Character Creation in Solasta: Crown of the Magister is a feature that allows the player to create their character. This feature allows the player to fully customize their character by choosing their Race, Classes, Backgrounds, Equipment, and many more attributes and abilities, but players can also choose to play from a list of pre-made Companions. This page covers information regarding the Character Creation for Solasta: Crown of the Magister. To create a new customized character, select "Characters" > "New Character" in the Main Menu of the game.
About Character Creation
Character Creation UI
The Character Creation UI is split into three parts: On the left side, it shows the summary of your statistics, you'll see that the only information displayed for now are the racial attribute modifiers, as well as your base movement speed and your proficiency bonus.
This summary will update as you make more and more choices. In the center, shows the main various options you can choose on how you want your character to be, from selecting the race, personality, class, appearance, and more. While on the right-hand side, it shows the information of what you have selected, as well as secondary options that fully develop your character.
Solasta Character Creation
Races and Subraces in Solasta: Crown of the Magister determine many aspects of a character, from their appearance to their innate capabilities. Races and Subraces in Solasta are chosen during Character Creation, and each choice grants various buffs and effects that are exclusive to a certain race, as well as unique physical traits. Players looking to optimize their Builds will take into account character race as well as Background and Class. Check out our Builds page as well to find various build guides that we recommend you to try out.
Solasta Races and Subraces

Human
Ancestry Features:
- Move: 6
- Ability Score Increase: +1 to all ability scores
- Languages: Common and one language of your choice.

Half-Elf
Ancestry Features:
- Move: 6
- Bonus Skills: Choose any 2 Skills.
- Languages: Common, Elvish, and one language of your choice.
- Ability Score Increase: Charisma +2, increase 2 other scores by 1 point each.
- Darkvision: See normally in dim light, and in natural darkness as if in dim light.
- Fey Ancestry: Saving throw advantage against Charm Immunity to magical sleep.

Half-Orc
Ancestry Features:
- Move: 6
- Ability Score Increase: Strength +2, Constitution +1
- Darkvision: See normally in dim light, and in natural darkness as if in dim light.
- Menacing: You gain proficiency in the Intimidation skill

Dwarf
Ancestry Features:
- Move: 5
- Ability Score Increase: Constitution +2
- Dwarven Combat Training: Proficient with Battleaxe, Handaxe, Warhammer.
- Dwarven Resilience: Saving throw advantage against poison Resistance to poison damage.

Elf
Ancestry Features:
- Ability Score Increase: Dexterity +2
- Keen Senses: Proficient in the Perception Skill.
- Trance: 4 hrs. of meditation are sufficient to rest.
- Darkvision: See normally in dim light, and in natural darkness as if in dim light.
- Fey Ancestry: Saving throw advantage against Charm Immunity to magical sleep.

Halfling
Ancestry Features:
- Move: 5
- Ability Score Increase: Dexterity +2
- Brave: Advantage on saving throws against being Frightened.
- Lucky: When you roll a 1 on an attack roll, ability check or saving throw, reroll, and use the new roll.
- Halfling Nimbleness: You can move through the space of any creature that is of a larger size than you.
Subraces

Hill Dwarf
Race: Dwarf
Hill Dwarves are naturally skilled miners and craftsmen, gifted with keen senses, deep intuition, and remarkable resilience. Blocky and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions.
- Wisdom +1
- Languages: Common, Dwarvish
- Dwarven Toughness: +1 Hit Point per level
- Darkvision: See normally in dim light, and in natural darkness as if in dim light.

Snow Dwarf
Race: Dwarf
Snow Dwarves are sturdy and adventurous, adapted to harsh terrain and low temperatures. Blocky and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions.
- Dexterity +1
- Languages: Common, Dwarvish
- Crossbow Expertise: Proficient with Heavy Crossbow
- Snow Dwarf Endurance: +2 to Constitution saving throws.
- Darkvision: See normally in dim light, and in natural darkness as if in dim light.

High Elf
Race: Elf
High elves are the descendants of the people who ruled Solasta for centuries. They are trained to use magic very early and have a gift for languages. They receive the traditional martial training of their people with swords and bows.
- Move: 6
- Intelligence +1
- Languages: Common, Elvish, and one language of your choice.
- Elf Weapon Training: Proficient with Longsword, Shortsword, Shortbow, Longbow.
- High Elf Cantrip: Choose one Wizard cantrip, using intelligence as the spellcasting ability.

