A Subjective
Guide to Solasta
Picture Credit: Solasta’s free wallpaper pack
u/CounterYolo
Table of Contents
Part 0: Biases & Background Part 4: Example Builds & Parties
Part 1: Aspects not in this guide Part 5: Weird Mechanics
Part 2: Building Your Party Part 6: Feats Breakdown
Part 3: Class & Subclass Breakdown Part 7: Spells Breakdown
Part 3b: Subclass Tier Lists Part 8a/8b/8c: Monster Manual
Part 9: Combat Encounter Analyses
Part 0: Who is writing this guide?
…and should you trust him?
Picture Credits: Solasta Official Update: 19 Sept 2019
Background
● My philosophy to video games ● D&D experience
○ I “beat” video games, vs “completing” them ○ Introduced to D&D in 2014 via college
■ Highest difficulty ○ Favorite class: cleric
■ Highest difficulty + poorly optimized ■ My class comparisons often use
● Single-player (favorites – many others) “cleric” terminology as a result
○ Age of Empires 2 ■ **this also means I am harsher on
○ Knights of the Old Republic 1 & 2 cleric subclasses vs all others**
○ Baldur’s Gate series ● Why I like Solasta?
○ Pathfinder: Kingmaker & WotR ○ Faithful D&D 5e ruleset
○ Divinity: Original Sin 1 & 2 ○ I have a less severe variation of the
● Multi-player (normally a tank or support) “Wil Wheaton dice curse”
○ League of Legends ■ Video game can roll for me, so my
poor luck doesn’t apply in this context :)
○ Star Wars: The Old Republic
○ Star Trek Online Picture Credit: Solasta Official Update: 24 Sept 2019
Solasta Experience
● Solasta Experience ● Favorite ironman cataclysm challenges:
○ Beaten CotM & LV many times on cataclysm ○ Spell-less party run
■ I have won with every subclass at least 1x ■ No spells & no cantrips
○ Beaten several of the popular player-created ● Fighter, Rogue, Barbarian, & Monk
dungeons & campaigns on cataclysm as well only – as other classes have spells
● My Biases – from Cataclysm experiences ● Up to you if “spell-like” effects via
○ Use point-buy for character creation items count or not for this
■ Rolling stats gives stronger characters ○ Simpleton Party
= game becomes too easy ■ Use “infinite” point-buy to set stats lower
○ High emphasis on spells than possible in typical rolling & point-buy
■ Classes with spells generally rank higher ● 7 STR, 1 + race in other attributes
■ Spells = versatility (more than just dpr) ■ Essentially a “commoner” party that
■ Combative skills > utility skills defies all odds to save the world
■ **the hardest challenge in the game**
Picture Credit: Solasta Official Update: 21 May 2021
Part 1: What won’t be in this guide?
…and where to get that information
Picture Credits: Solasta Official Update: 06 Sept 2019
What won’t be here
● D&D 5e nitty-gritty basics ● Walkthroughs
○ Internet search engines exist… ○ Neoseeker’s guides (u/destroyermaker)
○ This guide goes over unexpected changes are the best out there if you want that
from PnP 5e to a video game setting ○ If I do posts like those, it will be
■ Especially stuff harder-to-find online combat-only and nitty-gritty for #’s
● Crafting ■ Think Monster Analyses like how
○ Really important, but there isn’t a reason to CritRoleStats used to do them
copy/paste the work of others here… ● Subjective Guide Patch Notes
○ u/Boarass’s reddit post on crafting ○ Who really wants those here?
○ Fandom Wiki’s list of craftable items ○ Patch notes posts are found on my
personal profile on Reddit (u/CounterYolo)
Picture Credits: Solasta Official Update: 05 Sept 2019
Part 2: How to build your party
…and setting considerations
Picture Credit: Solasta’s free wallpaper pack
General Party Considerations
● Crafting (proficiencies to craft everything) ● Other out-of-combat stuff mostly irrelevant
○ Arcana, Medicine, Nature & Smithing ○ Conversations don’t affect story
● Durability ■ Hopefully next DLC is different…
○ Tanking isn’t really a thing in 5e ○ Identifying magical items
○ Everyone needs high AC & saving throws ■ Wizard (or subclass with identify)
○ High HP also needed ■ Arcane Appraiser feat
■ Some spells still hurt even if you save ■ Paying venders gold to identify items
● Damage-per-round (dpr) ○ Lockpicking
○ Need both types of dpr ■ Wizard (knock spell)
■ Sustained dpr ■ Rogue
■ Burst dpr ■ Character with lockpicking background
● In-combat ○ Provisions system (need food to long rest)
○ Goal #1 – get action-economy in your favor ■ Goodberry or Create Food spells
■ Your # of actions > enemy # of actions ■ Find food while travelling
○ Goal #2 – order of priority of threats ■ Buy provisions from vendors
■ Spellcasters > non-spellcasters
Dungeons & Dragons 5e
(and Solasta as a result)
is a game about
resource expenditure
My Suggestions – starting stats
● 16+ in main class stat (and boost to 20 ASAP) ● 14+ in DEX or 13+ in STR
○ STR – Paladins, Barbarians, & Fighters* ○ This is to increase AC
○ DEX – Rangers, Rogues, Monks, & Fighters* ■ 13+ STR to wear heavy armor
■ *Fighters can be STR- or DEX-based ■ 14 DEX for medium armor
○ INT – Wizards & Inventors ■ 16+ DEX for light or no armor
● 10+ in WIS
○ WIS – Druids & Clerics
○ The most common debilitating spells
○ CHA – Bards, Sorcerers & Warlocks
● 14+ in CON require a WIS saving throw
○ 14 WIS preferable, but not always
○ All characters will take damage
possible depending on the class
○ Barbarians should also be 16+ here
● CHA & INT
○ Dump stats if your class doesn’t use them
○ CHA saves more common than INT saves
Point-Buy Races
● Sylvan Elves ● Snow Dwarf
○ +2 DEX, +1 WIS & darkvision ○ +1 DEX, +2 CON & darkvision
○ 7-cell movement & trance instead of sleep ○ 5-cell movement & +2 to CON saves
○ Best race for DEX- & WIS-classes ○ Best race to maintain concentration (spellcasters)
■ Rangers, Rogues, Fighters, Clerics, Druids & Monks ○ Immune to frozen/cold conditions in Palace of Ice DLC
● High Elves ● Marsh Halfling
○ +2 DEX, +1 INT & darkvision ○ +2 DEX, +1 CON & darkvision
○ 6-cell movement & trance instead of sleep ○ 5-cell movement & re-roll 1’s
○ Best race for INT-classes ○ Decent race alt for ranged DEX-classes
■ Wizards & Inventors ■ Rangers & Rogues
● Half-Elves ● Half-Orc
○ +2 CHA, +1 in 2 stats of choice & darkvision ○ +2 STR, +1 CON & darkvision
○ 6-cell movement + proficiencies ○ 6-cell movement & relentless endurance
○ Most flexible race for any class ■ 1x/day drop to 1 HP when reduced to 0 HP
■ Paladins, Sorcerers, Bards & Warlocks ○ Good race for STR-classes
■ Other classes also if 16 CON desired ■ Barbarians
Picture Credit: Solasta’s free wallpaper pack
Rolling-Stat Races
● Sylvan Elves ● Race Rankings (unmodded)
○ A-tier
○ +2 DEX, +1 WIS & darkvision
■ Elves (Sylvan, High), Snow Dwarf
○ 7-cell movement & trance instead of sleep ○ B-tier
○ Extra movement = best melee & overall race ■ Half-Elf, Marsh Halfling, Half-Orc, Hill Dwarf,
● Marsh Halfling Gnomes (Rock, Shadow)
○ C-tier
○ +2 DEX, +1 CON & darkvision
■ Island Halfling, Human, Tiefling, Dragonborn
○ 5-cell movement & re-roll 1’s (lucky)
● Race Rankings (UB mod)
○ Lucky feat + darkvision = best ranged race ○ S-tier
● Snow Dwarf ■ Fairy, Feral Tiefling, Alternate Human
○ A-tier
○ +1 DEX, +2 CON & darkvision
■ Elves (Sylvan, High, Dark), Half-Elves (Sylvan, High, Dark),
○ 5-cell movement & +2 to CON saves Dwarves (Snow, Ironborn)
○ Best race to maintain concentration (spellcasters) ○ B-tier
○ Immune to frozen/cold conditions in Palace of Ice DLC ■ Marsh Halfling, Wendigo, Wyrmkins (Cave, High), Kobolds
● Hill Dwarf (Draconic, Dark), Malakh, Bolgrif, Oligath, Half-Orc, Dwarves
(Hill, Gray, Obsidian), Gnomes (Rock, Shadow)
○ +1 WIS, +2 CON & darkvision ○ C-tier
○ 5-cell movement & +1 HP/level ■ Tieflings (Standard, Zariel, Devil’s Tongue, Mephistopheles),
○ Highest-HP race in the game Island Halfling, Dragonborn
Picture Credit: Solasta’s free wallpaper pack
Setting Considerations
CotM Lost Valley Custom
● Level 1-12 campaign ● Level 1-12 campaign ● Level 10-16 campaign
● [spoiler] item ● Difficulty is harder earlier, ● Continuation of CotM
○ Acquired during campaign but much easier later ○ Can import CotM/LV characters
○ Revivify access ○ New characters start @ lvl 10
○ Subclasses that are strong at lvl 2-4
● Scavengers are better in LV vs CotM ● “Lategame” classes should
○ No need to carry stuff ● Important Factions TBD be generally better here
● Important Factions TBD ○ Item access & pricing changed
○ Item access & pricing changed drastically with PoI DLC launch
drastically with PoI DLC launch ○ This will be updated later
○ This will be updated later
Picture Credit: Solasta logos from Steam page
Setting Considerations
CotM
● Level range variable
● No factions (typically)
● Magic items can be much
more limited/unreliable
For those of you coming from OneD&D…
● “Balanced” parties can cover all 4 general roles ● 4 general party roles, according to OneD&D
○ Expert, Mage, Priest, & Warrior ○ Experts
○ In Solasta – “expert” role less necessary ■ “Skill monkeys”
● Why do I not like these categories? ■ Bard**, Ranger*, & Rogue
○ Bard – mix between a sorcerer & a cleric + skills ○ Mages
○ Ranger – mix between a fighter & a druid + skills ■ Powerful spellcasters
○ Paladin – mix between a fighter & a cleric ■ Wizard, Sorcerer, & Warlock
● In other words… ○ Priests
○ Experts + Paladins are oddballs in ■ Divine/nature casters
OneD&D’s categorical system ■ Healing & revivify access from these classes
■ Rangers & Paladins also perform the warrior ■ Cleric, Druid, & Paladin*
(martial) role well – arguably better than ○ Warriors
most classes in the warrior group in 5e
■ Martial classes with extra attacks
■ Bards have high spell flexibility to perform
■ Barbarian, Fighter, & Monk
like a sorcerer & cleric – performing a
support-like role the best of any class in 5e
■ Rogues are a martial class without extra
attack – relying on sneak attack for its dpr
Part 3: Class & Subclass Breakdown
…and what I think is strongest
Work-in-progress to update to PoI DLC &
Unfinished Business mod adjustments
Picture Credits: Solasta Official Update: 29 June 2019
Sub-table of Subclass Contents
Full-caster classes: Half-caster classes: Third- & Non-caster classes:
Part 1: Bards Part 7: Inventors [UB-only] Part 10: Barbarians
Part 2: Clerics Part 8: Paladins Part 11: Fighters
Part 3: Druids Part 9: Rangers Part 12: Rogues
Part 4: Sorcerers Part 13: Monks
Part 5: Wizards
Part 6: Warlocks
Biases for Subclasses
● SS-tier (*****+) ● C-tier (**)
○ Broken subclass that is genuinely too powerful ○ Workable subclass, that takes optimization
○ Likely has an exploit to trivialize the game & pre-planning to perform well
● S-tier (*****) ○ Stuff is there to make them work, but you
○ Overloaded subclass with clear mechanical have a bit to overcome to make them good
advantages all throughout its career ● D-tier (*)
○ Few reasons to pick other options in-game ○ Struggling subclass, that takes meta
● A-tier (****) knowledge of upcoming combats &
○ Strong subclass that exemplifies the campaign itself to do well
what it is good at with few downsides ● E-tier ()
● B-tier (***) ○ Underpowered subclass, that takes high
○ Good subclass that works on cataclysm difficulty optimization to become passable
○ Often on the weak-side of things at the ○ I only pick these subclasses for fun
beginning or end of the game in specific challenges
General Class Considerations
● Wizard, Bard, & Paladin ● What I look for in subclasses
○ B-tier min ○ Is it making the base class better?
● Sorcerer, Druid, & Ranger ○ If it has so-so features, can they be ignored?
○ **is the subclass fixing a flaw in the base class?**
○ C-tier min ■ E.g. – wizard earlygame or druid lategame
● Cleric, Warlock, Fighter, & Inventor ● CotM/LV vs PoI class rankings
○ D-tier min ○ CotM/LV start at level 1 – so subclasses that have
● Barbarian, Rogue, & Monk strong early features will rank higher
○ E-tier min ○ PoI starts at level 10 – so subclasses that are typically
strong early and taper-off later will rank lower
Bards (by level)
● Min*
○ Bards don’t gain spell prep’s from higher CHA
○ They can switch out one spell each level Picture Credit: Solasta’s website
■ …except for subclass & secrets spells
Lore Bards (by level)
● Min*
○ Bards don’t gain spell prep’s from higher CHA
○ They can switch out one spell each level Picture Credit: Solasta’s website
■ …except for subclass & secrets spells
Hope Bards (by level)
● Min*
○ Bards don’t gain spell prep’s from higher CHA
○ They can switch out one spell each level Picture Credit: Solasta’s website
■ …except for subclass & secrets spells
Bards (spell list)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Dancing Lights ○ Animal Friendship ○ Blindness
○ Dazzle ○ Bane ○ Calm Emotions
○ Light ○ Charm Person ○ Enhance Ability
○ Shadow Armor ○ Comprehend Languages ○ Heat Metal
○ Shadow Dagger ○ Cure Wounds ○ Hold Person
○ Sparkle ○ Detect Magic ○ Invisibility
○ True Strike ○ Faerie Fire ○ Knock
○ Vicious Mockery ○ Feather Fall ○ Lesser Restoration
○ Healing Word ○ Mirror Image
○ Heroism ○ See Invisibility
○ Hideous Laughter ○ Shatter
○ Identify ○ Silence
○ Longstrider
○ Sleep
○ Thunderwave
Bards (spell list)
● 3rd Level Spells ● 4th Level Spells ● 5th Level Spells
○ Bestow Curse ○ Confusion ○ Dominate Person
○ Dispel Magic ○ Dimension Door ○ Greater Restoration
○ Fear ○ Dreadful Omen ○ Hold Monster
○ Hypnotic Pattern ○ Freedom of Movement ○ Mass Cure Wounds
○ Stinking Cloud ○ Greater Invisibility ○ Raise Dead
○ Tongues
Bards (spell list)
● 6th Level Spells ● 7th Level Spells ● 8th Level Spells
○ Eyebite ○ Arcane Sword ○ Dominate Monster
○ Hilarity ○ Regenerate ○ Feeblemind
○ True Seeing ○ Resurrection ○ Power Word Stun
○ Symbol
Bards (UB mod spells)
● Cantrips ● 2nd Level Spells ● 6th Level Spells
○ Air Blast ○ Mirror Image ○ N/A
○ Blade Ward ● 3rd Level Spells ● 7th Level Spells
○ Illuminating Sphere ○ N/A ○ N/A
○ Minor Lifesteal ● 4th Level Spells ● 8th Level Spells
○ Resonating Strike
○ Brain Bulwark ○ Mind Blank
○ Sunlit Blade
● 5th Level Spells ● 9th Level Spells
● 1st Level Spells
○ N/A ○ Foresight
○ Earth Tremor
○ Power Word Heal
○ Power Word Kill
Bard Overview
● Features ● Notable spells ● Strengths
○ Proficiencies ○ Cantrips ○ Best support class in 5e
■ Light armor ■ Vicious Mockery ○ Full-caster alt for skills
■ Limited weapon options ○ 1st ■ Take over rogues
○ Bardic Inspiration (lvl 1) ■ Bane
■ BA inspire an ally with a die for 10 min ■ Faerie Fire
● Weaknesses
■ Usable 1x for a failed attack, ability ○ 2nd ○ Limited weapon prof.
check, or saving throw of choice ■ Calm Emotions ○ Limited ranged cantrip options
● Lvl 1 – d6 die ■ Heat Metal ○ Some downsides vs clerics
● Lvl 5 – d8 die
○ 3rd ● Commonalities of Strong Bards
● Lvl 10 – d10 die
■ Dispel Magic
○ Jack of all trades (lvl 2) ○ Armor/wpn proficiencies
■ Hypnotic Pattern
■ ½ proficiency if not proficient in skill ○ Extra support/control features
○ 4th
■ Like 5e, works for initiative
■ Dreadful Omen ○ Added flexibility in spellcasting
○ Song of Rest (lvl 2) ■ Greater Invisibility
■ Hit dice give extra healing on short rests
○ 5th
○ Countercharm (lvl 6) ■ Greater Restoration
■ Action single-round 6-cell adv against ■ Raise Dead
charm & frighten effects
○ 6th
○ Magical Secrets (lvl 10 & lvl 14) ■ Hilarity
■ 2 spells from any spell list
College of Lore Bard (****) [IS]
● Level 3 ● A-Tier **** (CotM/LV), S-Tier ***** (PoI)
○ Cutting Words ○ The Golden Standard for Bards in 5e
■ BA to debuff all attack rolls, ability
○ The bard class, but just made better :)
checks & dmg rolls of enemy for 1 round
○ +3 skill proficiencies ● How I think about the subclass
■ You already have ½ proficiency in ○ Additional Magical Secrets @ lvl 6 – YES
everything, and Solasta doesn’t exactly ■ Feature allows extra 2 spells early for the
have enough skills to matter here type of bard you want to play in Solasta
● Level 6 ○ 5e version, with Cutting Words changed:
○ Additional Magical Secrets ■ 5e – Reaction for 1 attack, check, or
■ 2 spells from any spell list save from enemy
■ The reason to pick subclass ■ Solasta – Bonus action for all attacks &
ability checks from enemy for one round
● Level 14
● No saving throw debuff
○ Peerless Skill
○ Solid 5e subclass, solid one here as well
■ You can cast bardic inspiration on
■ Change is overall stronger – assuming you
yourself
know the enemy you need to use it for
● Change is better when fighting a
few boss-like enemies
● Change is weaker when fighting
hordes of lesser enemies
College of Hope Bard (***) [IS]
● Level 3 ● Wandering Healer Spell List ● B-Tier *** (CotM/LV), A-Tier **** (PoI)
○ Healing Ballad ○ * = not on regular spell list ○ The Healing Bard
■ Song of Rest’s healing increased by your CHA mod
○ 2nd^^ ○ One of the best subclasses to add in
■ Song of Rest healing additionally gives the same in
■ Prayer of Healing for a short-rest spamming party
TempHP to party
■ ^^at character lvl 3^^
■ TempHP is currently being applied on all short rests– ● How I think about the subclass
even if you aren’t using any resources
○ 3rd^^^
■ Mass Healing Word
○ Short-rest spam for TempHP
○ Wandering Healer Extra Spells ■ Strongest aspect of this subclass
■ Revivify
■ 3 extra domain-like spells prepared ■ Doesn’t cost any resources to do so
■ ^^^at character lvl 6^^^
■ Don’t count against spells known ○ 5e’s Glamour Bard, but much weaker…
● Level 6 ■ Isn’t Solasta supposed to have subclasses
○ Words of Hope stronger than 5e’s?
■ Giving bardic inspiration to an ally heals them for an ○ Words of Hope would be decent, but…
amount equal to the Song of Rest feature ■ The below half-HP thing is really bad
■ This healing only activates when ally is below ½ of ■ The feature actually would make the
their MaxHP subclass decent w/o the limitation
● Level 14
○ Song of Hope
■ Action spell-less AoE buff to self/allies
● Resistance to all damage
● Advantage on all saving throws
■ Requires concentration check (like a spell) to keep up
for the full round if damaged
College of Heroism Bard (***) [IS]
● Level 3 ● Why B-Tier ***
○ Bolster Morale ○ Good non-Lore Bard option in Solasta
■ Allies using inspiration dice roll
twice and use the highest roll
● How I think about the subclass
○ Heroic Tale ○ 5e’s Creation Bard, but much weaker…
■ Action 1 min concentration-less ■ Isn’t Solasta supposed to have
spell-less heroism spell for ally subclasses stronger than 5e’s?
■ 1x/short rest feature ○ Bolster Morale = Mote of Potential from
● Level 6 5e’s College of Creation Bard
○ Thundering Voice ■ …just the ability check version is used for all
■ Giving inspiration to ally forces a options for Heroism Bards (stronger)...
WIS save on nearly enemy within ■ It is worded awkwardly as to avoid
12 cells of ally: copyright issues with that subclass
● Take 1d8+CHA dmg (save ○ Heroic Tale is good for low-levels
for ½ dmg) ■ But lacks any scaling to higher levels
● Disadv on next attack
○ Thundering Voice is bad, but…
● Level 14 ■ At least doesn’t require anything extra from
○ At Road’s End your bard that they weren’t already doing –
■ RA when ally reduced to 0 HP, go giving out inspiration to allies
to 4d12 + CHA mod HP instead
■ 1x/short rest feature
College of Traditions Bard (***) [IS + LV]
● Level 3 ● Why B-Tier ***
○ Ancient Tradition ○ Nearly subclass-less Bard option
■ 5e’s armor of shadows warlock invocation – but for bards
○ Bard that wants to get hit by enemies
■ Worse than natural armor – as this isn’t always active on your
character… ● How I think about the subclass
○ Aura of Preeminence ○ Verbal Onslaught at lvl 6 is the subclass
■ Intimidation/Insight checks treat all d20 rolls below 10 as a 10 ■ Forcing an INT save is good
● Level 6 ○ Most lackluster bard in Solasta
○ Verbal Onslaught ■ Does not give the feeling of a “selfish”
■ When you are hit, can use RA to deal a little dmg & force enemy INT archetype as described in the description of
save or be stunned for a round the subclass
● 12 cell range & Verbal req.
● Can be single-target or AoE dmg that causes it to you
● Can walk through damaging effects of enemy to trigger
● Can’t trigger if only your TempHP is damaged
● Level 14
○ Manacalon Perfection
■ You can give yourself & an ally the benefits of a bardic inspiration at
max value w/o using one of its uses
■ 1x/short rest feature
College of Valiance Bard (****) [IS + UB]
● Level 3 ● A-Tier **** (CotM/LV), S-Tier ***** (PoI)
○ Disheartening Performance ○ Eloquence Bard adapted for Solasta
■ BA use bardic inspiration die to debuff enemy against first
saving throw it would have succeeded against before next turn
● How I think about the subclass
○ Captivating Presence ○ The bardic inspiration bard
■ Persuasion/Intimidation checks have their d20 rolls 9 & lower ■ Super simple/easy to optimize
treated as if they were a 10
● Level 6
○ Steadfast Inspiration
■ When ally’s use of bardic inspiration fails, the bardic inspiration
die is not consumed
○ Recall Language
■ Tongues added to your spell list
● Level 14
○ Heroic Inspiration
■ In the process of being reworked, stay tuned!
College of Life Bard (****) [IS + UB]
● Level 3 ● Upcasted Spell List ● Why A-Tier ****
○ Reality Bending ○ 1st ○ Strong support bard option
■ Transmutation & Necromancy spells are ■ Longstrider ○ Transmute Force options really good!
upcasted 2 levels
○ 2nd ● How I think about the subclass
● Level 6 ■ Blindness
○ Transmute Force ■ Enhance Ability
○ Transmute force is super strong @ lvl 6
■ PB/long rest uses ■ Heat Metal ○ Reality Bending gets you to level 6
■ Can be used on self or an ally ○ 3rd ■ Longstrider – 3 targets
■ Options with durations last until long rest ■ Bestow Curse^^ ■ Blindness – 3 targets
○ Transmute Force options ■ Enhance Ability – 3 spellcasters in your party
○ 4th
■ CON save proficiency have adv on CON checks/saves
■ N/A
■ Resistance to all elemental dmg ● Concentration variant of the
○ 5th transmute force options later…
■ Fly spell w/o concentration
■ N/A ■ Heat Metal – 4d8 dmg (vs 2d8 dmg)
■ Heal up to 6 allies
■ Revivify spell
○ 6th ■ Bestow Curse^^ – stronger if adjusted in mod
■ Superior Darkvision ■ N/A ● If upcasted 2 lvls, no concentration
(Gameplay tab → Rules)
○ Necrotic Resistance
■ Necrotic Resistance @ lvl 6 ○ Divine Heart Sorcerer 1 → Bard x multiclass
■ Immunity @ lvl 14 & HP can’t be reduced extremely potent for party support role
● Level 14
○ Command Undead
■ PB/long rest uses
■ 6-cell AoE CHA save or undead under
control of player for 1 minute
College of Guts Bard (****) [IS + UB]
● Level 3 ● Why A-Tier ****
○ Martial Arts Training ○ Extra Attack Bard with shield proficiency
■ Proficiency in light/medium armor & shields
■ Proficiency in all martial weapons
● How I think about the subclass
○ War Casting ○ Better than Harlequin Bard earlygame
■ Advantage on concentration checks ■ Raise Shield feat for free vs other subclass
■ Can cast spells without a free hand
● Level 6
○ Extra Attack
■ Can replace a weapon attack with a cantrip attack
● Level 14
○ War Magic
■ Can BA attack with main hand wpn after casting spells
College of War Dancer Bard (****) [IS + UB]
● Level 3 ● Why A-Tier ****
○ Martial Arts Training
○ Melee DPR Bard Specialist
■ Proficiency in light/medium armor & shields
■ Proficiency in all martial weapons ● How I think about the subclass
○ War Casting ○ Strictly superior to Guts Bard at level 3
■ Advantage on concentration checks ■ Guts Bard with the Dance of War extras
■ Can cast spells without a free hand ○ Harlequin Bard, but…
○ Dance of War ■ More offensive 3-level dip, that also has
■ Can roll bardic inspiration die for a 1 minute blade dance… additional mobility & durability options
● +3 cell movement & add CHA mod to hit ■ Worse 6-level dip
● Gain stacking “Momentum” buff
○ Attacks have different dmg additions & to-hit penalties based
on weapon type
■ Light weapons:
● -2 * Momentum stacks to-hit
● 1d6 * Momentum stacks dmg dice
■ Not light nor heavy weapons:
● -3 * Momentum stacks to-hit
● 1d8 + 1d8 * Momentum stacks dmg dice
■ Heavy weapons:
● -4 * Momentum stacks to-hit
● 2d10 * Momentum stacks dmg dice
● Level 6
○ Improved War Dance
■ Momentum stacks give extra attacks per turn – up to PB / 2 (rounded down)
● Level 14
○ Focused War Dance
■ During war dance, add CHA mod to concentration checks
College of Harlequin Bard (***) [IS + UB]
● Level 3 ● B-Tier *** (CotM/LV), A-Tier **** (PoI)
○ Martial Arts Training ○ Extra Attack Bard w/o shield proficiency
■ Proficiency in all martial weapons
● How I think about the subclass
○ War Casting
■ Advantage on concentration checks ○ More offensive variant of Guts Bard
■ Can cast spells without a free hand ■ Loses medium armor proficiency &
shield proficiency to get it
○ Extra Fighting Styles
■ Terrific Performance – UB mod’s merciless fighting style, but 3-cell radius on takedowns ○ Better than Guts Bard…
■ Two-Weapon Fighting – standard Solasta fighting style ■ If you play PoI campaign
■ If you take a 1-lvl SoulBlade Warlock dip
○ Combat Inspiration
■ If you take a 1-lvl Sorcerer dip
■ Can roll bardic inspiration die with advantage for…
● Mana Painter, Divine Heart, or
● Extra AC, wpn attack/dmg, & movement speed
Forceblade all work well
● 1 round duration
● Level 6
○ Extra Attack
■ Cannot replace a weapon attack with a cantrip attack
○ Improved Combat Inspiration
■ Gain +1 inspiration dice on enemy takedown
● Level 14
○ Fighting Style Improvement
■ Improved Terrific Performance – now a 6-cell radius on takedowns
College of Audacity Bard (***) [IS + UB]
● Level 3 ● B-Tier *** (CotM/LV), A-Tier **** (PoI)
○ Martial Arts Training ○ Swords Bard adapted for Solasta
■ Proficiency in medium armor & scimitars
■ Can use weapon as spellcasting focus for bard spells
● How I think about the subclass
○ Extra Fighting Style choice ○ Classically strong lategame class
■ Dueling or Two Weapon Fighting ■ Weaker vs Harlequin early
■ Whirls spammable late
○ Audacious Whirl
■ Attack action gives +2 cell movement ○ Better than Guts Bard…
■ When attacking with melee weapon, can expend inspiration die to… ■ If you play PoI campaign
● Defensive Whirl ■ If you take a 1-lvl SoulBlade Warlock dip
○ Add AC to self until your next turn ■ If you take a 1-lvl Sorcerer dip
● Slashing Whirl ● Mana Painter, Divine Heart, or
○ Deal 1-cell AoE dmg around you Forceblade all work well
● Mobile Whirl
○ Use disengage action
● Level 6
○ Extra Attack
■ Can replace a weapon attack with a cantrip attack
● Level 14
○ Masterful Whirl
■ Can roll a d6 instead of consuming bardic inspiration dice
Clerics (by level)
● MOD* assumes
○ 16 WIS at start
○ Flawless Concentration @ lvl 4 Picture Credit: Solasta’s website
○ +2 WIS @ lvl 8 & lvl 12
Clerics (spell list)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Guidance ○ Bane ○ Aid
○ Light ○ Bless ○ Blindness
○ Resistance ○ Cure Wounds ○ Calm Emotions
○ Sacred Flame ○ Detect Evil & Good ○ Enhance Ability
○ Sparkle ○ Detect Magic ○ Find Traps
○ Shine ○ Guiding Bolt ○ Hold Person
○ Spare the Dying ○ Healing Word ○ Lesser Restoration
○ Inflict Wounds ○ Prayer of Healing
○ Protect vs Evil & Good ○ Spiritual Weapon
○ Silence
Clerics (spell list)
● 3rd Level Spells ● 4th Level Spells ● 5th Level Spells
○ Beacon of Hope ○ Banishment ○ Contagion
○ Bestow Curse ○ Death Ward ○ Dispel Evil & Good
○ Create Food ○ Freedom of Movement ○ Flame Strike
○ Daylight ○ Guardian of Faith ○ Greater Restoration
○ Dispel Magic ○ Insect Plague
○ Mass Healing Word ○ Mass Cure Wounds
○ Protection from Energy ○ Raise Dead
○ Remove Curse
○ Revivify
○ Spirit Guardians
○ Tongues
Clerics (spell list)
● 6th Level Spells ● 7th Level Spells ● 8th Level Spells
○ Blade Barrier ○ Conjure Celestial ○ Divine Blade
○ Harm ○ Divine Word ○ Earthquake
○ Heal ○ Fire Storm ○ Holy Aura
○ Heroes Feast ○ Regenerate ○ Spell Ward
○ True Seeing ○ Resurrection ○ Thunderstorm
○ Symbol
Clerics (domain extra spells)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Chill Touch (Oblivion) ○ Burning Hands (Sun) ○ Acid Arrow (Battle)
○ Fire Bolt (Elemental: Fire) ○ Charm Person (Mischief) ○ Blur (Mischief)
○ Ray of Frost (Elemental: Ice) ○ Expeditious Retreat (Mischief) ○ Branding Smite (Law)
○ Shocking Grasp (Elemental: Lighting) ○ Faerie Fire (Sun) ○ Darkvision (Sun)
○ Fog Cloud (Elemental) ○ Flaming Sphere (Battle)
○ Heroism (Law) ○ Invisibility (Mischief)
○ Magic Missile (Battle) ○ Misty Step (Elemental)
○ Identify (Insight) ○ Levitate (Elemental)
○ Shield (Law) ○ Ray of Enfeeblement (Oblivion)
○ Sleep (Oblivion) ○ Scorching Ray (Sun)
○ Thunderwave (Elemental) ○ See Invisibility (Insight)
Clerics (domain extra spells)
● 3rd Level Spells ● 4th Level Spells ● 5th Level Spells
○ Counterspell (Law) ○ Black Tentacles (Oblivion) ○ Cloudkill (Oblivion)
○ Fear (Oblivion) ○ Confusion (Mischief, Oblivion) ○ Cone of Cold (Elemental)
○ Fireball (Battle) ○ Fire Shield (Sun) ○ Conjure Elemental (Elemental)
○ Fly (Elemental) ○ Greater Invisibility (Mischief) ○ Dominate Person (Insight, Mischief)
○ Haste (Battle) ○ Ice Storm (Elemental) ○ Hold Monster (Battle, Law, Mischief)
○ Hypnotic Pattern (Mischief, Sun) ○ Identify Creatures (Insight)
○ Lightning Bolt (Elemental, Law) ○ Phantasmal Killer (Battle, Insight)
○ Slow (Insight, Mischief) ○ Stoneskin (Battle)
○ Vampiric Touch (Oblivion) ○ Wall of Fire (Elemental, Sun)
Clerics (UB mod spells)
● Cantrips ● 2nd Level Spells ● 6th Level Spells
○ Burst of Radiance ○ Protect Threshold ○ N/A
○ Ethereal Kneel ● 3rd Level Spells ● 7th Level Spells
○ Wrack ○ Elemental Weapon ○ N/A
● 1st Level Spells ○ Spirit Shroud ● 8th Level Spells
○ Sanctuary ● 4th Level Spells ○ N/A
○ N/A ● 9th Level Spells
● 5th Level Spells ○ Mass Heal
○ N/A ○ Power Word Heal
Cleric Overview
● Features ● Notable spells ● Strengths
○ Proficiencies ○ Cantrips ○ Best class against undead
■ Light/Medium Armor + shield ■ Light ○ Strong full-caster early
■ Limited weapon options ■ Sparkle
■ Good dpr + utility
○ Domain spells ○ 1st ■ armor/shield prof.
■ 2 free spells pre-chosen at ■ Bless
lvl’s 1, 3, 5, 7, & 9 – subclass-specific ■ Healing Word ● Weaknesses
○ Channel Divinity ○ 2nd ○ Limited weapon prof.
■ Turn Undead ■ Calm Emotions ○ Limited ranged cantrip options
■ 1+ subclass alternatives ■ Spiritual Weapon ○ Falls behind other spellcasters
○ Divine Intervention ○ 3rd after lvl 7+
■ 1x/day ability for a 1% chance/cleric ■ Spirit Guardians
lvl to summon extra divine ally ■ Revivify
● Commonalities of Strong Clerics
○ 4th ○ Reliable ranged cantrip
■ Freedom of Movement ○ Good non-cleric domain spells
○ 5th ○ Subclass features that add
■ Contagion extra options to a cleric
○ 6th
■ Heal
■ Heroes Feast
Battle Cleric (*****)
● Level 1 ● Domain Spell List ● Why S-Tier *****
○ Battle Magic ○ * = not on regular spell list ○ Best weapon-based cleric
■ Can cast spells w/o a free hand
○ 1st ■ B-tier caster as well
■ Full weapon proficiencies
■ Magic Missile* ○ Best sword/shield subclass in-game
○ Divine Fortitude: ■ Shield of Faith
■ 1x/day for 3 TempHP/cleric lvl (1-hr)
○ Able to cast w/o a free hand
○ 2nd
● Level 2 ■ Acid Arrow*
● How I think about the subclass
○ Channel Divinity: Decisive Strike ■ Flaming Sphere* ○ DEX- & WIS-based full-casting
■ Add 1d6 dmg to a weapon attack with ○ 3rd variant of a paladin
a chance to stun target ■ Fireball* ■ DEX > WIS for this one
■ Increases by 1d6 at lvl 5, 8, & 11 ■ Haste* ■ Rapier/shield in melee
● Level 6 ○ 4th ■ Longbow at range
○ Herald of Battle ■ Stoneskin*
○ Lvl 6 ability is essentially a fighting style
■ +1 to attack rolls, dmg, AC & saves ■ Phantasmal Killer*
■ You + allies within 1 cell of you ■ Only way in-game to passively get
○ 5th
● Level 8 ■ Hold Monster*
a better melee chance to hit
○ Extra Attack ■ Insect Plague ○ Channel Divinity is like a combo of a
paladin’s smite & a monk’s stunning strike
■ …but usable with any weapon…
○ 3 primary concentration spells
■ Bless, Spirit Guardians & Haste
Law Cleric (****)
● Level 1 ● Domain Spell List ● A-Tier **** (CotM/LV), S-Tier ***** (PoI)
○ Unyielding Enforcer ○ * = not on regular spell list ○ Lvl 2 Force of Law makes the subclass
■ Adv to resist magical shoves
○ 1st ○ Shield/Counterspell access really nice
○ Commanding Presence ■ Heroism* ■ C-tier in point-buy if trying to do
■ Prof/adv on intimidation checks ■ Shield*
both melee & casting
● Level 2 ○ 2nd ● Requires 5 high stats to perform
○ Channel Divinity: Holy Retribution ■ Branding Smite* as designed by the dev’s
■ When hit, RA for wpn+2d6+lvl dmg ■ Hold Person
■ Currently bugged – does dmg to self
● How I think about the subclass
○ 3rd
○ **Channel Divinity: Force of Law** ■ Counterspell*
○ Half Elf Lawkeeper race/background ideal
■ Disadv on spell save ■ Lightning Bolt* ■ Lawkeeper – wpn proficiencies
● Level 6 ○ 4th ■ Half-elf – arcana proficiency
○ Word of Law ■ Banishment ○ Access to Shield & Counterspell is nice
■ Force spellcasting concentration save ■ Guardian of Faith ■ Holy Retribution, Shield, &
● Level 8 ○ 5th Counterspell all use your reaction
○ Anathema ■ Hold Monster*
○ If using UB mod, strong multi-class
■ Single target 1d8 dmg + restrain each turn ■ Dispel Evil & Good
■ 1-lvl dip for rangers
■ 2-lvl dip for ANY full-casting class
Sun Cleric (****)
● Level 1 ● Domain Spell List ● Why A-Tier ****
○ Free Cantrip: ○ * = not on regular spell list ○ Best spellcasting cleric
■ Light
○ 1st ■ 2nd-best domain spell list
○ Holy Radiance ■ Burning Hands* ■ Soothing Hand pushes it ahead
■ Enemy saves at disadv against Sacred ■ Faerie Fire*
Flame cantrip ● How I think about the subclass
○ 2nd
● Level 2 ■ Darkvision*
○ Cleric that has the option to both heal an
○ Channel Divinity: Herald of the Sun ■ Scorching Ray* ally and do meaningful spell on turn
■ AoE 1d8 (+2/cleric lvl) dmg & blind ○ 3rd ■ Quite unique in Solasta
● Level 6 ■ Daylight ○ Domain list adds great control options
○ Channel Divinity: Indomitable Light ■ Hypnotic Pattern* ■ Faerie Fire, Hypnotic Pattern, &
■ Daylight spell via non-spell slot ○ 4th Wall of Fire always great
○ Soothing Hand ■ Fire Shield*
○ Strong subclass that isn’t overbearing –
■ BA Cure Wounds + Lesser Restoration ■ Wall of Fire*
strong w/o forcing you to take her :)
■ Uses its own resource pool (non-spell) ○ 5th
■ Can cast a real spell on same turn :) ■ Flame Strike
● Level 8 ■ Greater Restoration
○ Divine Strike
■ +1d8 dmg on first non-spell attack/turn
Elemental Cleric (***)
● Level 1 ● Domain Spell List ● Why B-Tier ***
○ Free Cantrip: ○ * = not on regular spell list ○ Best cleric domain spell list
■ Fire Bolt* (fire) ○ 1st ■ Alone brings it to B-tier
■ Ray of Frost* (ice) ■ Fog Cloud* ○ Other features less impressive
■ Shocking Grasp* (Lightning) ■ Thunderwave*
○ Primal Harmony ● How I think about the subclass
○ 2nd
■ Resistance to main element ■ Levitate*
○ Want a slightly-wizard feel as a cleric, and
● Level 2 ■ Misty Step* want more than what Sun Cleric brings?
