Features in Solasta: Crown of the Magister, are the different unique actions that characters can perform. The various features available to any character are determined by their Classe and/or Subclass. Each Class also has several Subclasses that players can select after gaining sufficient XP. This page covers a list of all the features in the game.
Solasta All Features
Early Access
Name |
Description |
Requirement |
Wisdom Saving Throw Proficiency | Add your proficiency bonus to Wisdom saving throws. | |
Charisma Saving Throw Proficiency | Add your proficiency bonus to Charisma saving throws. | |
Strength Saving Throw Proficiency | Add your proficiency bonus to Strength saving throws. | |
Dexterity Saving Throw Proficiency | Add your proficiency bonus to Dexterity saving throws. | |
Intelligence Saving Throw Proficiency | Add your proficiency bonus to Intelligence saving throws. | |
Constitution Saving Throw Proficiency | Add your proficiency bonus to Constitution saving throws. |
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Move | The number of cells a creature can move during a combat round. |
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Ability Score Increase | Adds various points to different Abilities. |
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Dwarven Resilience | Saving throw advantage against poison Resistance to poison damage. | |
Dwarven Combat Training | Proficient with Battleaxe, Handaxe, Warhammer. | |
Bonus Skills | Choose any 2 Skills. |
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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. | |
Languages | Ability to speak the common language, a specific language depending on your Races, and an additional one of your choice. | |
Keen Senses | Proficient in the Perception skill. | |
Trance | 4 hours of meditation are sufficient to rest. | |
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. | |
Dwarven Toughness | +1 Hit Point per level. | |
Crossbow Expertise | Proficient with Heavy Crossbow. | |
Snow Dwarf Endurance | +2 to Constitution saving throws. | |
Elf Weapon Training | Proficient with Longsword, Shortsword, Shortbow, Longbow. | |
High Elf Cantrip | Choose one Wizard Cantrip using Intelligence as the spellcasting ability. | |
Sylvan Adaptability | Proficient in the Survival and Athletics skills. Advantage on Survival when hunting. | |
Swamp | Areas with marshes and ponds and a humid atmosphere are considered swamp terrain. | |
Rope Dancing | Advantage on Dexterity (Acrobatics) check. | |
Cleric Armor Proficiencies | Cleric class proficiency in wearing Light Armor, Medium Armor, and wielding Shields. |
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Cleric Weapon Proficiencies | Cleric class proficiency in wielding Simple Weapons. |
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Cleric Spellcasting | Can cast Spells from the Cleric Spells list. |
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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 (Subclasses) granted by your deity. |
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Scroll Scribing | You have been trained to scribe magic scrolls. |
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Channel Divinity | Can use 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 may a successful Wisdom saving throw. |
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Ability Score Choice | Choose between increasing your ability scores or gaining a bonus feat. | |
Elemental Domain Spells | Elemental Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Primal Harmony (Fire) | Resistance to Fire: damage is halved. |
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Primal Harmony (Cold) | Resistance to Cold: damage is halved. |
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Primal Harmony (Lightning) | Resistance to Lightning: damage is halved. |
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Bonus Cantrip (Fire) | Grants a bonus Cantrip: Fire Bolt. |
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Bonus Cantrip (Cold) | Grants a bonus Cantrip: Ray of Frost |
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Bonus Cantrip (Lightning) | Grants a bonus Cantrip: Shocking Grasp |
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Channel Divinity: Fire Burst | Channel Divinity to cause 3d8 fire damage to a target within 12 cells. A successful Dexterity save halves the damage. |
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Channel Divinity: Ice Lance | Use Channel Divinity on a target within 12 cells. The target must make a Dexterity saving throw or be pushed away by 2 cells and suffer 2d8 cold damage. |
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Channel Divinity: Lightning Blade | Channel Divinity to cause 1d8 lightning damage to a target within 12 cells. On a failed Dexterity save, the target is also stunned until the end of its next turn. |
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Scholar of Elements | Use your reaction to become immune to your domain element so it heals you instead of wounding you. |
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Sun Domain Spells | Sun Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Bonus Cantrip | Grants 1 bonus Cantrip depending on your domain (Subclass). |
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Holy Radiance | When you cast Sacred Flame, your target has a disadvantage on the saving throw. |
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Channel Divinity: Herald of the Sun | Channel Divinity to engulf a visible enemy within 6 cells with radiant light, causing 1d8 radiant damage and cause the blinded condition for 1 minute. |
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Channel Divinity: Indomitable Light | Channel divinity to summon a sphere of sunlight, which affects light-sensitive creatures and negates areas of darkness. |
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Soothing Hand | Heal an ally and remove any detrimental condition. |
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Battle Domain Spells | Battle Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Bonus Proficiency | Gain bonus proficiencies in different fields. |
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Divine Fortitude | As an action, gain 3 temporary HP per Cleric level. Recovered after a long rest. |
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Decisive Strike | On a successful attack, Channel Divinity to add 1d6 to your damage and stun your target. |
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Herald of Battle | Allies in adjacent cells gain +1 on attack rolls, damage, AC, and saving throws. |
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Law Domain Spells | Law Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Commanding Presence | Proficient in Intimidation. Advantage on Intimidation checks. |
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Unyielding Enforcer | Advantage on rolls to resist being shoved or moved by magical means. |
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Channel Divinity: Holy Retribution | When a melee attack damages you, you can use reaction to Channel Divinity and strike back using a melee weapon. |