Sylvan Elf
Race: Elf
Born and raised in the eastern forests of Solasta, Sylvan Elves are trained to survive in the wilds and are particularly apt to survival. As their high elf cousins, they are trained to fight with swords and bows since childhood.
- Move: 7
- Wisdom +1
- Languages: Common, Elvish, Dwarvish, Halfling
- Elf Weapon Training: Proficient with Longsword, Shortsword, Shortbow, Longbow.
- Sylvan Adaptability: Proficient in the Survival and Athletics skills Advantage on Survival when hunting.

Marsh Halfling
Race: Halfling
Marsh Halflings have lived in the tradition of their ancestors, who used to move, fight, and even sleep in swamp terrain. They are particularly sturdy compared to their island cousins while being generally less likable and certainly no less courageous.
- Constitution +1
- Languages: Common, Halfling
- Swamp: Areas with marshes and ponds and a humid atmosphere are considered swamp terrain.
- Darkvision: See normally in dim light, and in natural darkness as if in dim light.

Island Halfling
Race: Halfling
Island Halflings are the children of adventurous halflings who left the Northern Marshes to venture south and settle in the sunny islands. Discreet and brave, they are inclined to be affable and get along well with others.
- Charisma +1
- Rope Dancing: Advantage on Dexterity checks (Acrobatics).
- Languages: Common, Halfling, and one language of your choice.
Backgrounds in Solasta: Crown of the Magister is a character feature that is presented during Character Customization. A character's background is what they did before taking up the adventuring life. The background gives them equipment and proficiencies, as well as the ability to select proficiency flags that affect the character's dialogue choices. This page covers a list of all the backgrounds available in Solasta: Crown of the Magister.
Character Personality
You can create strong personality features by combining the same flag from the background and the alignment. The resulting personality is summarized at the bottom left of the screen. The deepest color indicates the strongest personality.
Background Alignment
Describes the character's moral and personal attitudes affinity of your character. In Solasta, alignment is the second form of personality customization.
Classes in Solasta: Crown of the Magister are styles of play for each character of the game. In Solasta, players are given the chance to select their Class during Character Customization. Apart from that, upon reaching a certain level for each class, players will be able to choose a secondary classification which is Subclasses that further develop the character by adding feats, abilities, and more. Each class also gives you a set of equipment that you can customize. This page covers a list of all the Classes presented in the game.
Solasta Classes

Cleric
"Clerics are the servants of their chosen deity that are granted miraculous powers."
Elemental (Fire) ♦ Elemental (Ice) ♦ Elemental (Lightning) ♦ Sun ♦ Battle ♦ Law ♦ Life ♦ Oblivion ♦ Insight

Fighter
"Fighters are trained in the arts of combat, they are adept with most weapons but often chose to specialize."

Paladin
"Paladins are elite warriors who have sworn unbreakable holy oaths to fight evil. Wields Divine Powers and Clerical Spells."

Ranger
"Rangers are stealthy hunters, excellent trackers, and archers, and also have some spellcasting ability."

Rogue
"Versatile warriors who are known for their cunning and their ability to launch deadly sneak attacks."

Wizard
"Weak against physical combat, but has the ability to execute powerful and wondrous spells."
Sorcerer
"Sorcerers have magical powers derived from their ancestry, rather than from the laborious academic studies that wizards must undertake."
Barbarian
"Barbarians are fierce warriors from the edge of civilization. Their battle range makes them dangerous combatants."
Path of the Berserker ♦ Path of the Magebane ♦ Path of the Stone
Druid
"Druids are part of an ancient order dedicated to its nature. Their powers and spells are attuned to animals, plants and the elemental forces."
Circle of the Land ♦ Circle of the Kindred Spirit ♦ Circle of Winds
All Solasta Subclasses
Subclasses in Solasta: Crown of the Magister is a secondary classification that players can choose apart from the main class. Subclasses unlock new feats, powers, and it further develops the characters of the player.
Barbarian

Path of the Berserker
The Path of the Berserker is a path of good untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Path of the Magebane
Followers of this path have developed a profound hatred for magic and magic-users. For them, physical prowess is the only decent way. They despise and distrust magic and magic-users.

Path of the Stone
Barbarians following this path draw their strength form their connection to stone. They are known for their doggedness. They never give up in the face of adversity and thrive in hostile environments.
Druid

Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard the ancient knowledge of the Old Faith. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Circle of the Kindred Spirit
At the beginning of time, there was harmony between animals and sentient beings. Some of them even forged an unbreakable bond, melding two minds and souls in two bodies so that the two bodies shared their bond. This ancient bond has been preserved in the Circle of the Kindred Spirit, an order of druids preserving this sacred bond.