○ Channel Divinity: Fire Burst (fire) ○ 3rd ■ If so, this is a decent option
■ Single target 3d8 dmg ■ Fly* ○ Scholar of Elements has decent combos
○ Channel Divinity: Ice Lance (ice) ■ Lightning Bolt* ○ Of the 3 elemental cleric options, pick the
■ Single target SOS DEX or 2d8 dmg + push 2 cells ○ 4th one you want for cantrip & resistance
○ Channel Divinity: Lightning Blade (lightning) ■ Ice Storm*
■ Single target SOS DEX or 1d8 dmg + stun 1 round ■ Wall of Fire*
● Level 6 ○ 5th
○ Scholar of the Elements ■ Cone of Cold*
■ Reaction to heal from main element dmg ■ Conjure Elemental*
● Level 8
○ Call Upon Fire (fire)
■ Single target 2d8+WIS dmg + STR or pushed
○ Call Upon Cold (ice)
■ Single target 1d8+WIS dmg + STR or restrained
○ Call Upon Thunder (lightning)
■ Single target 2d8+WIS dmg + CON or restrained
Oblivion Cleric (***)
● Level 1 ● Domain Spell List ● Why B-Tier ***
○ Free Cantrip: ○ * = not on regular spell list ○ Reliable ranged cantrip option
■ Chill Touch*
○ 1st ○ Spells to make it stronger early/late
○ Gate Keeper ■ Inflict Wounds ○ Nerfs to both Peaceful Rest & the “3
■ Teamwide adv on death saves ■ Sleep*
asleep, 1 surprised” encounter severely
● Level 2 ○ 2nd weakened this subclass
○ Peaceful Rest ■ Blindness
■ Party can’t be surprised while sleeping ■ Ray of Enfeeblement* ● How I think about the subclass
● Level 6 ○ 3rd ○ A weaker stand-in for a Sun Cleric
○ Strike of Oblivion ■ Fear ○ Decent if you want a different feel
■ +1d6 dmg on first non-spell attack/turn ■ Vampiric Touch*
● Level 8 ○ 4th
○ Mark of Fate ■ Black Tentacles*
■ Concentration-free party-wide variant ■ Confusion*
of Hunter’s Mark ○ 5th
■ 1x/short rest ability ■ Contagion
■ Cloudkill*
Mischief Cleric (**) [LV]
● Level 1 ● Domain Spell List ● Why C-Tier **
○ Extra Proficiencies ○ * = not on regular spell list ○ Weaker Battle Cleric
■ Stealth & deception
○ 1st ● How I think about the subclass
○ Borrowed Luck ■ Charm Person*
■ Reroll a save you failed. If successful, next ○ Strike of Chaos does 1d6 more dmg than
■ Expeditious Retreat*
save is at disadvantage what Battle Cleric’s version does
○ 2nd
■ Cannot use feature for disadv saves
■ Blur*
■ However, random effect is much
● Level 2 ■ Invisibility* less effective than a stun
○ Channel Divinity: Strike of Chaos ○ 3rd ○ Another wpn-based cleric, without
■ Wpn attack does +2d6 dmg + a *random* ■ Hypnotic Pattern* weapon proficiencies
condition; adds +1d6 at lvl 5, 8, & 11 ■ Slow* ■ Decent as a cleric-rogue hybrid
■ Random conditions: adv on attacks, disadv on
○ 4th
attacks, blinded, restrained, nothing
■ Confusion*
● Level 6 ■ Greater Invisibility*
○ Elusive Target ○ 5th
■ When hit in melee, can use reaction to gain ■ Dominate Person*
Dodge/Disengage until end of turn ■ Hold Monster*
● Level 8
○ Divine Strike
■ +1d8 dmg with first wpn attack/round
Life Cleric (**)
● Level 1 ● Domain Spell List ● Why C-Tier **
○ Extra Proficiency ○ * = not on regular spell list ○ Cleric chassis + heavy armor
■ Heavy Armor proficiency
○ 1st ○ No non-cleric spells in domain list
○ Disciple of Life ■ Bless ○ Channel Divinity is super situational
■ Heals give 2x spell lvl added HP ■ Cure Wounds
■ E.g. 1st lvl healing word give +2 healing
for very dire situations
○ 2nd ○ Barely still in C-tier territory
● Level 2 ■ Lesser Restoration
○ Channel Divinity Preserve Life ■ Spiritual Weapon ● How I think about the subclass
■ Restore 5x cleric lvl healing to allies ○ 3rd ○ Decent option for a 1-level dip for other
■ *only heals them up to ½ their total HP* ■ Mass Healing Word full-casting classes
● Level 6 ■ Revivify ○ If you want to have a supportive cleric,
○ Blessed Healer ○ 4th Sun Cleric is honestly the way to go
■ Disciple of Life feature also added to ■ Death Ward
yourself when you heal someone else ■ Guardian of Faith
● Level 8 ○ 5th
○ Divine Strike ■ Mass Cure Wounds
■ +1d8 dmg on first non-spell attack/turn ■ Raise Dead
Insight Cleric (*)
● Level 1 ● Domain Spell List ● Why D-Tier *
○ Adv on arcana, history & nature checks ○ * = not on regular spell list ○ Cleric chassis + identify spell
○ Have dialogue % chance to succeed ○ 1st ○ I don’t know why websites out there think
● Level 2 ■ Detect Good & Evil this subclass is good – it’s far from it…
○ Channel Divinity: Foreknowledge ■ Identify*
● How I think about the subclass
■ 1 min for first attack against you ○ 2nd
each round to have disadvantage ■ Find Traps
○ Foreknowledge is the only thing that
● Level 6 ■ See Invisibility* affects combat – and that’s weak at best
○ Divine Eye ○ 3rd ○ If you really want identify, just pick any of
■ Adv to detect traps, hidden doors/objects ■ Slow* the wizard subclasses – they are good!
● Level 8 ■ Remove Curse ○ Essentially a slightly more combat-oriented
○ Divine Lore ○ 4th Knowledge Cleric from 5e in Solasta
■ Know all languages ■ Identify Creatures*
■ Phantasmal Killer*
○ 5th
■ Dispel Evil & Good
■ Dominate Person*
Smith Cleric (****) [UB]
● Level 1 ● Domain Spell List ● Why A-Tier ****
○ Extra Proficiency ○ * = not on regular spell list ○ Cleric chassis + crit immunity
■ Heavy Armor & smith tools ■ 5e’s Forge Cleric + the best aspect of the
○ 1st
○ Reinforce Armor ■ Identify* Grave Cleric – much sooner!!!
■ Nonmagical armor gets +1 AC (1x/long rest) ■ Searing Smite* ● How I think about the subclass
■ +1 AC to this feature @ lvl 6, 11, & 16
○ 2nd ○ Simple, straightforward, & effective
● Level 2 ■ Heat Metal* ■ Best frontliner has +4 AC eventually
○ Channel Divinity: Adamant Benediction ■ Magic Weapon
■ Teamwide crit immunity – that is
■ 6-cell AoE immunity to crit’s for 1 minute ○ 3rd
available just about every battle!
● Level 6 ■ Elemental Weapon*
○ Forge Cleric is my favorite 5e cleric, so…
○ Divine Strike ■ Protection from Energy
■ Losing the magical weapon early for AoE
■ +1d8 fire dmg on first non-spell attack/turn ○ 4th
crit immunity is more than worth it!!!
■ Additional +1d8 dmg @ lvl 14 ■ Stoneskin*
● Level 8 ■ Wall of Fire*
○ Forge Mastery ○ 5th
■ Fire resistance & +1 AC ■ Flame Strike
■ Hold Monster*
Defiler Cleric (***) [UB]
● Level 1 ● Domain Spell List ● Why B-Tier ***
○ Insidious Death Magic ○ * = not on regular spell list ○ Cleric chassis + asdfasdf
■ Any necrotic dmg dealt by you (regardless of
○ Cantrips ● How I think about the subclass
source) stops enemy healing
■ Ray of Frost*
■ Duration: # of turns = level ○ Only about ½ of subclass works at once
■ Wrack [UB]
● Level 2 ■ Necrotic resist against undead
○ 1st
○ Channel Divinity: Defile Life ■ False Life*
■ Nectroic dmg against others
■ Action 3-cell AoE necrotic dmg (CON save ½) ■ Inflict Wounds ○ Workable on its own
■ 1d6 dmg @ lvl 2, +2d6 dmg @ lvl 5, 11, & 17 ■ Shines in specific party comp’s
○ 2nd
● Level 6 ■ Blindness
○ Divine Resistance ■ Ray of Enfeeblement*
■ Necrotic dmg resistance @ lvl 6 ○ 3rd
■ Necrotic dmg immunity @ lvl 14 ■ Bestow Curse
○ Divine Strike ■ Fear*
■ +1d8 necrotic dmg on first non-spell attack/turn ○ 4th
■ Additional +1d8 dmg @ lvl 14 ■ Blight*
● Level 8 ■ Phantasmal Killer*
○ Marked for Death ○ 5th
■ Single-target CHA save or vulnerable to ■ Cloudkill*
necrotic damage ■ Contagion
Druids (by level)
● asdfasdf ● asdfasdf
○ asdfasdf ○ asdfasdf
● MOD* assumes
○ 16 WIS at start
○ Flawless Concentration @ lvl 4 Picture Credit: Solasta’s website
○ +2 WIS @ lvl 8 & lvl 12
Druids (Circle of Land/Balance)
● asdfasdf ● asdfasdf
○ asdfasdf ○ asdfasdf
● MOD* assumes
○ 16 WIS at start
○ Flawless Concentration @ lvl 4 Picture Credit: Solasta’s website
○ +2 WIS @ lvl 8 & lvl 12
Druids (spell list)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Annoying Bee ○ Animal Friendship ○ Barkskin
○ Guidance ○ Charm Person ○ Darkvision
○ Poison Spray ○ Cure Wounds ○ Enhance Ability
○ Produce Flame ○ Detect Magic ○ Find Traps
○ Resistance ○ Detect Poison & Disease ○ Flame Blade
○ Shillelagh ○ Entangle ○ Flaming Sphere
○ Sparkle ○ Faerie Fire ○ Heat Metal
○ Venomous Spike ○ Fog Cloud ○ Hold Person
○ Goodberry ○ Lesser Restoration
○ Healing Word ○ Moon Beam
○ Jump ○ Pass Without Trace
○ Longstrider ○ Protection from Poison
○ Thunderwave ○ Spike Growth
Druids (spell list)
● 3rd Level Spells ● 4th Level Spells ● 5th Level Spells
○ Call Lightning ○ Blight ○ Conjure Elemental
○ Conjure Animal ○ Confusion ○ Contagion
○ Daylight ○ Conjure Minor Elementals ○ Greater Restoration
○ Dispel Magic ○ Dominate Beast ○ Insect Plague
○ Protection from Energy ○ Freedom of Movement ○ Mass Cure Wounds
○ Sleet Storm ○ Giant Insect
○ Wind Wall ○ Ice Storm
○ Stoneskin
○ Wall of Fire
Druids (spell list)
● 6th Level Spells ● 7th Level Spells ● 8th Level Spells
○ Conjure Fey ○ Fire Storm ○ Earthquake
○ Heal ○ Gravity Slam ○ Feeblemind
○ Heroes Feast ○ Regenerate ○ Sunburst
○ Sunbeam ○ Resurrection ○ Thunderstorm
○ Wall of Thorns
Druids (UB mod spells)
● Cantrips ● 2nd Level Spells ● 6th Level Spells
○ Acid Claws ○ Petal Storm ○ N/A
○ Air Blast ○ Protect Threshold ● 7th Level Spells
○ Sound Burst ● 3rd Level Spells ○ Reverse Gravity
○ Thorny Vines ○ Winter’s Breath ● 8th Level Spells
● 1st Level Spells ● 4th Level Spells ○ N/A
○ Earth Tremor ○ N/A ● 9th Level Spells
● 5th Level Spells ○ Shapechange
○ Mantle of Thorns
Druids (circle extra spells)
● 2nd Level Spells ● 3rd Level Spells ● 4th Level Spells
○ Acid Arrow (Swamp) ○ Create Food (Coast, Desert) ○ Banishment (Balance)
○ Blur (Desert) ○ Lightning Bolt (Mountain) ○ Black Tentacles (Mountain)
○ Calm Emotions (Balance) ○ Haste (Grassland) ○ Dimension Door (Coast)
○ Invisibility (Coast, Grassland, Mountain) ○ Hypnotic Pattern (Swamp) ○ Greater Invisibility (Grassland)
○ Misty Step (Coast) ○ Mass Healing Word (Balance) ○ Phantasmal Killer (Forest)
○ Pass Without Trace (Grassland) ○ Revivify (Balance) ● 5th Level Spells
○ Prayer of Healing (Balance) ○ Slow (Arctic, Forest) ○ Cloudkill (Balance, Desert, Mountain)
○ Silence (Desert) ○ Stinking Cloud (Mountain, Swamp) ○ Cone of Cold (Arctic)
○ Spider Climb (Forest) ○ Dominate Person (Coast)
○ Hold Monster (Arctic, Mountain)
○ Mind Twist (Grassland)
Druid Overview
● Features ● Notable spells ● Strengths
○ Proficiencies ○ Cantrips ○ Best control class in-game
■ Light/Medium* Armor + shield ■ Sparkle ■ Not super ahead of wizards
■ *cannot wear metal armor ■ Venomous Spike ○ Strong full-caster early
■ Limited weapon options ○ 1st ■ Wildshape good early
○ Wildshape ■ Entangle ■ Falls off faster than cleric
■ Lvl 2 ability – 2 uses/short rest ■ Goodberry ● Weaknesses
■ Additional options as gain druid levels ■ Healing Word
■ DOES NOT SCALE with any
○ Metal armor restriction + no
○ 2nd
attribute on the druid ■ Heat Metal
shield spell access is tricky
■ Spike Growth ○ Falls behind other spellcasters
○ 3rd after lvl 7+ (like clerics)
■ Conjure Animal ● Commonalities of Strong Druids
■ Wind Wall
○ Good non-druid circle spells
○ 4th
○ Subclass features that add
■ Wall of FIre
extra options to class
○ 5th
■ Conjure Elemental
■ Contagion
○ 6th
■ Heal
■ Wall of Thorns
Circle of Balance Druid (*****) [LV + PC]
● Level 2 ● Circle Spell List ● Why S-Tier *****
○ Gift of Life ○ * = not on regular spell list ○ Best controller/healer subclass in-game
■ Healing spells add an additional amount in
druid-level HP at start of next turn
○ 1st ● How I think about the subclass
■ N/A
■ Adds a second stabilizing effect to spells like ○ Druid that can nearly replace a cleric
healing word, making them even more effective ○ 2nd ■ Missing the bless spell
● Level 3 ■ Calm Emotions*
○ Level 6 ability is really strong
■ Prayer of Healing*
○ Circle Spell list ■ Best DC caster in-game
○ 3rd ■ Strong enough to keep it competitive (and in many
● Level 6
■ Mass Healing Word* ways STRONGER) vs wizards in the lategame
○ Survival of the Wisest ■ Revivify*
■ +1-2 to spell DC & spell attacks ○ Level 10 ability works from any spell damage
○ 4th ■ Circle of Winds’ lvl 10 feature, but much much
■ Depending on knowledge level of enemies
■ Banishment* better & easier to apply
● Level 10 ■ Blight
○ Cold Embrace ○ 5th
■ All non-cantrip spell damage gives the “chill touch” ■ Cloudkill*
passive against enemies ■ Mass Cure Wounds
■ Effect ends at the end of the druid’s next turn
● Level 14
○ Balance of Power
■ BA 12-cell PBAOE advantage to all attacks – also
giving enemies advantage to attacking them
Circle of the Land Druid (Grassland) (****) [PC]
● Level 2 ● Circle Spell List ● Why A-Tier ****
○ Extra Druid cantrip of choice ○ * = not on regular spell list ○ Circle of the Land are the spellcasting druids
○ Natural Recovery ○ 1st ■ Lvl 6 & 10 abilities lackluster to get
■ 1x/day short rest recovery of spell slots ■ N/A extra spells via a circle list
■ Exactly like wizard’s arcane recovery
○ 2nd ○ Circle Spell list is insanely good
● Level 3 ■ Invisibility*
○ Keeps this class relevant into lategame
○ Circle Spell list ■ Pass Without Trace
● Level 6 ○ 3rd ● How I think about the subclass
○ Land’s Stride ■ Daylight ○ Essentially a WIS-based Greenmage Wizard
■ Permanent Freedom of Movement spell ■ Haste* ■ Has wildshape early for the cost of no shield spell
■ Druid control spells can’t affect you ○ 4th ■ As thus, down 1 tier vs Greenmages
● Level 10 ■ Freedom of Movement ○ As an FYI…
■ Greater Invisibility* ■ Pass Without Trace is now a standard druid spell
○ Nature’s Ward
○ 5th on the druid spell list
■ Immune to Poison/Disease
■ Immune to Charms from elementals/fey ■ Insect Plague
● Level 14 ■ Mind Twist*
○ Nature’s Sanctuary
■ Dealing dmg with a 1st-lvl spell or higher
forces a STR save or restrained for 1 round
Circle of the Land Druid (Mountain) (***) [PC]
● Level 2 ● Circle Spell List ● Why B-Tier ***
○ Extra Druid cantrip of choice ○ * = not on regular spell list ○ Circle of the Land are the spellcasting druids
○ Natural Recovery ○ 1st ■ Lvl 6 & 10 abilities lackluster to get
■ 1x/day short rest recovery of spell slots ■ N/A extra spells via a circle list
■ Exactly like wizard’s arcane recovery
○ 2nd ○ Circle Spell list adds to a druid’s repertoire
● Level 3 ■ Spider Climb*
○ Still struggles in the lategame
○ Circle Spell list ■ Spike Growth
● Level 6 ○ 3rd ● How I think about the subclass
○ Land’s Stride ■ Lightning Bolt* ○ Good spellcasting druid
■ Permanent Freedom of Movement spell ■ Stinking Cloud* ■ Serviceable on cataclysm difficulty
■ Druid control spells can’t affect you ○ 4th ■ Not in same realm as Grassland variant
● Level 10 ■ Black Tentacles*
○ Nature’s Ward ■ Stoneskin
■ Immune to Poison/Disease ○ 5th
■ Immune to Charms from elementals/fey ■ Cloudkill*
● Level 14 ■ Hold Monster*
○ Nature’s Sanctuary
■ Dealing dmg with a 1st-lvl spell or higher
forces a STR save or restrained for 1 round
Circle of the Land Druid (Swamp) (***) [PC]
● Level 2 ● Circle Spell List ● Why B-Tier ***
○ Extra Druid cantrip of choice ○ * = not on regular spell list ○ Circle of the Land are the spellcasting druids
○ Natural Recovery ○ 1st ■ Lvl 6 & 10 abilities lackluster to get
■ 1x/day short rest recovery of spell slots ■ N/A extra spells via a circle list
■ Exactly like wizard’s arcane recovery
○ 2nd ○ Circle Spell list adds to a druid’s repertoire
● Level 3 ■ Acid Arrow*
○ Still struggles in the lategame
○ Circle Spell list ■ Darkness
● Level 6 ○ 3rd ● How I think about the subclass
○ Land’s Stride ■ Hypnotic Pattern* ○ Good spellcasting druid
■ Permanent Freedom of Movement spell ■ Stinking Cloud* ■ Serviceable on cataclysm difficulty
■ Druid control spells can’t affect you ○ 4th ■ Not in same realm as Grassland variant
● Level 10 ■ Stoneskin
○ Nature’s Ward ■ Freedom of Movement
■ Immune to Poison/Disease ○ 5th
■ Immune to Charms from elementals/fey ■ Contagion
● Level 14 ■ Insect Plague
○ Nature’s Sanctuary
■ Dealing dmg with a 1st-lvl spell or higher
forces a STR save or restrained for 1 round
Circle of the Land Druid (Arctic) (***) [PC]
● Level 2 ● Circle Spell List ● Why B-Tier ***
○ Extra Druid cantrip of choice ○ * = not on regular spell list ○ Circle of the Land are the spellcasting druids
○ Natural Recovery ○ 1st ■ Lvl 6 & 10 abilities lackluster to get
■ 1x/day short rest recovery of spell slots ■ N/A extra spells via a circle list
■ Exactly like wizard’s arcane recovery
○ 2nd ○ Circle Spell list adds to a druid’s repertoire
● Level 3 ■ Hold Person
○ Still struggles in the lategame
○ Circle Spell list ■ Spike Growth
● Level 6 ○ 3rd ● How I think about the subclass
○ Land’s Stride ■ Sleet Storm ○ Good spellcasting druid
■ Permanent Freedom of Movement spell ■ Slow* ■ Serviceable on cataclysm difficulty
■ Druid control spells can’t affect you ○ 4th ■ Not in same realm as Grassland variant
● Level 10 ■ Freedom of Movement
○ Nature’s Ward ■ Ice Storm
■ Immune to Poison/Disease ○ 5th
■ Immune to Charms from elementals/fey ■ Cone of Cold*
● Level 14 ■ Hold Monster*
○ Nature’s Sanctuary
■ Dealing dmg with a 1st-lvl spell or higher
forces a STR save or restrained for 1 round
Circle of the Land Druid (Forest) (***) [PC]
● Level 2 ● Circle Spell List ● Why B-Tier ***
○ Extra Druid cantrip of choice ○ * = not on regular spell list ○ Circle of the Land are the spellcasting druids
○ Natural Recovery ○ 1st ■ Lvl 6 & 10 abilities lackluster to get
■ 1x/day short rest recovery of spell slots ■ N/A extra spells via a circle list
■ Exactly like wizard’s arcane recovery
○ 2nd ○ Circle Spell list adds to a druid’s repertoire
● Level 3 ■ Barkskin
○ Still struggles in the lategame
○ Circle Spell list ■ Spider Climb*
● Level 6 ○ 3rd ● How I think about the subclass
○ Land’s Stride ■ Call Lightning ○ Good spellcasting druid
■ Permanent Freedom of Movement spell ■ Slow* ■ Serviceable on cataclysm difficulty
■ Druid control spells can’t affect you ○ 4th ■ Not in same realm as Grassland variant
● Level 10 ■ Freedom of Movement
○ Nature’s Ward ■ Phantasmal Killer*
■ Immune to Poison/Disease ○ 5th
■ Immune to Charms from elementals/fey ■ Contagion
● Level 14 ■ Insect Plague
○ Nature’s Sanctuary
■ Dealing dmg with a 1st-lvl spell or higher
forces a STR save or restrained for 1 round
Circle of the Land Druid (Coast) (**) [PC]
● Level 2 ● Circle Spell List ● Why C-Tier **
○ Extra Druid cantrip of choice ○ * = not on regular spell list ○ Circle of the Land are the spellcasting druids
○ Natural Recovery ○ 1st ■ Lvl 6 & 10 abilities lackluster to get
■ 1x/day short rest recovery of spell slots ■ N/A extra spells via a circle list
■ Exactly like wizard’s arcane recovery
○ 2nd ○ Circle Spell list doesn’t add to a druid’s repertoire
● Level 3 ■ Invisibility*
○ Still struggles in the lategame
○ Circle Spell list ■ Misty Step*
● Level 6 ○ 3rd ● How I think about the subclass
○ Land’s Stride ■ Create Food* ○ Mobility is this subclass’ specialty
■ Permanent Freedom of Movement spell ■ Daylight ■ Circle of Winds Druid does it better
■ Druid control spells can’t affect you ○ 4th
● Level 10 ■ Dimension Door*
○ Nature’s Ward ■ Freedom of Movement
■ Immune to Poison/Disease ○ 5th
■ Immune to Charms from elementals/fey ■ Conjure Elemental
● Level 14 ■ Dominate Person*
○ Nature’s Sanctuary
■ Dealing dmg with a 1st-lvl spell or higher
forces a STR save or restrained for 1 round
Circle of the Land Druid (Desert) (**) [PC]
● Level 2 ● Circle Spell List ● Why C-Tier **
○ Extra Druid cantrip of choice ○ * = not on regular spell list ○ Circle of the Land are the spellcasting druids
○ Natural Recovery ○ 1st ■ Lvl 6 & 10 abilities lackluster to get
■ 1x/day short rest recovery of spell slots ■ N/A extra spells via a circle list
■ Exactly like wizard’s arcane recovery
○ 2nd ○ Circle Spell list doesn’t add to a druid’s repertoire
● Level 3 ■ Blur*
○ Still struggles in the lategame
○ Circle Spell list ■ Silence*
● Level 6 ○ 3rd ● How I think about the subclass
○ Land’s Stride ■ Create Food* ○ Just a druid that can cast more spells
■ Permanent Freedom of Movement spell ■ Protection from Energy ■ Will have issues on cataclysm difficulty
■ Druid control spells can’t affect you ○ 4th
● Level 10 ■ Blight
○ Nature’s Ward ■ Giant Insect
■ Immune to Poison/Disease ○ 5th
■ Immune to Charms from elementals/fey ■ Cloudkill*
● Level 14 ■ Insect Plague
○ Nature’s Sanctuary
■ Dealing dmg with a 1st-lvl spell or higher
forces a STR save or restrained for 1 round
Circle of Kindred Spirit Druid (Eagle) (***) [PC]
● Level 2 ● Spirit Eagle: ● B-Tier *** (CotM/PoI), A-Tier **** (LV)
○ Kindred Spirit Companion – Spirit Bond ○ AC: 12 + druid’s WIS mod ○ Decent for lower difficulties, but…
■ 1x/long rest summon w/o concentration ■ On cataclysm, your companion will die quickly
○ HP: 8 + ½ druid’s HP
■ Attacks/save of summon are ■ Being stunned for a round + taking dmg is going to
druid’s spell attacks & saving throws
○ Movement: 10 cells (fly)
be punishing your whole journey
■ Adv to attack enemy if ally within melee ○ Attack: 1d6 + 2 + WIS mod
○ Spirit Eagle gives you +3 initiative
■ Regains HP with short rest dice of druid ○ Druid bonus: +3 initiative ■ Get control spells out faster :)
■ If companion dies, take 3d6 dmg & stun
■ Can use action to call companion within 6 cells ● How I think about the subclass
of the druid ○ Initiative bonuses for control classes are
● Level 6 always welcome & nice to have
○ Magical Spirit ○ Eagle familiar can cheese early bug fight in the
■ Spirit companion has magical attacks Lost Valley campaign – getting higher levels
■ Half of self-healing also applies to companion
earlier than intended by the dev’s
● E.g. casting Heal for 70 HP also heals
the companion for 35 HP
● Level 10
○ Shared Pain
■ Reaction to equally share damage between the
druid & spirit companion
● Level 14
○ Spirit Rage
■ BA 1-minute buff for spirit companion, that adds
PB to AC & attacks rolls + a second attack
Circle of Kindred Spirit Druid (Ape) (***)
[PC+LV]
● Level 2 ● Spirit Ape: ● Why B-Tier ***
○ Kindred Spirit Companion – Spirit Bond ○ AC: 10 + druid’s WIS mod ○ Decent for lower difficulties, but…
■ 1x/long rest summon w/o concentration ■ On cataclysm, your companion will die quickly
○ HP: 11 + ½ druid’s HP
■ Attacks/save of summon are ■ Being stunned for a round + taking dmg is going to
druid’s spell attacks & saving throws
○ Movement: 7 cells
be punishing your whole journey
■ Adv to attack enemy if ally within melee ○ Attack: two attack options
■ Melee 1d8 + 2 + WIS mod
○ Only Spirit with melee and ranged attacks
■ Regains HP with short rest dice of druid
■ If companion dies, take 3d6 dmg & stun ■ Ranged: 1d6 + 2 + WIS mod ○ Lowest AC spirit of the bunch now
■ Can use action to call companion within 6 cells ○ Druid bonus: ● How I think about the subclass
of the druid Proficiency in DEX saves ○ Melee & Ranged attack options
● Level 6 ○ Lowest AC of the spirit options, so will need that
○ Magical Spirit ranged option
■ Spirit companion has magical attacks ■ Ranged dmg option is only 1 dmg behind wolf –
■ Half of self-healing also applies to companion one of the more balanced spirit options
● E.g. casting Heal for 70 HP also heals
the companion for 35 HP
● Level 10
○ Shared Pain
■ Reaction to equally share damage between the
druid & spirit companion
● Level 14
○ Spirit Rage
■ BA 1-minute buff for spirit companion, that adds
PB to AC & attacks rolls + a second attack
Circle of Kindred Spirit Druid (Wolf) (***) [PC]
● Level 2 ● Spirit Wolf: ● Why B-Tier ***
○ Kindred Spirit Companion – Spirit Bond ○ AC: 11 + druid’s WIS mod ○ Decent for lower difficulties, but…
■ 1x/long rest summon w/o concentration ■ On cataclysm, your companion will die quickly
○ HP: 10 + ½ druid’s HP
■ Attacks/save of summon are ■ Being stunned for a round + taking dmg is going to
druid’s spell attacks & saving throws
○ Movement: 8 cells
be punishing your whole journey
■ Adv to attack enemy if ally within melee ○ Attack: 1d6 + 3 + WIS mod
○ Spirit Wolf decently durable & gives +1 AC
■ Regains HP with short rest dice of druid ○ Druid bonus: +1 AC ■ AC is welcome on a druid
■ If companion dies, take 3d6 dmg & stun
■ Can use action to call companion within 6 cells ● How I think about the subclass
of the druid ○ The best balance of the kindred spirit options –
● Level 6 for actually using it in-combat
○ Magical Spirit ○ Solid AC, HP, & dpr at all levels
■ Spirit companion has magical attacks
■ Half of self-healing also applies to companion
● E.g. casting Heal for 70 HP also heals
the companion for 35 HP
● Level 10
○ Shared Pain
■ Reaction to equally share damage between the
druid & spirit companion
● Level 14
○ Spirit Rage
■ BA 1-minute buff for spirit companion, that adds
PB to AC & attacks rolls + a second attack
Circle of Kindred Spirit Druid (Bear) (***) [PC]
● Level 2 ● Spirit Bear: ● Why B-Tier ***
○ Kindred Spirit Companion – Spirit Bond ○ AC: 12 + druid’s WIS mod ○ Decent for lower difficulties, but…
■ 1x/long rest summon w/o concentration ■ On cataclysm, your companion will die quickly
○ HP: 8 + ½ druid’s HP
■ Attacks/save of summon are ■ Being stunned for a round + taking dmg is going to
druid’s spell attacks & saving throws
○ Movement: 5 cells
be punishing your whole journey
■ Adv to attack enemy if ally within melee ○ Attack: two attack options
■ Melee: 2d4 + 2 + WIS mod
○ Spirit Bear gives the best dpr of the bunch
■ Regains HP with short rest dice of druid
■ If companion dies, take 3d6 dmg & stun ■ Melee: 1d10 + 2 + WIS mod ○ Buffs give it comparable AC to other spirits –
■ Can use action to call companion within 6 cells ○ Druid bonus: +1 HP/lvl and passive gives it best HP eventually
of the druid ● How I think about the subclass
● Level 6 ○ Best theoretical dpr, but its low speed holds it
○ Magical Spirit back vs other kindred spirit options
■ Spirit companion has magical attacks
■ Half of self-healing also applies to companion
● E.g. casting Heal for 70 HP also heals
the companion for 35 HP
● Level 10
○ Shared Pain
■ Reaction to equally share damage between the
druid & spirit companion
● Level 14
○ Spirit Rage
■ BA 1-minute buff for spirit companion, that adds
PB to AC & attacks rolls + a second attack
Circle of Kindred Spirit Druid (Spider) (***) [PC]
● Level 2 ● Spirit Spider: ● Why B-Tier ***
○ Kindred Spirit Companion – Spirit Bond ○ AC: 11 + druid’s WIS mod ○ Decent for lower difficulties, but…
■ 1x/long rest summon w/o concentration ■ On cataclysm, your companion will die quickly
○ HP: 9 + ½ druid’s HP
■ Attacks/save of summon are ■ Being stunned for a round + taking dmg is going to
druid’s spell attacks & saving throws
○ Movement: 6 cells
be punishing your whole journey
■ Adv to attack enemy if ally within melee ○ Attack: 2d4 + 1 + WIS mod
○ Weaker Bear w/o any strong benefits
■ Regains HP with short rest dice of druid ○ Druid bonus: Spider Climb
■ If companion dies, take 3d6 dmg & stun ● How I think about the subclass
■ Can use action to call companion within 6 cells ○ I don’t see a point to this one honestly
of the druid
● Level 6
○ Magical Spirit
■ Spirit companion has magical attacks
■ Half of self-healing also applies to companion
● E.g. casting Heal for 70 HP also heals
the companion for 35 HP
● Level 10
○ Shared Pain
■ Reaction to equally share damage between the
druid & spirit companion
● Level 14
○ Spirit Rage
■ BA 1-minute buff for spirit companion, that adds
PB to AC & attacks rolls + a second attack
Circle of Kindred Spirit Druid (Viper) (***) [PC]
● Level 2 ● Spirit Viper: ● Why B-Tier ***
○ Kindred Spirit Companion – Spirit Bond ○ AC: 13 + druid’s WIS mod ○ Decent for lower difficulties, but…
■ 1x/long rest summon w/o concentration ■ On cataclysm, your companion will die quickly
○ HP: 8 + ½ druid’s HP
■ Attacks/save of summon are ■ Being stunned for a round + taking dmg is going to
druid’s spell attacks & saving throws
○ Movement: 12 cells (fly)
be punishing your whole journey
■ Adv to attack enemy if ally within melee ○ Attack: 1d4 + 2 + WIS mod
○ Weaker Eagle w/o any strong benefits
■ Regains HP with short rest dice of druid ○ Druid bonus: +1 movement
■ If companion dies, take 3d6 dmg & stun ● How I think about the subclass
■ Can use action to call companion within 6 cells ○ I don’t see a point to this one honestly
of the druid ○ At least comparable to other spirits in combat
● Level 6
○ Magical Spirit
■ Spirit companion has magical attacks
■ Half of self-healing also applies to companion
● E.g. casting Heal for 70 HP also heals
the companion for 35 HP
● Level 10
○ Shared Pain
■ Reaction to equally share damage between the
druid & spirit companion
● Level 14
○ Spirit Rage
■ BA 1-minute buff for spirit companion, that adds
PB to AC & attacks rolls + a second attack
Circle of Winds Druid (***) [PC]
● Level 2 ● Why B-Tier ***
○ Carried by the Wind ○ Carried by the wind = best mobility druid
■ Free disengage after casting any spell ■ Cast control spell & get out of dodge!
● Level 6 ○ Guiding winds adds nice utility lategame
○ Sheltering Breeze ○ Sheltering Breeze not as great
■ BA AoE adv to saves ■ Requires careful management
■ PB/long rest feature
● How I think about the subclass
● Level 10
○ Simple & effective druid
○ Guiding Winds
■ Hitting enemy with attack roll gives next ○ Re-do & stronger variant of the
attack roll against creature advantage Circle of the Land Druid (Coast)
● Level 14 ○ Gets strongest aspect of Kindred Spirit (Eagle) –
○ Unfettered initiative bonus – without its downsides lategame
■ +3 initiative
■ +1 cell movement
■ Permanent freedom of movement spell to self
Circle of Forest Guardian Druid (****) [PC + UB]
● Level 2 ● Circle Spell List ● Why A-Tier ****
○ Circle Spell list ○ * = not on regular spell list ○ Melee-focused druid subclass
○ Sylvan Durability ○ 1st ○ Shield spell access
■ +1 HP/druid level ■ Fog Cloud ■ Helps combat metal armor restriction
○ Bark Ward ■ Shield* ● How I think about the subclass
■ BA for 4 TempHP/druid lvl ○ 2nd
■ PB/long rest uses ○ Solid sword/shield subclass
■ Blur*
● Level 6 ■ Flame Blade
○ Still much weaker than a Battle Cleric
○ Extra Attack ○ 3rd ■ No Bless, Spirit Guardians, nor Haste
■ Cannot replace a weapon attack with a cantrip ■ Protection from Energy* ■ No added weapon proficiencies
attack ■ Dispel Magic* ■ Can’t hand-wave metal armor restriction
○ War Magic ○ 4th
■ Can BA attack with main hand wpn after ■ Flame Shield*
casting spells ■ Death Ward*
● Level 10 ○ 5th
○ Improved Bark Ward ■ Greater Restoration
■ When hit, Bark Ward does 2d8 dmg in melee ■ Hold Monster*
● Increases by +1d8 dmg @ lvl 14
● Level 14
○ Superior Bark Ward
■ Immune to poison while bark ward up
Circle of Night Druid (***) [PC + UB]
● Level 2 ● Why B-Tier ***
○ Combat Wildshape ○ The Wildshape Druid
■ Wildshape is now a bonus action
■ Can transform into CR 1 creatures
● How I think about the subclass
■ @ lvl 6, can transform into CR creatures that are druid / 3 ○ Best lvl 2-4 subclass in-game
○ Combat Healing ■ Wildshape great at these levels
■ BA self-heal for 1d8 HP (+1d8 @ lvl 6, 10, & 14) ■ Best subclass to capitalize on that feature
■ PB/long rest uses – per form you use during the day ○ Wildshape as a bonus action is great!
