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

 

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.
Move The number of cells a creature can move during a combat round.
  • n/a
Ability Score Increase Increase two ability scores of choice by 1 point each, or a single score by 2 points.
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.
  • n/a
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.
Cleric Weapon Proficiencies Cleric class proficiency in wielding Simple Weapons.
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 (Subclasses) granted by your deity.
Scroll Scribing You have been trained to scribe magic scrolls.
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.
Ability Score Choice Choose between increasing your ability scores or gaining a bonus feat.
Bonus Feat Select an additional feat for your character.
Elemental Domain Spells Elemental Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5.
Primal Harmony (Fire) Resistance to Fire: damage is halved.
Primal Harmony (Cold) Resistance to Cold: damage is halved.
Primal Harmony (Lightning) Resistance to Lightning: damage is halved.
Bonus Cantrip (Fire) Grants a bonus Cantrip: Fire Bolt.
Bonus Cantrip (Cold) Grants a bonus Cantrip: Ray of Frost
Bonus Cantrip (Lightning) Grants a bonus Cantrip: Shocking Grasp
Channel Divinity: Fire Burst Channel Divinity to cause 3d8 fire damage to a target within 12 cells. A successful Dexterity save halves the damage.
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.
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.
Scholar of Elements Use your reaction to become immune to your domain element so it heals you instead of wounding you.
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.
Call Upon Cold The target suffers cold 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.
Call Upon Thunder The target suffers cold 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.
Divine Strike +1d8 radiant damage on weapon attacks, once per turn.
Scholar of Battle You can attack one more time, per combat turn, when you use the attack or shove actions.
Anathema Restrains a creature and inflicts force damage every turn until it succeeds with a WIS save or 1 minute has passed.
Mark of Fate Mark a creature you see so it receives additional damage from each attack.
Divine Lore You know all languagues, written and spoken. In addition, you can identify a magical item once per long rest.
Divine Intervention You attempt to request the help of your deity, with a success chance of 1% per cleric level.
  • Lvl. 10 All Subclasses of the Cleric class
Sun Domain Spells Sun Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5.
Bonus Cantrip Grants 1 bonus Cantrip depending on your domain (Subclass).
Holy Radiance When you cast Sacred Flame, your target has a disadvantage on the saving throw.
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.
Channel Divinity: Indomitable Light Channel divinity to summon a sphere of sunlight, which affects light-sensitive creatures and negates areas of darkness.
Soothing Hand Heal an ally and remove any detrimental condition.
Battle Domain Spells Battle Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5.
Bonus Proficiency Gain bonus proficiencies in different fields.
Divine Fortitude As an action, gain 3 temporary HP per Cleric level. Recovered after a long rest.
Decisive Strike On a successful attack, Channel Divinity to add 1d6 to your damage and stun your target.
Herald of Battle Allies in adjacent cells gain +1 on attack rolls, damage, AC, and saving throws.
Law Domain Spells Law Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5.
Commanding Presence Proficient in Intimidation. Advantage on Intimidation checks.
Unyielding Enforcer Advantage on rolls to resist being shoved or moved by magical means.
Channel Divinity: Holy Retribution When a melee attack damages you, you can use reaction to Channel Divinity and strike back using a melee weapon.
Channel Divinity: Force of Law Channel Divinity when casting an attack spell to impose disadvantage on your target's saving throw.
Word of the Law Break the spellcasting concentration of an enemy.
Life Domain Spells Life Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5.
Disciple of Life When casting a healing spell, the target regains addition HP equal to (2 x spell level).
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.
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).
Oblivion Domain Spells Oblivion Domain Spells that are on your list and always prepared. Obtain various spells upon reaching levels 1, 3, and 5.
Gate Keeper  As long as you are conscious, you and your fellow party members within 6 cells have an advantage on death saving throws.
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.
Peaceful Rest While camping, reduces the chances of being attacked and prevents from being surprised.
Strike of Oblivion +1d6 necrotic damage on the first attack of your turn.