Circle of Winds
Druids from this circle draw their strength from the winds. As the Cataclysm raged, the connection druids felt to nature frayed But not so for the Circle of the Winds. They felt the mana currents carried by the winds and through them a connection to nature. Through this, they were able to protect from the worst of the cataclysm-born depredations.
Cleric

Elemental (Fire)
The Elemental domain allows a cleric to become one with the elements. The fire sub-domain makes you less vulnerable to fire damage and grants you fire-based attacks.

Elemental (Ice)
The Elemental domain allows a cleric to become one with the elements. The ice sub-domain makes you less vulnerable to ice damage and grants you ice-based attacks.

Elemental (Lightning)
The Elemental domain allows a cleric to become one with the elements. The lightning sub-domain makes you less vulnerable to lightning damage and grants you lightning-based attacks.

Sun Domain
The Sun domain encompasses the powers of cleaning light and warmth of the sun itself. Clerics who embrace this domain are beacons of light in a world of darkness.

Battle Domain
The Battle domain grants powerful combat spells. It's clerics can deal damage as well as providing front-line healing.

Law Domain
The Law domain focuses on protecting the innocent and punishing the guilty, granting powers and spells to control and tame the unlawful.

Life Domain
The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life, and grants unrivaled healing abilities.

Oblivion Domain
The Oblivion domain shows the darker aspects of Mariake, that of the goddess of death. Clerics who choose this domain are neither evil nor sinister, but avengers and comforters to those who suffer and grieve.

Insight Domain
The Insight domain focuses on learning, memory, and deduction. Those who embrace this domain are renowned for their knowledge and wisdom.
Fighter

Champion
Champions focus on the raw physical power, honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal with devastating blows.

Mountaineer
Mountaineers are trained to fight in difficult terrain and confined spaces. They are capable skirmishers and know how to take advantage of small spaces, given the right equipment.

Spellblade
Spellblades are as skilled with arcane magic as they are with their weapons. This versatility is a weapon in itself, often surprising enemies who tend to think an armored fighter cannot cast spells.
Paladin

Oath of Devotion
Paladins who swear the Oath of Devotion uphold the loftiest ideals of justice, virtue, and order. They act with honor in pursuit of the greater good, hold themselves to the highest standards of conduct, and some for better or worse, hold the rest of the world to the same standards.

Oath of the Motherland
Paladins who swear the Oath of the Motherland dedicate their lives to restoring the pre-Cataclysm world, undoing the land's decay, and bringing life back, despite its violent and volcanic nature. They reject the term "Badlands" in favor of "Motherland".

Oath of Tirmar
Paladins who swear the Oath of Tirmar belong to an older order descended from the Tirmarian Inquisition. Obsessed with their arch-enemies, the legendary Dorr-Akkath, they conduct their rituals in the old language of Tirmar, and hold grudges from the time of the Cataclysm a thousand years ago.
Ranger

Hunter
Emulating the Hunter archetype means accepting your places as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face.

Marksman
Marksmen are experts with a bow, inheriting techniques developed by the elite high elven troops of the Manacalon Empire. They are among the deadliest ranged combatants on Solasta.

Shadow Tamer
Shadow Tamers are used to wandering the desolate lands beyond the Marches. They know the lore and languages of darkness and the hazards and customs of those dreadful caves inhabited by monsters.
Rogue

Thief
Thieves have honed their skills in the larcenous arts. In addition to improving their agility and stealth, they learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items they normally couldn't employ.

Darkweaver
Darkweavers are trained by a secret society that extends throughout the kingdoms. They have developed techniques to improve their mobility in all three dimensions and mastered the art of poison crafting.

Shadowcaster
Shadowcasters are trained in arcane magic as well as in roguish abilities. They are tricksters who use magic to make their moves even more unpredictable and unstoppable. Some believe they don't really exist.
Wizard

Shock Arcanist
Shock Arcanists were the battle mages of the Manacalon Empire. Their teachings have survived the Cataclysm to become a renowned and feared magical tradition, taught in every major magic school.

Loremaster
Loremasters are obsessed with the lost knowledge of pre-Cataclysm times. They know the old Empire had superior magic and they long to learn more about the lost spells and rituals. Their magic is focused on gathering all possible knowledge.

