The Hive |
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Subclass Features |
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♦ Level 1Expanded SpellsYou can select from this list of additional spells when you learn a new spell: Detect Poison and Disease, Inflict Wounds, Acid Arrow, Calm Emotions, Lightning Bolt, Stinking Cloud, Giant Insect, Stoneskin, Cloudkill, Insect Plague. Weakening PheromonesStarting at 1st level, each turn, the first creature you damage with a spell will have disadvantage on their next saving throw. This condition expires on its own after 1 min. ♦ Level 6Magic CounterStarting at the 6th level, you can cast Counterspell once per short rest as a feature. This does not use one of your spellcasting slots, and you add your proficiency bonus when countering level-4 and higher spells. ♦ Level 10Reactive CarapaceStarting at the 10th level, whenever you take damage from a spell or magic effect, you can use your reaction to immediately gain a number of temporary hit points equal to 1d8 + CHA modifier. These temporary hit points last until the start of your next turn. |
The Hive is a Subclass from the Inner Strength DLC in Solasta: Crown of the Magister. The Hive is a subclass of the Warlock 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 insects known as redeemers were developed by the Manacalon Empire as living weapons controlled by hive intelligence. With the fall of the Empire, that intelligence became self-willed and powerful - and curious about others. The Hive studies its warlocks as well as empowering them.
The Hive Information
The Hive Subclass Features
Level 1
- Expanded Spells: You can select from this list of additional spells when you learn a new spell: Detect Poison and Disease, Inflict Wounds, Acid Arrow, Calm Emotions, Lightning Bolt, Stinking Cloud, Giant Insect, Stoneskin, Cloudkill, Insect Plague.
- Weakening Pheromones: Starting at 1st level, each turn, the first creature you damage with a spell will have disadvantage on their next saving throw. This condition expires on its own after 1 min.
Level 6
- Magic Counter: Starting at the 6th level, you can cast Counterspell once per short rest as a feature. This does not use one of your spellcasting slots, and you add your proficiency bonus when countering level-4 and higher spells.
Level 10
- Reactive Carapace: Starting at the 10th level, whenever you take damage from a spell or magic effect, you can use your reaction to immediately gain a number of temporary hit points equal to 1d8 + CHA modifier. These temporary hit points last until the start of your next turn.
The Hive Tips & Builds
- Note 1
- Note 2