● Encourages using many wildshape options ■ Quite a bit weaker here vs 5e – due to less
● Level 6 flexibility in OP wildshape options
■ Still has poor scaling past lvl 5+
○ Primal Strike
■ Beast attacks considered magical
● Level 10
○ Elemental Forms
■ Can use 1 wildshape use to transform into an elemental
● Air Elemental
● Earth Elemental
● Fire Elemental
● Level 14
○ Monstrous Forms
■ Expend 2 uses of wildshape for the crimson spider or
minotaur elite forms
Circle of Ancient Forest Druid (***) [PC + UB]
● Level 2 ● Circle Spell List ● B-Tier *** (CotM/LV), A-Tier **** (PoI)
○ Circle Spell List ○ * = not on regular spell list ○ Druid with lots of “ok” non-spell healing
○ Regrowth ○ Cantrips ■ Later abilities much less exciting
■ Paladin healing pool on warlock chassis ■ Chill Touch* ○ Druid without AC issues lategame
● +5 HP to pool/warlock level ■ Shillelagh ● How I think about the subclass
● Level 6 ○ 1st
○ Different take on Balance Druid
○ Herbal Brewing (prof bonus/long rest uses) ■ Entangle
■ Chill Touch – good ranged cantrip option
■ Fortifying Brew: 1 hr damage resistance ■ Goodberry
■ Revivify access
■ Quickening Brew: 2d4 healing ○ 2nd
■ Toxifying Brew: 1d4 dmg, lasts 1 min on wpn ○ Practically rest of the subclass is not that
■ Protection from Poison
○ Life Sap ■ Spike Growth
stellar, considering other options
■ Heal ½ druid lvl in HP from first spell attack/round ■ Life Sap is fine…
○ 3rd
■ If below ½ HP, heal full lvl druid HP instead ■ Revivify*
● Level 10 ■ Stinking Cloud
○ Photosynthesis ○ 4th
■ Heal 2 HP/round when in bright light ■ Blight
○ Rooted ■ Giant Insect
■ 1x/long rest ability ○ 5th
■ Entangle can be cast at will w/o using spell slots ■ Contagion
■ Speed becomes 0; adv against forced movement ■ Insect Plague
● Level 14
○ Natural Barkskin
■ Permanent barkskin spell on self (16 AC min or 16 + DEX)
○ Forest Barrier
■ Can cast wall of thorns PB/long rest uses
Circle of Eternal Grove Druid (**) [PC + UB]
● Level 2 ● Circle Spell List ● Why C-Tier **
○ Verdancy ○ * = not on regular spell list ○ Healing alt to Balance Druid
■ Healing allies also applies extra spell lvl ■ More healing, less control options
○ 1st
extra healing – applies at the start of the
druid’s turn for 3 turns
■ Cure Wounds ● How I think about the subclass
■ Goodberry
■ Lesser Restoration & Greater ○ asdfasdf
Restoration counted as healing spells
○ 2nd ■ asdfasdf
■ This healing can stack, but does not ■ Lesser Restoration
apply if the ally falls unconscious ■ Prayer of Healing
● Level 6 ○ 3rd
■ Beacon of Hope
○ Seed of Life
■ Mass Healing Word
■ Action heal ally for PB healing at the
start of the ally’s turn for 1 min
○ 4th
■ If persists for a full minute w/o ally ■ Freedom of Movement
falling unconscious, heal for 2x druid lvl ■ Stoneskin
■ 2x/long rest feature ○ 5th
● Level 10 ■ Greater Restoration
■ Mass Cure Wounds
○ Revitalizing Boon
■ Verdancy & Seed of Life give adv on
CON saves & resistance to necrotic dmg
● Level 14
○ Harmonious Bloom
■ Healing spells count as being cast at
one spell slot higher
■ Verdancy healing lasts for 5 turns
Sorcerers (by level)
● Min*
○ Sorcerers don’t gain spell prep’s from higher CHA
○ They can switch out one spell each level Picture Credit: Solasta’s website
■ …except for origin spells…
Sorcerers (spell list)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Acid Splash ○ Burning Hands ○ Blindness
○ Annoying Bee ○ Charm Person ○ Blur
○ Chill Touch ○ Color Spray ○ Darkness
○ Dancing Lights ○ Comprehend Languages ○ Darkvision
○ Dazzle ○ Detect Magic ○ Hold Person
○ Fire Bolt ○ Expeditious Retreat ○ Invisibility
○ Light ○ False Life ○ Knock
○ Poison Spray ○ Feather Fall ○ Levitate
○ Ray of Frost ○ Fog Cloud ○ Magic Weapon
○ Shadow Armor ○ Jump ○ Misty Step
○ Shadow Dagger ○ Mage Armor ○ Ray of Enfeeblement
○ Shine ○ Magic Missile ○ Scorching Ray
○ Shocking Grasp ○ Shield ○ See Invisibility
○ Sparkle ○ Sleep ○ Shatter
○ True Strike ○ Thunderwave ○ Spider Climb
Sorcerers (spell list)
● 3rd Level Spells ● 4th Level Spells ● 5th Level Spells
○ Counterspell ○ Banishment ○ Cloudkill
○ Daylight ○ Blight ○ Cone of Cold
○ Dispel Magic ○ Confusion ○ Dominate Person
○ Fear ○ Dimension Door ○ Hold Monster
○ Fireball ○ Dominate Beast ○ Mind Twist
○ Fly ○ Greater Invisibility
○ Haste ○ Ice Storm
○ Hypnotic Pattern ○ Stoneskin
○ Lightning Bolt ○ Wall of Fire
○ Protection from Energy
○ Sleet Storm
○ Slow
○ Stinking Cloud
○ Tongues
Sorcerers (spell list)
● 6th Level Spells ● 7th Level Spells ● 8th Level Spells
○ Chain Lightning ○ Delayed Blast Fireball ○ Dominate Monster
○ Circle of Death ○ Finger of Death ○ Earthquake
○ Disintegrate ○ Fire Storm ○ Incindiary Cloud
○ Eyebite ○ Gravity Slam ○ Power Word Stun
○ Globe of Invulnerability ○ Prismatic Spray ○ Sunburst
○ Sunbeam
○ True Seeing
Sorcerers (UB mod spells)
● Cantrips ● 2nd Level Spells ● 6th Level Spells
○ Air Blast ○ Bounden Ice ○ N/A
○ Blade Ward ○ Color Burst ● 7th Level Spells
○ Illuminating Sphere ○ Mirror Image ○ Reverse Gravity
○ Mind Spike ○ Protect Threshold ● 8th Level Spells
○ Minor Lifesteal ○ Shadow Blade
○ N/A
○ Resonating Strike ○ Web
○ Sound Burst
● 9th Level Spells
● 3rd Level Spells
○ Sunlit Blade ○ Foresight
○ N/A
○ Sword Storm ○ Meteor Swarm
● 4th Level Spells ○ Power Word Kill
● 1st Level Spells ○ Brain Bulwark ○ Time Stop
○ Caustic Zap ● 5th Level Spells
○ Chromatic Orb
○ Far Step
○ Earth Tremor
○ Sonic Boom
Metamagic
● Sorcery Points ● Metamagic (cheaper) ● Metamagic (expensive)
○ Gain 1 point per sorcerer level ○ Careful Spell ○ Heightened Spell
● Metamagic ■ Allies auto-save spell ■ Disadv on spell save
○ Opens up at level 3 ■ 1 pt ■ 3 pt
○ 2 choices at lvl 3, +1 choice at lvl 10 ○ Subtle Spell ○ Quickened Spell
○ Use sorcery pt to do extra effect for spell ■ Spell can’t be counterspelled ■ Cast spell as bonus action
■ 1 pt ■ 2 pts
● Spell & Sorcery Point Conversion
○ Convert spells → sorc pts
○ Empowered Spell ○ Twinned Spell
■ 1 pt per spell level converted ■ Re-roll 1 & 2 dmg dice ■ Cast 2 spells instead of one
■ 1st level spell → 1 sorc pts ■ 1 pt for single-target only spells
■ 2nd level spell → 2 sorc pts ○ Distant Spell ■ 1 pt per spell level
■ etc. ■ Touch spells have 6 cell range
○ Convert sorc pts → spells ■ Range spells get 2x range
■ 2 pts → 1st lvl spell ■ 1 pt
■ 3 pts → 2nd lvl spell ○ Extended Spell
■ 5 pts → 3rd lvl spell ■ 1+ min duration spells have 2x
■ 6 pts → 4th lvl spell duration on them
■ 7 pts → 5th lvl spell ■ 1 pt
○ Convert HP → sorc pts (CotR Sorc only)
■ 5 HP → 1 sorc pt
Metamagic [UB mod]
● Sorcery Points ● Metamagic (cheaper) ● Metamagic (expensive)
○ Gain 1 point per sorcerer level ○ Focused Spell ○ Shared Spell
● Metamagic ■ Adv on concentration checks ■ Make a self-only spell affect
○ Opens up at level 3 with the spell chosen an ally (1 pt) or affect ally +
○ 2 choices at lvl 3, +1 choice at lvl 10 ■ 1 pt self (3 pts)
○ Use sorcery pt to do extra effect for spell ■ 1 pt or 3 pts
● Spell & Sorcery Point Conversion ○ Widened Spell
■ Increase spell AoE by 1 cell
○ Convert spells → sorc pts
■ 2 pts
■ 1 pt per spell level converted
■ 1st level spell → 1 sorc pts
○ Focused Spell
■ 2nd level spell → 2 sorc pts ■ +1 dmg dice per spell level
■ etc. of the spell chosen
○ Convert sorc pts → spells ■ 1+ pts
■ 2 pts → 1st lvl spell
■ 3 pts → 2nd lvl spell
■ 5 pts → 3rd lvl spell
■ 6 pts → 4th lvl spell
■ 7 pts → 5th lvl spell
○ Convert HP → sorc pts (CotR Sorc only)
■ 5 HP → 1 sorc pt
Sorcerer Overview
● Features ● Notable spells ● Strengths
○ Proficiencies ○ Cantrips ○ Metamagic
■ No armor proficiency ■ Too many ■ The reason to play sorcerer
■ Limited weapon options ○ 1st ■ Break the rules of spellcasting
○ Metamagic ■ Shield ○ Strong lategame caster
■ 1 pt per lvl in sorcerer ■ Too many ■ Slightly weaker than wizards
■ Pts restore on a long rest ○ 2nd ■ Spell list 2nd best in-game
○ Sorcerer Spell List ■ Misty Step ● Weaknesses
■ Too many
○ Wizards that lost most of their
○ 3rd
control & summon options
■ Hypnotic Pattern
■ Haste
○ Wizards with significantly-less
■ Too many spell flexibility
○ 4th ● Commonalities of Strong Sorc’s
■ Greater Invisibility ○ Origin spells add options
■ Too many
○ Subclass features that add
○ 5th
extra options to class
■ Mind Twist
■ Contagion
○ 6th
■ Globe of Invulnerability
Draconic Sorcerer (***)
● Level 1 ● Origin Spell List ● Why B-Tier ***
○ Draconic Resilience ○ * = not on regular spell list ○ Strong Domain spells – spell selection
■ +1 HP/sorcerer lvl
○ 1st gives the best sorcerer spell flexibility
■ Permanent 13 AC + DEX armor
■ Shield ○ Passive durability
○ Draconic Ancestry
○ 2nd ● How I think about the subclass
■ Choice here affects level 6 features
■ Misty Step
● Level 6 ○ Sorcerer for wizard-lovers
○ 3rd
○ Elemental Affinity ■ Counterspell
○ Best sorcerer lvl 1-5 in-game
■ Add CHA to dmg – ■ Still good later on as well
○ 4th
if spell like draconic ancestry
■ Greater Invisibility
○ Not flashy, but good & solid
○ Draconic Resistance
○ 5th
■ 1 sorc pt for 1 hour resistance to
■ Hold Monster
damage type of draconic ancestry
■ Elemental clerics get this permanently…
● Level 14
○ Dragon Wings
■ BA spread wings for 1 minute
● Level 18
○ TBD
■ TBD
Mana Painter Sorcerer (***)
● Level 1 ● Origin Spell List ● Why B-Tier ***
○ Mana Absorption ○ * = not on regular spell list ○ Atypical origin spells – takes a very
■ CHA → all spell saves
○ 1st specific approach to be strong
■ Freely dump INT/WIS stats
■ Entangle* ○ Careful Spell Entangle is OP
● Level 2
○ 2nd ● How I think about the subclass
○ Mana Drain ■ Barkskin*
■ 1x/short rest melee 1d10 + CHA attack ○ Best melee Sorcerer*
○ 3rd
■ Restore 1 sorcery point ■ Until level 9…
■ Sleet Storm
● Level 6 ○ Best Sorcadin candidate
○ 4th
○ Mana Tap ■ Paladin + Sorcerer multiclass
■ Fire Shield*
■ 1x/day short rest recovery of sorcery points ■ CHA → all saves is GREAT
○ 5th ■ Careful Spell Entangle gives
■ Regain ½ your level in sorcery points
■ Conjure Elemental* strong/effective control option
● Level 14
○ Best sorcerer lvl 6-8 in-game
○ Mana Balance
■ Restore 5 HP per sorc pt expended (pre-Lost Valley)
● Level 18
○ TBD
■ TBD
Haunted Soul Sorcerer (***) [LV]
● Level 1 ● Origin Spell List ● Why B-Tier ***
○ Spirit Visage ○ * = not on regular spell list ○ Good AoE dpr sorcerer
■ BA single-target WIS save or disadv on ability
checks & attack rolls
○ 1st ○ Less flexible spell list
■ Inflict Wounds* ● How I think about the subclass
● Until start of sorcerer’s next turn
● Disadv only against sorcerer – does ○ 2nd
○ Spirit Visage = heightened spell metamagic
not help the rest of your party… ■ Ray of Enfeeblement
but much cheaper
■ Essentially “heightened spell” metamagic alt ○ 3rd
● PB/long rest uses ■ Fear
○ Vengeful Spirits = Flaming Sphere, but
● Level 6 ○ 4th no-concentration & no friendly fire
○ Vengeful Spirits ■ Phantasmal Killer* ○ Best sorcerer lvl 6-8 in-game
■ Bonus action 18-cell cast range 3x3 AoE ○ 5th (post-Lost Valley)
sphere of damage. 1 min duration ■ Mind Twist
■ No friendly fire & 6-cell movement/turn
■ Enemies save for ½ damage
■ 2d6 + CHA dmg/turn
■ 1 free cast/long rest
■ subsequent casts cost 4 sorcery points
● BA to recharge ability +
● BA to cast again
● Level 14
○ Soul Drain
■ 1x/turn, when defeat a CR 1+ creature with a
1st-lvl spell or higher, regain 1 sorc pt
● Level 18
○ TBD
■ TBD
Child of the Rift (CotR) Sorcerer (***)
● Level 1 ● Origin Spell List ● B-Tier *** (CotM/LV), SS-Tier *****+ (PoI)
○ Rift Magic ○ * = not on regular spell list ○ Sorcerer chassis + guiding bolt lvl 1-8
■ 5% chance for spell to not cost spell slot
○ 1st ○ Strongest subclass in-game at lvl 9+
■ Doesn’t work for non-sorc spells (Guiding Bolt)
■ Guiding Bolt* ■ Best AoE dpr subclass at that point
● Level 2 ■ Infinite spells & sorc pts available to a
○ 2nd
○ Rift Deflection ■ Aid* sorcerer is OP
■ Dodge action as a bonus action, that costs a
○ 3rd ● How I think about the subclass
sorcery point but is stronger
■ Daylight ○ Subclass you don’t give to new players
■ Disadv on attacks against you
■ Adv on all saves against enemy spells
○ 4th ○ Very exploitable via multi-classing
■ Banishment ■ Fighter 1 + CotR Sorcerer 9+
● Level 6
○ 5th ■ Infinite short rest spam healing →
○ Offering to the Rift
■ Greater Restoration* infinite spells w/o cost…
■ Bonus action self-drain effect – sacrifice
■ BA dodge & adv against saves alongside
5 Current/MaxHP for 1 sorcery point
this infinite spellcasting at lvl 9+...
■ MaxHP restored on long rest, or via
greater restoration…
■ This sorcerer gets greater restoration in their
origin spells at level 9…
● Level 14
○ Riftwalk
■ BA 6-cell spell-less misty step
■ Enemies within 1 cell of destination take CHA
mod force dmg
■ PB/long rest usage
● Level 18
○ TBD
■ TBD
Field Manipulator Sorcerer (****) [UB]
● Level 1 ● Origin Spell List ● Why A-Tier ****
○ Displacement ○ * = not on regular spell list ○ Draconic Sorcerer for the lategame
■ Action 12-cell teleport for ally or enemy
○ 1st ● How I think about the subclass
■ Enemy CHA save against sorcerer spell DC
■ Sleep
■ PB/long rest feature ○ Sorcerer variant of Rift Walker Warlock
○ 2nd ■ Requires an action (vs BA)
● Level 6
■ Hold Person ■ Can already move ally/enemy from the
○ Arcane Manipulation
○ 3rd lvl 1 feature
■ Enchantment, Abjuration, & Illusion spells cast 1
■ Counterspell
lvl higher vs spell slot used
○ 4th
● Level 14
■ Banishment
○ Mental Resistance
○ 5th
■ Proficiency in INT & WIS saves
■ Hold Monster
● Level 18
○ 6th
○ Forceful Step ■ Globe of Invulnerability
■ BA 12-cell self-teleport
■ Enemies within 2-cells of destination make a
STR save or take 3d10 dmg & prone/knocked
back 2 cells
■ 3x/long rest uses, or 4 sorc pts for more uses
Forceblade Sorcerer (****) [UB]
● Level 1 ● Origin Spell List ● Why A-Tier ****
○ Extra proficiencies ○ * = not on regular spell list ○ Sorcerer version of Soulblade Warlock
■ Medium armor, shield, & full wpn proficiencies
○ 1st ● How I think about the subclass
○ Arcane Weapon ■ Thunderous Smite*
■ Can use CHA for wpn-based attacks (not 2H) ○ Intended as a dip alternative to the
○ 2nd
■ If have TWF style, also applies to off-hand wpn Soulblade Warlock
■ Misty Step
○ Mana Shield ○ Mana Painter Sorcerer dip is such a good
○ 3rd
■ BA 1 min TempHP = CHA mod + sorc level
■ Haste
alternative that it outshines this one…
■ PB/long rest, or 2 sorc pts ■ Decent if saving throws are not that
○ 4th
● Level 6 important in campaign
■ Fire Shield
○ Extra Attack
○ 5th
■ Can replace a weapon attack with a cantrip attack
■ Mind Twist
● Level 14
○ 6th
○ War Sorcerer ■ Globe of Invulnerability
■ Damaging attacks & spells add an additional
CHA mod of force dmg to them
● Level 18
○ Battle Reflexes
■ +2 AC
■ Proficiency in DEX saving throws
Divine Heart Sorcerer (****) [UB]
● Level 1 ● Origin Spell List ● Why A-Tier ****
○ Deity Choice: +1 prepared spell at lvl 1 ○ *Entire Cleric Spell List* ○ Best spell list to choose from in-game
■ Arun – Protection from Evil & Good
■ These aren’t auto-prepared ○ Restriction of spell prep’s hurts A LOT
■ Einar – Inflict Wounds
■ Maraike – Cure Wounds
■ Notable cleric spells: ● How I think about the subclass
■ Misaye – Bane ○ 1st ○ 5e’s Divine Soul Sorcerer via UB mod
■ Pakri – Bless ■ Guiding Bolt*
○ Best Sorcerer with the UB mod’s Shared
○ Divine Fortitude ■ Healing Word*
■ Bless*
Spell metamagic option
■ +1 HP/level ■ Imagine putting a high-level spirit
○ Divine Magic ○ 2nd
guardians on a frontliner…
■ Full access to Sorcerer & Cleric spell lists ■ Aid*
■ Calm Emotions*
○ Pakri for Bless is clear winner here
● Level 6 ○ Decent Paladin multi-class as well –
○ 3rd
○ Divine Fount though Mana Painter Sorc is better…
■ Spirit Guardians*
■ BA regain 1 sorc pt
■ Revivify*
■ WIS mod/long rest uses
○ 4th
○ Empowered Healing
■ N/A
■ Bonus action 1 sorcery point activation – lasts
until start of next turn
○ 5th
■ Reroll 1’s & 2’s on healing spells ■ Contagion*
that require a roll ■ Greater Restoration*
● Level 14 ○ 6th
■ Heal*
○ Planar Portal
■ Action spell-less dimension door
● Level 18
○ Divine Recovery
■ BA heal spell for self – 1x/long rest uses
Sorr-Akkath Sorcerer (***) [UB]
● Level 1 ● Origin Spell List ● Why B-Tier ***
○ Deceptive Heritage ○ * = not on regular spell list ○ Single-target dpr sorcerer
■ Proficiency in stealth & deception
○ Cantrip ● How I think about the subclass
■ 12-cell darkvision
■ Venomous Spike*
○ Spell Sneak Attack ○ Dpr sorcerer subclass for players that don’t
○ 1st
■ 1x/turn extra dmg on spell attack rolls if it meets want to use the OP CotR subclass
■ Hideous Laughter
rogue’s sneak attack feature rules
■ 1d6 dmg @ lvl 1 & +1 die @ lvl 5, 11, & 17
○ 2nd
■ Invisibility
● Level 6
○ 3rd
○ Blood of Sorr-Akkath
■ Fear
■ Poison resist & immune to poisoned condition
■ Enemies affected by Spell Sneak Attack forced
○ 4th
to make CON save or be poisoned for a round ■ Greater Invisibility
● Level 14 ○ 5th
■ Dominate Person
○ Darkness Affinity
■ When in dim light or darkness, gain:
○ 6th
● +2 to AC, attack rolls, & saving throws ■ Globe of Invulnerability
● +2 HP healed per round
● Level 18
○ Touch of Darkness
■ Action spell touch attack for 8d8 dmg & heal ½
■ 3x/long rest uses, or 4 sorc pts for more uses
Wizards (by level)
● asdfasdf ● asdfasdf
○ asdfasdf ○ asdfasdf
● MOD* assumes
○ 16 INT at start
○ Flawless Concentration @ lvl 4 Picture Credit: Solasta’s free wallpaper pack
○ +2 INT @ lvl 8 & lvl 12
Wizards (Loremaster)
● asdfasdf ● asdfasdf
○ asdfasdf ○ asdfasdf
● MOD* assumes
○ 16 INT at start
○ Flawless Concentration @ lvl 4 Picture Credit: Solasta Official Update: 16 Sept 2019
○ +2 INT @ lvl 8 & lvl 12
Wizards (Spellmaster) [UB]
● asdfasdf ● asdfasdf
○ asdfasdf ○ asdfasdf
● MOD* assumes
○ 16 INT at start
○ Flawless Concentration @ lvl 4 Picture Credit: Solasta Official Update: 19 Sept 2019
○ +2 INT @ lvl 8 & lvl 12
Wizards (spell list)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Acid Splash ○ Burning Hands ○ Acid Arrow
○ Annoying Bee ○ Charm Person ○ Blindness
○ Chill Touch ○ Color Spray ○ Blur
○ Dancing Lights ○ Comprehend Languages ○ Darkness
○ Dazzle ○ Detect Magic ○ Darkvision
○ Fire Bolt ○ Expeditious Retreat ○ Flaming Sphere
○ Light ○ False Life ○ Hold Person
○ Poison Spray ○ Feather Fall ○ Invisibility
○ Ray of Frost ○ Fog Cloud ○ Knock
○ Shadow Armor ○ Grease ○ Levitate
○ Shadow Dagger ○ Hideous Laughter ○ Magic Weapon
○ Shine ○ Identify ○ Misty Step
○ Shocking Grasp ○ Jump ○ Ray of Enfeeblement
○ Sparkle ○ Longstrider ○ Scorching Ray
○ True Strike ○ Mage Armor ○ See Invisibility
○ Magic Missile ○ Shatter
○ Protect vs Evil & Good ○ Spider Climb
○ Shield
○ Sleep
○ Thunderwave
Wizards (spell list)
● 3rd Level Spells ● 4th Level Spells ● 5th Level Spells
○ Bestow Curse ○ Banishment ○ Cloudkill
○ Counterspell ○ Black Tentacles ○ Cone of Cold
○ Dispel Magic ○ Blight ○ Conjure Elemental
○ Fear ○ Confusion ○ Dominate Person
○ Fireball ○ Conjure Minor Elementals ○ Hold Monster
○ Fly ○ Dominate Beast ○ Mind Twist
○ Haste ○ Dimension Door
○ Hypnotic Pattern ○ Fire Shield
○ Lightning Bolt ○ Greater Invisibility
○ Protection from Energy ○ Ice Storm
○ Remove Curse ○ Identify Creatures
○ Sleet Storm ○ Phantasmal Killer
○ Slow ○ Stoneskin
○ Stinking Cloud ○ Wall of Fire
○ Tongues
○ Vampiric Touch
Wizards (spell list)
● 6th Level Spells ● 7th Level Spells ● 8th Level Spells
○ Chain Lightning ○ Arcane Sword ○ Dominate Monster
○ Circle of Death ○ Delayed Blast Fireball ○ Feeblemind
○ Disintegrate ○ Finger of Death ○ Incendiary Cloud
○ Eyebite ○ Gravity Slam ○ Maze
○ Freezing Sphere ○ Prismatic Spray ○ Power Word Stun
○ Globe of Invulnerability ○ Symbol ○ Spell Ward
○ Hilarity ○ Sunburst
○ Sunbeam ○ Thunderstorm
○ True Seeing
Wizards (greenmage extra spells)
● 1st Level Spells ● 3rd Level Spells ● 6th Level Spells
○ Animal Friendship ○ Call Lightning ○ Conjure Fey
○ Detect Poison & Disease ○ Conjure Animal ○ Heroes Feast
○ Entangle ○ Create Food ○ Wall of Thorns
○ Faerie Fire ○ Daylight ● 7th Level Spells
○ Goodberry ○ Wind Wall ○ Fire Storm
○ Hunter’s Mark ● 4th Level Spells ○ Regenerate
● 2nd Level Spells ○ Freedom of Movement ○ Resurrection
○ Barkskin ○ Giant Insect ● 8th Level Spells
○ Find Traps ● 5th Level Spells ○ Earthquake
○ Lesser Restoration ○ Contagion
○ Pass Without Trace ○ Insect Plague
○ Protection from Poison
Wizards (UB mod spells)
● Cantrips ● 2nd Level Spells ● 6th Level Spells
○ Air Blast ○ Bounden Ice ○ N/A
○ Blade Ward ○ Color Burst ● 7th Level Spells
○ Eternal Sting ○ Mirror Image ○ Reverse Gravity
○ Ethereal Kneel ○ Shadow Blade ● 8th Level Spells
○ Mind Spike ○ Web
○ Mind Blank
○ Minor Lifesteal ● 3rd Level Spells
○ Resonating Strike
● 9th Level Spells
○ Pulse Wave
○ Sound Burst ○ Foresight
○ Spirit Shroud
○ Sunlit Blade ○ Meteor Swarm
○ Winter’s Breath
○ Sword Storm ○ Power Word Kill
● 4th Level Spells ○ Shapechange
● 1st Level Spells ○ Brain Bulwark ○ Time Stop
○ Caustic Zap ○ Gravity Sinkhole ○ Weird
○ Celerity Boon ● 5th Level Spells
○ Chromatic Orb
○ Far Step
○ Earth Tremor
○ Sonic Boom
○ Find Familiar
○ Magnify Gravity
○ Mule
○ Radiant Motes
Wizard Overview
● Features ● Notable spells ● Strengths
○ Proficiencies ○ Cantrips ○ Best spellcaster in-game
■ No armor proficiency ■ Too many ○ Strongest lategame class
■ Limited weapon options ○ 1st ■ Regardless of subclass
○ Arcane Recovery (lvl 2) ■ Shield ● Weaknesses
■ 1x/day short rest recovery of ■ Identify
expended spell slots ■ Too many
○ Relatively weak pre-level 5
○ Wizard Spell List ○ 2nd ● Commonalities of Strong Wizards
■ Misty Step ○ Subclass features that
■ Too many supplement earlygame
○ 3rd weakness of wizard
■ Hypnotic Pattern
■ Haste
■ Too many
○ 4th
■ Greater Invisibility
■ Too many
○ 5th
■ Mind Twist
■ Contagion
○ 6th
■ Globe of Invulnerability
Court Mage Wizard (*****) [LV]
● Level 2 ● Why S-Tier *****
○ Always Prepared ○ Wizard with a good earlygame
■ Shield proficiency & protection fighting style
○ Shield proficiency
○ Spell Shield ■ +2 AC w/o a multi-class
■ Action for 1-hr duration TempHP for self & 1 ally
○ Added survival later-on as well
● TempHP = 4x wizard level
● Level 6 ● How I think about the subclass
○ Counterspell Mastery ○ Best wizard for newer players
■ Adv on counterspell ○ Strong earlygame durability
■ Disadv for enemies to counterspell wizard’s spells ○ Can spread survival to allies
● Level 10
○ Improved Spell Shield
■ Within the 1-hr initial cast of Spell Shield, self & ally
gain adv on saves against spells & magical effects
■ This remains in effect – even if TempHP goes away
● Level 14
○ Expanded Spell Shield
■ Spell Shield can now affect 2 allies
■ Range increased from 6-cells to 12 cells
Greenmage Wizard (*****)
● Level 2 ● Greenmage Spell List ● Why S-Tier *****
○ Expanded Spell List (Green Magic) ○ Notable extra spells ○ Wizard with a good earlygame
■ Wizard + most ranger/druid spells
○ 1st ○ Archery Fighting Style
○ Warden of the Forest ■ Entangle ■ Only full-caster with a good fighting style
■ Archery fighting style & shortbow proficiency ■ Faerie Fire ○ Summon spell at lvl 5 vs lvl 7
■ Light armor & smithing proficiency ■ Goodberry
● Level 6 ● How I think about the subclass
○ 2nd
○ Entangling Shot ■ Pass Without Trace
○ Wizard with largest spell list
■ Single-target STR-save restrain ability that ■ Has most of the good druid spells
○ 3rd
lasts for a full round ■ Healing Word & Spike Growth missing
■ Conjure Animal
■ Doesn’t use concentration & has own resource ■ Wind Wall
○ Strong all throughout the game
● Level 10 ○ 4th ■ As strong as a ranger earlygame
○ Leaf Scales ■ Freedom of Movement ■ Better than a druid midgame
■ Rogue’s Uncanny Dodge Ability ○ 5th ■ STILL strong lategame wizard
■ Less useful on a chassis with the shield spell ■ Contagion ○ The best subclass in the base game :)
● Level 14 ○ 6th
○ Weakening Entangling Shot ■ Wall of Thorns
■ Enemies hit by entangling shot additionally have ○ 7th
disadvantage on saving throws ■ Resurrection
■ Debuff lasts until end of wizard’s next turn
○ 8th
■ Earthquake
Shock Arcanist Wizard (****)
● Level 2 ● Upcasted Spell List (1 lvl) ● A-Tier **** (CotM/LV), B-Tier *** (PoI)
○ Arcane Warfare ○ 1st ○ Best Blasting Wizard
■ Specific Spells Upcast 1 level ■ Burning Hands ○ Doesn’t do much else
● Level 6 ■ Magic Missile
○ Still has weaker earlygame
○ Arcane Fury ■ Thunderwave
■ 1x/day for 1 minute spell damage enhancement ○ 2nd ● How I think about the subclass
○ Arcane Fury Spell List ■ Acid Arrow ○ Generally the go-to wizard for many
■ **all spell from upcast list, with a few extras** ■ Flaming Sphere players in base Solasta
■ Cantrips ■ Scorching Ray ○ Pretend that “Arcane Shock”
● Fire Bolt, Ray of Frost, Shocking Grasp ○ 3rd doesn’t exist and you will do fine
■ 4th ■ Fireball
● Fire Shield, Wall of Fire ■ Lightning Bolt
■ 6th
● Chain Lightning, Freezing Sphere, Sunbeam
○ 4th
■ Ice Storm
■ 7th
● Arcane Sword, Delayed Blast Fireball, ○ 5th
Fire Storm, Prismatic Spray ■ Cone of Cold
■ 8th ■ Mind Twist
● Sunburst
○ 6th
● Level 10 ■ Chain Lightning
○ Arcane Shock ■ Disintegrate
■ BA self-restrain for “at least average” spell dmg ■ Freezing Sphere
■ Spell cast forces DC 14 CON save or 2d6 dmg
■ PB/long rest feature
○ 7th
■ N/A
● Level 14
○ 8th
○ Greater Arcane Shock
■ Incendiary Cloud
■ BA self-restrain for maximum spell dmg
■ Spell cast forces DC 14 CON save (7d6 dmg)
■ 1x/long rest feature
Loremaster Wizard (***)
● Level 2 ● B-Tier *** (CotM/LV), S-Tier ***** (PoI)
○ Keen Mind ○ Strong Lategame Wizard
■ Adv on crafting & counterspell identification
● How I think about the subclass
● Level 6
○ On-par with UB Spellmaster Wizard late…
○ Spell Academic
■ Superior in long-rest spamming parties
■ +1 free spell/level
■ On-par if there is short-resting
● Level 10 ■ But the subclass has little going for it
○ Arcane Lore prior to level 10…
■ PB added to your spell preparations ○ Court Mage Wizard also has advantage
■ +2 cantrips over standard wizards
for Counterspell attempts…
● Level 14
○ Good lvl 14 non-wizard cantrip options
○ Arcane Professor ■ Vicious Mockery
■ +4 spell slots (one 1st, 2nd, 3rd, & 4th-lvl slot) ■ Venomous Spike
■ +4 cantrips from any class ■ Eldritch Blast
■ Shillelagh
○ Good lvl 14 non-wizard cantrips (UB)
■ Thorny Vines
■ Acid Claws
■ Burse of Radiance
Spell Master Wizard (*****) [UB]
● Level 2 ● Why S-Tier *****
○ Arcane Depth ○ Wizard with a good earlygame
■ Additional recovery of spell slots
○ Even more spell casts vs the norm
○ Be Prepared
○ High spell prep’s immediately
■ PB added to your spell preparations
○ Strongest UB mod subclass
○ Breadth of Knowledge
■ +1 free spell/level ● How I think about the subclass
● Level 6 ○ UB variant of the Loremaster wizard
○ Master Scriber ■ Better earlygame
■ Adv on scribing spells to spellbook ■ Similar power lategame
■ +2 cantrips over standard wizards
● Level 10
○ Extra Prepared
■ INT mod now provides 2x spell prep’s
● Level 14
○ Spell Resistance
■ Advantage on saves against spells
Dead Master Wizard (****) [UB]
● Level 2 ● Unique Summon Options ● Why A-Tier ****
○ Necromancy Expert ○ 2nd ○ 5e’s Necromancy Wizard via UB
■ Has access to unique summon spells ■ Raise Skeleton
■ +1 to spell DC for necromancy spells
● How I think about the subclass
■ Raise Skeleton Archer
○ Scatter ○ Summon Specialist
○ 3rd
■ Upcasted undead summons do not require ■ Summon available at lvl 3
■ Raise Ghoul
concentration ■ Upcasting = no concentration
○ 4th
○ Undead Chains ○ Summons + wizard spellcasting is all
■ Raise Skeleton Enforcer
■ Undead add +2 MaxHP per wizard level you are going to do with this subclass
○ 5th
■ Undead add PB to attack rolls ■ Because of the no concentration
■ Raise Skeletal Knight
● Level 6 requirement, easy to optimize
■ Raise Skeletal Marksman
○ Stark Harvest ○ 6th
■ When kill enemy using 1st-lvl spell or higher, gain ■ Raise Spectral Avenger
HP = 2x spell level (or 3x if necromancy spell)
○ 7th
● Gain TempHP instead at MaxHP already
■ Raise Wright
■ Doesn’t work when killing undead or constructs
○ 8th
● Level 10
■ Raise Wright Lord
○ Harden to Necrotic
■ Necrotic immunity; MaxHP can’t be reduced
● Level 14
○ Command Undead
■ Action CHA save or 1 enemy undead under your
control from 1 minute
■ PB/long rest uses
Arcane Fighter Wizard (****) [UB]
● Level 2 ● Why A-Tier ****
○ Extra proficiencies ○ Weapon-based wizard
■ Light/medium armor & full weapon proficiency
● How I think about the subclass
○ Improved Concentration
■ Adv on concentration checks ○ Best crossbow weapon wizard user
■ Arcane Weapon doesn’t work with 2H
○ Arcane Weapon
weapons – Longbow/Shortbow doesn’t
■ Can use INT in place of STR/DEX for wpn attacks (not 2H)
work anymore, so crossbow is the way
■ If have TWF, also applies to offhand weapon
○ Has a LOT of potential
● Level 6
○ Extra Attack
■ Can attack with a cantrip as one of these attacks
● Level 10
○ Spell Fighting
■ Can cast a spell after defeating an enemy
with a MELEE weapon attack
● Level 14
○ Magically Powered Attacks
■ 1x/turn weapon attacks deal +1d8 dmg
Blade Dancer Wizard (****) [UB]
● Level 2 ● Why A-Tier ****
○ Dance Fighting ○ 5e’s Bladesinger Wizard via UB
■ Proficiency in light armor & all weapons
○ Nothing good in earlygame
○ Blade Dance
■ BA 1 minute blade dance that gives self-bonuses
● How I think about the subclass
● PB/long rest uses ○ Wizard that needs to use weapons to
■ Cannot use med/heavy armor, shields, nor 2H wpn compete vs other wizard subclasses
● AC = light armor + INT & DEX mods ○ Complicated to optimize properly
● +2 cell movement
○ Not a fan of this subclass, but is a