Greenmage
Greenamages are the heirs of the ancient traditions of the sylvan elves. They are wardens of the forest, specialized in nature magic and also reliable bowmen, trained to survive without spells if need be - as they had to in the wake of the Cataclysm.
Sorcerer

Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent.

Mana Painter
Born out of the mana starvation that followed the cataclysm, certain dwellers of Solasta learned to drain magic from all that surrounded them, locations, objects and even people. They learned to channel scarce mana to cast spells, create potions or scrolls. Whereas their enemies call them mana stealers, they are truly artists of magic.

Child of the Rift
Another effect of the Rift and its cataclysmic closing was that some people around it were affected in their blood, gaining an innate ability to cast spells, but in an instinctive way. The very nature of the Rift also changed them deeply, as they are not only flesh and blood, but also mana, light, and shadow.
Solasta All Backgrounds

Academic
You had two passions growing up: history and magic.
Personality Flags:
Pragmatism ♦ Lawfulness ♦ Greed ♦ Egoism

Acolyte
You have spent your life in the service of a temple to a specific god or pantheon of gods.
Personality Flags:
Lawfulness ♦ Altruism ♦ Caution ♦ Violence

Aristocrat
Born among the lords of your people, you have received a higher education.
Personality Flags:
Authority ♦ Lawfulness ♦ Egoism ♦ Altruism

Lawkeeper
As a former deputy, you have an instinct for spotting trouble and the force of personality to nip it in the bud.
Personality Flags:
Authority ♦ Violence ♦ Lawfulness ♦ Pragmatism

Philosopher
You have spent almost all of your life reading books and learning about the world of Solasta and even others.
Personality Flags:
Pragmatism ♦ Cynicism ♦ Kindness ♦ Altruism

Spy
You have spent years working as a low-level diplomatic aide, learning the tricks of spycraft.
Personality Flags:
Caution ♦ Cynicism ♦ Pragmatism ♦ Greed