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Channel Divinity: Force of Law | Channel Divinity when casting an attack spell to impose disadvantage on your target's saving throw. |
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Word of the Law | Break the spellcasting concentration of an enemy. |
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Life Domain Spells | Life Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Disciple of Life | When casting a healing spell, the target regains addition HP equal to (2 x spell level). |
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Channel Divinity: Preserve Life | Restore Hit Points (5 x Cleric level) to one or more allies within 6 cells, up to half their hit point maximum. |
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Blessed Healer | When you cast a spell of 1st level or higher that restores hit points to a creature other than yourself, you regain hit points equal to (2 x spell level). |
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Oblivion Domain Spells | Oblivion Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Gate Keeper | As long as you are conscious, you and your fellow party members within 6 cells have an advantage on death saving throws. |
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Channel Divinity: Herald of Pain | Channel Divinity to cause pain to enemies within 6 cells. Enemies failing a Wisdom save receive 1d8 necrotic damage and are poisoned. |
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Peaceful Rest | While camping, reduces the chances of being attacked and prevents from being surprised. |
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Strike of Oblivion | +1d6 necrotic damage on the first attack of your turn. |
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Divine Intuition | Advantage on ability checks using Arcana, History, and Nature. |
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Inspired Diplomat | You always know the odds when choosing between dialog choices that include an Ability Check on Persuasion, Deception, or Intimidation. |
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Channel Divinity: Foreknowledge | Channel Divinity to see the immediate future and dodge your enemy's attack better. |
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Divine Eye | Advantage to detect traps, hidden doors, and objects. |
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Fighter Armor Proficiencies | Fighter class proficiency in wearing Light Armor, Medium Armor, Heavy Armor, and wielding Shields. |
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Fighter Weapon Proficiencies | Fighter class proficiency in wielding Simple Weapons and Martial Weapons. |
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Fighter Skills | Choose 2 of the following skills: Acrobatics, Animal Handling, History, Insight, Intimidation, Perception, Survival. |
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Fighting Style | Choose a Fighting Style as a specialty | |
Second Wind | Regain (1d10 + level) HP as a bonus action. |
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Action Surge | Regain a main action immediately. Take a short or long rest to recover this power. |
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Martial Archetypes | Select a Martial Archetype (Subclass). |
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Extra Attack | You can attack one more time, per combat turn, when you use the attack or shove actions. | |
Improved Critical | Your weapon attacks score a critical hit on a roll of 19 or 20. |
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Shield Swipe | Advantage on shove attempts when using a shield. |
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Tunnel Fighter | When using a shield, gain +2 AC when you have a wall on one of your four sides (no diagonals). |
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Spellcasting | Cast Wizard Spells and Cantrips of the conjuration, evocation, transmutation, and enchantment schools. |
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Magic Weapon | Your weapon attacks count as magical against creatures that are resistant or immune to non-magical attacks. |
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Paladin Armor Proficiencies | Paladin class proficiency in wearing Light Armor, Medium Armor, Heavy Armor, and wielding Shields. |
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Paladin Weapon Proficiencies | Paladin class proficiency in wielding Simple Weapons and Martial Weapons. |
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Divine Sense | Reveals celestials, fiends, and undead. |
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Healing Pool | A pool of healing power - 5 points per Paladin level. |
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Lay on Hands | Spend points from your healing pool to restore lost HP. |
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Neutralize Poison | Spend 5 points from your healing pool to neutralize one poison. |
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Cure Disease | Spend 5 points from your healing pool to neutralize one disease. |
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Divine Smite | When you hit a creature with a melee weapon, you can spend on spell slot to deal 2d8 additional radiant damage. |
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Paladin Spellcasting | Can cast Spells from the Paladin Spells list. |
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Sacred Oaths | Select and swear the sacred oath that binds you as a paladin forever! (Select Subclass) |
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Aura of Protection | Grants a saving throw bonus to your surrounding allies, equal to your CHA modifier for 1 min. |
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Aura of Courage | You and your allies within 10 feet cannot be frightened while you are conscious. At the 18th level, the range becomes 30 feet. |
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Oath of Devotion Spells | Oath of Devotion Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Channel Divinity: Sacred Weapon | Channel Divinity to bless one weapon for 1 minute. Add your Charisma modifier to hit with that weapon. |
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Channel Divinity: Turn the Unholy | Channel Divinity to force fiends and undead within 6 cells who can see you, to flee. Unless they make a successful Wisdom saving throw. |
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Oath of the Motherland Spells | Oath of the Motherland Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Channel Divinity: Fiery Wrath | Channel Divinity to target one creature within 12 cells, dealing (2d6 + Paladin level) fire damage and setting the target on fire. |
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Channel Divinity: Fiery Presence | Channel Divinity to blind opponents within 12 cells who fail a Dexterity save. Creatures with Darkvision or better sight in darkness have disadvantage. |
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Bonus Language | When you take the oath of Tirmar, you acquire the Tirmarian language. |