● Adv on DEX (acrobatic) checks
● Adv & +3 to Constitution checks wizard that adds enough for A-tier
● Level 6
○ Extra Attack
■ Can attack with a cantrip as one of these attacks
● Level 10
○ Dance of Defense
■ RA spend spell slot to reduce damage by 5x the spell lvl consumed
● Level 14
○ Dance of Victory
■ While blade dance is active, +5 to wpn dmg
Graviturgist Wizard (***) [UB]
● Level 2 ● Why B-Tier ***
○ Decrease Density ○ 5e’s Graviturgy subclass via UB mod
■ Action 1 min. single-target 6-cell ranged ability
■ +2 cell movement & disadv to STR checks/saves
● How I think about the subclass
■ INT mod/short rest uses ○ Gravity Well is the reason to take subclass
○ Increase Density ○ Violent Attraction buffed vs 5e version
■ Action 1 min. single-target 6-cell ranged ability ■ Not great, but fine in a “balanced” party
■ -2 cell movement & adv to STR checks/saves ○ Event Horizon is a little buggy
■ INT mod/short rest uses ■ No visuals on initial activation
● Level 6 ■ “Procs” visuals when enemies get within
○ Gravity Well 3-cells (just 3-cells out)
■ Enemies hit by spell attacks are pushed 1 cell away ■ Then hurts enemies when they get within
6-cells after visual activation
● Level 10
○ Violent Attraction
■ BA 1 min single-target +1d10 wpn dmg
■ INT mod/long rest uses
● Level 14
○ Event Horizon
■ Action 1 min self-restrain (and cannot end early)
■ 3-cell PBAoE slowing field initially, increases to 6-cell radius once first enemy enters
■ Enemies that start or enter on turn within 12 cells make a STR save or 0 movement & 2d12 dmg
■ 1x/long rest uses
Warlocks (by level)
● Min*
○ Warlocks don’t gain spell prep’s from higher CHA
○ They can switch out one spell each level Picture Credit: Solasta’s website
○ Pact Slots scale much differently vs other spellcasters
○ *Arcanum Slots at lvl 11+ doesn’t recharge on a short rest*
Warlocks (spell list) ** = highly recommended
● Cantrips ● 2nd Level Pact Spells ● 4th Level Pact Spells
○ Chill Touch ○ Darkness ○ Banishment
○ Dazzle ○ Hold Person ○ Blight
○ Eldritch Blast** ○ Invisibility ○ Dimension Door
○ Poison Spray ○ Misty Step ○ Dreadful Omen
○ Shadow Armor ○ Ray of Enfeeblement ● 5th Level Pact Spells
○ Shadow Dagger ○ Shatter ○ Hold Monster
○ Sparkle ○ Spider Climb ○ Mind Twist
○ True Strike ● 3rd Level Pact Spells ● 6th Level Arcanum Spells
● 1st Level Pact Spells ○ Counterspell ○ Circle of Death
○ Charm Person ○ Dispel Magic ○ Conjure Fey
○ Comprehend Languages ○ Fear ○ Eyebite
○ Expeditious Retreat ○ Fly ○ True Seeing
○ Hellish Rebuke ○ Hypnotic Pattern ● 7th Level Arcanum Spells
○ Malediction** ○ Remove Curse
○ Finger of Death
○ Protect vs Evil & Good ○ Tongues
○ Gravity Slam
○ Vampiric Touch
● 8th Level Arcanum Spells
○ Dominate Monster
○ Feeblemind
○ Power Word Stun
Warlocks (subclass extra spells)
● **Big Note** ● 2nd Level Pact Spells ● 4th Level Pact Spells
○ Warlock extra spells via subclass are not ○ Acid Arrow (Hive) ○ Confusion (Tree)
automatically prepared
○ Barkskin (Tree) ○ Fire Shield (Fiend)
■ You have to purposely learn these spells
○ Blindness (Fiend) ○ Giant Insect (Hive)
● 1st Level Pact Spells ○ Blur (Timekeeper) ○ Greater Invisibility (Timekeeper)
○ Bane (Fiend) ○ Calm Emotions (Hive, Timekeeper) ○ Phantasmal Killer (Timekeeper, Tree)
○ Burning Hands (Fiend) ○ Scorching Ray (Fiend) ○ Stoneskin (Hive)
○ Detect Poison & Disease (Hive) ○ Spike Growth (Tree) ○ Wall of Fire (Fiend)
○ Entangle (Tree)
● 3rd Level Pact Spells ● 5th Level Pact Spells
○ Fog Cloud (Tree)
○ Bestow Curse (Tree) ○ Cloudkill (Hive)
○ Inflict Wounds (Hive)
○ Conjure Animal (Tree) ○ Contagion (Fiend, Tree)
○ Longstrider (Timekeeper)
○ Fireball (Fiend) ○ Dominate Person (Timekeeper, Tree)
○ Magic Missile (Timekeeper)
○ Haste (Timekeeper) ○ Flame Strike (Fiend)
○ Lightning Bolt (Hive) ○ Insect Plague (Hive)
○ Slow (Timekeeper) ○ Raise Dead (Timekeeper)
○ Stinking Cloud (Fiend, Hive)
Warlocks (subclass extra spells) [UB]
● **Big Note** ● 2nd Level Pact Spells ● 4th Level Pact Spells
○ Warlock extra spells via subclass are not ○ Blur (Rift Walker, SoulBlade) ○ Black Tentacles (Soulblade)
automatically prepared
○ Branding Smite (SoulBlade) ○ Conjure Minor Elementals (Elementalist)
■ You have to purposely learn these spells
■ Some subclasses have overlooked this
○ Moon Beam (MoonLit) ○ Dominate Beast (MoonLit)
○ Pass Without Trace (Rift Walker) ○ Freedom of Movement (Rift Walker)
● 1st Level Pact Spells
○ Scorching Ray (Elementalist) ○ Greater Invisibility (Rift Walker, MoonLit)
○ Faerie Fire (MoonLit)
○ See Invisibility (MoonLit) ○ Ice Storm (Elementalist)
○ False Life (SoulBlade)
○ Spike Growth (Elementalist) ○ Phantasmal Killer (Soulblade)
○ Fog Cloud (Elementalist)
● 3rd Level Pact Spells ○ Stoneskin (Elementalist)
○ Jump (Rift Walker)
○ Longstrider (Rift Walker) ○ Daylight (MoonLit) ● 5th Level Pact Spells
○ Shield (SoulBlade) ○ Fireball (Elementalist) ○ Cone of Cold (Elementalist, SoulBlade)
○ Sleep (MoonLit) ○ Haste (Rift Walker, SoulBlade) ○ Conjure Elemental (Elementalist)
○ Thunderwave (Elementalist) ○ Hypnotic Pattern (MoonLit) ○ Dispel Evil & Good (Rift Walker)
○ Lightning Bolt (Elementalist) ○ Dominate Person (MoonLit)
○ Slow (Rift Walker, SoulBlade) ○ Flame Strike (Elementalist, MoonLit)
○ Mind Twist (Rift Walker, SoulBlade)
Warlocks (UB mod spells)
● Cantrips ● 2nd Level Spells ● 6th Level Spells
○ Blade Ward ○ Mirror Image ○ N/A
○ Ethereal Kneel ○ Shadow Blade ● 7th Level Spells
○ Mind Spike ● 3rd Level Spells ○ N/A
○ Minor Lifesteal ○ Spirit Shroud ● 8th Level Spells
○ Resonating Strike ● 4th Level Spells ○ N/A
○ Sunlit Blade
○ Brain Bulwark ● 9th Level Spells
○ Sword Storm
● 5th Level Spells ○ Power Word Kill
● 1st Level Spells
○ Far Step
○ Skin of Retribution
○ Sonic Boom
Warlock Eldritch Invocations
● Level 2 ● Level 7 ● Important Invocations
○ Agonizing Blast – Add CHA mod to eldritch blast beams ○ Bewitching Whispers – 1x/long rest Dreadful Omen
○ Armor of Shadows – cast mage armor w/o spell slots ■ Uses a pact slot to cast it ○ Traditional Warlocks
○ Beguiling Influence – prof. In deception/persuasion ○ Dreadful Word – 1x/long rest Confusion ■ Agonizing Blast
○ Devil’s Sight – 16 cell blindsight ■ Uses a pact slot to cast it ■ Repelling Blast
○ Eldritch Sight – cast detect magic w/o spell slots ● Level 9 ■ Eldritch Spear
○ Eldritch Spear – eldritch blast ignores ALL COVER ○ Ascendant Step – cast Levitate on yourself w/o spell slots ■ Devil’s Sight
○ Eyes of the Rune Keeper – know all spoken/written languages ○ Minion of Chaos – 1x/long rest Conjure Elemental
○ Fiendish Vigor – cast false life w/o spell slots ■ Uses a pact slot to cast it ○ Weapon-based Warlocks
○ Repelling Blast – Eldritch blast moves creature 2 cells away ○ Otherworldly Leap – cast Jump on yourself w/o spell slots ■ Thirsting Blade
○ Thief of Five Fates – 1x/long rest Bane ● Level 12 ■ Devil’s Sight
■ Uses a pact slot to cast it ○ Lifedrinker – add CHA mod to weapon damage ■ Lifedrinker
● Level 3 ■ Pact of Blade-exclusive
○ Book of Ancient Secrets – can learn any/all ritual spells ● Level 15
■ Pact of Tome-exclusive ○ Chains of Carceri – cast Hold Monster w/o spell slots
○ Voice of the Chain Master – +1 use/long rest of Chain feature ■ Pact of Chain-exclusive
■ Pact of Chain-exclusive ■ Celestials, Fiends, & Elementals-only
● Level 5 ■ 1x per target per day
○ Mire the Mind – 1x/long rest Slow ○ Witch Sight – permanent see invisibility
■ Uses a pact slot to cast it ■ Always under effect of see invisibility
○ One with Shadows – action become invisible ■ Auto-identify items in inventory
■ Dim light or darkness
■ Until move or take another action
○ Sign of Ill Omen – 1x/long rest Bestow Curse
■ Uses a pact slot to cast it
○ Thirsting Blade – Extra Attack
■ Pact of Blade-exclusive
Warlock Eldritch Invocations [UB]
● Level 2 ● Level 7 ● Important Invocations
○ Aspect of the Moon – never sleep & lower chances of being surprised ○ Abilities of Chain Master – extra added abilities
○ Breath of the Night – cast fog cloud w/o spell slots ■ Pact of Chain-exclusive ○ Traditional Warlocks
○ Chilling Blast – change eldritch blast to cold damage ● Imp – greater invisibility ■ Agonizing Blast
○ Corrosive Blast – change eldritch blast to acid damage ● Pseudodragon – fly + poison attacks ■ Repelling Blast
○ Eldritch Mind – adv on spell concentration checks ● Quasit – +1 action & adv on DEX saves ■ Eldritch Mind
○ Gift of the Ever-Living Ones – Gain max healing from all sources ● Sprite – disadv on attacks against you & 16 AC
■ Eldritch Spear
○ Grasping Blast – Eldritch blast moves creature 2 cells closer ○ Kinesis – 1x/long rest haste (twinned)
○ Fiery Blast – change eldritch blast to fire damage ■ Does not use a pact slot to cast
■ Gift of the Protectors
○ Fulminate Blast – change eldritch blast to lightning damage ○ Statis – 1x/long rest slow (no concentration) ■ Eldritch Step
○ Hindering Blast – Eldritch blast reduces creature movement by 2 cells ■ Does not use a pact slot ○ Weapon-based Warlocks
● Level 5 ○ Trickster’s Escape – 1x/long rest freedom of movement for self ■ Thirsting Blade
○ Call of the Beast – 1x/long rest Conjure Animal ■ Does not use a pact slot to cast
■ Improved Pact Weapon
■ Uses a pact slot to cast it ● Level 9
■ Devil’s Sight
○ Eldritch Smite – on-demand extra dmg on wpn hit ○ Breaker & Banisher – 1x/long rest dispel evil & good
■ Pact of Blade-exclusive ■ Does use a pact slot to cast
■ Eldritch Smite
■ 1d8+spell lvl extra dmg ○ Discerning Gaze – 1x/long rest detect evil & good ■ Superior Pact Weapon
■ Only usable 1x/turn ■ Does not use a pact slot to cast ■ Lifedrinker
■ Can stack with divine smite if multi-classed ○ Gift of the Protectors – When reduced to 0 HP, go to 1 HP instead
○ Gift of the Hunter – 1x/long rest pass without trace ■ Pact of Tome-exclusive
■ Does not use a pact slot to cast ○ Spectral Shield – 1x/long rest shield of faith
○ Improved Pact Weapon– +1 to weapon attack/dmg rolls ■ Does not use a pact slot to cast
■ Pact of Blade-exclusive ○ Superior Pact Weapon– +1 bonus over Improved Pact Weapon
■ Can also use weapon as spellcasting focus ■ Pact of Blade-exclusive
○ Undying Servitude – 1x/long rest Raise Skeletal Enforcer ■ Requires Improved Pact Weapon
■ Does not use a pact slot to cast ● Level 12
○ Eldritch Step – BA spell-less 6-cell teleport
● Level 15
○ Shroud of Shadow – cast invisibility w/o spell slots
○ Ultimate Pact Weapon– +1 bonus over Superior Pact Weapon
■ Pact of Blade-exclusive
■ Requires Superior Pact Weapon
Warlock Overview
● Level 1 ● Pact Boon Details
○ Proficiencies ○ Pact of the Blade ● Strengths
■ Light armor proficiency ■ Proficient with martial weapons ○ Excellent short-rest spam class
■ Limited weapon proficiencies ■ Weapons considered magical for this warlock ■ Restore all pact slots on rest
○ Subclass choice/feature (Pact) ○ Pact of the Tome ■ No reason to hold back nor
● Level 2 ■ +3 cantrips (can be non-warlock cantrips)
○ Eldritch Invocations (2 choices) conserve resources :)
○ Pact of the Chain
■ Highly Recommended choices: ■ BA 1 min duration self-buff – choosable in the moment
○ Eldritch Blast
● Agonizing Blast** ■ 1x/long rest, or 2x/long rest with an invocation selection ■ With right invocations, is a cantrip
● Repelling Blast** ● Bind Imp that provides dpr + control :)
● Level 3 ○ Darkvision ■ Scales well with level – as thus,
○ Pact Boon (choose one of 3 options) ○ Resistance to fire/poison dmg 2-lvl dips popular with warlocks
■ Pact of the Tome ● Bind Pseudodragon ○ Pact of the Blade
■ Pact of the Blade ○ Adv on saving throws against spells ■ Thirsting Blade – Extra attack with
■ Pact of the Chain and magical effects access to 3rd-lvl spells @ lvl 5
● Level 5
○ Extra Invocation (+1 choice)
● Bind Quasit ● Weaknesses
○ Resistance to non-magical bludgeoning,
● Level 6 piercing, & slashing dmg
○ Much weaker if long-rest spamming
○ Subclass feature ● Bind Sprite ■ Effectively just 1-3 spells/fight
● Level 7 ○ +2 cell movement ○ Smaller spell list as a “full caster”
○ Extra Invocation (+1 choice) ○ Immunity to opportunity attacks ○ Non-Blade Pact Boons lackluster
● Level 9 ○ Pact Boon Exclusive invocations ○ Arcanum Spells (6th+ spells) do not
○ Extra Invocation (+1 choice) ■ Pact of the Blade
● Level 10 recover on short rests
● Thirsting Blade (lvl 5)
○ Subclass feature ○ Easy to mess up invocation choices
● Lifedrinker (lvl 12)
● Level 11 ■ Pact of the Chain ● Making Good Warlocks
○ Mystic Arcanum spell ● Voice of the Chain Master (lvl 3)
● Level 12 ○ Armor/weapon proficiencies
■ Pact of the Tome
○ Extra Invocation (+1 choice) ○ Extra dpr/utility available
● Book of Ancient Secrets (lvl 3)
○ Features that don’t cost pact slots, but
still recharge on a short rest
The Fiend Warlock (***) [IS]
● Level 1 ● Expanded Spell List ● Why B-Tier ***
○ Dark One’s Blessing ○ 1st ○ Best Well-Rounded Warlock
■ When defeat enemy, gain TempHP equal to ■ Bane ■ Best pure warlock in Solasta
CHA mod + warlock level ■ Burning Hands
■ Good if not warlock-dipping
● How I think about the subclass
○ 2nd
● Level 6 ○ Dark One’s Own Luck buffed
■ Blindness
■ All checks/saves for 1 min
○ Dark One’s Own Luck ■ Scorching Ray
■ Can add a d10 all ability checks & saving ○ Solid expanded spell list
○ 3rd
throws for self for one minute ■ Extra debuffing & protection spells :)
■ Fireball
■ 1x/short rest feature ■ Stinking Cloud
○ Otherwise, what you expect from Fiend
● Level 10 ■ …a solid subclass if you don’t dip warlock…
○ 4th
○ Fiendish Resilience ■ Fire Shield
■ Choose resistance to any dmg type – magical ■ Wall of Fire
& silvered wpns ignore this resistance ○ 5th
■ Switchable 1x/short rest ■ Contagion
● Level 14 ■ Flame Strike
○ Hurl Through Hell
■ When you hit an enemy with an attack, can
banish them for 1-turn
■ They take 10d10 dmg upon returning
The Hive Warlock (***) [IS]
● Level 1 ● Expanded Spell List ● Why B-Tier ***
○ Weakening Pheromones ○ 1st ○ Casting-Specialist Warlock
■ Hitting enemies with spells and cantrips ■ Detect Poison & Disease ■ Exceptional 1-2 lvl dip
gives them disadvantage on their next ■ Inflict Wounds
saving throw ● How I think about the subclass
○ 2nd
■ Spells & cantrips with multiple single-target
■ Acid Arrow
○ Weakening Pheromones is the subclass
attacks at once (like eldritch blast) only ■ If that’s exciting, pick it!
■ Calm Emotions
seems to affect the first target hit ○ Magic Counter useful for warlock chassis
■ AoE spells seem to debuff all enemies
○ 3rd
■ Lightning Bolt ■ With only 1-3 pact slots for any given
● Level 6 encounter, using one for counterspell hurts
■ Stinking Cloud
○ Magic Counter ■ Being able to have a dedicated way to
○ 4th
■ 1x/long rest spell-less Counterspell counterspell w/o pact slots is nice!
■ Giant Insect
● Level 10 ■ Stoneskin
○ Reactive Carapice ○ 5th
■ Gain TempHP for 1 turn after taking dmg ■ Cloudkill
● Level 14 ■ Insect Plague
○ Antimagic Chitin
■ Advantage on all saving throw against spells
The Tree Warlock (***) [IS + LV]
● Level 1 ● Expanded Spell List ● Why B-Tier ***
○ Piercing Branches ○ 1st ○ Repelling Blast + Spike Growth =
■ Auto-dmg enemies that hurt you in melee ■ Entangle cheese grater strategy w/o teamwork!!!
● 1d6 dmg @ lvl 1, 2d6 dmg @ lvl 14 ■ Fog Cloud
● Level 6 ● How I think about the subclass
○ 2nd
○ Blessing of the Tree ■ Barkskin
○ Fantastic 3-lvl warlock dip
■ Resistance to poison & necrotic dmg ■ Spike Growth ■ Repelling Blast invocation + spike growth
■ Immunity to poisoned condition is a strong native synergy
○ 3rd
■ If leave for sorcerer, can cast spike growth &
● Level 10 ■ Bestow Curse
quicken eldritch blast on same turn
○ Explosive Growth ■ Conjure Animal
○ Blessing of the Tree is the Badlands
■ PBAoE 1d4 damage ability around them ○ 4th
■ Push away 2 cells & DEX save or restrained ■ Confusion
Marauder feat – forced on this subclass
■ 1x/short rest ability ■ Phantasmal Killer
● Level 14 ○ 5th
○ One with the Tree ■ Contagion
■ +2 AC & always considered under half-cover ■ Dominate Person
The Timekeeper Warlock (**) [IS]
● Level 1 ● Expanded Spell List ● Why C-Tier **
○ Curse of Time ○ 1st ○ UB’s Rift Walker Warlock, but weaker
■ When you dmg an enemy with a spell (not a ■ Longstrider
cantrip), enemy takes dmg-over-time
● How I think about the subclass
■ Magic Missile
■ ½ Prof. bonus dmg each turn for 1 min ○ Time Shift is the subclass
○ 2nd
● Level 6 ■ If that’s fun to you, play it!
■ Blur
○ Time Shift ■ Calm Emotions
○ Curse of Time is pointless extra dmg
■ RA to recover dmg taken (if not reduced to 0 ○ 3rd ○ Accelerate more akin to a weakened
HP) & self-banishment for 1 round ■ Haste “action surge” than a 1-turn haste
■ This does not drop concentration spells ■ Slow
■ 1x/long rest ability
○ 4th
● Level 10 ■ Greater Invisibility
○ Accelerate ■ Phantasmal Killer
■ BA give ally within 6 cells (not self) 1-turn ○ 5th
duration haste ■ Dominate Person
■ Ally isn’t lethargic after this haste ends ■ Raise Dead
■ PB/long rest uses
● Level 14
○ Time Warp
■ You can take +1 action on your turn
■ 1x/long rest feature
SoulBlade Warlock (***) [IS + UB]
● Level 1 ● Expanded Spell List ● Why B-Tier ***
○ Extra proficiencies ○ 1st ○ Strong 1-5 lvl dip BA wpn enhancement for
■ Medium armor, shield, & full wpn proficiencies ■ Shield weapon-based martial classes
○ Soul Empower ■ Wrathful Smite
○ Best weapon-based warlock
■ BA allow wpn to use CHA for attack/dmg rolls ○ 2nd ■ You can only use CHA for wpn-based
● 1x/long rest, lasts entire day ■ Blur attacks for 1 wpn/day
○ Soul Hex ■ Branding Smite
○ Armor/shield proficiency + shield spell
■ 6-cell single-target curse ○ 3rd ■ Durable warlock
● Add PB to dmg against target ■ Blinding Smite
● Crit range expanded by 1 ■ Elemental Weapon
● How I think about the subclass
● When defeat target, gain TempHP ○ 4th ○ UB’s variant of 5e’s Hexblade Warlock
equal to CHA mod + warlock level ■ Phantasmal Killer ■ Armor/shield/wpn proficiencies
● 1x/short rest @ lvl 1, 2x/short rest @ lvl 14 ■ Staggering Smite ■ Still CHA for weapon attacks
● Level 6 ■ Terrible scaling past 6 levels
○ 5th
○ Spiritual Pact Weapon ■ Banishing Smite
■ Free action summon spiritual weapon ■ Cone of Cold
■ BA attack enemies from it, 4 cell movement
■ 1x/short rest
● Level 10
○ Soul Shield
■ RA spell-less shield for self
Rift Walker Warlock (***) [IS + UB]
● Level 1 ● Expanded Spell List ● Why B-Tier ***
○ Rift Step / Rift Portal
○ 1st ○ Mobility & protection available via a 1-level
■ BA 6-cell spell-less misty step @ lvl 1
■ Jump dip for another class
■ BA 12-cell spell-less dimension door @ lvl 10
■ Longstrider ■ Blink potent for spellcaster protection
■ PB/long rest usage
○ 2nd ■ Rift Step useful to any playstyle
○ Blink
■ Blur ○ Still solid additions at later levels as well
■ BA remove self from combat for round
■ Pass Without Trace
■ Concentration spells continue :) ● How I think about the subclass
○ 3rd
● Level 6 ○ Best pure Warlock of the UB options
■ Haste
○ Rift Strike ■ Slow ■ Bonus action spell-less misty step in the
■ When hit in melee, RA banish enemy (WIS save) earlygame
○ 4th
for 1 round ■ Bonus action spell-less dimension door in
■ Freedom of Movement
■ 1x/long rest usage the lategame
■ Greater Invisibility
○ Rift Freedom ○ Solid warlock dip as well
○ 5th
■ Immunity to being restrained
■ Dispel Evil & Good
■ Strong mobility & protection options from a
● Level 10 ■ Mind Twist single level dip
○ Fade into the Void ■ Best dip for full spellcasters that don’t need
■ When reduced to 0 HP, go to 1 HP instead armor/shield prof
■ 1x/long rest usage
● Level 14
○ Rift Cloak
■ Can cast warding bond at-will w/o sharing dmg
Eldritch Surge Warlock (***) [IS + UB]
● Level 1 ● Why B-Tier ***
○ Blast Exclusive ○ Eldritch Blast specialist
■ Free Cantrip: Eldritch Blast
■ Beam Lvl = [warlock lvl] - [2 * {all other class lvl’s}]
● How I think about the subclass
● 2 beams @ 3 ○ Good at eldritch blast, but…
● 3 beams @ 8 ■ Multiclassing is really bad…
● 4 beams @ 13 ○ Strong dpr subclass w/o equipment needs
● 5 beams @ 18 ○ UB mod subclass creator is currently
● Level 6 working on reworking this to make it more
○ Blast Pursuit fun & interesting
■ BA spent pact slot for 2-round buff
● Level 6: +1 main action or +1 BA @ lvl 6
○ EB range reduced by 6 cells
● Level 12: +1 main action & +1 BA @ lvl 16
○ EB ranged reduced by 12 cells
■ A takedown extends duration by 1 round.
■ At level 20 warlock: if no pact slots remain, under permanent Blast Pursuit status
● Level 10
○ Blast Overload
■ BA spend 1 pact slot for 10-round buff
● Ignore ranged disadv when enemies in melee
● Add PB to EB damage
○ EB range reduced by 6 cells
● Level 14
○ Blast Reload
■ If you cast a cantrip as an action, you can cast the same cantrip again as a BA
Elementalist Warlock (**) [IS + UB]
● Level 1 ● Expanded Spell List
● Why C-Tier **
○ Elemental Forms ○ Cantrip
○ 1-lvl dip for elemental resistance & dmg
■ Absorb Elements (a common 5e spell) ■ Fire Bolt
■ Only adds dmg/round for spell-based
doesn’t exist in Solasta – our best alternative ■ Ray of Frost
attacks
■ BA resistance to 1 element + ○ 1st
○ 10-lvl “dip” for elemental immunity
gain PB dmg/turn on spell dmg ■ Burning Hands
● Only works for spell attacks ■ Thunderwave ● How I think about the subclass
■ 1 min duration, PB/short rest uses ○ 2nd ○ Solid 1-lvl dip for elemental resistance
● Level 6 ■ Flaming Sphere ■ Better than Elemental Clerics & Draconic
○ Elemental Knowledge ■ Scorching Ray Sorcerers…
■ Adv on ability checks against elementals ○ 3rd ■ …as you can change resistance…
■ Can’t be charmed/frightened by elementals ■ Fireball ○ Summoning options available later on
● Level 10 ■ Lightning Bolt ■ Unique for this warlock, but…
○ 4th ■ …why have you not multi-classed?
○ Enhanced Elemental Forms
■ Ice Storm ○ Ok 10-lvl “dip” for elemental immunity
■ Gain elemental immunity when using
■ Wall of Fire ■ Very campaign-specific as to whether
elemental forms feature
○ 5th immunity is needed
● Level 14 ■ **This is the only reason to go super far into
■ Cone of Cold
○ Elemental Minions ■ Flame Strike this warlock**
■ Cast Conjure Elemental at will
MoonLit Warlock (**) [IS + UB]
● Level 1 ● Expanded Spell List ● Why C-Tier **
○ Superior Sight ○ 1st ○ Ok 1-lvl dip for devil’s sight access
■ Devil’s Sight-like invocation @ lvl 1 ■ Faerie Fire ● How I think about the subclass
○ Umbral Cloak ■ Sleep
■ One with Shadows-like invocation @ lvl 1 ○ Decent subclass around manipulating light
○ 2nd
■ Make it dark or light, depending on what is
● Level 6 ■ Moon Beam
best for the situation
○ Improved Umbral Cloak ■ See Invisibility
■ Works in dim light & magical darkness ○ 3rd
○ Dark Moon & Full Moon Casting ■ Daylight
■ Cast Darkness PB/long rest ■ Slow
■ Cast Daylight PB/long rest ○ 4th
● Level 10 ■ Greater Invisibility
○ Moon Touched ■ Guardian of Faith
■ Cast Reverse Gravity 1x/long rest ○ 5th
○ Dance of the Night Sky ■ Dominate Person
■ Cast Fly on 4 allies 1x/long rest ■ Mind Twist
● Level 14
○ Light Control
■ Cast Faerie Fire & Moonbeam at will
Mountain Warlock (**) [IS + UB]
● Level 1 ● Expanded Spell List ● Why C-Tier **
○ Barrier of Stone / Eternal Guardian ○ 1st ○ asdfsadf
■ RA reduce dmg taken by ally within 6-cells ■ Earth Tremor ■ asdf
by 2x warlock lvl + CHA mod ■ Sleep
■ CHA mod/long rest @ lvl 1
● How I think about the subclass
○ 2nd
■ CHA mod/short rest @ lvl 6 ○ asdfsadf
■ Heat Metal
○ Knowledge of Aeons ■ asdf
■ Lesser Restoration
■ Prof. in Nature & Survival & ○ asdfsadf
○ 3rd
Mountain favored terrain ■ asdf
■ Protection from Energy
● Level 6 ■ Sleet Storm
○ Clinging Strength ○ 4th
■ BA give yourself or ally effects of the ■ Freedom of Movement
longstrider and spider climb spells for 1-hr ■ Ice Storm
■ 1x/short rest
○ 5th
● Level 10 ■ Cone of Cold
○ The Mountain Wakes ■ Greater Restoration
■ Cast Ice Storm PB/long rest
● Level 14
○ Icebound Soul
■ Immunity to cold damage
■ First spell attack each turn forces CON
save or 1-turn blind on enemy
Inventors (by level) [UB]
● asdfasdf ● asdfasdf
○ asdfasdf ○ asdfasdf
● MOD* assumes
○ 16 INT at start
○ +2 INT @ lvl 4 & lvl 8 Picture Credit: FreeSVG.org
Inventor (spell list) [UB]
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Acid Splash ○ Cure Wounds ○ Aid
○ *Dazzle ○ Detect Magic ○ Blur
○ Fire Bolt ○ Expeditious Retreat ○ Darkvision
○ Guidance ○ Faerie Fire ○ Enhance Ability
○ *Light ○ False Life ○ Heat Metal
○ Poison Spray ○ Feather Fall ○ Invisibility
○ Ray of Frost ○ Grease ○ Lesser Restoration
○ Resistance ○ Identify ○ Levitate
○ Shocking Grasp ○ Jump ○ Magic Weapon
○ *Shine ○ Longstrider ○ Protection from Poison
○ Spare the Dying ○ See Invisibility
○ *Sparkle ○ Spider Climb
■ *cantrips auto-learned at lvl 1
Inventor (spell list) [UB]
● UB Cantrips ● 3rd Level Spells ● 4th Level Spells
○ Resonating Strike ○ Create Food ○ Freedom of Movement
○ Sound Burst ○ Dispel Magic ○ Stoneskin
○ Sunlit Blade ○ Fly ● 5th Level Spells
○ Sword Storm ○ Haste ○ Greater Restoration
○ Thorny Vines ○ Protection from Energy
● UB 1st Level Spells ○ Revivify
○ Caustic Zap
○ Radiant Motes
○ Sanctuary
● UB 2st Level Spells
○ Color Burst
○ Web
● UB 3rd Level Spells
○ N/A
● UB 4th Level Spells
○ Brain Bulwark
Inventor (extra spells) [UB]
● 1st Level Spells ● 3rd Level Spells ● 4th Level Spells
○ Heroism (Weaponsmith) ○ Beacon of Hope (Weaponsmith) ○ Confusion (Grenadier)
○ Magic Missile (Armorer, Grenadier) ○ Fireball (Grenadier) ○ Death Ward (Weaponsmith)
○ Shield (Armorer, Weaponsmith) ○ Hypnotic Pattern (Armorer) ○ Fire Shield (Armorer, Grenadier,
○ Thunderwave (Grenadier) ○ Lightning Bolt (Armorer) Weaponsmith)
● 2nd Level Spells ○ Remove Curse (Weaponsmith) ○ Greater Invisibility (Armorer)
○ Blindness (Grenadier) ○ Stinking Cloud (Grenadier) ● 5th Level Spells
○ Branding Smite (Weaponsmith) ○ Cone of Cold (Grenadier)
○ Mirror Image (Armorer) ○ Far Step (Armorer)
○ Shatter (Armorer, Grenadier) ○ Mass Cure Wounds (Weaponsmith)
○ Spiritual Weapon (Weaponsmith)
Inventor Infusions [UB]
● Level 2 ● Level 6 ● Level 14
○ Enhanced Armor – armor gains +1 AC ○ Replica Boots of Levitation – levitate spell 1x/short rest ○ Replica Amulet of Health – 19 CON amulet
○ Enhanced Focus – spell focus gains +1 DC/attack ○ Replica Boots of Striding & Springing – 6 cell speed, jump without ○ Replica Belt of Strength (Hill) – 21 STR belt
○ Enhanced Weapon – wpn gains +1 attack/dmg checks, unaffected by encumbrance & heavy armor penalties ○ Replica Bracers of Defense – +2 unarmored AC
○ Mind Sharpener – clothing/armor gains flawless concentration feat ○ Replica Cloak of Elvenkind – adv on stealth, enemy disadv on ○ Replica Gem of Seeing – truesight
(adv on concentration, taking 10 dmg or less is auto-success) perception to see wearer ○ Replica Horn of Blasting – bard instrument that
○ Repeating Shot – you can use hand crossbow + shield ○ Replica Gloves of Thievery – +5 to sleight of hand & thieves tools gives 1x/long rest dmg option
○ Returning Weapon – thrown weapon auto-return to wielder ○ Replica Pipes of Haunting – bard instrument, fear spell 1x/long rest ○ Replica Ring of Protection – +1 to AC & saves
○ Replica Bag of Holding – bag of holding carrying capacity ○ Resistant Armor – nonmagical armor now resistant to one
○ Replica Boots of Elvenkind – adv on stealth checks specific elemental dmg type
○ Replica Ring of Darkvision – darkvision to party member ● Level 10
○ Replica Wand of Identify – cast identify ○ Replica Bracers of Archery – +2 to dmg from bows
○ Replica Wand of Detect Magic – cast detect magic ○ Replica Brooch of of Shielding – resistant to force dmg, immune to
magic missile spell
○ Replica Cloak of Protection – +1 to AC & saves
○ Replica Gloves of Ogre Strength – 19 STR gauntlets
○ Replica Gloves of Missile Snaring – RA reduce dmg of missiles
○ Replica Headband of Intellect – 19 INT headband
○ Replica Helm of Awareness – adv on initiative & can’t be surprised
○ Replica Slippers of Spider Climbing – can move along walls
○ Replica Winged Boots – fly spell 1x/long rest
Inventor Infusions – Level 2 [UB]
Inventor Infusions – Level 2 [UB]
Inventor Infusions – Level 6 [UB]
Inventor Infusions – Level 10 [UB]
Inventor Infusions – Level 10 [UB]
Inventor Infusions – Level 14 [UB]
Inventor features [UB]
Inventor Overview [UB]
● Level 1 ● Level 3
○ Proficiencies ○ Inventor field of study (subclass) ● Strengths
■ Light/Medium armor & shield proficiency ○ Specialization spells (2+ at lvl 3, 5, & 9)
○ Infusions are really cool!
■ Limited weapon proficiencies ● Level 5
■ Mind Sharpener – just wow!
○ Inventor’s Tool Proficiencies ○ Inventor subclass feature
■ Prof. in 1 crafting tool of choice ○ Know Your Tools (+1 tool proficiency) ○ Strong dip option
● Level 2 ● Level 6 ■ CON save, armor/shield prof. +
○ Infusion Mechanic ○ Inventor’s Tool Expertise casting w/hands full for wizards
■ Infusion Choices ■ Expertise on all tools/kits from lvl 1 & 5 features ○ Best class for thrown weapons
● +4 choices @ lvl 2 ● Level 7 ■ Returning weapon infusion
● +2 choices @ lvl 6, 10, 14, & 18 ○ Quick Wit
● Choices can be switched each level ■ When ally within 6 cells fails a saving throw by
● Weaknesses
■ Infusion Uses less than your INT mod, can use RA to ○ Paladins & Rangers (also half-casters)
● 2 enchanted items max @ lvl 2 increase ally’s save by your INT mod have stronger individual chassis
○ If infuse extra item, oldest ● RA turn an ally failed save into a success ■ Paladin – burst dpr
infusion goes away ■ INT mod/long rest uses ■ Ranger – sustained dpr
● +1 to max @ lvl 6, 10, 14, & 18 ● Level 10 ■ Inventor – ???
