Subclasses in Solasta: Crown of the Magister is a secondary classification that players can choose apart from the main Class. By choosing a Subclass, you're improving your chosen class by selecting a certain Domain or Archetype for the class to focus on, giving you multiple ways to build your desired character and party build. Subclasses unlock new feats, and powers, and it further develops the character/s of the player. This page covers a list of all the subclasses available in Solasta: Crown of the Magister.
Solasta All Classes & Subclasses Review
When can you choose your Subclasses in Solasta?
For all classes in Solasta: Crown of the Magister, subclasses are granted at different levels depending on the class that you choose. Some classes do grant you the opportunity to immediately choose your subclass at level 1 like the Cleric class. Listed below are the specific levels that you need to reach to unlock the subclasses for each class:
- Sorcerer: Level 1
- Cleric: Level 1
- Wizard: Level 2
- Druid: Level 2
- Fighter: Level 3
- Paladin: Level 3
- Ranger: Level 3
- Rogue: Level 3
- Barbarian: Level 3
How many Subclasses are there in Solasta?
Currently, there's a total of 42 Subclasses that you can choose from in Solasta: Crown of the Magister. Most of the main classes in Solasta have 4 subclasses consisting of archetypes and domains, only the Cleric class is unique among the rest of the Classes since it has 10 subclasses for you to choose from.
Will Abilities differ when choosing a subclass in Solasta?
Domain or Archetype specific abilities or buffs are granted as you progress your level in Solasta: Crown of the Magister. Granted abilities or buffs will differ depending on the Domain or Archetype that you choose. Some good examples of this would be the Fire Bolt Cantrip which is granted at Level 1 if you choose the Fire Element Cleric as your subclass, Ray of Frost if you choose the Ice Cleric, and Shocking Grasp if you choose the Lightning Cleric.
What are the new Subclasses in Solasta?
In the Lost Valley DLC, every class in Solasta: Crown of the Magister received one new subclass. Here's the list of the new Subclasses you can try out for each class:
Solasta: Crown of the Magister All Subclasses
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.
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.
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.
It is an open secret that Barbarians of the Path of the Claw are the descendants of an old clan that mingled with dragons. Whenever they enter a rage, their ancestry comes rushing out and takes over their senses, allowing them to perform incredible feats of power.
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.
At the beginning of time, there was harmony between animals and sentient beings. Some of them even forged an unbreakable bond, melding tow 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.
Druids from this circle draw their strength from the winds. As the Cataclysm raged, the connection druids felt to nature frayed But no 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.
Some say that druids from the Circle of Balance are gentle healers, while others tell of merciless executioners. The truth is, both are right: nature giveth, and nature taketh away.
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.
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.
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. They very nature of the Rift also changed them deeply, as they are not only flesh and blood, but also mana, light, and shadow.
Haunted Souls are sorcerers whose innate abilities draw malevolent spirits to them. Those who survive the ordeal form a symbiotic relationship, harnessing their power while having their soul slowly drained away.
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.
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.
Spellblades are as skilled with arcane magic with their weapons. This versatility is a weapon in itself, often surprising enemies who tend to think an armored fighter cannot cast spells.
On the battlefield, victory is achieved through discipline, rigorous training, and audacity. Solastan Commanders can often be seen leading the charge while bolstering their allies.
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.
Paladins who swart 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".
Paladins who swear the Oath of Tirmar belong to an older order descended from the Tirmarian Inquisition. Obsessed with their arc-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.
No sin should be overlooked, no matter how small - although punishment must also fit the crime. Relentless in their pursuit of justice, those who decide to stand in their way better be prepared.
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.
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 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.
Swift Blades are fast, silent and deadly. Originally trained to take down Manacalon arcanists in a matter of seconds and vanish, they often worked together with Green Mages with great success.
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.
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.
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.
When heads need crackin' and people beatin', Hoodlums are those you turn towards. These brutes may not be professional soldiers, but honor don't win you fights - violence does.
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.
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.
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.
Court Mages were once the magical equivalent of elite bodyguards. Highly prized during the Manacalon era when society was ruled by magic, this tradition has slowly resurfaced in more recent years.
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.
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.
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.
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.
The Battle domain grants powerful combat spells. Its clerics can deal damage as well as providing front-line heading.
The Law domain focuses on protecting the innocent and punishing the guilty, granting powers and spells to control and tame the unlawful.
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.
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.
The Insight domain focuses on learning, memory, and deduction. Those who embrace this domain are renowned for their knowledge and wisdom.
Mischief is a way of life for followers of Misaye. Expect them to do the unexpected with a sly smile on their lips, even when the Lady of Luck turns the tables on them.
Solasta Best Subclasses for each Class
- It's important to take note that when you enter Frenzied Rage using this Subclass, you have a high chance of succeeding and not gaining a level of exhaustion when the rage ends. This is why Path of the Berserker is the best for this class, it's like using an extra attack as one of your bonus actions.
- The Battle Domain subclass provides you with a good set of spells like Haste and Fireball. You'll also be able to use Martial Weapons as a bonus proficiency, while also being able to cast spells using your Sword and Shield, not needing to switch to a ranged weapon. Lastly, the channel divinity of this subclass can add up 2d6 damage and stun targets. This is the best choice if you're looking for a battle type of Cleric.
- With this subclass, you are granted fire-based spells. Once you reach level 9, you'll be able to use Fireball with this subclass which deals a high amount of damage.
- As a shadowcaster, you'll be able to cast wizard spells from the divination, illusion, necromancy, and abjuration schools. At level 3, you get teleport as a bonus action which is recharged after a rest.
- With this Subclass, you gain proficiency shields and acquire a protection fighting style that allows you to use your reaction to impose a disadvantage on an attack roll made against an ally next to you, providing you are wielding a shield. At level 6, you gain an advantage on your spellcasting checks when casting counterspells against level 4 or higher spells.
- For this Subclass, you get a great number of healing spells such as Prayer of Healing, Mass Healing Word, Banishment, and Mass Cure Wounds. What makes this Subclass great is the Gift of Life because whenever you use a spell to restore hit points, this class regains an additional number of Hitpoints equal to your level at the start of your next turn.
- From the name itself, this subclass allows your fighter class to cast wizard spells and also counts your fighter weapons as magical weapons.
- This subclass is a great pick if you're going with a dual wield when using the Ranger. It gets better once you reach Level 7 because as a free action you can enter a heightened state where all your melee weapon attacks add additional 2d8 damage until your next turn.
- This subclass grants you powerful spells like Inflict Wounds, Ray of Enfeeblement, Fear, Phantasmal Killer, and Mind Twist. It gets even better when you reach level 6 since this is when you unlock Vengeful spirits which allow you to target a 3x3-cell area that you can see within 18 cells.