensive boost, while Battle Stomp (Warfare 1) is a nifty knockdown move to interrupt enemies. Bouncing Shield (Warfare 1) provides a convenient ranged attack to reach pesky ranged combatants. The Red Prince's Dragon Blaze gives him an easy way to ignite oil and poison surfaces from various Geomancer skills, dealing devastating damage.
Warfare needs to be paired with a weapon type to show its full effectiveness. Depending on player preference, choose either Two-Handed or Single-Handed for the melee specialization, and invest heavily in it.
Sebille
Expand Stealth Tactics
A former slave now free from her bonds, Sebille seeks vengeance against her Master, the very person who trained her to become an assassin. As the only representative of Elves among the Pre-Made Origins, Sebille has traits unique to them. She has the Ancestral Knowledge (+1 Loremaster) talent, as well as Corpse Eater, which allows her to gain information and/or abilities from eating body parts.
Being an Elf, she has the Flesh Sacrifice Skill, which enables her to sacrifice Vitality to gain 1AP and a damage buff. Unique to Sebille is the Source skill Break the Shackles, essentially an instant debuff.
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Recommended Starting Class: Rogue
Sometimes, the most straightforward path provides the most flexibility — and Rogue Sebille gives her plenty of room to shine. Beginning with Scoundrel 1, Rogue Sebille puts other stat bonuses towards Dual Wielding and Sneaking. In turn, Rogue Sebille begins as perhaps the best scout or assassin in the game. The Pawn Talent grants her +1AP worth of movement, which is handy for chases and escapes.
Meanwhile, this class' Adrenaline (Scoundrel 1) lets Sebille gain AP when necessary. Her Throwing Knife (Scoundrel 1) is a convenient, long-ranged move, whereas Backlash (Scoundrel 1) is a powerful Backstab that guarantees critical hits — fatal when used properly.
Invest some points into Dual Wielding to maximize the damage output of the dual dagger setup that rogues like to run. At later levels, Sebille can branch out into Necromancy if desired, which pairs well with her Flesh Sacrifice (create a puddle of blood) and the physical damage from the Scoundrel skills.