Feats in Solasta: Crown of the Magister are special abilities that are unlocked upon reaching Level 4. When you reach levels 4 and 8, you gain the Ability Score Choice Feature that will allow you to select a Feat if you prefer it over increasing your Ability Score. Take note that some feats have certain requirements, and your character must meet these conditions in order to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite - this page covers a list of all the Feats in Solasta: Crown of the Magister.

 

What We Know about Feats in Early Access

 
 
 
 
 
 
 
 
 

  

How to Unlock Feats

You'll need to fulfill the following requirements to unlock feats

This allows getting one feat each time. Certain feats also have additional requirements. A Feat is unlocked every four levels. Players may then choose between increasing their Abilities and Ability Score, or gaining a Feat. 

  

Solasta Feats 

Quick Search of All Feats

 Click the header to sort the table.

Name
Description
Additional Requirement
Acute Senses You cannot be surprised and always wake up immediately if your camp is attacked while you sleep.  -
Ambidextrous  +1 Dexterity to a maximum of 20. You can fight using two weapons even if the one-handed melee weapons aren't light.  -
Armor Master You are an expert in the use of armor in battle. You gain an additional +1 AC from any Armor you wear.  -
Creed of Arun Increase your Constitution by 1 (max 20) and become proficient with Constitution saving throws  -
Creed of Einar Increase your Strength by 1 (max 20) and become proficient with Strength saving throws.   -
Creed of Maraike Increase your Wisdom by 1 (max 20) and become proficient with Wisdom saving throws  -
Creed of Misaye Increase your Dexterity by 1 (max 20) and become proficient with Dexterity saving throws.  -
Creed of Pakri Increase your Intelligence by 1 (max 20) and become proficient with Intelligence saving throws.  -
Creed of Solasta Increase your Charisma by 1 (max 20) and become proficient with Charisma saving throws.  -
Discretion of the Coedymwarth +1 Dexterity to a maximum of 20. You gain proficiency with Light Armor. You gain proficiency with Shortswords, Shortbows, and Longbows.  -
Eager for Battle +1 Dexterity to a maximum of 20. You have advantage on your initiative rolls.  -
Enduring Body Increases your Constitution by 1 (Max 20) and your hit points increase by an additional +1 each time you gain a level.  -
Flawless Concentration You are trained to maintain your concentration in the most extreme conditions. If you sustain up to 10 points of damage, you don't need to roll a Constitution saving throw to maintain concentration. Above that value, you have an advantage when rolling the save throw. Ability to Cast Spells
Focused Sleeper You are used to getting a great deal of rest out of just a little sleep. Increase your Constitution by 1 (Max 20) and you only need four hours of sleep per night. Dwarf, Half-Elf, Halfling, or Human
Follow Up Strike When you take the Attack action with a two-handed weapon, you can use a bonus action to make a fast melee attack to follow up with, dealing an additional 1d4 + Strength bonus damage of the same type.  -
Hard to Kill +1 Constitution to a maximum of 20. You have advantage on death saving throws. If you succeed three times, you are not only stabilized, but you regain one hit die immediately; on a critical roll, you regain two hit dice instead.  -
Hauler You are trained to carry heavy loads. Increase your Strength by 1 (Max 20), and your carrying capacity is doubled. Strength score 13 or higher
Lock Breaker You have spent a lot of time studying locks - how to craft them and how to pick them. You gain proficiency with Thieves' Tools or double your existing proficiency if you are already proficient. You have advantage when using Thieves' Tools to pick locks. Dexterity score 13 or higher
Manipulator You are unusually skilled in using your Charisma to manipulate people. You gain double proficiency in Deception, Persuasion, and Intimidation. Charisma score 13 or higher
Master Alchemist You have mastered the art of potion-making. You need half the normal time to craft a potion and your Proficiency Bonus is doubled when making the roll to determine whether your potion crafting progresses. You have expert knowledge of all potions and can identify them automatically. Min INT 13
Master Enchanter You have mastered the art of enchanting items. You spend half the normal time to enchant an item and your Proficiency Bonus is doubled when performing the roll to determine whether your crafting progresses. Ability to Cast Spells
Might of the Iron Legion

 Trained in the traditions of the Iron Legion, Increase your Strength by 1 (max 20) and you are proficient with Longsword, Greatswords, Battleaxes, and Heavy Armor

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Powerful Cantrip Your damaging Cantrips and even affect creatures that normally avoid the worst of the effect. When a creature succeeds on a saving throw against your cantrip or dodges your cantrip, the creature takes half damage (if any) but suffers no additional effect from the cantrip. Ability to Cast Spells
Raise Shield When you are about to get hit by a ranged attack while wielding a shield, you can use your reaction to get +3 AC until the end of the attacker's turn. You also gain proficiency with Shields.  -
Robust Sturdy and tough, you increase your Constitution score by 1 (max 20) and when you use a hit die to regain hit points, roll twice and take the higher value. Constitution score 13 or higher
Rush to Battle You can use your bonus action to increase your movement speed by 3 cells until the end of your turn, and get -2 to your AC, until the start of your next turn.  -
Sturdiness of the Tundra +1 Constitution to a maximum of 20. You gain proficiency with Medium Armor. You gain proficiency with Warhammers, and Light and Heavy Crossbows. Proficiency with Light Armor
Take Aim You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions.  -
Twin Blade When you are about to get hit by a melee attack while dual-wielding (not sword + shield), you can use your reaction to get +3 AC until the end of the attacker's turn.  -
Uncanny Accuracy +1 Dexterity to a maximum of 20. You ignore half and three-quarters cover with your ranged attacks.  -
Arcane Appraiser Magical Items are automatically identified when put in your inventory -
Badlands Marauder Gain +1 CON, resistance to poison damage and advantage on rolls against being poisoned -
Forest Runner Gain +1 DEX and +2 cells movement speed  -
Mightly Blow When attacking with a melee two-handed weapon, deal additional damage equal to half your Strength modifier (rounded up) -
Cloak and Dagger After hitting an enemy with a light weapon, gain +2 AC until the start of your next turn (doesn't stack) -
Distracting Gambit After hitting an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack) -
Forestalling Strength Gain +1 AC while wielding a two-handed weapon -
Mender Stabilizing an ally with a Medecine checks heals them by 1 HP -
Blessing of the Elements When taking fire, cold or lightning damage, you can use your reaction to become resistant to those damage types until the start of your next turn (once per short rest) -
Trip Attack Enemies hit by a melee Ready Action must make a contested roll (against shove) or be knocked prone -
Daunting Push Successfully shoving an enemy makes them lose half of their movement speed until the end of their next turn. -
Ready or Not Gain advantage on attack rolls when using Ready Action -
Toxic / Melting / Burning / Icy / Electrifying Touch The first time you deal damage with an unarmed or weapon attack each turn, deal additional poison / acid / fire / cold / lightning damage equal to your proficiency bonus (can't select Touch feats multiple times) -

 




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    • Anonymous

      For anyone planning a build:

      The great weapon (2 handed weapon) feats do not work with versatile weapons (e.g. longsword or war hammer with 1 hand free)

      The Dragon blooded sorcerer level 6 ability does not stack with the "touch feats" (e.g. Gold dragon + burning touch)

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