■ Recommended choices ○ Magic Item Adept
○ Inventors likes spellcasting, but is a
● Mind Sharpener ■ +1 to item attunement limit @ lvl 10 & lvl 14
● Enhanced Focus ● Level 11 half-caster, so chassis is awkward…
● Enhanced Weapon ○ Spell Storing Wand ● Making Good Inventors
● Bag of Holding (switch out later) ■ Create want that casts a 1st or 2nd level inventor spell
○ Extra Attack or other methods to
● Replica Helm of Awareness ● Has 6 charges
● Replica Cloak of Protection ● 1 charge used per spell use increase dpr of the subclass
● Replica Ring of Protection ● 1st & 2nd-lvl spells use the same # of charges ○ Unique supportive options that aren’t
■ Uses Inventor attack mod & save DC strictly inferior vs other classes
Armorer Inventor (***) [UB]
● Level 3 ● Specialization Spell List ● B-Tier *** (CotM/LV), A-Tier **** (PoI)
○ Armored Up ○ * = not on regular spell list ○ Inventor with extra infusions
■ Proficiency in heavy armor ○ Best spellcasting inventor
○ 1st
■ No STR requirement for heavy armor
■ Magic Missile* ● How I think about the subclass
○ Armor Mode: ■ Shield*
■ 1x/short rest to select one of two modes:
○ Pretty much an INT-based paladin
○ 2nd ■ A subclass you will likely depart from after
■ Guardian Mode
■ Mirror Image* level 9-10 (if not earlier)
● 1d8+INT melee attack + enemy
■ Shatter*
disadv to anyone but tinkerer ○ Extra infusions is the draw of subclass
● BA gain TempHP = Inventor lvl
○ 3rd
■ Infiltrator Mode ■ Hypnotic Pattern*
● 1d6+INT 18-cell ranged attack ■ Lightning Bolt*
(+1d6 for first attack/turn) ○ 4th
● +1 cell movement & adv on stealth ■ Fire Shield
● Level 5 ■ Greater Invisibility*
○ Extra Attack
● Level 9
○ Armor Modification
■ Weapon enhancements put on armor will
affect Guardian/Infiltrator modes
■ +2 max infusions
● Level 15
○ Perfected Armor
■ Guardian Mode
● Attacks force CON save or 1-turn slow
■ Infiltrator Mode
● Attacks force disadv against inventor
● Next attack against target has adv &
does +1d6 dmg
Weaponsmith Inventor (***) [UB]
● Level 3 ● Specialization Spell List ● Why B-Tier ***
○ Inventive Weapon Use ○ * = not on regular spell list ○ The Straightforward Inventor
■ Full weapon proficiencies ○ 1st ■ INT used for EVERYTHING
■ Use INT instead of STR/DEX for weapon-based ■ Heroism*
attacks – for magical weapons ● How I think about the subclass
■ Shield*
○ Defending Blade ○ INT-based combo of a paladin & ranger
○ 2nd
■ Takes actions immediately after Weaponsmith ■ Gets extra things to both enhance self-dpr &
■ Branding Smite*
■ Stats increase party survival
■ Spiritual Weapon*
● HP = 2 + 2x INT mod + 5x Inventor level ○ INT used for attacks & spells
● AC = 15 ○ 3rd
■ Doesn’t have issues of Paladins, that choose
● Inventor spell attack bonus to hit ■ Beacon of Hope*
between STR/CHA for attacks or better
■ Actions ■ Remove Curse*
auras/spell DC’s
● Dodge default ○ 4th ■ Strong 3-lvl dip for Spell Shield Fighters
● Self repair: 2d8+4 HP, 3x/long rest
■ Death Ward*
● Attack for 1d8 + PB dmg
■ Fire Shield
■ Reaction
● Impose disadv on enemy within 1 cell
● Level 5
○ Extra Attack
● Level 9
○ Force Jolt
■ 1x/turn on wpn hit to deal extra dmg
● +2d6 dmg @ lvl 9 & +4d6 dmg @ lvl 15
■ INT mod/long rest uses
● Level 15
○ Improved Defender
■ Defender gains +2 AC
Grenadier Inventor (**) [UB]
● Level 3 ● Specialization Spell List ● Why C-Tier **
○ Alchemy Points ○ * = not on regular spell list ○ asdfasdf
■ 6 points at this level
○ 1st ● How I think about the subclass
■ +1 point per inventor level thereafter
■ Magic Missile*
■ Fully recover alchemy points on short/long rests ○ Half-casting subclass that gives the
■ Thunderwave*
○ Alchemical Bombs “Fast Hands” subclass feature
○ 2nd
■ Spend Alchemy Points to make bombs
■ Blindness*
○ What this subclass offers
○ Fast Hands ■ Shatter* ■ Ok extra dpr at lvl 3-4
■ BA use an item ■ Interesting utility at level 5-7
○ 3rd
● Level 5 ■ Fireball*
○ Subclass offers little after level 7
○ Concentrated Bombs ■ Stinking Cloud* ■ Leave @ lvl 3 for a wizard
■ Can spend +1 charge to make a bomb more potent ○ 4th
■ @ lvl 11 – can spend +2 charges ■ Confusion*
■ @ lvl 15 – can spend +3 charges ■ Fire Shield
○ Elemental Bombs ● Bomb Options
■ Change bomb dmg from fire into another type
● Less dmg, but included added effects ○ Level 3
■ Options ■ Standard Bombs
● Cold, Lighting, Acid, or Poison ■ Fire
● Level 9 ○ Level 5
○ Improved Elemental Bombs ■ Splash Bombs (larger AoE)
■ Additional Options ■ Cone Bombs (more dpr)
● Force, Radiant, Necrotic, Thunder, Psychic ■ Precise Bombs (targets)
■ Cold, Lightning, Acid, Poison
○ Level 9
■ Force, Radiant, Necrotic,
Thunder, Psychic
Artillerist Inventor (**) [UB]
● Level 3
● Specialization Spell List ● Why C-Tier **
○ Eldritch Cannon
■ Action create a cannon within 1 cell of you ○ * = not on regular spell list ○ asdfasdf
● HP = 1d8 + 5 * inventor lvl & lasts 1 hour ○ 1st ■ asdfasdf
● Small cannon takes up 1 cell ■ Shield* ● How I think about the subclass
● Tiny cannon can be help in one hand ■ Thunderwave*
■ 1x/long rest @ lvl 3 and 2x/long rest @ lvl 15 ○ Iasdfasdf
○ 2nd ■ asdfasdf
● Use spell slots to recreate thereafter
■ Scorching Ray*
■ Cannon types (BA to activate ability) ○ asdfasdf
■ Shatter*
● Flame Thrower ■ asdfasdf
○ 3-cell AoE cone (DEX save) for ○ 3rd
2d8 fire dmg ■ Fireball*
● Force Ballista ■ Wind Wall*
○ 24-cell single ranged attack for
○ 4th
2d8 force dmg & pushed
■ Ice Storm*
● Protector
■ Wall of Fire*
○ 2-cell AoE 1d8+5 TempHP that
lasts up to 1 minute
● Level 5
○ Arcane Firearm
■ Cannon counts as artificer spellcasting focus
■ Increased dmg on spells cast through cannon
● 1d8 dmg @ lvl 5 & 2d8 dmg @ lvl 15
● Level 9
○ Explosive Cannon
■ Increased dmg on cannon attacks
● 3d8 dmg @ lvl 9 & 4d8 dmg @ lvl 15
■ New Cannon Action: Detonate
● 4-cell AoE DEX save for 3d8 dmg
● Level 15
○ Fortified Position
■ Cannon emits 2-cell AoE half-cover field (+2 AC)
Vivisectionist Inventor (**) [UB]
● Level 3 ● Specialization Spell List ● Why C-Tier **
○ Medical Accuracy ○ * = not on regular spell list ○ asdfasdf
■ 1x/turn sneak attack-like mechanic ○ 1st ■ asdfasdf
■ 1d6 dmg @ lvl 3 & + die @ lvl 7, 11, 15, & 19 ■ Bless* ● How I think about the subclass
○ Emergency Surgery ■ Inflict Wounds*
■ Action heal ally for medical accuracy dice + INT mod
○ Iasdfasdf
○ 2nd ■ asdfasdf
■ PB/long rest uses
■ Enhance Ability
■ @ lvl 15, becomes a bonus action use ○ asdfasdf
■ Lesser Restoration
● Level 5 ■ asdfasdf
○ 3rd
○ Extra Attack
■ Remove Curse*
○ Emergency Cure ■ Revivify
■ BA Lesser Restoration & Remove Curse
○ 4th
■ PB/long rest uses
■ Death Ward*
■ @ lvl 15, becomes a free action use
■ Identify Creatures*
● Level 9
○ Stable Surgery
■ 1’s for healing spell rolls are replaced with 2’s
○ Organ Donation
■ +1 use of Emergency Cure when defeat enemy
■ 1x/short rest
Paladins (by level)
● MOD* assumes
○ 16 CHA at start
○ No CHA improvements Picture Credit: Solasta’s website
■ Prioritize increasing STR…
■ Unless you know you can attune to a 20+ STR item…
Paladins (spell list)
● Cantrips ● 3rd Level Spells ● 1st Level Spells (extra)
○ N/A ○ Create Food ○ Bane (Motherland)
○ Burning Hands (Motherland)
● 1st Level Spells ○ Daylight
○ Guiding Bolt (Judgment)
○ Bless ○ Dispel Magic ○ Shield (Devotion, Tirmar)
○ Cure Wounds ○ Remove Curse ○ Sleep (Tirmar)
○ Detect Evil & Good ○ Revivify ● 2nd Level Spells (extra)
○ Detect Magic ● 4th Level Spells ○ Blindness (Tirmar)
○ Divine Favor ○ Banishment ○ Enhance Ability (Judgment)
○ Hold Person (Judgment, Tirmar)
○ Heroism ○ Death Ward
○ Scorching Ray (Motherland)
○ Protect vs Evil & Good
○ Shield of Faith ● 3rd Level Spells (extra)
○ Haste (Judgment)
● 2nd Level Spells ○ Hypnotic Pattern (Judgment)
○ Aid ○ Fireball (Motherland)
○ Branding Smite ○ Slow (Tirmar)
○ Lesser Restoration ● 4th Level Spells (extra)
○ Magic Weapon ○ Blight (Judgment)
○ Protection from Poison ○ Dreadful Omen (Tirmar)
○ Fire Shield (Motherland)
○ Freedom of Movement (Devotion)
○ Guardian of Faith (Devotion)
○ Phantasmal Killer (Tirmar)
○ Wall of Fire (Motherland)
Paladins (UB mod spells)
● Cantrips ● 1st Level Spells (extra) ● 4th Level Spells (extra)
○ N/A ○ asdfasdf ○ asdfasdf
● 1st Level Spells ● 2nd Level Spells (extra) ● 5th Level Spells (extra)
○ Searing Smite ○ asdfasdf ○ asdfasdf
○ Thunderous Smite ● 3rd Level Spells (extra)
○ Wrathful Smite ○ asdfasdf
● 2nd Level Spells
○ Protect Threshold
● 3rd Level Spells
○ Blinding Smite
○ Crusader’s Mantle
○ Elemental Weapon
○ Spirit Shroud
● 4th Level Spells
○ Staggering Smite
● 5th Level Spells
○ Banishing Smite
Paladin Overview
● Level 1
○ Proficiencies
● Notable spells ● Strengths
■ Full armor & shield proficiency ○ Cantrips ○ Best melee-specific class
■ Full weapon proficiency ■ N/A ○ Divine Smite – strong burst dpr
○ Healing Pool
■ 5 points per paladin level – can use to heal
○ 1st ○ Aura → teamwide survival
■ Protect vs Evil & Good
■ Can use 5 pts to remove disease/poison
■ Shield of Faith
● Weaknesses
● Level 2
○ Fighting Style ○ 2nd ○ Struggles at ranged
■ Defense, Dueling, Great Wpn Fighting, Protection
■ Aid ○ Little variance between
○ Spellcasting & Divine Smite
■ Use spell slot on melee wpn hit for +2d8 radiant dmg
■ Branding Smite subclasses
■ +1d8 per spell slot above 1st ○ 3rd ● Commonalities of Good Paladins
● Level 3 ■ Daylight
○ Sacred Oath (Paladin Subclass) ○ More damage
■ Revivify
● Level 5 ○ Better auras
○ Extra Attack
○ 4th
■ Death Ward ○ More utility
● Level 6
○ Aura of Protection
■ Saving throw bonus to you/allies in aura (CHA bonus)
● Level 10
○ Aura of Courage
■ You/allies can’t be frightened in aura
● Level 11
○ Deal extra 1d8 dmg on every melee weapon attack
Oath of Judgment Paladin (****) [LV]
● Level 3 ● Oath Spell List ● Why A-Tier ****
○ Channel Divinity: Weight of Justice ○ * = not on regular spell list ○ Paladin that actually tries to overcome the
■ Bonus action CHA save or restrain ○ 1st inherent paladin ranged/control limits
■ 1 min duration, save at end of each turn ■ Guiding Bolt*, Protect vs Evil & Good ○ S-tier if rolling high stats
○ Channel Divinity: Purge Corruption ○ 2nd ● How I think about the subclass
■ Bonus action cure ailment from ally in 6 cells ■ Enhance Ability*, Hold Person*
○ Sword & shield paladin with a strong lvl 7
● Blinded, Deafened, Paralyzed, Poisoned ○ 3rd
● *BA healing hands for ailments* ■ Haste*, Hypnotic Pattern*
aura & control options w/o a multi-class
■ Aura is Devotion paladin’s
● Level 7 ○ 4th
channel divinity – but passive
○ Aura of Righteousness ■ Blight*, Banishment
■ Most of its oath spells are castable
■ Self/allies deal PB extra dmg when making
with an inscribed shield
weapon-based attacks
○ Channel divinities are strong & don’t
● Level 15
conflict with the attack action :)
○ Retribution ■ All other paladins use their action for
■ When hit by enemy within 6-cells, RA force WIS
channel divinity options
save or take 2d8+CHA mod dmg (half on save)
● Level 20
○ TBD
■ TBD
Oath of Motherland Paladin (****)
● Level 3 ● Oath Spell List ● Why A-Tier ****
○ Channel Divinity: Fiery Presence ○ * = not on regular spell list ○ Level 7 aura is really strong
■ 12 cell AoE DEX save of blind ○ 1st ○ Best Sword/Shield Paladin
■ 1d4 turn duration ■ Bane*, Burning Hands* ● How I think about the subclass
○ Channel Divinity: Fiery Wrath ○ 2nd
○ You pick this subclass for level 7 aura
■ 12 cell single-target 2d6 + paladin-level ■ Branding Smite, Scorching Ray*
■ Can self-cast fireball w/o issues @ lvl 15
fire dmg + set target on fire ○ 3rd
■ 1d6 dmg/round for 10 rounds, unless use an
○ Level 3 stuff is mostly mediocre
■ Dispel Magic, Fireball*
■ …unless doing a full-paladin team
action to put out the fire ○ 4th ■ In that case, you want this subclass to have
● Level 7 ■ Fire Shield*, Wall of Fire* ranged options…
○ Volcanic Aura
■ Aura of Protection gives
+1 AC & fire resistance
● Level 15
○ Heart of Lava
■ Fire immunity
■ Reduce each instance of physical dmg by 5
● Level 20
○ TBD
■ TBD
Oath of Tirmar Paladin (****)
● Level 3 ● Oath Spell List ● Why A-Tier ****
○ Channel Divinity: Scourge of the Hidden ○ * = not on regular spell list ○ Level 3 stuff is really strong
■ 1 min add 1d6 to wpn dmg if enemy has ○ 1st ○ Shield spell access
darkvision or natural shapeshifting ■ Sleep*, Shield* ○ Best GWF Paladin (base-game)
■ +2d6 if enemy has both ○ 2nd ● How I think about the subclass
○ Channel Divinity: Golden Speech ■ Hold Person*, Blindness*
○ Best Paladin subclass vs Soraks
■ 1 hr adv on persuasion & ○ 3rd
intimidation checks ■ Daylight, Slow*
○ Level 3 stuff is good
● Level 7 ○ 4th ■ Scourge of the Hidden is pretty much
○ Aura of Truth ■ Dreadful Omen*, Phantasmal Killer* just extra dmg throughout the game
■ Aura gives superior darkvision ■ Golden Speech is fine, but most
& +2 perception conversations don’t matter right now
● Level 15 ○ Level 7 stuff is decent, but…
○ Sorak’s Bane ■ Devotion Paladin has equivalent
■ If you hit an enemy with superior darkvision or
party benefit at level 3
natural shapeshifting
● Free BA attack – this attack deals
■ Motherland Paladin has a better
CHA mod extra dmg aura at level 7
● Level 20
○ TBD
■ TBD
Oath of Devotion Paladin (***)
● Level 3 ● Oath Spell List ● Why B-Tier ***
○ Channel Divinity: Sacred Weapon ○ * = not on regular spell list ○ Has an ok level 3 & level 7 ability
■ 1 min add CHA mod to your “to-hit” ○ 1st ○ Ok GWF Paladin
○ Channel Divinity: Turn the Unholy ■ Protect vs Evil & Good, Shield* ● How I think about the subclass
■ 6 cell PBAoE WIS save or fiends/undead under ○ 2nd
○ Level 3 stuff is ok
the “fear” effect & forced to dash away ■ Aid, Lesser Restoration
■ Sacred Weapon a weapon
■ Lasts 1 minute, save each turn to cancel ○ 3rd
● Level 7 ■ Dispel Magic, Revivify
enhancement + light cantrip in one
○ Aura of Truth ○ 4th ■ Turn the Unholy is basically the
■ Aura gives charm immunity ■ Freedom of Movement, Guardian of Faith cleric channel divinity. Situational
● Level 15 ○ Level 7 stuff is ok
○ Purity of Spirit ○ Overall…
■ Always under effect of protect vs evil & good ■ Devotion > Tirmar in limited
● Level 20 situations. Otherwise, Tirmar is just
○ TBD the better Devotion Paladin.
■ TBD
Oath of Demon Hunter Paladin (*****) [UB]
● Level 3 ● Oath Spell List ● Why S-Tier *****
○ Channel Divinity: Trial Mark ○ * = not on regular spell list ○ Crossbow Specialist Paladin
■ BA 12-cell mark an enemy like hunter’s mark
○ 1st ● How I think about the subclass
■ 1d6 @ lvl 3 & +1 die @ lvl 7, 11, 15, & 19
■ Hunter’s Mark*, Protect vs Evil & Good
■ Can apply this from a hit @ lvl 7 ○ Really strong ranged character
● Use channel divinity use to do so
○ 2nd ■ Strong sustained dpr
■ Magic Weapon, Misty Step* ■ Can do burst dpr at range as well
○ Demon Hunter
■ Divine smite works with all crossbows
○ 3rd ■ Still has paladin aura & features
■ Dispel Magic, Haste*
● Level 7
○ 4th
○ Light Energy Crossbow Bolt
■ Greater Invisibility*, Guardian of Faith*
■ No disadv for ranged attacks in melee
● Level 15
○ Extra Attack (2)
■ Now can attack 3x as main action attack
■ **Exact same as a lvl 11 fighter**
○ Divine Crossbow
■ Crossbows have +6 cell range
■ +1 crit threat range
● Level 20
○ Demon Slayer
■ Divine Smite gets +1 dmg dice
■ Divine Smite 1’s & 2’s for dmg treated as a 3
Oath of Ancients Paladin (****) [UB]
● Level 3 ● Oath Spell List ● Why A-Tier ****
○ Channel Divinity: Nature’s Wrath ○ * = not on regular spell list ○ Strong Mono-classed Paladin option
■ Action single target 2-cell STR save or be
○ 1st ■ Strong aura
restrained for 1 min (repeat saves)
■ Animal Friendship*, Ensnaring Strike* ■ Strong spell list
○ Channel Divinity: Turn the Faithless
○ 2nd ● How I think about the subclass
■ Action 6-cell AoE WIS save or turned for 1 min
■ Moon Beam*, Misty Step*
■ Only works against fey & fiends ○ If you want the typical mono-paladin…
○ 3rd
● Level 7 ■ This + a 1-lvl dip in Mana Painter
■ Protection from Energy*, Spirit Guardians*
○ Aura of Warding Sorcerer will give you the best pally :)
○ 4th
■ Aura gives resistance to spell damage ■ Ice Storm*, Stoneskin* ○ Overall…
● Level 15 ■ Bad channel divinity options
○ Undying Sentinel ■ Everything else excellent in chassis
■ Half-Orc relentless endurance feature
● Level 20
○ Elder Champion
■ Action 1-minute self-buff
● Regain 10 HP/turn
● Action pally spells let you still make
2 wpn attacks on same turn
● Enemy disadv against pally spells &
channel divinity options
■ 1x/long rest use
Oath of Dread Paladin (****) [UB]
● Level 3 ● Oath Spell List ● Why A-Tier ****
○ Channel Divinity: Dreadful Presence ○ * = not on regular spell list ○ Strong non-spell battlefield control Paladin
■ Action 6-cell AoE WIS save or frighten, 1 min
○ 1st ● How I think about the subclass
■ Has built-in “careful spell” on the ability
■ Bane*, Shield of Faith
○ Channel Divinity: Mark of Castigation ○ sdfsdf
○ 2nd
■ BA 2-cell single-target 1 min self-buf f ■ sdfsdfsdf
■ Hold Person*, See Invisibility*
to attack single target with adv to attack rolls ○ sdfsdf
○ 3rd
● Level 7 ○ Overall…
■ Fear*, Haste*
○ Aura of Domination ■ sdfsdfsdf
○ 4th
■ Aura 2-cell debuff against enemies affected by
■ Guardian of Faith*, Phantasmal Killer*
frighten or fear
● Enemies take ½ pally lvl in psychic dmg
● Movement reduced to 0
● Level 15
○ Harrowing Crusade
■ RA attack enemy affected by your frighten or feat
effects if they are in range
● Level 20
○ Aspect of Dread
■ Action 1-minute self-buff
● Resistance to all damage
● Wpn attacks deal +1d8 dmg
● Enemy disadv against pally spells &
channel divinity options
■ 1x/long rest use
Oath of Thunder Paladin (****) [UB]
● Level 3
● Oath Spell List ● Why A-Tier ****
○ Channel Divinity: Divine Bolt
■ BA 12-cell single-target dmg
○ * = not on regular spell list ○ Warhammer/Battleaxe Specialist Paladin
○ Channel Divinity: Thunderous Rebuke ○ 1st ● How I think about the subclass
■ Thunderwave*, Thunderous Smite
■ RA when hit in melee to attack enemy ○ asdfasdf
○ Mjolnir ○ 2nd
■ Shatter*, Misty Step*
■ Thrown warhammers auto-return
■ Thrown range increases to 4/12 cell range ○ 3rd
■ Disadv to use any wpns not warhammers ■ Call Lightning*, Lightning Bolt*
● Level 7 ○ 4th
■ Freedom of Movement, Stoneskin
○ Stormbreaker
■ Mjolnir feature also applies to battleaxes
○ God of Thunder
■ Extra dmg when using warhammers & battleaxes
● +1d4 @ lvl 7 & lvl 14
● Only procs 1x/turn
● Level 15
○ Biofrost
■ Action spell-less dimension door
● At destination, enemies within 2 cells
make CON save for 3d10 dmg
● PB/long rest uses
● Level 20
○ Storm Herald
■ Passive 12-cell fly speed
■ BA 3x3 cell AoE DEX save or 3d10 dmg
● PB/long rest uses
Oath of Altruism Paladin (***) [UB]
● Level 3 ● Oath Spell List ● Why B-Tier ***
○ Channel Divinity: Defensive Strike ○ * = not on regular spell list ○ The Protector/Spellcasting Paladin
■ RA force RA of ally to attack enemy that ○ 1st ● How I think about the subclass
attacked them ■ Healing Word*, Shield of Faith
○ sdfsdf
■ Add pally CHA mod to attack/dmg rolls ○ 2nd
■ sdfsdfsdf
○ Channel Divinity: Spiritual Shielding ■ Calm Emotions*, Hold Person*
○ sdfsdf
■ RA spell-less shield spell to ally ○ 3rd
● Level 7 ■ Counterspell*, Hypnotic Pattern*
○ Overall…
○ Aura of the Guardian ○ 4th ■ sdfsdfsdf
■ RA to take dmg of an ally in paladin aura ■ Dominate Beast*, Guardian of Faith*
● Level 15
○ Channel Divinity: Take the Pain
■ BA exchange HP with al ally
■ Gain TempHP = 2x PB + CHA mod
● Level 20
○ Exalter Protector
■ Paladin Aura grants additional buffs
● Bless spell
● Adv on concentration checks
● Adv on death saves
Oath of Hatred Paladin (***) [UB]
● Level 3 ● Oath Spell List ● B-Tier *** (CotM/LV), A-Tier **** (PoI)
○ Channel Divinity: Hateful Gaze ○ * = not on regular spell list ○ Worse Ancients Paladin (until lvl 15)
■ BA 6-cell single target fear ○ 1st ● How I think about the subclass
○ Channel Divinity: Scornful Prayer ■ Bane*, Hunter’s Mark*
○ Go to lvl 15, or take Ancients Pally instead
■ Action 12-cell single-target curse/enfeeble ○ 2nd
○ Elevated Hate ■ Hold Person*, Misty Step*
■ Ranger’s “favored foe” feature ○ 3rd
● Level 7 ■ Haste*, Protection from Energy*
○ Dauntless Pursuer ○ 4th
■ Banishment, Dreadful Omen*
■ Opportunity attack hitting = +2 movement &
disengage
● Level 15
○ Relentless Hate
■ Resistance to bludgeoning, piercing, slashing dmg
● Level 20
○ Ardent Hate
■ BA 1-minute self-buff
● Adv on all saving throws
● Wpn attacks ignore resistances
● 1x/round hit with a missed attack
■ 1x/long rest use
Rangers (by level)
● asdfasdf ● asdfasdf
○ asdfasdf ○ asdfasdf
● Min*
○ Rangers don’t gain spell prep’s from higher WIS
○ They can switch out one spell each level Picture Credit: Solasta’s website
Rangers (spell list)
● Cantrips ● 2nd Level Spells ● UB mod spells
○ N/A ○ Barkskin ● 1st Level Spells
● 1st Level Spells ○ Darkvision ○ Ensnaring Strike
○ Animal Friendship ○ Find Traps ○ Searing Smite
○ Cure Wounds ○ Lesser Restoration ● 2nd Level Spells
○ Detect Magic ○ Pass Without Trace
○ N/A
○ Fog Cloud ○ Protection from Poison
○ Silence
● 3rd Level Spells
○ Goodberry
○ Spike Growth ○ N/A
○ Hunter’s Mark
○ Jump ● 3rd Level Spells ● 4th Level Spells
○ Longstrider ○ Conjure Animal ○ N/A
○ Daylight
○ Protection from Energy
○ Wind Wall
● 4th Level Spells
○ Freedom of Movement
○ Stoneskin
Ranger Overview
● Level 1
○ Proficiencies
● Notable spells ● Strengths
■ Light/Medium armor & shield proficiency ○ Cantrips ○ Strong sustained dpr class
■ Full weapon proficiency ■ N/A ○ Good utility options as well
○ Favored Enemy
■ Adv on ability checks against them
○ 1st ● Weaknesses
■ +1-4 dmg/hit against them – based on knowledge level ■ Goodberry
■ Hunter’s Mark
○ Base class doesn’t get
● Level 2
○ Fighting Style ■ Longstrider inherently stronger after lvl 5
■ Archery, Defense, Dueling, Two Wpn Fighting
○ 2nd ○ Lots of fluff abilities among the
○ Spellcasting
● Level 3
■ Pass Without Trace good stuff to choose from
■ Spike Growth
○ Ranger Subclass ● Commonalities of Good Rangers
● Level 5 ○ 3rd
○ Extra Attack ○ Features that give a ranger
■ Conjure Animal
● Level 6
■ Daylight enhancements or a specialty
○ Favored Enemy & Natural Explorer
■ +1 choice for each
● Level 10
○ Natural Explorer
■ +1 Choice
○ Hide in Plain Sight
■ Just cast Pass Without Trace instead of worrying about it
Swift Blade Ranger (****) [LV]
● Level 3 ● Why A-Tier ****
○ Quick Steps ○ 3 attacks/round + TWF added AC is good
■ Movement increased by +2 cells
○ Best TWF ranger
■ When dashing, opportunity attacks at disadv
○ One of the best archer rangers before lvl 15
○ Blade Dance
■ +2 AC when dual wielding ● How I think about the subclass
● Level 7 ○ Half-caster Fighter
○ Battle Focus ■ Ranger Spells
■ Free action 1-turn duration +2d6 dmg per wpn hit ■ Extra passive damage
■ Proficiency bonus/long rest usage ○ Battle Focus gives extra on-demand
● Level 11 spike/burst dmg for crucial fights
○ Extra Attack (2) ■ What edged it to A-tier
■ Now can attack 3x as main action attack
■ **Exact same as a lvl 11 fighter**
● Level 15
○ Uncatchable
■ When damaged, RA become invisible until
● Ranger attacks
● Ranger cast a spell
● End of ranger’s next turn
Shadow Tamer Ranger (***)
● Level 3 ● Why B-Tier ***
○ Dark Slayer ○ Solid melee sustained dpr subclass
■ Enemies with darkvision receive PB extra dmg per wpn hit
○ Best sustained dpr ranger in base game
○ Tunnel Vision
■ Advantage on DEX saves in dim light or darkness
● How I think about the subclass
● Level 7 ○ This is the definitive melee dpr option
○ Tremorsense available in the base game
■ Essentially the blind fighting style ■ Tremorsense = melee is never an issue to
hit enemies
○ Know the Darkness
■ Dark Slayer adds extra passive dmg/hit that
■ Advantage on perception/stealth checks
scales with level
○ Rope Grapple ■ Swift Retaliation gives you more attacks for
■ Pull an anime towards you if they fail a STR save being in melee
● Level 11 ○ This subclass does ok at ranged combat
○ Swift Retaliation as well (due to Dark Slayer giving
■ Immediately make a melee attack against enemy that hits you
extra wpn dmg nearly all the time)
● Level 15
○ At Home in the Dark
■ Proficiency in all saving throws, or +1 in saving throw if proficient
● Dim light or darkness required
Marksman Ranger (**)
● Level 3 ● C-Tier ** (CotM/LV), B-Tier *** (PoI)
○ Reaction Shot ○ Lategame Archer Ranger specialist
■ Can take RA shot against enemy that attacks you, if enemy 2+ cells away
● How I think about the subclass
○ Additional Proficiencies
■ Prof in herbalism kit & poisoner’s kit ○ Best archer ranger @ lvl 15+
■ Not as good prior to then…
● Level 7
○ In campaigns that only go to lvl 14, this is
○ Step Back
■ BA move 1-cell w/o provoking opportunity attacks not a good ranged ranger
■ …then can do one ranged attack with adv on same turn ■ Please avoid in low-lvl campaigns :)
○ Recycler
■ You can craft arrows every short/long rest
● Level 11
○ Fast Aim
■ With a bow, can make a bonus action attack…
● against an enemy you have already attacked this turn
● Level 15
○ Extra Attack (2)
■ Now can attack 3x as main action attack
■ **Exact same as a lvl 11 fighter ability**
● Potentially 4 arrow attacks on turn, if stacked with lvl 11 feature
Hunter Ranger (**)
● Level 3 – Hunter’s Prey (choose one of 3 options: take the bold one) ● Why C-Tier **
○ Colossus Slayer ○ Multiattack Defense was nerfed in a
■ Extra 1d8 dmg per turn if enemy below MaxHP
previous patch – making it not as strong
○ Giant Killer
■ Reaction attack if enemy misses you with their attack
● How I think about the subclass
○ Horde Breaker ○ If you know what to pick, this is still a decent
■ +1 attack/turn if you defeat an enemy on your turn (only max +1 attack/turn) ranged ranger option in-game
● Level 7 – Defensive Tactics (choose one of 3 options) ■ Multiattack Defense was the reason to pick
the subclass originally
○ Escape the Horde
■ The immunity to opportunity attacks being
■ Disadvantage on opportunity attacks from enemies
removed means you should pick other ranger
○ Multiattack Defense options instead
■ Get +4 AC against enemies that hit you already during a round
● Immunity to Opportunity attacks was removed in May 2022 patch
○ Steel Will
■ Advantage on saving throws against enemies
● Level 11 – Multiattack (choose one of 3 options: take the bold one)
○ Volley
■ Action AoE ranged attacks against group of enemies – attack roll for each enemy within 2 cells
○ Whirlwind
■ Action AoE melee attacks against group of enemies – attack roll for each enemy within 2 cells
● Level 15 – Superior Hunter’s Defense (one of 3 options: take a bold one)
○ Evasion
■ 7th-lvl rogue feature – best if AoE DEX saving throws are more prevalent
○ Uncanny Dodge
■ 5th-lvl rogue feature – best if attack rolls are more prevalent
○ Stand Against the Tide
■ When enemy missed you with melee attack, RA force enemy to attack another enemy of your choice
Survivalist Ranger (****) [UB]
● Level 3 ● Domain spells ● Why A-Tier ****
○ Disabling Strike ○ * = not on regular spell list ○ Control-based Ranger
■ 1st hit/turn DEX save or hindered for 1 minute
○ 1st ● How I think about the subclass
■ Enemy can save at end of each turn to cancel
■ Entangle*
○ Wandering Outcast ○ Gives the control that the original release
○ 2nd
■ Prof. in survival of the ranger class had on initial launch
■ Web*
● Level 7 ■ asdfasdf
○ 3rd
○ Analytical Mind ■ Sleet Storm*
■ Executioner fighting style
○ 4th
■ Adv on Survival (creature knowledge) checks
■ Greater Invisibility*
● Level 11
○ Improved Disabling Strike
■ Disabling Strike now reduces enemy AC by 2
and applies to all attacks you make
■ Hindered now counts for Executioner fighting style
● Level 15
○ Favored Enemy
■ Favored Enemy knowledge lvl dmg doubled
■ Adv on ability checks against favored enemies
○ Unmatched Experience
■ Prof. in WIS saving throws
Arcanist Ranger (***) [UB]
● Level 3 ● Domain spells ● Why B-Tier ***
○ Arcanist’s Mark & Arcane Detonation ○ * = not on regular spell list ○ Solid sustained dpr subclass
■ Every other hit against the same enemy
○ 1st ○ Best defensive sustained dpr subclass
does an additional 1d6 force dmg
■ Shield* ● How I think about the subclass
● Increases by +1d6 dmg @ lvl 11
○ 2nd
○ Arcane Combat Training ○ Free domain spells adds extra options
■ Misty Step*
■ Can cast spells without a free hand ■ Shield for more defenses
○ 3rd ■ Misty step for extra mobility
● Level 7
■ Haste* ■ Haste for extra reliable dpr
○ Arcane Pulse
○ 4th ○ Can do ranged or melee, but is clearly
■ 3-cell AoE detonation up to 6-cells away
■ Dimension Door*
■ 3 cell AoE detonation for 4d8 dmg intended to be a melee subclass
● Increases by +4d8 dmg @ lvl 15 ■ Lvl 7 ability is a ranged AoE option that
■ Take a hit for Arcanists Mark purposes doesn’t require a bow
○ This subclass has really good melee
potential & really good ranged potential…
■ …but can’t do both at the same time
Wildmaster Ranger (***) [UB]
● Level 3 ● Why B-Tier ***
○ Beast Companion ○ Ranger with a companion
■ Base stat block of Bear/Eagle/Wolf from the
Kindred Spirit Druid (no bonuses)
● How I think about the subclass
● Can be summoned 1x/long rest ○ Half-casting variant of Kindred Spirit Druid
■ Stats of companion ■ …but without the punishment from when
● WIS mod to AC, attack/dmg rolls your summon dies
● +4 HP/character level (not ranger lvl) ○ Best as…
● Takes dodge action unless you ■ 3-lvl dip on a cleric/druid with extra attack
command it otherwise ■ 5-lvl dip on a cleric/druid w/o extra attack
● Adv on attacks when attack enemy ■ Pure ranger – if you want the companion to
next to the ranger be more than a meat shield
● Level 7
○ True Expertise
■ Companion can take dash/disengage action
■ Attacks count as magical
● Bear – gains fire resistance
● Eagle – gains electricity resistance
● Wold – gains cold resistance
● Level 11
○ Master Expertise
■ Companion can use all attacks
■ Gains ranger proficiency bonus to all saves
■ Companion can become invisible
● Level 15
○ Free Will
■ Companion can act w/o being commanded
Sky Warrior Ranger (***) [UB]
● Level 3 ● Domain spells ● Why B-Tier ***
○ Gift of the Wind ○ * = not on regular spell list ○ 1H/Shield Ranger specialist
■ BA +2 cell movement & immune to opportunity attacks
■ Must be wearing a shield
○ Cantrip ● How I think about the subclass
■ Air Blast*
○ Aerial Agility ○ Really good lvl 7 & lvl 15 features
■ Prof. in acrobatics ○ 1st ■ Play the subclass for one of those and then
■ N/A leave the subclass thereafter
● Level 7
○ 2nd
○ Swift Strike
■ Mirror Image*
■ Initiative bonus equal to WIS mod
○ 3rd
○ Intangible Form
■ Fly*
■ Resistance to bludgeoning damage
○ 4th
● Level 11
■ Phantasmal Killer*
○ Death from Above
■ Gift of the Wind causing melee wpn attacks to deal
1-cell PB bludgeoning dmg next to target
● Level 15
○ Cloud Dance
■ Gain flying speed equal to walking speed
■ Must be wearing a shield
Lightbringer Ranger (***) [UB]
● Level 3 ● Domain spells ● Why B-Tier ***
○ Blessed Warrior ○ * = not on regular spell list ○ Ranger with bless & limited flight
■ BA 6-cell single-target 1-attack Hunter’s Mark
○ Cantrip ● How I think about the subclass
● 1d6 dmg @ lvl 3 & 2d6 dmg @ lvl 11
■ Light*
○ Lifebringer ○ Ranger with bless spell natively
■ Similar to a paladin’s Healing Pool feature
○ 1st ■ Spell keeps it in B-tier initially
● +5 HP to pool per ranger level to heal allies
■ Bless* ■ Limited flight keeps it there later
● Can only heal to ½ an ally’s MaxHP ○ 2nd
● Level 7 ■ Branding Smite*
○ Blessed Glow ○ 3rd
■ Casting Light cantrip forces 4-cell AoE CON save ■ Blinding Smite*
or 1 min blind (undead/fiends disadv on save) ○ 4th
■ 1x/long rest feature ■ Guardian of Faith*
● Level 11
○ Angelic Form
■ Action 1 min concentration-less fight + TempHP = ranger lvl
■ 1x/long rest feature
● Level 15
○ Warding Light
■ RA force disadv on attack from enemy within 6-cells, as long as
they don’t have advantage on the attack
Hellwalker Ranger (***) [UB]
● Level 3 ● Domain spells ● Why B-Tier ***
○ Damning Strike ○ * = not on regular spell list ○ asdfasdf
■ First target hit each turn forces CON save or
○ Cantrip ● How I think about the subclass
● Takes 1d6 fire dmg each turn for 1 min
■ Enduring Sting [UB]
● Save at end of each turn to cancel ○ asdfasdf
○ Cursed Tongue ○ 1st ■ asdfasdf
■ Know Abyssal & Infernal languages ■ Hellish Rebuke*
● Level 7 ○ 2nd
■ Invisibility*
○ Burning Constitution
■ Resistance to fire & necrotic damage ○ 3rd
■ Bestow Curse*
● Level 11
○ 4th
○ Mark of the Damned
■ Wall of Fire*
■ BA choose enemy affected by Damning Strike
● Takes additional 1d6 necrotic dmg
● Frightened
● Loses fire resistance from you (if applicable)
■ 1x/long rest feature
● Level 15
○ Fiendish Spawn
■ Summon a fiend
■ 1x/long rest feature
Barbarians (by level)
● What?
