To that end, it is the most faithful I have encountered…or rather it may be at some point. At its basis, Solasta is a computer-based adaptation of the D&D 5th Edition ruleset. Its impressive foundation and scope lay the groundwork for a truly magnificent experience, though the game as it stands does not achieve those high hopes. Picking the Law domain will grant a mix of offensive and defensive Wizard spells, proficiency with Intimidation, and resistance to being pushed or knocked over.Solasta: Crown of the Magister may just be a revolution in RPG production…eventually. Picking the Insight domain will grant this Cleric Detection spells, advantage on Arcana, History, and Nature checks, and knowledge of whether Deception, Intimidation, or Persuasion works the best for different scenarios. The domains this goddess rules over are Law and Insight.
Picking the Law domain will grant a mix of offensive and defensive Wizard spells, proficiency with Intimidation, and resistance to being pushed or knocked over. This type of cleric can also use an action to regain three hit points in a pinch. Picking the Battle domain will grant the Cleric some offensive Wizard spells and proficiency with martial weapons. Einar rules over two domains, Law and Battle. Einar - Lawful Good Deity of Valor and Fidelity.Players will also gain immunity to the damage type they select. Elemental fire gets the Firebolt cantrip, Ice gets the Ray of Frost, Lightning gets the Shocking Grasp cantrip, and Sun gets the Light cantrip. Depending on which domain is chosen, the cleric will get a different cantrip and channel divinity. Being a Cleric of Arun grants lots of offensive elemental spells. Arun rules the domains of Fire, Ice, Lightning, Sun. This is the decision granted to Clerics instead of a Subclass. Each of the Deities has a different alignment, and a couple of domains to choose from under them. This can depend more on role-playing than efficiency, but make an impact either way. They have the choice of Arun, Einar, Maraike, and Pakri. They have Darkvision, are Brave (advantage on saving throws against being frightened), are Lucky (can reroll a natural one once per day), and Nimble (can fit through the space of a creature larger than them.) They also gain an advantage on Dexterity and Acrobatics checks.Īfter selecting the class and skill proficiencies, players will need to select a deity. Island Halfling - Gain a +2 to Dexterity and a +1 to Charisma.Human - Gain a +1 to all ability scores and a language of their choice outside of Common.They also get an extra HP per level, resistance to poison, and Darkvision. The Hill Dwarf is proficient with the Battleaxe, Handaxe, and Warhammer. Hill Dwarf - Gain a +2 in Constitution and +1 in Wisdom.
They have Darkvision, an extra cantrip, are proficient in Perception, and are immune to Charm and Sleep spells. High Elf - Gain a +2 to Dexterity and a +1 to Intelligence.They have Darkvision, two bonus skills, and are immune to Charm and Sleep spells. Half-Elf - Gain a +2 to Charisma and a +1 to two other scores of their choice.Out of these, the most specialized and efficient for a Cleric are Half-Elf, High Ef, and Hill Dwarf. The best race options currently are Half-Elf, High Elf, Hill Dwarf, Human, and Island Halfling. Clerics are based around Wisdom and Charisma, and those ability scores should be made a priority. For min-maxing stats, players will need to pay attention to what each race has to offer. The first choice players have to make it on their character's race.