Divine Intuition Advantage on ability checks using Arcana, History, and Nature.
Inspired Diplomat You always know the odds when choosing between dialog choices that include an Ability Check on Persuasion, Deception, or Intimidation.
Channel Divinity: Foreknowledge Channel Divinity to see the immediate future and dodge your enemy's attack better.
Divine Eye Advantage to detect traps, hidden doors, and objects.
Fighter Armor Proficiencies Fighter class proficiency in wearing Light ArmorMedium Armor, Heavy Armor, and wielding Shields.
Fighter Weapon Proficiencies Fighter class proficiency in wielding Simple Weapons and Martial Weapons.
Fighter Skills Choose 2 of the following skills: Acrobatics, Animal Handling, History, Insight, Intimidation, Perception, Survival.
Fighting Style Choose a Fighting Style as a specialty
Second Wind Regain (1d10 + level) HP as a bonus action.
Action Surge Regain a main action immediately. Take a short or long rest to recover this power.
Martial Archetypes Select a Martial Archetype (Subclass).
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.
Remarkable Athlete Add half of your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, both your jumping distance and climbing abilities increase too.
Additional Fighting Style Choose a new fighting style option.
Shield Swipe Advantage on shove attempts when using a shield.
Tunnel Fighter When using a shield, gain +2 AC when you have a wall on one of your four sides (no diagonals).
Close Quarters As a bonus action, you can force a switch of positions with an enemy within melee range by performing a STR vs STR or DEX challenge. just like for shoving.
Shield Push Provided you wield a shield, you can shove an opponent as a bonus action.
Spellcasting Cast Wizard Spells and Cantrips of the conjuration, evocation, transmutation, and enchantment schools.
Magic Weapon Your weapon attacks count as magical against creatures that are resistant or immune to non-magical attacks.
Into the Fray You can use any melee weapon you are proficient with as a spellcasting focus for your wizard spells, and can perform their somatic componets with the weapon instead of your hand. Additionally, being next to a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
Spell Tyrant Target a creature and move it one cell in any direction if it fails a STR save.
Paladin Armor Proficiencies Paladin class proficiency in wearing Light ArmorMedium ArmorHeavy Armor, and wielding Shields.
Paladin Weapon Proficiencies Paladin class proficiency in wielding Simple Weapons and Martial Weapons.
Divine Sense Reveals celestials, fiends, and undead.
Healing Pool A pool of healing power - 5 points per Paladin level.
Lay on Hands Spend points from your healing pool to restore lost HP.
Neutralize Poison Spend 5 points from your healing pool to neutralize one poison.
Cure Disease Spend 5 points from your healing pool to neutralize one disease.
Divine Smite When you hit a creature with a melee weapon, you can spend on spell slot to deal 2d8 additional radiant damage.
Paladin Spellcasting Can cast Spells from the Paladin Spells list.
Sacred Oaths Select and swear the sacred oath that binds you as a paladin forever! (Select Subclass)
Aura of Protection Grants a saving throw bonus to your surrounding allies, equal to your CHA modifier for 1 min.
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.
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.
Channel Divinity: Sacred Weapon Channel Divinity to bless one weapon for 1 minute. Add your Charisma modifier to hit with that weapon.
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.
Aura of Devotion Friendly creatures in the aura cannot be charmed while you are concious.
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.
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.
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.
Volcanic Aura Friendly creatures in the aura gain fire resistance and +1 to AC.
Bonus Language When you take the oath of Tirmar, you acquire the Tirmarian language.
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.
Channel Divinity: Golden Speech Channel Divinity to gain an advantage on Persuasion and Intimidation checks for one hour.
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.
Aura of Truth Friendly creatures in the aura gain superior darkvision and +2 Perception.
Ranger Armor Proficiencies Ranger class proficiency in wearing Light ArmorMedium Armor, and wielding Shields.
Ranger Weapon Proficiencies Ranger class proficiency in wielding Simple Weapons and Martial Weapons.
Ranger Skills Choose 3 of these skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Survival, Stealth.