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Oath of Tirmar Spells | Oath of Tirmar Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5. |
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Channel Divinity: Golden Speech | Channel Divinity to gain an advantage on Persuasion and Intimidation checks for one hour. |
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Channel Divinity: Scourge of the Hidden | Channel Divinity to deal 1d8 advantage radiant damage on attacks that hit opponents with either natural shapeshifting or Darkvision. |
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Ranger Armor Proficiencies | Ranger class proficiency in wearing Light Armor, Medium Armor, and wielding Shields. |
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Ranger Weapon Proficiencies | Ranger class proficiency in wielding Simple Weapons and Martial Weapons. |
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Ranger Skills | Choose 3 of these skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Survival, Stealth. |
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Favored Enemy | Gain advantage on ability checks towards a chosen creature type, and additional damage against it equal to your knowledge level. | |
Ranger Spellcasting | Can cast Spells from the Ranger Spells list. |
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Primeval Awareness | Detects the presence of certain creature types in the location. |
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Ranger Archetypes | Select a Ranger Archetype that will guide you in your travels. (Choose Subclass) |
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Natural Explorer | You are adept at living at traveling in a certain type of terrain. | |
Hunter's Prey | Choose one of the following hunting specialties: Colossus Slayer, Giant Killer, or Horde Breaker. |
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Additional Proficiencies | Choose your proficiency in Herbalism Kit or Poisoner's Kit. |
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Reaction Shot | When a visible opponent 2 cells or more from you attacks you with a ranged weapon or a spell, you can use your reaction to take a shot after the triggering attack. |
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Tunnel Wisdom | When in dim light or darkness, you gain an advantage on Dexterity saving throws. |
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Dark Slayer | When attacking a creature with sensitivity or hypersensitivity to light with a weapon, you add your proficiency bonus to hit and damage. |
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Rogue Armor Proficiencies | Rogue class proficiency in wearing Light Armor. |
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Rogue Weapon Proficiencies | Rogue class proficiency in wielding Simple Weapons, Longsword, Rapier, Shortsword. |
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Rogue Tools | Gains access to the Thieve's Tools. |
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Rogue Skills | Choose 4 of these skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth. |
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Expertise | Select 2 proficient skills or tools to double their proficiency bonus. | |
Sneak Attack | 1d6 extra damage (+1d6 every 2 levels) to one creature you hit with the advantage using a finesse or ranged weapon. Once per turn. |
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Cunning Action | You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. |
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Roguish Archetypes | Select a Roguish Archetype (Subclass) that will steer your talents in varying directions. |
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Uncanny Dodge | Whern an attacker that you see hits you with an attack, you can use your reaction to halve the attack's damage. |
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Fast Hands | Cunning action allows you to take the Use an Object action. |
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Second-Story Work | Climbing no longer costs you extra movement, difficult climbs are considered normal for you, and you can jump longer distances. |
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Spider on Wall | Climbing no longer costs you extra movement, and difficult climbs are considered normal for you. |
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Predator | When hitting an enemy on lower ground with a ranged weapon, add your proficiency bonus to the damage. |
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Shadow Dodge | As a bonus action, teleport to a cell you can see within 5 celss. Recharges after a rest. |
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Wizard Weapon Proficiencies | Wizard class proficiency in wielding Dagger, Dart, Quarterstaff. |
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Wizard Skills | Choose 2 of these skills: Arcana, History, Insight, Investigation, Medicine, Religion. |
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Wizard Spellcasting | Can cast Spells from the Wizard Spells list. |
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Magical Crafting | You have been trained to scribe magic scrolls and use enchanting equipment. |
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Arcane Traditions | Grans you specialization with a certain kind of magic. (Choose Subclass) |
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Arcane Recovery | Once per day when you complete a short rest, you can recover a number of expended spell slots up to half of your wizard level, rounded up. |
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Arcane Warfare | When casting spells from the War list, they count as being cast at one slot level higher than the one you actually use. |
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Arcane Fury | Add your proficiency bonus and INT bonus to your evocation spell damage for 1 minute. Recharges after a long rest. |
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Keen Mind | Advantage on Arcana, History, and Investigation ability checks. |
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Spell Academic | You learn one additional spell each time you gain a level. |
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Green Magic | Spells from the Green Magic list are considered Wizard Spells for you. |
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Warden of the Forest | Proficient in wearing Light Armor, Shortbow, Archery, ang gain the same advantages as Rangers when in a forest envrionment. |
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Magical Arrow | Your arrow can transform into a vine on impact. |
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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. | |
Cutpurse | Proficient in Sleight of Hand, Stealth, and Deception. | |
Bulgary | Proficient with Thieves' Tools. | |
Physician | Proficient in Medicine and Persuasion. | |
Alchemist | Proficient with Herbalism Kit. | |
Soldiering | Proficient in Athletics and Intimidation. | |
Armored | Proficient with Medium Armor. | |
Spycraft | Proficient with Stealth and Deception. | |
Rough Diplomacy | Proficient with Nature and Poisoner's Kit. |