Elemental (Fire) |
|
---|---|
![]() |
|
Subclass Features |
|
♦ Level 1Bonus Cantrip (Fire)Primal Harmony (Fire)Resistance to Fire: damage is halved. Elemental Domain SpellsLevel 1: Thunderwave, Fog Cloud ♦ Level 2Channel Divinity: Fire BurstChannel divinity to cause 3d8 fire damage to a target within 12 cells. ♦ Level 6Scholar of the ElementsUse your reaction to become immune to your domain element so it heals you instead of wounding you. ♦ Level 8Call Upon FireThe target suffers fire damage and must succeed a STR save or be pushed. Can be used a number of times equal to your WIS bonus until a long rest. ♦ Level 10Divine InterventionYou attempt to request the help of your deity, with a success chance of 1% per cleric level. |
Elemental (Fire) is a Subclass in Solasta: Crown of the Magister. Elemental (Fire) 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.
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 (Fire) Information
Elemental (Fire) Subclass Features
Level 1
- Bonus Cantrip (Fire): Fire Bolt
- Primal Harmony (Fire): Resistance to Fire: damage is halved.
- Elemental Domain Spells: In your list and always prepared.
- Level 1: Thunderwave, Fog Cloud
- Level 3: Levitate, Misty Step
- Level 5: Lightning Bolt, Fly
- Level 7: Ice Storm, Wall of Fire
- Level 9: Cone of Cold, Conjure Elemental
Level 2
- Channel Divinity: Fire Burst: Channel divinity to cause 3d8 fire damage to a target within 12 cells. A successful Dexterity save halves the damage.
Level 6
- Scholar of Elements: Use your reaction to become immune to your domain element so it heals you instead of wounding you.
Level 8
- Call Upon Fire: The target suffers fire damage and must succeed a STR save or be pushed. Can be used a number of times equal to your WIS bonus until a long rest.
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
- Wisdom, Charisma 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
- Additional Spell Slot
- Unlocks Domain Spells: Hold Person, Branding Smite
Level 4
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
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
- Channel Divinity (Increased): +1 Channel Divinity use between rests.
Level 7
- Additional Spell Slot
- Unlocks Domain Spells: Banishment, Guardian of Faith
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 Sepll 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
- Mace or Warhammer
- Scale Mail or Leather Armor
- Light Crossbow & 20x Crossbow Bolt or Club
- Priest's Pack or Explorer's Pack
- Shield
- Holy Symbol (Amulet)
Elemental (Fire) Tips & Builds
- Note 1
- Note 2
The elemental domains will give you Misty Step which is awesome, and this one gives Fire Burst which seems nice.
0
+10
-1