○ Barbarians never get spell slots in their subclasses
Picture Credit: Solasta’s website
Barbarian Overview
● Level 1 ● Level 7 ● Strengths
○ Proficiencies ○ Feral Instinct
■ Light/Medium armor & shield proficiency ○ Good melee dpr
■ Adv on initiative
■ Full weapon proficiency ■ Can rage to ignore surprise round mechanics ○ Ok durability earlygame
○ Unarmored Defense
■ AC = 10 + DEX + CON if not wearing armor
● Level 9
● Weaknesses
○ Brutal Critical
■ Can still wear shield & have unarmored bonus ■ +1 wpn dmg die on a crit ○ Can’t approach battles
○ Rage Level 11
■ Bonus action gain resistance to bludgeoning/
● differently (vs other classes)
○ Relentless Rage
slashing/ piercing dmg & adv on STR checks ■ If drop to 0 HP while raging,
○ Low saving throws
■ Lasts 10 rounds, or until you do not attack nor DC 10 CON to drop to 1 HP instead ○ Incompatibility with spells
suffer dmg in a round ■ DC increases by 5 for each occurrence –
■ 2 rages at lvl 2, gain +1 at lvl 3, 6, & 12 until you take a short/long rest
● Making Good Barbarians
● Level 2
○ Make it easier to keep rage up
○ Reckless Attack
■ Adv on attacks, but also give enemies adv to ○ Give more AC & better saves
attack you ○ Give more damage
○ Danger Sense
■ Adv on DEX saves
● Level 3
○ Barbarian Subclass
● Level 5
○ Extra Attack
Path of Stone Barbarian (***) [PC]
● Level 3 ● Why B-Tier ***
○ Stone Resilience ○ Durable, resilient barbarian
■ While raging, gain TempHP/round equal to double
○ Best Sword/Shield Barbarian
your proficiency bonus
● Level 6 ● How I think about the subclass
○ Strength from Within ○ About the strength of a paladin
■ Can use CON for all saving throws ■ Sacrifices smites for more mobility
● Level 10 ○ Stone Resilience is about a healing word
○ Rock Solid worth of “healing” via TempHP per round
■ Gain +1 AC for each enemy within 1 cell from you ■ On par with wildshape durability
■ (max of +4 AC from this method) ○ CON for saves is really nice
● Level 14 ■ Can freely dump INT/WIS/CHA
○ Land Stride ■ Unarmored AC easy on this class –
■ PB extra dmg to melee wpn-based attacks
even in point-buy
○ Rock solid adds extra AC lategame
■ More AC in the situations when
you really need the higher AC
Path of Claw Barbarian (**) [LV + PC]
● Level 3 ● Why C-Tier **
○ Dragon Ancestor ○ Magebane Barbarian v2
■ Same as Draconic Sorcerers
○ Not necessarily better until lvl 14
○ Dragon Scales
■ When raging, +1 AC & resistance to draconic
● How I think about the subclass
ancestor’s element ○ Magebane Barbarian w/o easy ability to
● Level 6 keep its rage up in-combat
○ Draconic Wrath ○ Path of Stone Barbarian, but…
■ Bonus Action 3-cell breath cone ■ Slightly higher dpr
● 1x/short rest usage ■ Significantly lower survival
■ DEX save to ½ damage (unknown amount)
○ Essentially a mix of the two
■ Dmg scales in d8’s with barb lvl
● e.g. at lvl 6 it is 3d8 dmg
● Level 10
○ Dragon’s Blessing
■ When raging, additional +1d8 dmg on melee
attacks – according to draconic ancestry
● Level 14
○ Frightful Strike
■ When raging, first melee attack each turn
forces WIS save or frightened for 1 round
Path of Magebane Barbarian (**) [PC]
● Level 3 ● Why C-Tier **
○ War Cry ○ Safer Berserker Barbarian
■ When raging, can do PBAoE 6-cell scream for
1d6 + CON dmg
● How I think about the subclass
● Level 6 ○ War Cry is the “easy button” to more easily
○ Enemy of Magic keep your rage up when can’t melee attack
■ When raging, attacks do extra wpn die of dmg ○ Can do extra dmg against spellcasters
against enemies that can cast spells ○ Middle-of-the-road barbarian
● Level 10 ■ Ok/serviceable subclass, but
○ Reject Magic doesn’t stick out meaningfully
■ Advantage on all spell saves
● Level 14
○ Spell Crusher
■ When raging, BA cast an equivalent of dispel
magic (using CON mod)
■ PB/long rest feature
Path of Berserker Barbarian (*) [PC]
● Level 3 ● Why D-Tier *
○ Frenzy ○ Best GWF barbarian
■ While raging, can bonus action attack with a 2-handed wpn for full weapon damage
○ Exhaustion aspect pulls it down
■ When rage ends, make a DC 10 CON save – or suffer 1 point of exhaustion
● 1 pt of exhaustion removed from long resting ● How I think about the subclass
● 1 pt of exhaustion removed from greater restoration (5th lvl spell) ○ Frenzy lets you do full wpn damage
● 1 pt of exhaustion removed from heal (6th lvl spell) on a bonus action attack
● Level 6 ■ Better than follow-up strike feat
○ Mindless Rage ■ Exhaustion aspect is really bad
■ Raging gives immunity to charmed/frightened
■ I go into why on Reddit :)
● Level 10
○ Mindless Rage helps a little against some
○ Intimidating Presence
of the annoying saving throw spells
■ Can frighten a creature if it fails a WIS saving throw (against your CHA…)
■ Still need decent WIS score though
● Level 14
○ Intimidating Presence is pointless
○ Retaliation
■ RA melee attack when an enemy attacks you in melee
Path of the Spirits Barbarian (***) [PC + UB]
● Level 3 ● Why B-Tier ***
○ Animal Spirit ○ Totem Warrior Barbarian in Solasta
■ 3 choices
■ …but a little stronger :)
● Bear – resistance to all dmg except psychic (while raging)
● Eagle – can BA dash, disengage, or hide (no raging required)
○ All animal spirit options are good – all
● Wolf – allies have adv on attacks against enemies within 1 cell of depending on your party composition
you (while raging) ● How I think about the subclass
○ Spirit Seeker ○ Spirit “spells” coded as powers
■ Spirits Barbarian “spells” coded as powers – can be cast while raging
■ Can cast them while raging
■ Can freely cast animal friendship & find traps spell w/o spell slots
■ No multi-class exploiting available
● Level 6
○ Spirit Guardians no concentration
○ Animal Aspect
■ 3 choices (can be different animal vs the lvl 3 choice) ■ “Ok” dpr, but not worrying about
● Bear – tough feat & adv on STR checks concentration is a big deal :)
● Eagle – superior darkvision & can see invisible enemies ● …especially on a class that
● Wolf – can freely cast identify creatures spell w/o spell slots is going to get hit…
● Level 10
○ Spirit Walker
■ Can cast a 3rd-level variant of Spirit Guardians PB/long rest uses
■ This “spell” does not have concentration checks
● Level 14
○ Honed Animal Aspect
■ 3 choices (can be different animal vs the lvl 3 & lvl 6 choices)
● Bear – enemies within 1 cell of you have disadv on attacks against
anyone other than yourself (while raging)
● Eagle – can fly (using barbarian movement speed) (while raging)
● Wolf – can BA shove (while raging)
Path of Yeoman Barbarian (***) [PC + UB]
● Level 3
○ Strong Bow
● Why B-Tier ***
■ While raging, not wearing heavy armor, & wielding longbow ○ Archer Barbarian
● Can use STR instead of DEX for longbow attack/dmg rolls ● How I think about the subclass
● Add rage dmg to longbow dmg rolls
○ Archer Barb = no issues keeping rage up
○ Fletcher ■ Longbow-only at lvl 10+
■ Prof. with smith’s tools ● Like old version of Hunter Ranger
● Level 6 ■ Sustained AoE dmg @ lvl 14+ as ranged
○ Keen Eye ○ asdfasdf
■ While raging, not wearing heavy armor, & wielding longbow ■ asdfasdf
● Reckless Attack give adv with STR-based longbow attacks
● Brutal Critical also works with STR-based longbow attacks
○ Staggering Blow
■ While raging, not wearing heavy armor, & wielding longbow
● Can BA shove
● Level 10
○ Bulwark
■ Can BA braced stance for 1 minute (cannot end early)
● No disadv for ranged attacks when enemies in melee
● Enemy ranged attacks have disadv against you
● RA longbow opportunity attack when enemy enters melee
● Level 14
○ Mighty Shot
■ While raging, not wearing heavy armor, & wielding longbow
● Longbow attacks cause 3-cell AoE DEX save or take
rage dmg bonus + STR mod thunder dmg
■ Longbow dmg dice increased from d8 to d12
Path of the Elements Barbarian (***) [PC + UB]
● Level 3 ● Why B-Tier ***
○ Elemental Fury ○ Magebane Barbarian but better
■ While raging, enemies within 1-cell take dmg of elemental type
● Storm – lightning dmg
● How I think about the subclass
● Blizzard – cold dmg ○ asdfasdf
● Wildfire – fire dmg ■ asdfasdf
■ Dmg progression is 1d6 @ lvl 3, 1d10 @ lvl 6, 2d6 @ lvl 10, & 2d10 @ lvl 14 ○ All features require raging
■ While raging, feature DC = 8 + PB + CON mod
■ asdfasdf
● Level 6
○ Elemental Blessing
■ While raging, 2-cell AoE resistance, based on lvl 3 choice
● Storm – lightning
● Blizzard – cold
● Wildfire – fire
● Level 10
○ Elemental Burst
■ While raging, action 12-cell ranged 3x3 cell AoE dmg (1x/short rest feature)
● Storm – DEX save or 3d10 lightning dmg & no reactions for 1 round
● Blizzard – STR save or 3d8 cold dmg & knocked prone
● Wildfire – DEX save or 4d6 fire dmg & ignited
● Level 14
○ Elemental Conduit
■ Additional powers, based on lvl 3 choice
● Storm – while raging, gain flying speed = walking speed
● Blizzard – Enemies damaged by lvl 3 feature make STR save or 0 movement for 1 round
● Wildfire – while raging, RA when hit for force DEX save or fire dmg = ½ barb lvl
Path of Light Barbarian (***) [PC + UB]
● Level 3 ● Why B-Tier ***
○ Illuminating Strike ○ Barbarian with a taunt
■ First wpn attack each turn:
● Deal extra 1d6 dmg
● How I think about the subclass
● Lights up enemy for a round ○ Taunt mechanic
● Imposes disadvantage on attacks ■ Doesn’t expend resources :)
not against barbarian for a round ■ Extra dmg is ok
○ Superior Darkvision ■ Up to you if taunt needed on a barb
● Level 6 ○ Non-taunt aspects inconsequential
○ Light’s Protection ■ Taunt good enough for B-tier
■ Heal ½ barbarian HP when target of Illuminating Strike dies
■ Don’t provoke opportunity attacks from
creatures affected by Illuminating Strike
● Level 10
○ See Invisibility effect permanent on character
○ Illuminating Strike does an extra +1d6 dmg
● Level 14
○ Illuminating Burst
■ On rage activation, 3 enemies within 6 cells must succeed on CON
save or take 4d6 dmg & illuminated for 1 minute
Path of Savagery Barbarian (**) [PC + UB]
● Level 3 ● Why C-Tier **
○ Primal Instinct ○ TWF Barbarian
■ Rage is now usable as a free action (instead of a BA)
● How I think about the subclass
○ Savage Strength
■ Two-Weapon Fighting Style + Ambidextrous feat ○ asdfasdf
● Level 6 ■ asdfasdf
○ Wrath & Fury
■ Dual-wielded wpn’s increase by 1 dmg category (d4
→ d6, d6 → d8, d8 → d10, etc)
■ Critical hits with melee wpn’s force CON save or
disadv on attacks for 1 round
● Level 10
○ Unbridled Ferocity
■ Melee hits that aren’t crits increase crit range by +1, and can stack
with itself. These stacks reset whenever you land a melee crit.
● Level 14
○ Furious Defense
■ While raging, can use STR in place of DEX saves
■ While raging & dual-wielding, +2 AC
Path of Reaver Barbarian (**) [PC + UB]
● Level 3 ● Why C-Tier **
○ Voracious Fury ○ Drain-Tank alt of Stone Barbarian
■ First wpn attack each turn (while raging):
● Deal PB extra necrotic dmg & heal for same amount
● How I think about the subclass
● Healing & dmg double on crit’s ○ asdfasdf
● Level 6 ■ asdfasdf
○ Profane Vitality
■ Resistance to poison & necrotic damage
■ Gain barbarian lvl extra MaxHP
● Level 10
○ Bloodbath
■ Self-heal ability for 2x barbarian lvl when defeat enemy (while raging)
■ 1x/short rest ability
● Level 14
○ Corrupted Blood
■ Enemies hitting you within 1-cell suffer CON mod necrotic dmg
Fighters (by level)
● What?
○ Fighters don’t get spells by default, but…
■ Some subclasses give them spell access (third-casters) Picture Credit: Solasta’s website
Fighters (Spellblade)
● Min*
○ Spellblades don’t gain spell prep’s from higher INT
○ They can switch out one spell each level Picture Credit: Solasta’s free wallpaper pack
○ **Have ½ the wizard spell list (other half Shadowcasters have)**
Fighters (Spellshield) [UB]
● Min*
○ Spellblades don’t gain spell prep’s from higher INT
○ They can switch out one spell each level Picture Credit: Solasta’s free wallpaper pack
○ **Have access to the full wizard spell list**
Spellblades (spell list)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Acid Splash ○ Burning Hands ○ Acid Arrow
○ Dancing Lights ○ Charm Person ○ Darkness
○ Fire Bolt ○ Expeditious Retreat ○ Darkvision
○ Light ○ Feather Fall ○ Hold Person
○ Poison Spray ○ Fog Cloud ○ Flaming Sphere
○ Ray of Frost ○ Grease ○ Knock
○ Shocking Grasp ○ Hideous Laughter ○ Levitate
○ Shine ○ Jump ○ Magic Weapon
○ Sparkle ○ Longstrider ○ Misty Step
○ Magic Missile ○ Scorching Ray
○ Sleep ○ Shatter
○ Thunderwave ○ Spider Climb
Tacticians (gambits – lvl 3) [UB]
Tacticians (gambits – lvl 7) [UB]
Tacticians (gambits) [UB]
● Level 3 Gambit Options ● Level 7 Gambit Options ● Suggested Gambits
○ Brace ○ Blind
○ Gambits for melee Tacticians
■ RA melee attack when enemy enters melee with you ■ Melee attack also blinds (CON DC save)
■ Switch
○ Counter Attack ○ Feint
■ RA melee attack when enemy misses ■ Adv on next attack
■ Provoke
○ Debilitate ○ Threaten ■ Knockdown
■ Attack also gives disadv on saving throws (CON DC save) ■ Melee attack causes 1-round fear (WIS DC save) ■ Debilitate
○ Knockdown ○ Urgent Orders ■ Threaten (lvl 7)
■ Attack also knocks enemy prone (STR DC save) ■ BA 1-turn haste to an ally ■ Urgent Orders (lvl 7)
○ Parry ■ Brace
■ Reduce incoming dmg by gambit die + 2x PB ■ Counter Attack
○ Precision ■ Parry
■ Add gambit die to missed attack
○ Gambits for ranged Tacticians
○ Provoke
■ Switch
■ Melee attack gives disadv to all attacks to everyone except
for you (no save)
■ Reach
○ Reach ■ Repel
■ 1-turn no long range penalty for range wpns ■ Debilitate
■ 1-turn +1 cell range for melee wps ■ Urgent Orders (lvl 7)
○ Repel ■ Returning Fire
■ 1-cell forced movement & 0 movement (STR DC save) ■ Precision
○ Returning Fire ■ Feint (lvl 7)
■ RA ranged attack on enemy misses (2+ cells away)
○ Switch
■ BA switch places with ally & increase AC by PB for 1 round
■ BA switch places with enemy & decrease AC by PB for 1
round (DEX DC save)
Arcane Archer Arrows [UB]
Arcane Archer Arrows [UB]
● Arcane Shot arrow options ● Arrow Damage Scaling ● Suggested Arrows
○ Banishing Arrow ○ Level 3 Fighter & Arcane Archer Adept Feat
○ Default Arcane Shot
■ CHA save or banished for 1 turn ■ 1d6 damage
■ Banishing Arrow
○ Beguiling Arrow ○ Level 11 Fighter
● CHA save or banished
■ WIS save or charmed for 1 turn ■ 2d6 damage
■ Grasping Arrow
○ Bursting Arrow ○ Level 17 Fighter
● STR save or restrained
■ No-save 2-cell AoE damage ■ 3d6 damage
■ Bursting Arrow
○ Enfeebling Arrow
● 2-cell AoE dmg
■ CON save or enfeebled for 1 turn
○ Grasping Arrow ○ Situational alternatives
■ STR save or restrained for 1 turn ■ Beguiling Arrow
○ Insight Arrow ● WIS save or charmed
■ WIS save or highlighted for 1 turn ■ Insight Arrow
○ Shadow Arrow ● WIS save or highlighted
■ WIS save or blinded for 1 turn ■ Shadow Arrow
○ Slowing Arrow ● WIS save or blinded
■ DEX save or slowed for 1 turn ○ Not recommended
■ Slowing Arrow
● DEX save or slowed
■ Enfeebling Arrow
● CON save or enfeebled
Fighter Overview
● Level 1 ● Level 11
○ Proficiencies ○ Extra Attack (x2) ● Strengths
■ Full armor & shield proficiency ■ Get 3 main attacks/round for action ○ Versatile martial character
■ Full weapon proficiency ● Level 14
■ Inner Strength DLC adds
○ Fighting Style ○ Extra ASI or feat choice
■ All fighting styles ● Level 15 better martial feat choices
○ Second Wind ○ Fighter Subclass feature ○ Short-rest spam class
■ Bonus Action 1d10 + fighter lvl heal (self-only) ● Level 18 ■ Action Surge
■ 1x/short rest use ○ Fighter Subclass feature ■ Second Wind
■ Can short-rest spam for full healing ● Level 20
● Level 2 ○ Extra Attack (x3) ○ 3 attacks/round at lvl 11
○ Action Surge ■ Get 3 main attacks/round for action ● Weaknesses
■ Have an additional action during your turn
■ 1x/short rest & +1 use @ lvl 17 ○ Worse burst dpr vs paladin
● Level 3 ○ Worse sustained dpr vs ranger
○ Fighter Subclass ■ On-par at lvl 11+
● Level 5
○ Extra Attack ● Making Good Fighters
● Level 6
○ Subclass that gives added
○ Extra ASI or feat choice
● Level 7 defenses, utility, & dpr…
○ Fighter Subclass feature
● Level 9
○ Indomitable
■ Can reroll a failed saving throw
■ 1x/long rest & +1 use @ lvl 13 & lvl 17
● Level 10
○ Fighter Subclass feature
Commander Fighter (***) [LV]
● Level 3 ● Why B-Tier ***
○ Extra Proficiencies ○ Good protective fighter
■ Proficiency in Intimidation & Insight
○ Our first good official fighter!
○ Rousing Shout
■ Bonus action 3-cell buff to allies ● How I think about the subclass
■ Adv on next attack roll (guiding bolt passive) ○ Coordinated Defense is really good
■ PB/short rest usage ■ Sacrifice this fighter’s attacks to
● Level 7 give 2-3 allies the dodge action
○ Coordinated Defense ■ 3 attacks = 3 dodges/round for the
■ When attacking, can forgo one attack to grant ally cost of 1 character’s action
within 3 cells the dodge action
○ Rousing Shout is an ok ability
■ This can include yourself
■ Can use ALL ATTACKS for dodge actions ■ Short-rest spam ability = works
■ No resource cost otherwise well on fighter chassis
● Level 10 ■ Lvl 10 “enhancements” add little
○ Invigorating Shout
■ Rousing Shout increased to 6-cell range
■ Rousing Should also gives TempHP equal to the
fighter’s level – 1 min duration
● Level 15
○ Lead by Example
■ First enemy per hit per round leaves mark – that deals
PB dmg to enemy per attack from self/allies for the rest of the round
● Level 18
○ Peerless Commander
■ Rousing Shout also gives adv on next saving throw & +2 cell movement
Mountaineer Fighter (**)
● Level 3 ● Why C-Tier **
○ Shield Swipe ○ Weaker Path of Stone Barbarian
■ Advantage on shove attempts when using shield
● How I think about the subclass
○ Tunnel Fighter
■ +2 AC when cardinal directions touch a wall ○ Sword/shield fighter specialist
● Level 7 ○ Extra AC & shoving character
■ Tunnel Fighter & Close Quarters have little
○ Close Quarters
synergistic between them
■ Bonus action STR check vs STR/DEX to switch
■ Shield Push brings subclass together at the
position with enemy in melee
end of CotM/LV
■ Adv on attacks if successful
● Level 10
○ Shield Push
■ Can shove as a bonus action
● Level 15
○ Pack Striker
■ Advantage on attacks when
● Ally within 1-cell of enemy
● Using a shield
● Level 18
○ Position of Strength
■ 1-cell aura gives +1 AC to self/allies
■ Tunnel Fighter also works with diagonals
Spellblade Fighter (*)
● Level 3 ● D-Tier * (CotM/LV), C-Tier ** (PoI)
○ Subclass spells ○ Service-able ** Fighter at lvl 7+
○ Magic Weapon ○ Subclass sucks prior to then
■ Weapon attacks considered magical
● How I think about the subclass
● Level 7
○ This subclass is C-tier at lvl 7
○ Into the Fray
■ Can cast spells without a free hand ■ Painful lvl 3-6
■ Don’t get disadv on ranged spell attacks ■ Spells still solid
● Level 10 ○ Casting spells without needing a
○ Spell Tyrant free hand at level 7 is really nice to have
■ Move enemy 1 cell if they fail STR save (vs your INT) ■ Waiting for 4 lvl’s is bad…
● Level 15 ○ My old build with this subclass was nerfed
○ Arcane Escape a long, long time ago…
■ Gain effect of the “dodge action” after casting a spell ■ Swift Blade Ranger is the spiritual
● Level 18 successor to my former Spellblade build
○ Cantrip Attack
■ Can replace ONE weapon attack with a cantrip
Champion Fighter (*)
● Level 3 ● Why D-Tier *
○ Improved Critical ○ Versatile yet Mediocre Fighter
■ Weapon attacks crit on a 19 & 20 roll
● How I think about the subclass
● Level 7
○ Crit-fishing isn’t a good playstyle
○ Remarkable Athlete
■ Add half proficiency to STR/DEX/CON checks you ○ Remarkable athlete not good
aren’t proficient in ○ Having 2 fighting styles is decent –
■ Jumping/climbing distance doubled but you wait so late for it…
● Level 10
○ Additional Fighting Style
● Level 15
○ Superior Critical
■ Weapon attacks crit on an 18, 19, & 20 roll
● Level 18
○ Survivor
■ If below ½ HP, heal 5 + CON mod HP/turn
■ This feature doesn’t work if at 0 HP
Spell Shield Fighter (****) [UB]
● Level 3 ● Why A-Tier ****
○ Subclass Spells ○ What Spellblade Fighter should have been
■ (full wizard spell-list) ■ Finally a strong contender against
○ Improved War Casting Battle Cleric for a sword/shield subclass
■ Can cast spells without a free hand ○ Level 7 is a really powerful dpr breakpoint
■ Adv on concentration checks
○ Access to all wizard spells
■ No disadv on ranged attacks when enemies in melee
■ 3rd-caster progression though…
● Level 7
● How I think about the subclass
○ Cantrip Attack
■ Can replace ONE weapon attack with a cantrip ○ Able to freely use spells when gain spells
■ Strong immediately with UB cantrips ○ Level 7 is a really powerful dpr breakpoint
○ War Magic ■ UB Resonating Strike cantrip or Sunlit Blade
■ Can BA attack with main-handed weapon after casting a spell cantrip + other attacks
■ Synergy with sword/shield playstyle ○ Your spell save spells are likely to work
■ Lessened cost for casting spells – strong @ lvl 10 when you get to lvl 10
● Level 10 ■ Nice bonus on top of everything else
○ Vigor
■ STR or DEX mod is added to your INT mod for spell DC & spell attack rolls – whichever is higher
■ No resource cost for this – it is passively enhancing your spellcasting
● Level 15
○ Arcane Deflection
■ RA +3 AC to self until next turn
■ No resource costs nor spell usage
● Level 18
○ Ranged Deflection
■ RA half-damage to enemy ranged attack or spell
■ No resource costs nor spell usage
● Level 3
○ Gambit Mechanic
■ 4 gambit options & 4 gambit dice to start
● Use STR or DEX or INT mod –
whatever is highest for your character
Tactician Fighter (****) [UB]
● Restore on a short or long rest
■ Gambit Dice improvements
● Suggested Gambits ● Why A-Tier ****
● +1 option & +1 die @ lvl 5, 7, & 15
○ (+2 options @ lvl 15) ○ Gambits for melee Tacticians ○ Battle Cleric in a spell-less form –
● Dice start at d6. Increases to d8 @ lvl 5, ■ Switch trades spellcasting for initiative bonus
d10 @ lvl 10, & d12 @ lvl 18 ■ Provoke
■ Knockdown
● How I think about the subclass
○ Ever Vigilant
■ Debilitate ○ UB mod’s version of Battlemaster Fighter
■ Add your INT mod to your initiative
■ Threaten (lvl 7) ○ Gambits use highest of STR/DEX/INT
○ Sharp Mind
■ Urgent Orders (lvl 7) ■ Gambits restore on a short/long rest
■ Prof. in one skill & Expertise in one skill/tool
■ Brace ○ WARNING
● Level 7 ■ Counter Attack ■ Gambits only unlearnable @ lvl 7 & 15
○ Shared Vigilance ■ Parry ● And only ONE GAMBIT each…
■ Allies within 6 cell of you gain INT mod to initiative ○ Gambits for ranged Tacticians ■ Choose your choices carefully!!!
■ Ever Vigilant feature 2x as effective for self ■ Switch ○ Teamwide initiative aura @ lvl 7
● Level 10 ■ Reach ■ Think 5e’s Oath of Watchers Paladin in this
○ Select Strategic Plan ■ Repel regard – just as good/powerful
■ Improvise: Action Surge gives +2 gambit dice, ■ Debilitate
then 1 each turn for 1 min. ■ Urgent Orders (lvl 7)
■ Adapt: Critical misses/hits give +1 gambit dice ■ Returning Fire
■ Overcome: defeating enemies gives +1 gambit dice ■ Precision
● Level 15 ■ Feint (lvl 7)
○ Battle Clarity
■ Prof. in INT & WIS saving throws
● Level 18
○ Tactical Awareness
■ 1x/turn wpn attack deals PB extra dmg
■ Opportunity attacks made with advantage
■ Enemy Opportunity attacks made with disadvantage
Marshall Fighter (****) [UB]
● Level 3 ● Why A-Tier ****
○ Coordinated Attack ○ This subclass formerly overloaded at lvl 3
■ When hit enemy with melee attack, allies can use RA ■ Several new UB feats give similar effects
to make opportunity attack against target to-hit vs this subclass
● **Strong synergy with rogues*** ■ No longer an S-tier dip subclass
○ Know Your Enemy
● How I think about the subclass
■ Knowledge level = extra to-hit & dmg on attacks (up to +4)
○ Study Your Enemy ○ Just as a Swift Blade Ranger was a
■ BA increase knowledge level (survival check) “Ranger Fighter”, this is the inverse;
■ 2x/short rest ■ Fighter with ranger extra dmg – but this
also adds to % chance to hit
● Level 7
■ Lacks the spells of a ranger…
○ Eternal Comrade
○ Has strong synergy with a rogue
■ BA summon option
● Level 10 ○ Gets a summon at lvl 7
○ Gets paladin-like aura at lvl 10
○ Encouragement
■ 2-cells aura that gives 1d4 to attack/save rolls
○ Fearless Commander
■ Immune to fear
● Level 15
○ Improved Encouragement
■ Aura increases to 6 cells
● Level 18
○ Knowledgeable Defense
■ Knowledge level = extra AC (up to +3)
Arcane Archer Fighter (**) [UB]
● Level 3 ● Suggested Arrows ● Why C-Tier **
○ Arcane Shot Mechanic ○ UB mod’s take on Arcane Archer Fighter
○ Default Arcane Shot
■ Arcane Shot options ■ Banishing Arrow ● How I think about the subclass
● 2 initial options @ lvl 3 CHA save or banished
● ○ Forced to use longbow/shortbow
● +1 option @ lvl 7, 10, 15, & 18 ■ Grasping Arrow ■ Can’t do crossbow shenanigans
● Only usable with a longbow or shortbow ● STR save or restrained
■ Arcane Shot uses ■ Bursting Arrow
○ Arcane Shot DC scales with INT mod
● 2-cell AoE dmg ■ Weaker vs Tactician Fighter
● 2 uses per short rest @ lvl 3
● +1 use @ lvl 10 & 18 ○ Situational alternatives ○ Grasping Arrow scaled back vs 5e version
○ Arcane Lore ■ Beguiling Arrow to be in-line with other arrows
■ Prof. in Arcana or Nature ● WIS save or charmed ■ Also means the subclass is much weaker
■ Insight Arrow ○ Arcane Archer Adept feat gives +1 use –
○ Arcane Magic
● WIS save or highlighted
■ +1 wizard cantrip of your choice
■ Shadow Arrow
needed with this subclass
● Level 7 ● WIS save or blinded ■ Only 2 shots per short rest until level 10 is
○ Guiding Shot not very many…
○ Not recommended
■ …especially w/o an arrow option that can
■ RA reroll a missed longbow/shortbow attack ■ Slowing Arrow
last multiple turns…
○ Magic Arrow ● DEX save or slowed
■ Weapon attacks considered magical ■ Enfeebling Arrow
● CON save or enfeebled
● Level 15
○ Ever-Ready Shot
■ If you roll initiative with no arcane shots, regain one use of it
Weapon Master Fighter (**) [UB]
● Level 3 ● Why C-Tier **
○ Weapon Specialization ○ Better but inflexible Champion Fighter
■ +1/2/3 to attack/dmg rolls with specific wpn @ lvl 3/9/17
■ Disadv to attack with any other wpn
● How I think about the subclass
○ Focused Strikes ○ Fighter that requires an Inventor in party
■ BA adv on all attacks ■ Requires serious campaign
■ 3x/long rest uses meta-knowledge or an Inventor to work…
● @ lvl 10+, get +1 use at combat start if have 0 ○ Better than Champion Fighter, but…
○ Improved Critical ■ The huge cost in flexibility as a result…
■ Weapon attacks crit on a 19 or 20 roll (crit on 18 @ lvl 15)
● Level 7
○ Momentum
■ RA additional attack on turn, when defeat an enemy
● Level 10
○ Battle Stance
■ Combat start TempHP = fighter lvl + PB + CON mod
● Level 15
○ Deadly Accuracy
■ Crit’s deal +2d6 dmg
● Level 18
○ Perfect Strikes
■ Focused Strikes grants adv when attacking with specialized wpn
Royal Knight Fighter (*) [UB]
● Level 3 ● Why D-Tier *
○ Rallying Cry ○ Worst fighter subclass of the UB mod
■ Replaces “Second Wind” Ability
■ 6 cell PBAoE heal for fighter lvl x 4 HP
● How I think about the subclass
● Level 7 ○ Inspiring Surge is cool…
■ but you wait too long to get it frankly…
○ Royal Envoy
■ …and Tactician Fighter can do it @ lvl 7…
■ Proficiency in CHA saves
■ Add ½ proficiency to CHA checks not proficient in ○ Ok 3-lvl dip to do the Fighter short-rest
● Level 10 spam cheese for teamwide healing
■ Pointless subclass otherwise
○ Inspiring Surge
■ Can give out Action Surge to an ally in party.
■ Ally can’t use 2 actions surges on a single turn
● Level 15
○ Inspiring Protection
■ 6-cell AoE bonus to allies at start of this character’s turn
● TempHP = 2xPB
● +1 AC (if ally is below 25% MaxHP)
● Level 18
○ Spirited Surge
■ Inspiring Surge also grats adv to all attacks for a round
Rogues (by level)
● What?
○ Rogues don’t get spells by default, but…
■ Some subclasses give them spell access (third-casters) Picture Credit: Solasta’s website
Rogues (Shadowcaster)
● Min*
○ Shadowcasters don’t gain spell prep’s from higher INT
○ They can switch out one spell each level Picture Credit: Solasta’s free wallpaper pack
○ **Have ½ the wizard spell list (other half Spellblades have)**
Shadowcasters (spell list)
● Cantrips ● 1st Level Spells ● 2nd Level Spells
○ Annoying Bee ○ Color Spray ○ Blindness
○ Chill Touch ○ Comprehend Languages ○ Blur
○ Dazzle ○ Detect Magic ○ Invisibility
○ Shadow Armor ○ False Life ○ Ray of Enfeeblement
○ Shadow Dagger ○ Identify ○ See Invisibility
○ True Strike ○ Mage Armor
○ Protect vs Evil & Good
○ Shield
Rogue Overview
● Level 1 ● Level 7 ● Strengths
○ Proficiencies ○ Evasion
■ Light armor proficiency ○ Cunning Action & Evasion
■ AoE DEX saves to lower damage will
■ Limited weapon proficiency auto-half damage on failing – or are strong abilities to have
○ Sneak Attack reduce damage to zero on success ○ Good theoretical dpr
■ 1d6 dmg per turn on wpn hit; increases by +1d6 ● Level 10
every odd rogue level ○ Extra ASI or feat choice ● Weaknesses
■ Requires Level 11
● (1) Finesse Weapon (DEX-based) +
● ○ Target selection is difficult
○ Reliable Talent
● (2a) Advantage on attack, or ■ Abilities checks that add your
all throughout the campaign
● (2ba) ally within 1 cell of target AND proficiency bonus to the check, no ○ Skills have lessened value in
● (2bb) No disadvantage on attack longer can roll lower than a 10
○ Skills (and expertise in 2 skills) Solasta’s context right now
● Level 2 ○ Limited weapon proficiency
○ Cunning Action
and NO shield proficiency
■ Dash, Disengage, & Hide can be done now
as a bonus action hurts a martial class
● Level 3 ○ Sneak attack adds extra
○ Rogue Subclass
● Level 5
mechanics to get that dpr
○ Uncanny Dodge ● Making Good Rogues
■ Reaction to half the damage of any incoming
attack that you can see ○ Make sneak attack easier
○ Give durability or dpr
Hoodlum Rogue (***) [LV]
● Level 3 ● Why B-Tier ***
○ Mean Mug ○ Melee-specific rogue decent enough to
■ Prof. in Intimidation
handle cataclysm difficulty
○ The Right Tools
■ Full weapon proficiency
● How I think about the subclass
■ Medium armor & shield proficiency ○ Sneak attack with any weapon
○ Heavy Beating ○ Extra survival from sneak attacks
■ Can sneak attack with any weapon ■ Valuable in melee
■ Finesse weapons no longer required to get
sneak attack off
● Level 9
○ Menacing
■ Enemy hit by sneak attack has adv on attack
rolls against this rogue until start of rogue’s turn
● Level 13
○ Dirty Fighting
■ When within 1-cell of enemy, BA force CON save
or be blinding/incapacitated for 1 turn
■ 1x per enemy per day ability
● Level 17
○ Brutal Assault
■ When Dirty Fighting succeeds, you can make
1 wpn attack as part of same BA
■ Executioner fighting style
Shadowcaster Rogue (**)
● Level 3 ● Why C-Tier **
○ Subclass spells ○ Rogue with Shield spell access
○ Shadow Dodge ● How I think about the subclass
■ BA spell-less misty step – 1x/short rest
○ Only 4 good spells
● Level 9
■ Mage Armor
○ Shadow Retribution ■ Protect vs Evil & Good
■ If targeted by a damaging spell, can use RA to cast cantrip at caster ■ Shield
■ Gives a way to do a RA sneak attack at higher levels ■ Blur
● Level 13 ○ Sneak attack via spells & cantrips @ lvl 13
○ Shadow Casting ■ Chill Touch is only attack roll cantrip on the
■ Can sneak attack with spells & cantrips – if they have attack rolls Shadowcaster spell list
● Level 17 ■ High Elf for +1 INT attack cantrip is highly
○ Shadow Form advisable
■ BA 1 min self-buff – 1x/short rest
● Resistant to all dmg (except radiant)
● Immune to difficult terrain
● Don’t provoke opportunity attacks
Darkweaver Rogue (**)
● Level 3 ● Why C-Tier **
○ Predator ○ Best dpr rogue in the base game until lvl 13
■ When attacking from the high ground, add PB to ranged damage ■ but that’s not saying much…
○ Spider on Wall ● How I think about the subclass
■ Climbing doesn’t cost extra movement (regardless of type of climb)
■ Proficiency with poisoner’s kit ○ Decent ranged dpr improvement
■ With high movement, not hard to optimize
● Level 9
between Predator & Shadowy features
○ Poisonous
○ Terrible melee dpr improvement
■ When you deal damage with a melee weapon, enemy makes DC 13 CON check or
■ So bad, just pretend this subclass doesn’t
is poisoned for 2d6 dmg/round for 1 hour
have a lvl 9 feature
● Level 13
○ Shadowy
■ When in dim light/darkness & out-of-sight of enemies, can BA hide & become
invisible for 1 round
● Level 17
○ Dark Assault
■ When in dim light/darkness, +1 extra attack via Attack action & +3 cell movement
Thief Rogue (*)
● Level 3 ● D-Tier * (CotM/LV), B-Tier *** (PoI)
○ Fast Hands ○ Rogue that abuses items the best
■ Can use objects as a bonus action in-combat
● How I think about the subclass
○ Second Story Work
■ Climbing doesn’t cost extra movement (regardless of type of climb) ○ Bonus action uses items
■ Jump distance is increased ■ Need to know campaign
■ Need to have tested all the
● Level 9
broken item interactions
○ Supreme Sneak
○ Do not pick this subclass if you don’t
■ Advantage on stealth checks
want to abuse item interactions in-game
● Level 13
○ Use Magical Device
■ Ignore all restrictions on item usage (besides attunement)
● Level 17
○ Thief’s Reflexes
■ Take 2 turns on the first round of combat
● Extra turn on first round on your initiative - 10
● You get to sneak attack on BOTH turns
■ Feature not available if you are surprised
Arcane Scoundrel Rogue (****) [UB]
● Level 3 ● Free prepared Spell List ● Why A-Tier ****
○ Subclass Spells ○ 3rd (available @ lvl 13) ○ Precisely what Shadowcaster Rogue
■ (full wizard spell-list) ■ Counterspell should have been in Solasta
○ Arcane Affinity
■ Proficiency in arcana (or expertise if proficient)
● How I think about the subclass
● Level 9 ○ asdfasdf
■ asdfasdf
○ Distracting Ambush
■ Sneak attacks force disadv on next saving throw
or ability check
● Level 13
○ Arcane Backlash
■ Countering a spell additionally applies your
sneak attack dmg as force dmg
● Level 17
○ Essence Thief
■ After performing a sneak attack, free action
target another enemy within 6-cells for ½ the
sneak attack dice as force damage
■ +1 Max Spell Slot
● 3rd-lvl spell slot @ lvl 17
● 4th-lvl spell slot @ lvl 19
Opportunist Rogue (***) [UB]
● Level 3 ● Why B-Tier ***
○ Quick Strike ○ First rogue with a way to get guaranteed
■ Advantage to attack enemies with lower initiative vs yours
adv on some of your attacks
■ Advantage to attack enemies with opportunity attacks
○ Best DEX-based rogue
● Level 9
■ Strong A-tier on lower difficulties, where
○ Debilitating Strike enemies don’t have a high initiative modifier
■ Sneak attacks forces a CON save or saving throw reduced by 1d6 for 1 round
● How I think about the subclass
● Level 13
○ If using “eager for battle” feat, pretty much
○ Seize the Chance
■ RA opportunity attack when an enemy fails a saving throw the best rogue in the game
■ Quick Strike stacks/works with this feature ■ Strong dip for a ranger
■ At level 13+, dpr becomes super reliable
● Level 17
○ Exposing Weakness
■ Adv on attacks against enemies that fail against your Debilitating Strike feature
Raven Rogue (***) [UB]
● Level 3 ● Why B-Tier ***
○ Heart Seeking Shot ○ Rogue with high dpr potential
■ 2-handed ranged weapons have
○ Forced archery rogue
● -4 to attack rolls
● +1d6 dmg every 4 rogue levels ● How I think about the subclass
● Crit with 18 or higher instead of a 20 ○ Essentially a Rogue with Deadeye &
○ Sharp Shooter Elven Accuracy feats that scales with level
■ Proficient in all 2-handed ranged weapons ○ Has a pseudo-extra attack at level 9 –
■ When attack with a 2-handed ranged weapon
but not as reliable as real extra attack
● Ignore ALL cover
● Ignore long-range disadvantage ○ Requires archery fighting style
● Level 9 ■ Raven Rogue + Ranger 5 = ****
○ Killing Spree
■ If defeat enemy with 2-handed ranged weapon
● Gain +1 weapon attack that can sneak attack
○ Pain Maker / Perfect Shot
■ @ lvl 9, reroll 1’s for damage (& keep second roll)
■ @ lvl 17, reroll 1’s & 2’s for damage (& keep second roll)
● Level 13
○ Deadly Aim
■ Can reroll a missed weapon attack with advantage
■ 1x/short rest feature
Blade Caller Rogue (***) [UB]
● Level 3 ● Why B-Tier ***
○ Blade Bond ○ Dagger-specialist Rogue
■ Dagger attacks considered magical ■ asdfasdf
● +4 cell throw range of daggers & auto-return to rogue when thrown
○ Blade Mark ● How I think about the subclass
■ 1x/turn mark from a dagger attack – lasts to end of next turn ○ Good melee rogue
■ Attacking marked targets at advantage – ■ Ways to get adv on attacks
● hitting enemy consumes mark & does ½ rogue levels in extra dmg ■ AoE dmg options that applies its sneak
● Level 9 attack vs many enemies in a round
■ Capstone to be more effective
○ Hail of Blades
■ RA attacking marked enemy also summons 3-cell AoE DEX-save
● ½ of sneak attack dice on failure – marks all enemies regardless of the save
● 1x/short rest uses
● Level 13
○ Blade Surge
■ If you hit enemy afflicted by Blade Mark – +1 attack & +2 cell movement
● Can only proc 1x/round max
● Level 17
○ Blade Storm
■ +1 use of Hail of Blades when reducing enemy to 0 HP
Slayer Rogue (**) [UB]
● Level 3 ● Why C-Tier **
○ Elimination ○ Weaker Opportunist Rogue
■ Advantage to attack enemies that haven’t taken first turn yet
■ All hits against surprised enemies are critical hits
● How I think about the subclass
● Level 9 ○ Elimination weaker vs Opportunist Rogue’s
○ Chain of Execution equivalent lvl 3 feature
■ Increase next sneak attack by ½ available sneak attack dice (rounded up) when: ○ Less fear to overkill enemies
● Defeat an enemy on your turn ■ Get extra dmg on next sneak attack when
● Enemy hit by your sneak attack is defeated before your next turn you defeat enemies
● Level 13
○ Cloak of Shadows
■ BA invisible spell for self for 1 min (or until you attack)
■ 1x/short rest feature
● Level 17
○ Fatal Strike
■ Attacking surprised enemies forces CON save or double dmg against them
Acrobat Rogue (**) [UB]
● Level 3 ● Why C-Tier **
○ Acrobat Limitations ○ Quarterstaff Rogue
■ All subclass features only work when using quarterstaff with both hands
○ Acrobat Trooper
● How I think about the subclass
■ Quarterstaff now a finesse wpn & has 2-cell range ○ Rogue pretending to be a monk
■ Can BA attack with weapon for 1d4 + attack mod bludgeoning dmg ■ Strong 3-level dip for a DEX-based fighter
○ Acrobat Protector ■ Less impressive as a pure monk
■ AC = light armor + DEX + ½ PB
○ Acrobat Maven
■ Proficiency in acrobatics
● Level 9
○ Swift as the Wind
■ Quarterstaff increases from d8 to d10 dmg
■ Advantage on prone & shove attempts
■ Climbing doesn’t cost extra movement & jump distance increased by 2 cells
● Level 13
○ Acrobat Reflexes
■ BA dodge – DEX mod/long rest uses
○ Fluid Motions
■ Permanent freedom of movement spell on self
■ Can move along walls & don’t take fall dmg from 6-cells or less distance
■ Opportunity attacks made at disadvantage against you
● Level 17
○ Heroic Uncanny Dodge
■ Make an attack that hit you miss instead – DEX mod/long rest uses
Duelist Rogue (**) [UB]
● Level 3 ● Why C-Tier **
○ Daring Duel ○ Weaker Hoodlum Rogue
■ Extra option for sneak attack
● Enemy within 1-cell & no other allies/enemies within 1-cell of you
● How I think about the subclass
● No disadvantage ○ asdfasdf
○ Sure Footed ■ asdfasdf
■ Advantage on initiative rolls
■ AC = light armor + DEX + ½ PB
○
● Level 9
○ Swirling Dance
■ RA opportunity attack when an enemy misses you with a melee attack
● Level 13
○ Graceful Takedown
■ BA shove attempts available with this subclass
● Level 17
○ Master Duelist
■ When miss with attack, you can roll again with advantage
■ 2x/short rest uses
Monks (by level)
● What?
