Battle Domain

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Subclass Features

♦ Level 1
Divine Fortitude

As an action, gain 3 temporary HP per Cleric level. Recovered after a long rest.

Bonus Proficiency

Martial Weapons

Battle Domain Spells

Level 1: Magic MissileShield of Faith
Level 3: Acid ArrowFlaming Sphere
Level 5: Fireball, Haste
Level 7: StoneskinPhantasmal Killer
Level 9: Hold MonsterInsect Plague

♦ Level 2
Decisive Strike

On a successful attack, Channel Divinity to add 1d6 to your damage and stun your target.

♦ Level 6
Herald of Battle

Allies in adjacent cells gain +1 on attack rolls, damage, AC, and saving throws.

♦ Level 8
Scholar of Battle

You can attack one more time, per combat turn, when you use the attack or shove actions.

♦ Level 10
Divine Intervention

You attempt to request the help of your deity, with a success chance of 1% per cleric level.

Battle Domain is a Subclass in Solasta: Crown of the Magister. Battle Domain is a subclass of the Cleric Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.

Cleric Battle Domain Guide Below:

solasta build guide battle domain cleric weapons abilities tips tricks 750x422

 

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

Battle Domain Information

 

Battle Domain Subclass Features

Level 1

Level 2

  • Decisive Strike: On a successful attack, Channel Divinity to add 1d6 to your damage and stun your target (save negates). Increases by 1d6 every 3 levels above level 2.
    • Only works with weapon attacks; melee weapon attack and ranged weapon attack; also works with unarmed strikes; does not work with spell attacks.
    • The target is subject to a constitution save.

Level 6

  • Herald of Battle: Allies in adjacent cells gain +1 on attack rolls, damage, AC, and saving throws.

Level 8

  • Scholar of Battle: You can attack one more time, per combat turn, when you use the attack or shove actions.

Level 10

  • Divine Intervention: You attempt to request the help of your deity, with a success chance of 1% per cleric level.

 

Cleric Initial Features

  • WisdomCharisma Saving Throw Proficiencies.
  • Cleric Armor Proficiencies: Light Armor, Medium Armor, Shield.
  • Cleric Skills: Choose 2 of these skills: History, Insight, Medicine, Persuasion Religion.
  • Cleric Spellcasting: Can cast spells from the Cleric Spells list.
  • Ritual Casting: You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  • Divine Domains: Choose one of the divine domains granted by your deity.
  • Scroll Scribing: You have been trained to scribe magic scrolls.

Higher Level Features

Level 2

  • Channel Divinity: Can use the Channel Divinity actions once between rests.
  • Channel Divinity: Turn Undead: Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw.

Level 3

Level 4

Level 5

  • Turn Undead (Destroy): Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom Saving Throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.

Level 6

Level 7

Level 8

  • Additional Spell Slot
  • Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
  • Turn Undead (Destroy): Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom Saving Throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.

Level 9

  • Additional Spell Slot
  • +4 Proficiency Bonus, +9 Spell Attack
  • Unlocks Domain Spells: Hold Monster, Dispel Evil & Good

Level 10

  • Additional Spell Slot
  • Divine Intervention: You attempt to request the help of your deity, with a success chance of 1% per cleric level.

 

Cleric Starting Equipment

 

Battle Domain Tips & Builds

  • Note 1
  • Note 2

 

 

Classes and Subclasses
Builds  ♦  Champion  ♦  Child of the Rift  ♦  Circle of Balance  ♦  Circle of the Kindred Spirit  ♦  Circle of the Land  ♦  Circle of Winds  ♦  College of Heroism  ♦  College of Hope  ♦  College of Lore  ♦  College of Tradition  ♦  Commander  ♦  Court Mage  ♦  Darkweaver  ♦  Draconic Bloodline  ♦  Elemental (Fire)  ♦  Elemental (Ice)  ♦  Elemental (Lightning)  ♦  Greenmage  ♦  Haunted Soul  ♦  Hoodlum  ♦  Hunter  ♦  Insight Domain  ♦  Law Domain  ♦  Life Domain  ♦  Loremaster  ♦  Mana Painter  ♦  Marksman  ♦  Mischief Domain  ♦  Mountaineer  ♦  Oath of Devotion  ♦  Oath of Judgment  ♦  Oath of the Motherland  ♦  Oath of Tirmar  ♦  Oblivion Domain  ♦  Path of Claw  ♦  Path of the Berserker  ♦  Path of the Magebane  ♦  Path of the Stone  ♦  Shadow Tamer  ♦  Shadowcaster  ♦  Shock Arcanist  ♦  Spellblade  ♦  Sun Domain  ♦  Swift Blade  ♦  The Fiend  ♦  The Hive  ♦  The Timekeeper  ♦  The Tree  ♦  Thief  ♦  Way of Freedom  ♦  Way of Light  ♦  Way of Survival  ♦  Way of the Open Hand

 




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    • Battle Domain in Solasta is not watered down like War Domain in 5e. All the cleric domains seem top notch actually. The Law Domain will allow you to craft potions of Heroism if you have the proficiency. The elemental domains will give you Misty Step which is awesome. The Life Domain provides superior healing. The Sun Domain gives Faerie Fire, and 3d8 fire damage channel divinity and half on a save. I almost picked that. But the Battle Domain gives all Martial Weapons and Fireball. You can use a Shield and Rapier or Long-sword. You can use a Heavy crossbow. It gives Magic Missile which does not miss, unless they have a Broach of Protection, or a spell in the game. I ran across a Sorak that was immune. But for the most part Magic Missile is a guarantied hit. You can also craft Magic Missile scrolls and sell them or save for a big fight so you don't burn your utility spells because you never know what you need to use. Saving the slot is the way to go. Did I mention you can cast Fireball!

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