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.
Primeval Awareness Detects the presence of certain creature types in the location.
Ranger Archetypes Select a Ranger Archetype that will guide you in your travels. (Choose Subclass)
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.
Defensive Tactics Choose one of the following options: Escape the horde, Multiattack Defense or Steel Will.
Additional Proficiencies Choose your proficiency in Herbalism Kit or Poisoner's Kit.
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.
Recycler You can craft arrows every time you take a short or long rest.
Step Back When you are within melee range of an enemy creature, you can use your bonus action to move one cell without provoking opportunity attacks, and gain advantage on your next attack with a ranged weapon this turn.
Tunnel Wisdom When in dim light or darkness, you gain an advantage on Dexterity saving throws.
Dark Slayer When attacking a creature with sensitivity or hypersensitivity to light with a weapon, you add your proficiency bonus to hit and damage.
Rope Grapple Target a creaure and attempt to pull it if it fails a STR contest.
Know the Darkness While in dim or no light, you have advantage on stealth, perception, investigation checks, and gain tremorsense.
Rogue Armor Proficiencies Rogue class proficiency in wearing Light Armor.
Rogue Weapon Proficiencies Rogue class proficiency in wielding Simple Weapons, Longsword, Rapier, Shortsword.
Rogue Tools Gains access to the Thieve's Tools.
Rogue Skills Choose 4 of these skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
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.
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.
Roguish Archetypes Select a Roguish Archetype (Subclass) that will steer your talents in varying directions.
Uncanny Dodge Whern an attacker that you see hits you with an attack, you can use your reaction to halve the attack's damage.
Fast Hands Cunning action allows you to take the Use an Object action.
Second-Story Work Climbing no longer costs you extra movement, difficult climbs are considered normal for you, and you can jump longer distances.
Supreme Sneak You have advantage on DEX (Stealth) ability checks.
Spider on Wall Climbing no longer costs you extra movement, and difficult climbs are considered normal for you.
Predator When hitting an enemy on lower ground with a ranged weapon, add your proficiency bonus to the damage.
Poisonous When you hit a melee weapon and deal at least 1 point of damage, your target must take a CON save DC 13 or they will be poisoned for one hour and take additional 2d6 damage.
Shadow Dodge As a bonus action, teleport to a cell you can see within 5 celss. Recharges after a rest.
Shadow Retribution If you are targeted by a damaging spell, whether it damages you or not, you can cast a cantrip in reaction on the caster.
Wizard Weapon Proficiencies Wizard class proficiency in wielding Dagger, Dart, Quarterstaff.
Wizard Skills Choose 2 of these skills: Arcana, History, Insight, Investigation, Medicine, Religion.
Wizard Spellcasting Can cast Spells from the Wizard Spells list.
Magical Crafting You have been trained to scribe magic scrolls and use enchanting equipment.
Arcane Traditions Grans you specialization with a certain kind of magic. (Choose Subclass)
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.
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.
Arcane Fury Add your proficiency bonus and INT bonus to your evocation spell damage for 1 minute. Recharges after a long rest.
Arcane Shock You overcharge your mana and become restrained until the end of your turn. However, when you cast an attack spell, your damage dice are always above average. In return, you make a CON saving throw DC 14 and take 2d6 Psychic Damage if you fail.
Keen Mind Advantage on Arcana, History, and Investigation ability checks.
Spell Academic You learn one additional spell each time you gain a level.
Arcane Lore You can add your Proficiency Bonus to the number of spells you can memorize. You also learn two additional Cantrips from the Wizard's list.
Green Magic Spells from the Green Magic list are considered Wizard Spells for you.
Warden of the Forest Proficient in wearing Light Armor, Shortbow, Archery, ang gain the same advantages as Rangers when in a forest envrionment.
Entangling Shot Your arrow can transform into a vine on impact.
Leaf Scales When an attacker that you can see hits you with a ranged attack or spell, you can use your reaction to halve the attack's damage against you
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.

 




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