○ Monks get 1 ki per level
Picture Credit: Solasta’s website
Monk Overview
● Level 1
● Strengths
● Level 3
○ Proficiencies ○ Monk subclass (tradition) ○ Extra Attack + Evasion
■ Shortsword & simple melee weapons ○ Deflect Missiles ○ Ki restores on a short rest
■ Darts also considered a monk weapon… ■ RA to reduce missile dmg by 1d10+DEX+monk lvl
● Thought uses your “free action” to throw two
■ If reduced to 0 dmg, can use 1 ki to throw back at enemy
■ Flurry of Blows
of them in a single round
○ Unarmored Defense
● 4 cell range ■ Stunning Strike
● Level 4 ○ Martial class not reliant on wpn’s
■ AC = 10 + DEX + WIS if not wearing armor
○ Slow Fall
■ Cannot wear shield to have unarmored bonus ■ Rare in D&D 5e
■ RA to prevent fall damage (like feather fall spell)
○ Unarmored Movement
■ +2 cell movement when unarmored
● Level 5 ● Weaknesses
○ Extra Attack
■ +1 cell at lvl 6 & +1 cell at 10
○ Stunning Strike ○ Subpar dpr
○ Martial Arts
■ Can use DEX for monk attacks
■ 1 ki on attack for CON save or stunned for 1 round ○ No spells to fall back on
● Level 6
● Unarmed melee attacks
○ Ki-Empowered Strikes – monk attacks are magical
○ Most strong enemies have high
● Monk-specific weapons
■ Dmg starts at a d4; d6 at lvl 5 & d8 at lvl 11
● Level 7 CON saves – poor stunning strike
○ Stillness of Mind – immunity to charm/frighten effects ○ Point-buy sucks with monks –
■ Get free BA unarmed attack if do a
○ Evasion
main action melee attack can’t use armor & need DEX/WIS
■ AoE DEX saves to lower damage will auto-half
● Level 2
○ Ki
damage on failing – reduce damage to zero ■ ASI’s must go into
on success
■ # of ki = monk lvl DEX/WIS instead of feats
● Level 9
■ regain all ki on short/long rests
○ Ki options
○ Unarmored Movement: Climbing ● Making Passable Monks???
■ Passive Spider Climbing on self (only during turn)
■ Flurry of Blows: 1 ki for 2 BA unarmed strikes –
● Level 10
○ Subclasses that have aspects that
only usable if monk uses attack action
■ Patient Defense: 1 ki for BA Dodge
○ Purity of Body don’t require ki to function
■ Immune to Poison & Disease ■ Surprisingly rare…
■ Step of Wind: 1 ki for BA Disengage or Dash
Way of Survival Monk (**) [IS]
● Level 3 ● Why C-Tier **
○ Defensive Stance ○ Patient Defense Monk Specialist
■ +2 AC when unarmored
■ When using Patient Defense
● How I think about the subclass
● Advantage on attack rolls ○ 5e’s Long Death Monk – but cranked &
● Level 6 buffed with extras that don’t cost any ki
○ Unbreakable Body ■ A monk with good survival without
■ When using Patient Defense sacrificing its mediocre dpr
● Resistant to all damage ■ Gets Long Death’s best feature @ lvl 17
■ Taking dmg heal you for PB healing at start of your next turn ○ Patient Defense -- spamming monk
● If you are at 0 HP when your turn starts, you do not get this healing ■ Get to have better resistances while better
● Level 11 theoretical dpr
○ Unmoving Strength ○ Unmoving Strength = +2-3 dmg/hit
■ Add CON mod to your unarmed strike and monk wpn dmg rolls ■ 16 DEX, 14 CON, 16 WIS norm
■ 14 CON = +2 dmg for attacks
● Level 17
■ Competes vs Mighty Blow feat
○ Physical Perfection ● Can’t get both to work together
■ When reduced to 0 HP, spend 1 ki to heal 10 HP instead anymore – sad :(
■ When at less than ½ HP, Unbreakable Body healing is doubled
Way of Light Monk (*) [IS]
● Level 3 ● Why D-Tier *
○ Luminous Ki ○ Flurry of Blows Monk Specialist
■ Free cantrips: Light & Shine
■ Flurry of Blows attacks auto-light enemies for 1 turn
● How I think about the subclass
● Level 6 ○ Sounds like a weaker Mercy Monk that…
■ Replaces “poisoned” with “lit”
○ Radiant Strikes
■ Removes healing entirely from kit
■ Enemies lit up by Shine or Luminous Ki takes an extra 1d4 radiant dmg from you
■ Removes the scaling from kit
● Level 11
○ Should be better than most 5e monks…
○ Blinding Flash ■ But likely won’t be a good subclass
■ BA 2 ki pts for a 3-cell PBAoE CON save
○ UB mod fixes its issues @ lvl 17
● Blind for 1 turn and 3d6 radiant dmg (½ on success)
■ Luminous Ki can be applied on all attacks
● Level 17 ■ Healing added in there
○ Purity of Light
■ All monk attacks apply Luminous Ki
■ When monk hits enemy affected by Luminous Ki
● Deals 1d6 dmg to enemy (instead of 1d4 dmg)
● Heal monk & allies within 4 cells 4 HP
Way of the Open Hand Monk (*) [IS]
● Level 3 ● Why D-Tier *
○ Open Hand Technique ○ Monk with the shield spell
■ When hitting enemy with an unarmed melee attack, can use 1 ki
for any of the following after-effects:
● How I think about the subclass
● DEX save or knocked prone ○ OG monk of D&D 5e
● STR save or pushed 3 cells ■ Also quite weak of a subclass
● No save loses reactions until end of your next turn ○ RA shield spell at level 11 saves this
● Level 6 subclass from going into E-tier
○ Wholeness of Body
■ 1x/long rest action to regain 3x monk lvl in HP
● Level 11
○ Tranquility
■ RA to cast shield spell by using 1 ki
● Level 17
○ Quivering Palm
■ Action 3 ki to start vibrations in an enemy
■ Second Action (next turn) activates it & forces CON save
● Failure – reduced to 1 HP & stunned for a turn
● Success – takes 10d10 necrotic dmg
Way of Freedom Monk () [IS + LV]
● Level 3 ● Why E-Tier
○ Swift Steps ○ Monk without a subclass
■ When using Flurry of Blows
● Get effects of Dash action
● How I think about the subclass
● Get advantage on one single attack ○ Unending Strikes is its only decent feature
● Level 6 ■ …and that alone can’t save it for a lvl 11
feature…
○ Swirling Dance
■ RA counterattack when enemy misses with melee attack ○ Swirling Dance only will be decent on lower
● Level 11 difficulties & rolling your monk stats
■ I don’t assume that for these lists
○ Unending Strikes
■ Flurry of Blows gives you 3 extra attacks (vs standard 2) ○ Monks are already mobile, so Swift Steps is
● Level 17 fairly pointless
■ Adv on one attack isn’t as impactful as what
○ Fluid Strikes [aka Extra Attack (2)]
Survival got
■ Now can attack 3x as main action attack
■ If this was adv on all attacks for the turn –
■ **Exact same as a lvl 11 fighter ability**
this could get D-tier
Way of the Distant Hand Monk (**) [IS + UB]
● Level 3 ● Why C-Tier **
○ Distant Hand Combat
○ If rolling high stats, Distant Hand Combat is
■ Prof with bows & considered monk wpn
■ Don’t get disadv for range attacks in melee a solid 3-level dip
○ Distant Hand Technique ● How I think about the subclass
■ When hitting enemy with arrow, can use 1 ki for any of the ○ Someone tried to make a spell-less version
following after-effects: of the Battle Cleric…
● DEX save or knocked prone
○ Stronger ranged variation of the Way of the
● STR save of pushed 2 cells
● WIS save or disadv on next attack Open Hand Monk subclass
● Level 6 ○ Does provide something different from the
○ Ki-Empowered Arrows archery playstyles available
■ Bow attacks considered magical ○ Still has the monk issues of the class
○ Flurry of Arrows
■ 2 ki cost to flurry of blows with a bow/arrows
● Level 11
○ Stunning Arrows
■ Can stunning strike with arrows
○ Improved Distant Hand Technique
● DEX save or knocked prone & 0 movement
● STR save of pushed 4 cells
● WIS save of disadv on all attacks until next turn
● Level 17
○ Unseen Eyes
■ +2 WIS & +2 maximum WIS (up to 22)
■ Bow attacks deal PB extra dmg
Way of the Silhouette Monk (**) [IS + UB]
● Level 3 ● Why C-Tier **
○ Silhouette Arts ○ Invisible Teleporting Monk
■ Free cantrip: Light
■ Spend 2 ki to cast one of the following spells
● How I think about the subclass
● Darkness, Darkvision, Pass Without Trace, Silence ○ Cloak of Silhouettes = Umbral Cloak ability
○ Cloak of Silhouettes from the Moonlit Warlock subclass
■ If start in natural darkness, you are invisible. Moving or taking an ○ Silhouette Step = Rift Step ability
action not targeted at yourself breaks the invisibility from the Rift Walker Warlock subclass
● Level 6 ■ Both good abilities
○ Silhouette Step ○ Doesn’t get anything else
■ BA 6-cell misty step ■ Fun option, but not super strong
■ PB/short rest uses
○ Improved Cloak of Silhouettes
■ Also activates in dim light & magical darkness
● Level 11
○ Improved Silhouette Step
■ BA 12-cell dimension door (can bring an ally with you)
● Level 17
○ Shadowy Sanctuary
■ When about to be hit, can RA spend 3 ki to self-banish for 1 turn
Way of Discordance Monk (*) [IS + UB]
● Level 3 ● Why D-Tier *
○ Discordance ○ Generalist Monk for “all-monk” parties
■ 1-minute stacking condition on an enemy hit by you
■ At 3 stacks
● How I think about the subclass
● All stacks remove and apply extra dmg to target ○ Passive extra dpr early w/o ki cost
● Martials arts die + ½ PB psychic dmg ■ Get baseline dpr w/o flurry of blows
● Level 6 ■ Gets to D-tier for it, but nothing else
○ Schism is really interesting here…
■ +1 discordance stack when…
● Stunning strike succeeds on an enemy
● Hit an enemy affected by stunning strike
● Level 11
○ Burst of Disharmony
■ 6-cell PBAoE SFH 3d6 dmg & +1 discordance stack
■ Costs 1 ki, can “upcast” for +1 ki for +1d6 dmg per ki
● Level 17
○ Profund Turmoil
■ Discordance feature also forces CHA save or receives the
turmoil condition for 1 minute (immune if successful)
Way of Dragon Monk (*) [IS + UB]
● Level 3 ● Why D-Tier *
○ Dragon Ancestry ○ Dragon Monk
■ Resistance to chosen element
■ Used for other Draconic subclass features
● How I think about the subclass
○ Reactive Hide ○ asdfasdf
■ RA 1 ki to half dmg & retaliate with “draconic powers” ■ asdfasdf
● Only halves 1 source of damage
● No extras beyond that (from what I can tell)
● Level 6
○ Elemental Breath
■ BA elemental cone of dmg, & dmg scales with monk level
■ PB/long rest uses
● Level 11
○ Dragon’s Fury
■ Spend 2 ki to add 2d6 elemental dmg to monk unarmed strikes
– until end of their turn…
■ Unarmed strikes also deal extra elemental dmg
● Level 17
○ Draconic Ascension
■ BA flying speed = walking speed & +2 AC
Way of Tempest Monk () [IS + UB]
● Level 3 ● Why E-Tier
○ Tempest’s Swiftness ○ asdfasdf
■ +2 base cell movement
■ Flurry of Blows also gives free disengage action
● How I think about the subclass
● Level 6 ○ Asdfasdf
○ Gathering Storm ■ asfasdf
■ Can BA unarmed strike attack w/o taking attack action
■ Landing 2 attacks in a row lets your next attack be with advantage
● Level 11
○ Tempest’s Fury
■ 2 ki cost variant of Flurry of Blows (still a BA activation)
■ In addition, also 1-cell AoE attacks against all enemies in range
● Level 17
○ Eye of the Storm
■ Hits mark a target for a minute
● Spend 3 ki to consume all marks & force DEX save
● 5d10 dmg + staggered + disadv on all attacks/checks for 1 turn
Way of Weal & Woe Monk () [IS + UB]
● Level 3 ● Why E-Tier
○ Weal ○ Crit-fishing Monk
■ Attack rolls increase critical hit & critical miss range by 1
■ Resets when you critically hit/miss or take a long rest
● How I think about the subclass
○ Woe ○ Champion Fighter as a Monk…
■ Critical misses deal 1 martial arts die of dmg to self ■ …and made even worse…
● Level 6
○ Propelled Weal
■ Critical hits refund 1 ki
● Level 11
○ Brutal Weal
■ Critical hits deal +1 martial arts die of dmg
● Level 17
○ Their Woe
■ Critical misses deal Woe dmg to target instead of yourself
Part 3b: Subclass Tier Lists
…
Picture Credits: Solasta Official Update: 6 January 2021
Biases for Subclasses
● SS-tier (*****+) ● C-tier (**)
○ Broken subclass that is genuinely too powerful ○ Workable subclass, that takes optimization
○ Likely has an exploit to trivialize the game & pre-planning to perform well
● S-tier (*****) ○ Stuff is there to make them work, but you
○ Overloaded subclass with clear mechanical have a bit to overcome to make them good
advantages all throughout its career ● D-tier (*)
○ Few reasons to pick other options in-game ○ Struggling subclass, that takes meta
● A-tier (****) knowledge of upcoming combats &
○ Strong subclass that exemplifies the campaign itself to do well
what it is good at with few downsides ● E-tier ()
● B-tier (***) ○ Underpowered subclass, that takes high
○ Good subclass that works on cataclysm difficulty optimization to become passable
○ Often on the weak-side of things at the ○ I only pick these subclasses for fun
beginning or end of the game in specific challenges
Tier Lists
● Tier Lists ● Color Key
○ CotM/LV Campaigns (lvl 1-12) ○ Black – no DLC’s required
■ Official subclasses ○ [PC] – Primal Calling DLC required
■ UB mod subclasses ○ [LV] – Lost Valley DLC required
■ All subclasses
○ [IS] – Inner Strength DLC required
○ PoI Campaign (lvl 10-16)
■ Official subclasses
○ [PoI] – Palace of Ice DLC required
■ UB mod subclasses ○ [UB] – Unfinished Business mod required
■ All subclasses
○ As a friendly reminder:
■ **NEWEST UB subclasses ARE STILL TENTATIVE**
● CotM/LV Campaigns (lvl 1-12)
● [PC] = Primal Calling DLC [LV] = Lost Valley DLC
Subclass Tier List ● [IS] = Inner Strength DLC
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ Balance Druid [LV+PC] ○ Draconic Sorcerer ○ Timekeeper Warlock [IS]
○ Greenmage Wizard ○ Mana Painter Sorcerer ○ Mischief Cleric [LV]
○ Court Mage Wizard [LV] ○ Haunted Soul Sorcerer [LV] ○ Land Druid (Desert/Coast) [PC]
○ Battle Cleric ○ Loremaster Wizard ○ Survival Monk [IS]
○ Kindred Spirit Druid (Eagle) [PC] ○ Hunter Ranger
● A-tier (****)
○ Devotion Paladin ○ Mountaineer Fighter
○ Land Druid (Grassland) [PC]
○ Commander Fighter [LV] ○ Magebane Barbarian [PC]
○ Judgment Paladin [LV]
○ Fiend Warlock [IS] ○ Claw Barbarian [LV+PC]
○ Law Cleric
○ Stone Barbarian [PC] ○ Life Cleric
○ Lore Bard [IS]
○ Heroism Bard [IS] ○ Shadowcaster Rogue
○ Motherland Paladin
○ Winds Druid [PC] ○ Darkweaver Rogue
○ Sun Cleric
○ Land Druid (Mountain/Forest/Arctic/Swamp) [PC] ○ Marksman Ranger
○ Shock Arcanist Wizard
○ Tirmar Paladin ○ Child of the Rift Sorcerer ● D-tier (*)
○ Swift Blade Ranger [LV] ○ Hive Warlock [IS] ○ Thief Rogue
○ Hope Bard [IS] ○ Insight Cleric
○ Tree Warlock [IS+LV] ○ Spellblade Fighter
○ Shadow Tamer Ranger ○ Light Monk [IS]
○ Kindred Spirit Druid (Ape) [PC+LV] ○ Berserker Barbarian [PC]
○ Kindred Spirit Druid (Wolf/Bear) [PC] ○ Champion Fighter
○ Elemental Cleric (Fire/Ice/Lightning) ○ Open Hand Monk [IS]
○ Kindred Spirit Druid (Spider/Viper) [PC] ● E-tier ()
○ Oblivion Cleric ○ Freedom Monk [IS+LV]
○ Traditions Bard [IS+LV]
○ Hoodlum Rogue [LV]
● CotM/LV Campaigns (lvl 1-12)
● [PC] = Primal Calling DLC [LV] = Lost Valley DLC
Subclass Tier List [UB] ● [IS] = Inner Strength DLC [UB] = Unfinished Business mod
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ Spell Master Wizard [UB] ○ Armorer Inventor [UB] ○ Elementalist Warlock [UB+IS]
○ Harlequin Bard [UB+IS] ○ MoonLit Warlock [UB+IS]
● A-tier (****)
○ Ranger Arcanist Ranger [UB] ○ Grenadier Inventor [UB]
○ Field Manipulator Sorcerer [UB]
○ Night Druid [PC+UB] ○ Distant Hand Monk [UB+IS]
○ Ancients Paladin [UB]
○ Divine Heart Sorcerer [UB] ○ Silhouette Monk [UB+IS]
○ Dread Paladin [UB]
○ Altruism Paladin [UB] ○ Reaver Barbarian [UB+PC]
○ Spell Shield Fighter [UB]
○ Sorr-Akkath Sorcerer [UB] ○ Slayer Rogue [UB]
○ Smith Cleric [UB]
○ Weaponsmith Inventor [UB] ○ Weapon Master Fighter [UB]
○ Life Bard [UB+IS]
○ SoulBlade Warlock [UB+IS] ○ Acrobat Rogue [UB]
○ Forest Guardian Druid [UB+PC]
○ Rift Walker Warlock [UB+IS] ○ Duelist Rogue [UB]
○ Arcane Fighter Wizard [UB]
○ Arcane Scoundrel Rogue [UB] ○ Hatred Paladin [UB] ● D-tier (*)
○ Tactician Fighter [UB] ○ Spirits Barbarian [UB+PC] ○ Royal Knight Fighter [UB]
○ Marshall Fighter [UB] ○ Ancient Forest Druid [UB+PC] ○ Discordance Monk [UB+IS]
○ Dead Master Wizard [UB] ○ Elements Barbarian [UB+PC] ○ Dragon Monk [UB+IS]
○ Forceblade Sorcerer [UB] ○ Light Barbarian [UB+PC]
○ Blade Dancer Wizard [UB] ○ Opportunist Rogue [UB]
○ Guts Bard [UB+IS] ○ Raven Rogue [UB]
○ War Dancer Bard [UB+IS] ○ Wildmaster Ranger [UB]
○ Defiler Cleric [UB]
○ Lightbringer Ranger [UB]
○ Hellwalker Ranger [UB]
● CotM/LV Campaigns (lvl 1-12)
Subclass Tier List [all – p1] ●
●
[PC] = Primal Calling DLC
[IS] = Inner Strength DLC
[LV] = Lost Valley DLC
[UB] = Unfinished Business mod
● S-tier (*****) ● A-tier (****) ● B-tier (***)
○ Spell Master Wizard [UB] ○ Field Manipulator Sorcerer [UB] ○ Armorer Inventor [UB]
○ Balance Druid [LV+PC] ○ Ancients Paladin [UB] ○ Harlequin Bard [UB+IS]
○ Greenmage Wizard ○ Dread Paladin [UB] ○ Arcanist Ranger [UB]
○ Court Mage Wizard [LV] ○ Land Druid (Grassland) [PC] ○ Night Druid [UB+PC]
○ Battle Cleric ○ Judgment Paladin [LV] ○ Draconic Sorcerer
○ Spell Shield Fighter [UB] ○ Mana Painter Sorcerer
○ Law Cleric ○ Divine Heart Sorcerer [UB]
○ Smith Cleric [UB] ○ Haunted Soul Sorcerer [LV]
○ Lore Bard [IS] ○ Loremaster Wizard
○ Life Bard [UB+IS] ○ Kindred Spirit Druid (Eagle) [PC]
○ Motherland Paladin ○ Devotion Paladin
○ Sun Cleric ○ Altruism Paladin [UB]
○ Shock Arcanist Wizard ○ Sorr-Akkath Sorcerer [UB]
○ Tirmar Paladin ○ Commander Fighter [LV]
○ Forest Guardian Druid [UB+PC] ○ Weaponsmith Inventor [UB]
○ Arcane Fighter Wizard [UB] ○ SoulBlade Warlock [UB+IS]
○ Arcane Scoundrel Rogue [UB] ○ Rift Walker Warlock [UB+IS]
○ Tactician Fighter [UB] ○ Fiend Warlock [IS]
○ Swift Blade Ranger [LV] ○ Hatred Paladin [UB]
○ Marshall Fighter [UB] ○ Stone Barbarian [PC]
○ Dead Master Wizard [UB]
○ Forceblade Sorcerer [UB]
○ Blade Dancer Wizard [UB]
○ Guts Bard [UB+IS]
○ War Dancer Bard [UB+IS]
● CotM/LV Campaigns (lvl 1-12)
Subclass Tier List [all – p2] ●
●
[PC] = Primal Calling DLC
[IS] = Inner Strength DLC
[LV] = Lost Valley DLC
[UB] = Unfinished Business mod
● B-tier (***) [continued…] ● C-tier (**) ● D-tier (*)
○ Heroism Bard [IS] ○ Elementalist Warlock [UB+IS] ○ Thief Rogue
○ Spirits Barbarian [UB+PC] ○ Timekeeper Warlock [IS] ○ Insight Cleric
○ Ancient Forest Druid [UB+PC] ○ Mischief Cleric [LV] ○ Spellblade Fighter
○ Elements Barbarian [UB+PC] ○ MoonLit Warlock [UB+IS] ○ Light Monk [IS]
○ Winds Druid [PC] ○ Grenadier Inventor [UB] ○ Berserker Barbarian [PC]
○ Land Druid (Mountain/Forest/Arctic/Swamp) [PC] ○ Land Druid (Desert/Coast) [PC] ○ Champion Fighter
○ Child of the Rift Sorcerer ○ Distant Hand Monk [UB+IS] ○ Open Hand Monk [IS]
○ Hive Warlock [IS] ○ Survival Monk [IS] ○ Royal Knight Fighter [UB]
○ Hope Bard [IS] ○ Hunter Ranger ○ Discordance Monk [UB+IS]
○ Light Barbarian [UB+PC] ○ Mountaineer Fighter ○ Dragon Monk [UB+IS]
○ Opportunist Rogue [UB] ○ Silhouette Monk [UB+IS] ● E-tier ()
○ Tree Warlock [IS+LV] ○ Reaver Barbarian [UB+PC] ○ Freedom Monk [IS+LV]
○ Raven Rogue [UB] ○ Magebane Barbarian [PC]
○ Shadow Tamer Ranger ○ Claw Barbarian [LV+PC]
○ Kindred Spirit Druid (Ape) [PC+LV] ○ Life Cleric
○ Wildmaster Ranger [UB] ○ Slayer Rogue [UB]
○ Defiler Cleric [UB] ○ Weapon Master Fighter [UB]
○ Kindred Spirit Druid (Wolf/Bear) [PC] ○ Acrobat Rogue [UB]
○ Elemental Cleric (Fire/Ice/Lightning) ○ Shadowcaster Rogue
○ Kindred Spirit Druid (Spider/Viper) [PC] ○ Darkweaver Rogue
○ Oblivion Cleric ○ Duelist Rogue [UB]
○ Lightbringer Ranger [UB] ○ Marksman Ranger
○ Hellwalker Ranger [UB]
○ Traditions Bard [IS+LV]
○ Hoodlum Rogue [LV]
● PoI Campaign (lvl 10-16)
● [PC] = Primal Calling DLC [LV] = Lost Valley DLC
Subclass Tier List ● [IS] = Inner Strength DLC
● SS-tier (*****+) ● B-tier (***) ● C-tier (**)
○ Child of the Rift Sorcerer ○ Mana Painter Sorcerer ○ Kindred Spirit Druid (Ape) [PC+LV]
○ Draconic Sorcerer ○ Kindred Spirit Druid (Wolf/Bear) [PC]
● S-tier (*****)
○ Haunted Soul Sorcerer [LV] ○ Kindred Spirit Druid (Spider/Viper) [PC]
○ Loremaster Wizard
○ Shock Arcanist Wizard ○ Timekeeper Warlock [IS]
○ Court Mage Wizard [LV]
○ Winds Druid [PC] ○ Mischief Cleric [LV]
○ Greenmage Wizard
○ Swift Blade Ranger [LV] ○ Land Druid (Desert/Coast) [PC]
○ Lore Bard [IS]
○ Marksman Ranger ○ Life Cleric
○ Balance Druid [LV+PC]
○ Thief Rogue ○ Survival Monk [IS]
○ Battle Cleric
○ Devotion Paladin ○ Hunter Ranger
○ Law Cleric
○ Kindred Spirit Druid (Eagle) [PC] ○ Shadowcaster Rogue
● A-tier (****) ○ Mountaineer Fighter
○ Heroism Bard [IS]
○ Motherland Paladin ○ Magebane Barbarian [PC]
○ Fiend Warlock [IS]
○ Judgment Paladin [LV] ○ Claw Barbarian [LV+PC]
○ Land Druid (Mountain/Forest/Arctic/Swamp) [PC]
○ Hope Bard [IS] ○ Darkweaver Rogue
○ Hive Warlock [IS]
○ Sun Cleric
○ Tree Warlock [IS+LV] ● D-tier (*)
○ Tirmar Paladin
○ Elemental Cleric (Fire/Ice/Lightning) ○ Insight Cleric
○ Land Druid (Grassland) [PC]
○ Oblivion Cleric ○ Spellblade Fighter
○ Stone Barbarian [PC] ○ Champion Fighter
○ Shadow Tamer Ranger ○ Light Monk [IS]
○ Commander Fighter [LV] ○ Berserker Barbarian [PC]
○ Traditions Bard [IS+LV] ○ Open Hand Monk [IS]
○ Hoodlum Rogue [LV] ● E-tier ()
○ Freedom Monk [IS+LV]
● PoI Campaign (lvl 10-16)
● [PC] = Primal Calling DLC [LV] = Lost Valley DLC
Subclass Tier List [UB] ● [IS] = Inner Strength DLC [UB] = Unfinished Business mod
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ Spell Master Wizard [UB] ○ Sorr-Akkath Sorcerer [UB] ○ Elementalist Warlock [UB+IS]
○ Arcanist Ranger [UB] ○ MoonLit Warlock [UB+IS]
● A-tier (****)
○ Altruism Paladin [UB] ○ Grenadier Inventor [UB]
○ Field Manipulator Sorcerer [UB]
○ SoulBlade Warlock [UB+IS] ○ Distant Hand Monk [UB+IS]
○ Ancients Paladin [UB]
○ Rift Walker Warlock [UB+IS] ○ Silhouette Monk [UB+IS]
○ Dread Paladin [UB]
○ Hatred Paladin [UB] ○ Reaver Barbarian [UB+PC]
○ Smith Cleric [UB]
○ Wildmaster Ranger [UB] ○ Slayer Rogue [UB]
○ Life Bard [UB+IS]
○ Weaponsmith Inventor [UB] ○ Weapon Master Fighter [UB]
○ Dead Master Wizard [UB]
○ Night Druid [PC+UB] ○ Acrobat Rogue [UB]
○ Divine Heart Sorcerer [UB]
○ Ancient Forest Druid [UB+PC] ○ Duelist Rogue [UB]
○ Spell Shield Fighter [UB]
○ Forest Guardian Druid [UB+PC] ○ Opportunist Rogue [UB] ● D-tier (*)
○ Arcane Fighter Wizard [UB] ○ Raven Rogue [UB] ○ Royal Knight Fighter [UB]
○ Arcane Scoundrel Rogue [UB] ○ Defiler Cleric [UB] ○ Discordance Monk [UB+IS]
○ Forceblade Sorcerer [UB] ○ Lightbringer Ranger [UB] ○ Dragon Monk [UB+IS]
○ Blade Dancer Wizard [UB] ○ Hellwalker Ranger [UB]
○ Guts Bard [UB+IS] ○ Elements Barbarian [UB+PC]
○ War Dancer Bard [UB+IS] ○ Spirits Barbarian [UB+PC]
○ Harlequin Bard [UB+IS] ○ Light Barbarian [UB+PC]
○ Armorer Inventor [UB]
○ Tactician Fighter [UB]
○ Marshall Fighter [UB]
● PoI Campaign (lvl 10-16)
●
Subclass Tier List [all – p1]
SS-tier (*****+) ● A-tier (****)
●
●
[PC] = Primal Calling DLC
[IS] = Inner Strength DLC
● B-tier (***)
[LV] = Lost Valley DLC
[UB] = Unfinished Business mod
○ Child of the Rift Sorcerer ○ Field Manipulator Sorcerer [UB] ○ Mana Painter Sorcerer
● S-tier (*****) ○ Ancients Paladin [UB] ○ Draconic Sorcerer
○ Loremaster Wizard ○ Dread Paladin [UB] ○ Haunted Soul Sorcerer [LV]
○ Spell Master Wizard [UB] ○ Smith Cleric [UB] ○ Sorr-Akkath Sorcerer [UB]
○ Court Mage Wizard [LV] ○ Motherland Paladin ○ Shock Arcanist Wizard
○ Greenmage Wizard ○ Life Bard [UB+IS] ○ Winds Druid [PC]
○ Lore Bard [IS] ○ Dead Master Wizard [UB] ○ Swift Blade Ranger [LV]
○ Balance Druid [LV+PC] ○ Judgment Paladin [LV] ○ Marksman Ranger
○ Law Cleric ○ Hope Bard [IS] ○ Arcanist Ranger [UB]
○ Battle Cleric ○ Divine Heart Sorcerer [UB] ○ Thief Rogue
○ Spell Shield Fighter [UB] ○ Devotion Paladin
○ Forest Guardian Druid [UB+PC] ○ Heroism Bard [IS]
○ Arcane Fighter Wizard [UB] ○ Altruism Paladin [UB]
○ Sun Cleric ○ SoulBlade Warlock [UB+IS]
○ Tirmar Paladin ○ Rift Walker Warlock [UB+IS]
○ Arcane Scoundrel Rogue [UB] ○ Hatred Paladin [UB]
○ Forceblade Sorcerer [UB]
○ Blade Dancer Wizard [UB]
○ Guts Bard [UB+IS]
○ War Dancer Bard [UB+IS]
○ Harlequin Bard [UB+IS]
○ Armorer Inventor [UB]
○ Tactician Fighter [UB]
○ Land Druid (Grassland) [PC]
○ Marshall Fighter [UB]
● PoI Campaign (lvl 10-16)
Subclass Tier List [all – p2] ●
●
[PC] = Primal Calling DLC
[IS] = Inner Strength DLC
[LV] = Lost Valley DLC
[UB] = Unfinished Business mod
● B-tier (***) [continued…] ● C-tier (**) ● D-tier (*)
○ Wildmaster Ranger [UB] ○ Elementalist Warlock [UB+IS] ○ Insight Cleric
○ Weaponsmith Inventor [UB] ○ Kindred Spirit Druid (Ape) [PC+LV] ○ Spellblade Fighter
○ Night Druid [PC+UB] ○ Kindred Spirit Druid (Wolf/Bear) [PC] ○ Champion Fighter
○ Kindred Spirit Druid (Eagle) [PC] ○ Kindred Spirit Druid (Spider/Viper) [PC] ○ Royal Knight Fighter [UB]
○ Fiend Warlock [IS] ○ Timekeeper Warlock [IS] ○ Light Monk [IS]
○ Ancient Forest Druid [UB+PC] ○ Mischief Cleric [LV] ○ Berserker Barbarian [PC]
○ Opportunist Rogue [UB] ○ MoonLit Warlock [UB+IS] ○ Open Hand Monk [IS]
○ Raven Rogue [UB] ○ Land Druid (Desert/Coast) [PC] ○ Discordance Monk [UB+IS]
○ Defiler Cleric [UB] ○ Life Cleric ○ Dragon Monk [UB+IS]
○ Lightbringer Ranger [UB] ○ Grenadier Inventor [UB] ● E-tier ()
○ Hellwalker Ranger [UB] ○ Distant Hand Monk [UB+IS] ○ Freedom Monk [IS+LV]
○ Land Druid (Mountain/Forest/Arctic/Swamp) [PC] ○ Survival Monk [IS]
○ Hive Warlock [IS] ○ Hunter Ranger
○ Tree Warlock [IS+LV] ○ Shadowcaster Rogue
○ Traditions Bard [IS+LV] ○ Mountaineer Fighter
○ Elemental Cleric (Fire/Ice/Lightning) ○ Silhouette Monk [UB+IS]
○ Oblivion Cleric ○ Reaver Barbarian [UB+PC]
○ Stone Barbarian [PC] ○ Magebane Barbarian [PC]
○ Elements Barbarian [UB+PC] ○ Claw Barbarian [LV+PC]
○ Spirits Barbarian [UB+PC] ○ Slayer Rogue [UB]
○ Light Barbarian [UB+PC] ○ Weapon Master Fighter [UB]
○ Commander Fighter [LV] ○ Acrobat Rogue [UB]
○ Shadow Tamer Ranger ○ Darkweaver Rogue
○ Hoodlum Rogue [LV] ○ Duelist Rogue [UB]
Part 4: Example Builds & Party Compositions
…with more to add in the future
Picture Credits: Solasta Official Update: 26 July 2019
Sub-table of Example Builds Contents
● Authentic Solasta ● 5e Adapted ● Unrestricted UB mod
○ Example Parties ○ Example Parties ○ Example Parties
○ Crown of the Magister ○ Crown of the Magister ○ Crown of the Magister
○ Lost Valley ○ Lost Valley ○ Lost Valley
○ Palace of Ice ○ Palace of Ice ○ Palace of Ice
○ Dungeon Maker ○ Dungeon Maker ○ Dungeon Maker
Strong Party Compositions (unmodded)
● Crown of the Magister Campaign ● Kickstarter Party
○ Motherland Paladin ○ Mountaineer Fighter
○ Battle Cleric ○ Battle Cleric
○ Shadow Tamer Ranger ○ Darkweaver Rogue
○ Greenmage Wizard ○ Shock Arcanist Wizard
● Lost Valley Campaign ● Sorcerer DLC Party
○ Judgment Paladin ○ Tirmar Paladin
○ Battle Cleric ○ Shadow Tamer Ranger
○ Circle of Kindred Spirit Druid (Eagle) ○ Mana Painter Sorcerer
○ Court Mage Wizard ○ Shock Arcanist Wizard
● Palace of Ice Campaign (speculation) ● Primal Calling DLC Party
○ Devotion Paladin ○ Path of Magebane Barbarian
○ Battle Cleric ○ Hunter Ranger
○ Marksman Ranger ○ Mana Painter Sorcerer
○ Loremaster Wizard ○ Circle of Kindred Spirit Druid (Bear)
More Party Compositions (unmodded)
● Fun Cataclysm ● Lost Valley DLC Party
○ Judgment Paladin ○ Judgment Paladin
○ Law Cleric ○ Swift Blade Ranger
○ Child of the Rift Sorcerer ○ Circle of Balance Druid
○ Greenmage Wizard ○ Court Mage Wizard
● Spell-less Party ● UB mod Party (CotM & LV)
○ Path of Stone Barbarian (or Mountaineer Fighter) ○ Sorcadin (Judgment Paladin 7+ & Mana Painter Sorcerer 3+)
○ Commander Fighter ○ Inventor (Weaponsmith Inventor 12)
○ Thief Rogue ○ Archer Cleric (Battle Cleric 8+ & Arcanist Ranger 3+)
○ Darkweaver Rogue ○ Greenmage Wizard (Greenmage Wizard 12)
● 4 Clerics ● UB mod Party (POI)
○ Battle Cleric ○ Sorcadin (Ancients Paladin 15 & Mana Painter Sorcerer 1)
○ Law Cleric ○ Inventor/Wizard (Armorer Inventor 14 & Arcane Fighter Wizard 2)
○ Sun Cleric ○ Archer Cleric (Battle Cleric 12, Arcanist Ranger 4)
○ Elemental Cleric ○ Court Mage Wizard 16
For the 5e experience…
● Subclasses similar or inspired from 5e ○ Inventors (Artificers)
■ Armorer, Artillerist, Weaponsmith (Battle Smith)
○ Bards
○ Paladins
■ Lore
■ Devotion
■ Valiance (Eloquence), Guts (Valor), Audacity (Swords)
■ Ancients, Dread (Conquest), Hatred (Vengeance)
○ Clerics
○ Rangers
■ Life, Insight (Knowledge)
■ Hunter
■ Sun (Light), Elemental (Tempest), Mischief (Trickery)
■ Wildmaster (Beast Master)
■ Smith (Forge/Grave)
○ Barbarians
○ Druids
■ Berserker
■ Land
■ Spirits (Totem Warrior)
■ Night (Moon)
○ Fighters
○ Sorcerers
■ Champion
■ Draconic
■ Tactician (Battle Master), Arcane Archer Fighter,
■ Divine Heart (Divine Soul)
Royal Knight (Purple Dragon Knight)
○ Wizards
○ Rogues
■ Shock Arcanist (Evocation)
■ Thief
■ Graviturgist, Blade Dancer (Bladesinger), Deadmaster (Necromancy)
■ Slayer (Assassin)
○ Warlocks
○ Monks
■ Fiend
■ Open Hand
■ Soulblade (Hexblade),
■ Silhouette (Shadow), Dragon (Ascendant Dragon),
Tempest (Drunken Master)
For the 5e experience…
● Solasta-unique subclasses ○ Inventors (Artificers)
■ Vivisectionist, Grenadier
○ Bards
○ Paladins
■ Hope, Heroism, Traditions
■ Judgment, Motherland, Tirmar
■ Life, War Dancer, Harlequin
■ Thunder, Demon Hunter, Altruism
○ Clerics
○ Rangers
■ Battle, Law, Oblivion
■ Swift Blade, Shadow Tamer, Marksman
■ Defiler
■ Arcanist, Sky Warrior, Survivalist, Lightbearer, Hellwalker
○ Druids
○ Barbarians
■ Balance, Winds, Kindred Spirit
■ Stone, Claw, Magebane
■ Forest Guardian, Ancient Forest, Eternal Grove
■ Yeoman, Light, Elements, Reaver, Savagery
○ Sorcerers
○ Fighters
■ Mana Painter, Haunted Soul, Child of the Rift
■ Commander, Mountaineer, Spellblade
■ Field Manipulator, Forceblade, Sorr-Akkath
■ Spell Shield, Marshall, Weapon Master
○ Wizards
○ Rogues
■ Court Mage, Greenmage, Loremaster
■ Hoodlum, Darkweaver, Shadowcaster
■ Spellmaster, Arcane Fighter
■ Arcane Scoundrel, Raven, Opportunist, Duelist, Acrobat
○ Warlocks
○ Monks
■ Hive, Tree, Timekeeper
■ Survival, Light, Freedom
■ Riftwalker, Eldritch Surge, Elementalist, Moonlit, Mountain
■ Distant Hand, Discordance, Weal & Woe
For the 5e experience…
● Spells Similar or Inspired by 5e ○ 2nd-level spells
■ Aid, Barkskin, Blindness, Blur, Branding Smite, Darkness, Darkvision,
○ Cantrips Enhance Ability, Find Traps, Flame Blade, Flaming Sphere, Heat
■ Acid Splash, Chill Touch, Eldritch Blast, Fire Bolt, Guidance, Light, Poison Spray, Produce Flame, Metal, Hold Person, Invisibility, Knock, Lesser Restoration, Levitate,
Ray of Frost, Resistance, Sacred Flame, Shillelagh, Shocking Grasp, Spare the Dying, True Strike, Magic Weapon, Misty Step, Moon Beam, Pass Without Trace, Prayer
Vicious Mockery of Healing, Protection from Poison, Ray of Enfeeblement, Scorching
■ Dancing Lights (1 globule) Ray, See Invisibility, Shatter, Silence, Spider Climb, Spike Growth,
■ Acid Claws (Primal Savagery), Blade Ward, Burst of Radiance (Word of Radiance), Enduring Spiritual Weapon
Sting (Sapling Sting), Ethereal Kneel (Toll the Dead), Mind Spike (Mind Sliver), Resonating Strike ■ Calm Emotions
(Booming Blade), Sword Storm (Sword Burst), Thorny Vines (Thorn Whip), ■ Color Burst, Mirror Image, Shadow Blade, Web
○ 1st-level spells ○ 3rd-level spells
■ Animal Friendship, Bane, Bless, Burning Hands, Charm Person, Color Spray, Comprehend ■ Beacon of Hope, Bestow Curse, Call Lightning, Counterspell, Create
Languages, Cure Wounds, Detect Evil & Good, Detect Magic, Detect Poison & Disease, Divine Food, Daylight, Dispel Magic, Fear, Fireball, Fly, Haste, Hypnotic
Favor, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Goodberry, Grease, Guiding Bolt, Pattern, Lightning Bolt, Mass Healing Word, Protection from Energy,
Healing Word, Hellish Rebuke, Heroism, Hideous Laughter, Hunter’s Mark, Identify, Inflict Remove Curse, Revivify, Sleet Storm, Slow, Spirit Guardians,
Wounds, Jump, Longstrider, Mage Armor, Magic Missile, Malediction (Hex), Protection vs Evil & Tongues, Vampiric Touch
Good, Shield, Shield of Faith, Sleep, Thunderwave ■ Conjure Animal (3 options), Stinking Cloud
■ Entangle (save every turn), Fog Cloud, ■ Blinding Smite, Crusader’s Mantle, Elemental Weapon, Pulse Wave,
■ Celerity Boon (Gift of Alacrity), Chromatic Orb, Earth Tremor, Ensnaring Strike, Find Familiar Spirit Shroud
(owl), Magnify Gravity, Sanctuary, Searing Smite, Skin of Retribution (Armor of Agathys),
Thunderous Smite, Wrathful Smite
For the 5e experience…
● Spells Similar or Inspired by 5e ○ 7th-level spells
■ Arcane Sword, Delayed Blast Fireball, Divine Word, Finger of Death,
○ 4th-level spells Fire Storm, Prismatic Spray, Regenerate, Resurrection,
■ Banishment, Black Tentacles, Blight, Confusion, Death Ward, Dimension Door, Dominate Beast, ■ Conjure Celestial (3 options), Symbol (1 action vs 1 minute cast
Fire Shield, Freedom of Movement, Greater Invisibility, Guardian of Faith, Ice Storm, Phantasmal time)
Killer, Stoneskin, Wall of Fire, ■ N/A
■ Conjure Minor Elementals (3 options), Giant Insect (1 option)
○ 8th-level spells
■ Gravity Sinkhole, Staggering Smite
■ Dominate Monster, Feeblemind, Holy Aura, Incendiary Cloud, Maze,
○ 5th-level spells Power Word Stun, Sunburst
■ Cone of Cold, Contagion, Dispel Evil & Good, Dominate Person, Flame Strike, Greater ■ Earthquake (adjusted for implementation)
Restoration, Hold Monster, Insect Plague, Mass Cure Wounds, Raise Dead ■ Mind Blank
■ Cloudkill, Conjure Elemental (3 options)
○ 9th-level spells
■ Banishing Smite, Far Step
■ Foresight, Mass Heal, Meteor Swarm (1 orb), Power Word Heal,
○ 6th-level spells Power Word Kill, Shapechange (limited options), Time Stop, Weird
■ Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Eyebite, Globe of Invulnerability,
Harm, Heal, Heroes Feast, Sunbeam, Wall of Thorns, True Seeing
■ Conjure Fey (limited options), Hilarity (Otto’s Irresistible Dance, but also does dmg per round)
■ N/A
For the 5e experience…
● Solasta-unique spells ○ 5th-level spells
■ Mind Twist
○ Cantrips ■ Mantle of Thorns, Sonic Boom (1-turn version of Maelstrom)
■ Annoying Bee, Dazzle, Shadow Armor, Shadow Dagger, Shine, Sparkle, Venomous Spike
○ 6th-level spells
■ Air Blast (Gust with dmg), Illuminating Sphere, Minor Lifesteal, Sound Burst, Sunlit Blade (Green
■ Freezing Sphere,
Flame Blade), Wrack
■ N/A
○ 1st-level spells
○ 7th-level spells
■ N/A
■ Gravity Slam (Reverse Gravity)
■ Caustic Zap (Chaos Bolt with dazzle condition vs leaping), Mule, Radiant Motes
■ Reverse Gravity
○ 2nd-level spells
○ 8th-level spells
■ Acid Arrow
■ Divine Blade, Spell Ward (Antimagic Field), Thunderstorm (Control
■ Bounden Ice, Petal Storm, Protect Threshold
Weather, but 1 action vs 1 minute & limited to thunder)
○ 3rd-level spells ■ N/A
■ N/A
○ 9th-level spells
■ Winter’s Breath
■ N/A
○ 4th-level spells
■ Dreadful Omen, Identify Creatures
■ Brain Bulwark
For the 5e experience…
● Feats Similar or Inspired by 5e ○ Solasta-unique feats
■ Ambidextrous, Creed feats (Resilient feats) ● Armor Master, Badlands Marauder, Cloak & Dagger, Distracting
■ Discretion of the Coedymwarth (Lightly Armored), Flawless Gambit, Eager for Battle, Elemental Touch, Focused Sleeper,
Concentration (War Caster), Forest Runner (Mobile), Mender Follow-Up Strike, Forestalling Strength, Hard to Kill, Hauler, Initiate
(Healer), Might of the Iron Legion (Heavily Armored), Raise Shield Alchemist, Initiate Enchanter, Lock Breaker, Manipulator, Mighty
(Moderately Armored), Robust (Durable), Sturdiness of the Tundra Blow, Ready or Not, Rush to Battle, Take Aim, Trip Attack
(Moderately Armored), Twin Blade (Defensive Duelist), Uncanny ● Aegis Touched, Always Ready, Apothecary, Arcane Archer Adept,
Accuracy (Sharpshooter), Astra Reach, Awaken the Beast, Blade Mastery, Blessed Soul,
■ Cleaving Attack (Great Weapon Master), Crossbow Mastery Blessing of the Elements, Bow Mastery, Call for Charge, Celestial
(Crossbow Expert), Crusher, Deadeye (Sharpshooter), Defensive Touched, Close Quarters, Cunning Escape, Daunting Push, Dual
Duelist, Dragon Wings, Dual Weapon Defense (Dual Wielder), Flurry, Elemental Master, Expand the Hunt, Exploiter, Fell Handed,
Eldritch Adept, Elemental Adept, Elven Accuracy, Fade Away, Fey Fencer, Flame Touched, Fighting Style feats, Hardy, Healer, Infusion
Teleportation, Heavy Armor Master, Improved Critical, Infernal Adept, Iridescent Touched, Longsword Finesse, Master Alchemist,
Constitution, Inspiring Leader, Magic Initiate, Medium Armor Master Enchanter, Monk Initiate, Natural Fluidity, Pickpocket,
(Moderately Armored), Medium Armor Master, Metamagic Adept, Poison Expert, Poisonous Skin, Potent Spellcaster, Power Attack,
Mobile, Piercer, Powerful Cantrip, Savage Attack, Shadow Precision Focused, Primal Rage, Ranged Expert, Reckless Attack,
Touched, Slasher, Spell Sniper, Tactician Adept (Martial Adept), Retinue Touched, Revenant Great Sword, Scriber, Slay Thy Enemies,
Telekinetic, Tough, War Caster Spear Mastery, Spiritual Fluidity, Squat Nimbleness, Superior
■ Fighting Styles (Polearm Expert, Sentinel) Critical, Steady Aim, Toxicologist, Unarmored Expert, Verdant
Touched,
Bard Builds (Authentic Solasta)
● Lore Bard (lvl 12) ● Heroism Bard (lvl 12)
○ Half Elf Sellsword (medium armor prof.) ○ Half Elf Sellsword (medium armor prof.)