Lowlife
Born in the streets, you have always been discarded by most commoners, and learn to survive with close to nothing.
Wanderer
Born in the Marches, you were raised and trained to survive the harsh and perilous environment. You had few friends and no education - though you know the true worth of friendship, the kind that keeps you alive.
Personality Flags:
Caution ♦ Pragmatism ♦ Egoism ♦ Kindness
Backgrounds Comparison Table
Highlighted Features for all Backgrounds
- Bookworm: Proficient in Arcana, Nature, and Insight.
- Runaway Antiquarian: You still have ties to the Antiquarians and your relationship with them is already good.
- Additional Languages: Choose two additional languages.
- Enchanter: Proficient with the Manacalon Rosary, supposed to be useful to enchant items.
- Religious Training: Proficient in Religion, Nature, and Insight.
- Potion Making: Proficient with the Herbalism Kit.
- Higher Education: Proficient in History, Persuasion, and Intimidation.
- Detective: Proficient in Perception and Intimidation.
- Enforcer: Proficient with Martial Weapons.
- Lone Wolf: Proficiency in Survival and Nature
- Crafter: Proficient with Smith Tools and Herbalism Kit
- Physician: Proficient in Medicine and Persuasion.
- Alchemist: Proficient with Herbalism Kit.
- Soldiering: Proficient in Athletics and Intimidation.
- Armored: Proficient with Medium Armor.
- Smithing: Proficient with Smith Tools.
- Spycraft: Proficient in Stealth and Deception.
- Rough Diplomacy: Proficient with Nature and Poisoner's Kit.
- Spy Cypher: Proficient in Spy's Codebook language.
- Cutpurse: Proficient in Sleight of Hand, Stealth, and Deception.
- Burglary: Proficient with Thieves' Tools.
Background | Background Features | Skill Proficiencies | Tool Proficiencies | Weapon/Armor Proficiencies | Language Proficiencies | Starting Equipment |
Wanderer | ||||||
Academic |
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Acolyte |
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Aristocrat |
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Lawkeeper |
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Philosopher |
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Sellsword |
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Spy |
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Lowlife |
Personality Flags
Personality Flags in Solasta: Crown of the Magister is a feature of the personality system that infuses each character that you create or the premade Companions their own and unique characterization. Personality Flags reflects on how the characters interact towards the party, the world, certain conversations, and the various NPCs you'll meet. This page covers a list of all the Personality Flags featured in Solasta: Crown of the Magister
Your Background and your Alignment will each give you up to 4 Personality Flags to choose from, and some may overlap. Picking the same Personality Flag twice will increase its strength, meaning it will more often take precedence over the other Flags you selected. You will have to pick 2 Flags from each source and depending on your Background you may have a different pre-existing Flag. Personality Flags will help you in dealing with Skill Dialogues by answering someone through persuasion or intimidation, and it will also change how cutscenes are delivered by the character.
Backgrounds Comparison Table
Highlighted Features for all Backgrounds
- Bookworm: Proficient in Arcana, Nature, and Insight.
- Runaway Antiquarian: You still have ties to the Antiquarians and your relationship with them is already good.
- Additional Languages: Choose two additional languages.
- Enchanter: Proficient with the Manacalon Rosary, supposed to be useful to enchant items.
- Religious Training: Proficient in Religion, Nature, and Insight.
- Potion Making: Proficient with the Herbalism Kit.
- Higher Education: Proficient in History, Persuasion, and Intimidation.
- Detective: Proficient in Perception and Intimidation.
- Enforcer: Proficient with Martial Weapons.
- Lone Wolf: Proficiency in Survival and Nature
- Crafter: Proficient with Smith Tools and Herbalism Kit
- Physician: Proficient in Medicine and Persuasion.
- Alchemist: Proficient with Herbalism Kit.
- Soldiering: Proficient in Athletics and Intimidation.
- Armored: Proficient with Medium Armor.
- Smithing: Proficient with Smith Tools.
- Spycraft: Proficient in Stealth and Deception.
- Rough Diplomacy: Proficient with Nature and Poisoner's Kit.
- Spy Cypher: Proficient in Spy's Codebook language.
- Cutpurse: Proficient in Sleight of Hand, Stealth, and Deception.
- Burglary: Proficient with Thieves' Tools.
Background | Background Features | Skill Proficiencies | Tool Proficiencies | Weapon/Armor Proficiencies | Language Proficiencies | Starting Equipment |
Wanderer | ||||||
Academic |
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Acolyte |
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Aristocrat |
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Lawkeeper |
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Philosopher |
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Sellsword |
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Spy |
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Lowlife |
Personality Flags
Personality Flags in Solasta: Crown of the Magister is a feature of the personality system that infuses each character that you create or the premade Companions their own and unique characterization. Personality Flags reflects on how the characters interact towards the party, the world, certain conversations, and the various NPCs you'll meet. This page covers a list of all the Personality Flags featured in Solasta: Crown of the Magister
Your Background and your Alignment will each give you up to 4 Personality Flags to choose from, and some may overlap. Picking the same Personality Flag twice will increase its strength, meaning it will take more often take precedence over the other Flags you selected. You will have to pick 2 Flags from each source and depending on your Background you may have a different pre-existing Flag. Personality Flags will help you in dealing with Skill Dialogues by answering someone through persuasion or intimidation, and it will also change how cutscenes are delivered by the character.
All Personality Flags
Pragmatism
A tendency to value principality over principles.
Lawfulness
A tendency to follow rules, laws, and order rather than chaos.
Greed
A tendency to value wealth and comfort above all else.
Egoism
A tendency to put oneself, friends, and family first, at the expense of others.
Altruism
A tendency to always try to help those in need.
Caution
A tendency to take care of one's own safety above all.
Violence
A tendency to solve problems with violence, even when there are other options.
Authority
A tendency to enforce rules and beliefs with authority and leadership.
Cynicism
A tendency to scoff at principles and values.
Kindness
A tendency to care about others, preferring to make friends rather than enemies.
Formal
The character uses complete sentences, with technical or academic vocabulary.
Casual
The character speaks as most folks do, neither overly formal nor overly colloquial.
Affected Backgrounds & Alignments
Name | Affected Background | Affected Alignment |
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Pragmatism | Academic, Lawkeeper. Philosopher, Spy, Wanderer |
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Lawfulness | Academic, Acolyte, Aristocrat, Lawkeeper |
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Greed | Academic, Lowlife, Spy |
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Egoism | Academic, Aristocrat, Lowlife, Wanderer |
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Altruism | Acolyte, Aristocrat, Philosopher |
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Caution | Acolyte, Lowlife, Spy |
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Violence | Acolyte, Lawkeeper, Sellsword |
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Authority | Aristocrat, Lawkeeper, Sellsword |
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Cynicism | Philosopher, Sellsword, Spy |
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Kindness | Lowlife, Philosopher, Sellsword, Wanderer |
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Formal | Academic, Aristocrat, Philosopher |
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Casual | Acolyte, Lawkeeper, Spy |
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Slang | Lowlife, Sellsword |
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