■ Start: 9 STR, 14 DEX, 16 CON, 8 INT, 13 WIS, 16 CHA ■ Start: 9 STR, 14 DEX, 16 CON, 8 INT, 13 WIS, 16 CHA
■ End: 9 STR, 14 DEX, 16 CON, 8 INT, 13 WIS, 20 CHA ■ End: 9 STR, 14 DEX, 16 CON, 8 INT, 13 WIS, 20 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Flawless Concentration, +2 CHA, +2 CHA ■ Flawless Concentration, +2 CHA, +2 CHA
○ Magical Secrets spells ○ Magical Secrets spells
■ 6th – Counterspell, Shield ■ 10th – Counterspell, Mind Twist
■ 10th – Mind Twist, ○ Notable spells
○ Notable spells ■ Cantrips – TBD
■ Cantrips – Vicious Mockery, ■ 1st – TBD
■ 1st – TBD ■ 2nd – TBD
■ 2nd – TBD ■ 3rd – TBD
■ 3rd – TBD ■ 4th – TBD
■ 4th – TBD ■ 5th – TBD
■ 5th – TBD ■ 6th – TBD
■ 6th – TBD ○ Strategy
○ Strategy ■ Staff + free hand, traditional spellcasting
■ Staff + free hand, traditional spellcasting
Generic Cleric Builds
● Sun Cleric (lvl 12) ● Battle Cleric (lvl 12)
○ Sylvan Elf ○ Marsh Halfling
■ Start: 8 STR, 16 DEX, 14 CON, 8 INT, 16 WIS, 12 CHA ■ Start: 8 STR, 17 DEX, 16 CON, 8 INT, 14 WIS, 10 CHA
■ End: 8 STR, 16 DEX, 14 CON, 8 INT, 20 WIS, 12 CHA ■ End: 8 STR, 20 DEX, 16 CON, 8 INT, 14 WIS, 10 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Flawless Concentration, +2 WIS, +2 WIS ■ Flawless Concentration, Uncanny Accuracy, +2 DEX
○ Notable spells ○ Notable spells
■ Cantrips – Light, Sparkle, Sacred Flame ■ Cantrips – Light, Sparkle
■ 1st – Bless, Healing Word, Bane ■ 1st – Bless, Healing Word, Magic Missile
■ 2nd – Aid, Calm Emotions, Spiritual Weapon ■ 2nd – Aid, Calm Emotions, Flaming Sphere
■ 3rd – Spirit Guardians, Bestow Curse, Revivify, Daylight, Hypnotic Pattern ■ 3rd –Spirit Guardians, Revivify, Daylight, Haste
■ 4th – Fire Shield, Wall of Fire, Freedom of Movement ■ 4th – Freedom of Movement
■ 5th – Contagion ■ 5th – Contagion
■ 6th – Heal, Heroes Feast ■ 6th – Heal, Heroes Feast
○ Strategy ○ Strategy
■ Shield + free hand, traditional spellcasting ■ Rapier/shield in melee
■ Longbow at range
■ (essentially a full-casting monk that can use armor/weapons)
● You can do a 17 DEX/16 WIS start & do ASI’s just like a
monk if you want to lean in on its ranged stunning strike
Generic Druid Builds
● CotL: Druid (Grassland) (lvl 12) ● Kindred Spirit Druid (Bear) (lvl 12)
○ Sylvan Elf ○ Hill Dwarf
■ Start: 8 STR, 16 DEX, 14 CON, 8 INT, 16 WIS, 12 CHA ■ Start: 8 STR, 14 DEX, 17 CON, 8 INT, 16 WIS, 10 CHA
■ End: 8 STR, 16 DEX, 14 CON, 8 INT, 20 WIS, 12 CHA ■ End: 8 STR, 14 DEX, 18 CON, 8 INT, 20 WIS, 10 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Flawless Concentration, +2 WIS, +2 WIS ■ +2 WIS, +2 WIS, Creed of Arun (or Enduring Body)
○ Notable spells ○ Notable spells
■ Cantrips – Light, Sparkle, Venomous Spike ■ Cantrips – Light, Sparkle, Venomous Spike
■ 1st – Entangle, Faerie Fire, Goodberry, Healing Word ■ 1st – Entangle, Faerie Fire, Goodberry, Healing Word
■ 2nd – Heat Metal, Moon Beam, Pass Without Trace, Spike Growth ■ 2nd – Heat Metal, Moon Beam, Spike Growth
■ 3rd – Conjure Animal, Daylight, Haste, Wind Wall ■ 3rd – Conjure Animal, Daylight, Wind Wall
■ 4th – Freedom of Movement, Greater Invisibility, Wall of Fire ■ 4th – Freedom of Movement, Wall of Fire
■ 5th – Contagion, Mind Twist ■ 5th – Contagion
■ 6th – Sunbeam, Wall of Thorns ■ 6th – Sunbeam, Wall of Thorns
○ Strategy ○ Strategy
■ Shield + free hand, traditional spellcasting ■ Shield + free hand, traditional spellcasting
Generic Sorcerer Builds
● Draconic Sorcerer (lvl 12) ● Mana Painter Sorcerer (lvl 12)
○ Half Elf Sellsword (medium armor prof.) ○ Half Elf Sellsword (medium armor prof.)
■ Start: 9 STR, 14 DEX, 16 CON, 8 INT, 13 WIS, 16 CHA ■ Start: 10 STR, 16 DEX, 16 CON, 8 INT, 8 WIS, 16 CHA
■ End: 9 STR, 14 DEX, 16 CON, 8 INT, 13 WIS, 20 CHA ■ End: 10 STR, 16 DEX, 16 CON, 8 INT, 8 WIS, 20 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Flawless Concentration, +2 CHA, +2 CHA ■ Raise Shield, +2 CHA, +2 CHA
○ Metamagic ○ Metamatic
■ Careful Spell, Twinned Spell, Heightened Spell ■ Careful Spell, Twinned Spell, Quickened Spell
○ Notable spells ○ Notable spells
■ Cantrips – Light, Sparkle, Ray of Frost, Shadow Dagger ■ Cantrips – Light, Sparkle, Ray of Frost, Shadow Dagger
■ 1st – Fog Cloud, Shield, Sleep, Thunderwave ■ 1st – Entangle, Shield, Sleep
■ 2nd – Misty Step, Scorching Ray ■ 2nd – Scorching Ray, Misty Step
■ 3rd – Counterspell, Hypnotic Pattern, Haste, Fireball ■ 3rd – Counterspell, Hypnotic Pattern, Haste, Fireball
■ 4th – Greater Invisibility, Wall of Fire ■ 4th – Fire Shield, Greater Invisibility, Wall of Fire
■ 5th – Mind Twist ■ 5th – Mind Twist
■ 6th – Globe of Invulnerability ■ 6th – Globe of Invulnerability
○ Strategy ○ Strategy
■ Staff + free hand, traditional spellcasting ■ Shield + free hand, traditional spellcasting
Generic Wizard Builds
● Greenmage Wizard (lvl 12) ● Court Mage Wizard (lvl 12)
○ High Elf Sellsword (medium armor prof.) ○ Half Elf Sellsword (medium armor prof.)
■ Start: 8 STR, 16 DEX, 14 CON, 16 INT, 12 WIS, 8 CHA ■ Start: 8 STR, 14 DEX, 16 CON, 16 INT, 10 WIS, 10 CHA
■ End: 8 STR, 16 DEX, 14 CON, 20 INT, 12 WIS, 8 CHA ■ End: 8 STR, 14 DEX, 16 CON, 20 INT, 10 WIS, 10 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Flawless Concentration, +2 INT, +2 INT ■ Flawless Concentration, +2 INT, +2 INT
○ Notable spells ○ Notable spells
■ Cantrips – Light, Ray of Frost, Shadow Dagger, Sparkle, ■ Cantrips – Light, Ray of Frost, Shadow Dagger, Sparkle,
■ 1st – Entangle, Goodberry, Identify, Magic Missile, Shield, Sleep ■ 1st – Identify, Magic Missile, Fog Cloud, Shield, Sleep
■ 2nd – Flaming Sphere, Knock, Misty Step, Pass Without Trace, Scorching Ray ■ 2nd – Flaming Sphere, Knock, Hold Person, Misty Step, Scorching Ray
■ 3rd – Conjure Animal, Counterspell, Fireball, Haste, Hypnotic Pattern, Wind Wall ■ 3rd – Counterspell, Fireball, Haste, Hypnotic Pattern
■ 4th – Black Tentacles, Greater Invisibility, Wall of Fire ■ 4th – Black Tentacles, Conjure Minor Elementals, Greater Invisibility, Wall of Fire
■ 5th – Contagion, Mind Twist ■ 5th – Mind Twist
■ 6th – Globe of Invulnerability, Freezing Sphere, Sunbeam ■ 6th – Globe of Invulnerability, Freezing Sphere, Sunbeam
○ Strategy ○ Strategy
■ Longbow, traditional spellcasting ■ Shield + free hand, traditional spellcasting
Generic Warlock Builds
● SoulBlade Warlock (lvl 12) ● Rift Walker Warlock (lvl 12)
○ Half Elf ○ Half Elf Sellsword (medium armor prof.)
■ Start: 9 STR, 16 DEX, 14 CON, 8 INT, 13 WIS, 16 CHA ■ Start: 8 STR, 14 DEX, 16 CON, 8 INT, 12 WIS, 17 CHA
■ End: 9 STR, 20 DEX, 14 CON, 8 INT, 13 WIS, 18 CHA ■ End: 8 STR, 14 DEX, 16 CON, 8 INT, 12 WIS, 20 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ +2 DEX, +2 DEX, +2 CHA ■ Telekinetic (CHA), +2 CHA, Raise Shield
○ Eldritch Invocations ○ Eldritch Invocations
■ Improved Pact Weapon, Agonizing Blast ■ Agonizing Blast, Repelling Blast
■ Pact of Blade ■ Pact of Tome: Shadow Dagger, Light, Sparkle
■ Thirsting Blade, One With Shadows, Gift of Protectors, Teleport Talisman ■ Grasping Blast, One with Shadows, Gift of Protectors, Eldritch Mind
○ Notable spells ○ Notable spells
■ Cantrips – Eldritch Blast*, Dancing Lights, Annoying Bee ■ Cantrips – Eldritch Blast*, Dancing Lights, Annoying Bee
■ 1st – Pact Mark*, Protect vs Evil & Good, Shield ■ 1st – Pact Mark*, Protect vs Evil & Good
■ 2nd – Branding Smite ■ 2nd – Pass Without Trace
■ 3rd – Counterspell, Hypnotic Pattern ■ 3rd – Counterspell, Hypnotic Pattern
■ 4th – Dimension Door ■ 4th – Greater Invisibility
■ 5th – Mind Twist ■ 5th – Mind Twist
■ Arcanum – Conjure Fey ■ Arcanum – Conjure Fey
○ Strategy ○ Strategy
■ Rapier/Shield + burn pact slots ■ Eldritch Blasts + burn pact slots
Generic Paladin Builds
● Motherland Paladin (lvl 12) ● Judgment Paladin (lvl 12)
○ Half Elf ○ Half Elf
■ Start: 16 STR, 8 DEX, 16 CON, 8 INT, 10 WIS, 16 CHA ■ Start: 16 STR, 8 DEX, 16 CON, 8 INT, 10 WIS, 16 CHA
■ End: 20 STR, 8 DEX, 16 CON, 8 INT, 10 WIS, 18 CHA ■ End: 20 STR, 8 DEX, 16 CON, 8 INT, 10 WIS, 16 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ +2 STR, +2 STR, +2 CHA ■ Follow-up Strike, +2 STR, +2 STR
○ Fighting Style ○ Fighting Style
■ Defense or Dueling ■ Great Weapon Fighting
○ Notable spells ○ Notable spells
■ 1st – Protect vs Evil & Good, Shield of Faith ■ 1st – Protect vs Evil & Good, Shield of Faith
■ 2nd – Branding Smite ■ 2nd – Branding Smite, Hold Person
■ 3rd – Daylight ■ 3rd – Daylight, Haste, Hypnotic Pattern
○ Strategy ○ Strategy
■ Sword/Shield, melee attacks ■ Greatsword, melee attacks
Generic Ranger Builds
● Shadow Tamer Ranger (lvl 12) ● Swift Blade Ranger (lvl 12)
○ Marsh Halfling ○ Sylvan Elf
■ Start: 8 STR, 17 DEX, 16 CON, 8 INT, 14 WIS, 10 CHA ■ Start: 8 STR, 17 DEX, 15 CON, 8 INT, 16 WIS, 8 CHA
■ End: 8 STR, 20 DEX, 18 CON, 8 INT, 14 WIS, 10 CHA ■ End: 8 STR, 20 DEX, 16 CON, 8 INT, 16 WIS, 8 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Uncanny Accuracy, +2 DEX, +2 CON ■ Ambidextrous, +2 DEX, Creed of Arun
○ Fighting Style ○ Fighting Style
■ Archery ■ Two-Weapon Fighting
○ Notable spells ○ Notable spells
■ 1st – Goodberry, Hunter’s Mark, Longstrider ■ 1st – Goodberry, Hunter’s Mark, Longstrider
■ 2nd – Pass Without Trace ■ 2nd – Pass Without Trace
■ 3rd – Conjure Animal ■ 3rd – Conjure Animal
○ Strategy ○ Strategy
■ Longbow, long-range attacks ■ Dual shortswords or rapiers, melee attacks
■ Dual shortswords if forced into melee ■ Longbow at range if can’t get into melee
Generic Barbarian Builds
● Path of Stone Barbarian (lvl 12) ● Path of Berserker Barbarian (lvl 12)
○ Half Orc ○ Half Orc
■ Start: 17 STR, 15 DEX, 16 CON, 8 INT, 8 WIS, 8 CHA ■ Start: 16 STR, 14 DEX, 16 CON, 8 INT, 12 WIS, 8 CHA
■ End: 20 STR, 16 DEX, 18 CON, 8 INT, 8 WIS, 8 CHA ■ End: 20 STR, 14 DEX, 16 CON, 8 INT, 13 WIS, 8 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ +1 STR/DEX, +2 STR, +2 CON ■ +2 STR, +2 STR, Creed of Miraike
○ Strategy ○ Strategy
■ Sword/Shield, melee attacks ■ Greatsword, melee attacks
Generic Fighter Builds
● Commander Fighter (STR) (lvl 12) ● Commander Fighter (DEX) (lvl 12)
○ Half Orc ○ Sylvan Elf
■ Start: 16 STR, 10 DEX, 16 CON, 8 INT, 15 WIS, 8 CHA ■ Start: 8 STR, 17 DEX, 15 CON, 8 INT, 16 WIS, 8 CHA
■ End: 20 STR, 10 DEX, 18 CON, 8 INT, 16 WIS, 8 CHA ■ End: 8 STR, 20 DEX, 18 CON, 8 INT, 16 WIS, 8 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ +2 STR, +2 STR, Creed of Miraike, +2 CON ■ Eager for Battle, +2 DEX, Enduring Body, +2 CON
○ Fighting Style ○ Fighting Style
■ Protection or Defense ■ Archery
○ Strategy ○ Strategy
■ Sword/Shield, melee attacks ■ Longbow at range
■ Liberal use of “coordinated defense” at lvl 7+ ■ Rapier/Shield if need to in melee
■ Liberal use of “coordinated defense” at lvl 7+
Generic Rogue Builds
● Darkweaver Rogue (lvl 12) ● Shadowcaster Rogue (lvl 12)
○ Marsh Halfling Lawkeeper (wpn prof.) ○ Sylvan Elf
■ Start: 8 STR, 17 DEX, 16 CON, 8 INT, 14 WIS, 10 CHA ■ Start: 8 STR, 17 DEX, 15 CON, 8 INT, 16 WIS, 8 CHA
■ End: 8 STR, 20 DEX, 18 CON, 8 INT, 14 WIS, 10 CHA ■ End: 8 STR, 20 DEX, 16 CON, 8 INT, 16 WIS, 8 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Uncanny Accuracy, +2 DEX, Take Aim, +2 CON ■ Uncanny Accuracy, +2 DEX, Take Aim, Creed of Arun
○ Strategy ○ Notable spells
■ Longbow, ranged attacks ■ Cantrips – Annoying Bee
■ 1st – Identify, Mage Armor, Protect vs Evil & Good, Shield
■ 2nd – Blur
○ Strategy
■ Longbow, ranged attacks
Generic Monk Builds
● Way of the Distant Hand Monk (lvl 12) ● Way of the Open Hand Monk (lvl 12)
○ Sylvan Elf ○ Alternate Human [UB adjustment of the Human race]
■ Start: 8 STR, 17 DEX, 14 CON, 8 INT, 16 WIS, 8 CHA ■ Start: 8 STR, 16 DEX, 14 CON, 8 INT, 16 WIS, 8 CHA
■ End: 8 STR, 20 DEX, 14 CON, 8 INT, 18 WIS, 8 CHA ■ End: 8 STR, 20 DEX, 14 CON, 8 INT, 18 WIS, 8 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Uncanny Accuracy, +2 DEX, +2 WIS ■ Executioner, +2 DEX, +2 DEX, +2 WIS
○ Strategy ○ Strategy
■ Bow + attack from range ■ Melee attacks
● Ranged Stunning Strikes ● Stunning Strikes
● Ranged Flurry of Blows ● Flurry of Blows
Strong Party Compositions (UB mod)
● Crown of the Magister Campaign ● Kickstarter Party
○ Motherland Paladin 7 + Mana Painter Sorcerer 5 ○ Mountaineer Fighter
○ Battle Cleric ○ Battle Cleric
○ Shadow Tamer Ranger ○ Darkweaver Rogue
○ Greenmage Wizard 12 ○ Shock Arcanist Wizard
● Lost Valley Campaign ● Sorcerer DLC Party
○ Judgment Paladin ○ Tirmar Paladin
○ Battle Cleric ○ Shadow Tamer Ranger
○ Circle of Kindred Spirit Druid (Eagle) ○ Mana Painter Sorcerer
○ Court Mage Wizard ○ Shock Arcanist Wizard
● Palace of Ice Campaign (speculation) ● Primal Calling DLC Party
○ Devotion Paladin ○ Path of Magebane Barbarian
○ Battle Cleric ○ Hunter Ranger
○ Marksman Ranger ○ Mana Painter Sorcerer
○ Loremaster Wizard ○ Circle of Kindred Spirit Druid (Bear)
Picture Credit: FreeSVG.org
Multi-class: Solasta’s “Coffeelock”
● Fighter 1, CotR Sorcerer 11 (ranged) ● Fighter 1, CotR Sorcerer 9, Paladin 2 (melee)
○ Half Elf ○ Half Elf
■ Start: 10 STR, 14 DEX, 16 CON, 8 INT, 12 WIS, 16 CHA ■ Start: 15 STR, 8 DEX, 16 CON, 8 INT, 12 WIS, 16 CHA
■ End: 10 STR, 14 DEX, 16 CON, 8 INT, 12 WIS, 20 CHA ■ End: 15 STR, 8 DEX, 16 CON, 8 INT, 12 WIS, 20 CHA
○ ASI’s, Feats & Metamagic ○ ASI’s, Feats & Metamagic
■ +2 CHA, +2 CHA ■ +2 CHA, +2 CHA
■ Careful Spell & Twinned Spell ■ Careful Spell & Twinned Spell
○ Notable spells ○ Notable spells
■ Cantrips – Light, Sparkle, Ray of Frost, Shadow Dagger ■ Cantrips – Light, Sparkle, Ray of Frost, Shadow Dagger
■ 1st – Guiding Bolt, Shield, Sleep ■ 1st – Guiding Bolt, Shield, Sleep
■ 2nd – Aid, Misty Step ■ 2nd – Aid, Misty Step
■ 3rd – Counterspell, Hypnotic Pattern, Fly, Fireball ■ 3rd – Counterspell, Hypnotic Pattern, Fly, Fireball
■ 4th – Blight, Greater Invisibility, Wall of Fire ■ 4th – Blight, Greater Invisibility, Wall of Fire
■ 5th – Greater Restoration, Mind Twist ■ 5th – Greater Restoration, Mind Twist
■ 6th – Globe of Invulnerability ■ 6th – N/A
○ Strategy ○ Strategy
■ Shield + free hand, traditional spellcasting ■ Shield + free hand at beginning
■ At character lvl 10+, infinite spells & sorc pts ■ At character lvl 12, infinite smites :)
Picture Credit: FreeSVG.org
More Multi-class options
● Archer Cleric (Battle Cleric 8, Ranger Arcanist 4) ● Sorcadin (Judgment Paladin 8, Mana Painter Sorcerer 4)
○ Marsh Halfling ○ Half Elf
■ Start: 8 STR, 17 DEX, 16 CON, 8 INT, 14 WIS, 10 CHA ■ Start: 16 STR, 10 DEX, 16 CON, 8 INT, 8 WIS, 16 CHA
■ End: 8 STR, 20 DEX, 16 CON, 8 INT, 14 WIS, 10 CHA ■ End: 20 STR, 10 DEX, 16 CON, 8 INT, 8 WIS, 16 CHA
○ ASI’s & Feats ○ ASI’s & Feats
■ Flawless Concentration, Uncanny Accuracy, +2 DEX ■ Follow-up Strike, +2 STR, +2 STR
○ Fighting Style ○ Fighting Style
■ Archery ■ Great Weapon Fighting
○ Notable spells ○ Metamatic
■ Cantrips – Light, Sparkle ■ Careful Spell, Twinned Spell
■ 1st – Bless, Healing Word, Shield, Goodberry ○ Notable spells
■ 2nd – Aid, Calm Emotions, Pass Without Trace ■ 1st – Protect vs Evil & Good, Shield, Entangle, Shield of Faith
■ 3rd –Spirit Guardians, Revivify, Daylight, Haste ■ 2nd – Branding Smite, Hold Person
■ 4th – Freedom of Movement ■ 3rd – Daylight, Haste, Hypnotic Pattern
○ Strategy ○ Strategy
■ Rapier/shield in melee, Longbow at range ■ Greatsword, melee attacks
■ Use bless at range & spirit guardians in melee ■ Careful Spell Entangle when lots of melee enemies
■ Best to-hit “martial” in-game (+3 with bow, +1 in melee)
Picture Credit: FreeSVG.org
Meme Multi-class options
● Unkillable Build (Paladin 1 + Mana Painter Sorcerer 1 +
● Archer Paladin (Tirmar Paladin 6, Greenmage Wizard 6)
○ High Elf Elementalist Warlock 10)
■ Start: 13 STR, 17 DEX, 12 CON, 13 INT, 8 WIS, 13 CHA ○ Marsh Halfling
■ End: 13 STR, 20 DEX, 12 CON, 13 INT, 8 WIS, 13 CHA ■ Start: 16 STR, 8 DEX, 16 CON, 8 INT, 8 WIS, 17 CHA
○ ASI’s & Feats ■ End: 20 STR, 8 DEX, 16 CON, 8 INT, 8 WIS, 17 CHA
■ Uncanny Accuracy, +2 DEX ○ ASI’s & Feats
○ Fighting Style ■ +2 STR, +2 STR
■ Defense + Archery (archery obtained at greenmage 2) ■ (if you know you will get +STR belt): Telekinetic (CHA), +2 CHA
■ Heavy Defense Mastery – strong UB feat if you don’t care about “to-hit”
○ Notable spells
■ 1st – Protect vs Evil & Good, Shield, Shield of Faith, Hunter’s Mark ○ Eldritch Invocations
■ 2nd – Branding Smite, Blur ■ Improved Pact Weapon, Agonizing Blast
■ 3rd – Daylight, Counterspell, Dispel Magic, Conjure Animal ■ Pact of Blade
■ Thirsting Blade, One With Shadows, Gift of Protectors
○ Strategy
■ Best build if seriously going a Paladin/Wizard… ○ Notable spells
■ Low CON is a big issue… ■ Cantrips – Light, Sparkle, Eldritch Blast*
● +CON & +INT items “fixes” most of this build… ■ 1st – Shield, Pact Mark*
■ 2nd – Misty Step
■ 3rd – Counterspell, Dispel Magic
■ 4th – Freedom of Movement, Conjure Minor Elementals
■ 5th – Mind Twist
○ Strategy
■ Eldritch Blast at range; Sword/Shield in melee
■ Elemental resistance/immunity + good spell saves (CHA → all saves)
Part 5: Weird Mechanics
…and stuff people complain about
Picture Credits: Solasta Official Update: 21 Sept 2019
The types of “actions” in Solasta
● Action ● Free (Item) Action
○ You get one of these each turn ○ You get one of these each turn
■ Standard wpn attack (1-3 times depending on class) ■ Pick up or drop an item
■ Casting of a spell or cantrip ■ Switch weapons
■ Dodge ■ Add more arrows in your quiver
■ Disengage ● Reaction
○ Odd interactions
○ You get one of these before your next turn
■ Action Surge – +1 “full” group of attacks or spell
■ Attack of opportunity (AOO)
■ Haste spell – +1 attack (not spell)
■ Shield spell
● Bonus Action ■ Counterspell
○ You get one of these each turn ● Passive Action
■ Off-handed attack (TWF or Follow-up Strike feat)
○ Passive checks use this
■ Specific spells
■ Passive perception
■ Rogue’s Cunning Actions
■ Spell identification (for counterspell)
■ Sorcerer’s sorc pt → spell conversion
○ Saving against enemy spells or actions
■ CotR Sorcerer’s Rift Deflection (BA dodge ability)
Long Rests & Short Rests
● Long Rest ● Best Classes to abuse long rest spamming
○ Requires a campfire + 4 provisions/goodberries ○ Any full casters
○ Restores all HP, all hit dice & all spell slots ● Best Classes to abuse short rest spamming
○ Restores all short-rest & long-rest resources
○ Reduces points of exhaustion by one
○ #1: Druid
■ Can long-rest spam multi-combat campfire areas ■ Wildshape uses recharge on short rest
■ Makes you durable in-combat earlygame
● Short Rest
● Stronger than Fighter & Barbarian then
○ Requires no resources
○ Restores “short-rest” abilities
○ #2: Fighter
○ Some 1x/day abilities use a short rest ■ Action Surge use recharges on short rest
■ Wizard’s arcane recovery – gain some spell slots ■ Second Wind use recharges on short rest
○ Can use “hit dice” to heal up a little ● Can heal to full with short-rests via
○ In Solasta – no points of exhaustion for going Second Wind uses recharging
16+ hrs in a map without long resting** ■ If multiclassing, can be abused with CotR Sorcerer
■ As thus, can short-rest spam if desired
How Counterspell works
● Part #1 ● Part #2
○ Enemy attempts to cast a cantrip or spell ○ Do you want to Counterspell?
○ Characters with ■ If decline, the enemy spell is cast
■ A reaction ■ If yes, a check is determined…
■ Counterspell prepared ○ For casting counterspell
■ A 3rd+ spell slot left to cast the spell ■ Is your Counterspell at or above the spell level
○ Makes a Spell Identification Check of the enemy spell
■ This is an INT (Arcana) check – so uses your INT ● If your counterspell uses same or higher
modifier & proficiency bonus (if prof. in arcana) spell slot as enemy, auto-success
■ If successful – you know the cantrip/spell being cast ● If your counterspell uses a lower spell slot
■ If fail – you just know [xyz] enemy is casting a spell than enemy spell, there’s a DC check
● You can still counterspell a spell you didn’t ■ DC = 10 + enemy spell level
identify – but it could be a really big waste… ● You roll & add your spell’s level to it
● Imagine using a 3rd level spell slot stopping ● The dice decide if the counterspell works!
an enemy’s cantrip… ● As an FYI
○ In Solasta, you don’t get to counter counterspells.
○ Yes, this makes fighting spellcasters annoying
Part 6: Feats Breakdown
…and why you prioritize ASI’s first
Picture Credits: Solasta Official Update: 14 Apr 2020
Biases for Feats
● S-tier (*****) ● D&D 5e is balanced around:
○ Strong enough to take over +2 ASI ○ Primary stat starting at 16
● A-tier (****) ○ Getting ASI to 18 at lvl 4 & to 20 by lvl 8
○ +2 Ability Score Improvement (ASI) ○ Delaying that will hinder your characters
● B-tier (***) ● **Increase your primary ASI to 20 before
○ Decent, but slightly weaker vs +2 ASI going for other crazy feats**
● C-tier (**) ○ Only the “S-tier” & “A-tier” feats have a
○ Weak or situational feat reason to go for them first before
● D-tier (*) increasing primary ASI to 20
○ Crafting & skill-only feats
● E-tier ()
○ Little or no practical use
Feat Details
● Updated Reddit posts to come –
after GoogleDoc launch…
● In the meantime, here’s the links
to the old feat posts:
○ Without UB
○ With UB
■ This one is missing newer
UB feats
● Half-feats have (+stat) in parentheses by the feat
Feat Tier List
● S-tier (*****) ● C-tier (**) ● D-tier (*)
○ Flawless Concentration ○ Forest Runner ○ Hauler (+STR)
○ Uncanny Accuracy (+DEX) ○ Powerful Cantrip ○ Lock Breaker (+DEX)
○ Follow-up Strike ○ Badlands Marauder (+CON) ○ Arcane Appraiser
● A-tier (****) ○ Blessing of the Elements ○ Initiate Alchemist
○ +2 Ability Score Improvement (ASI) ○ Daunting Push ○ Master Alchemist
○ Eager for Battle (+DEX) ○ Elemental Touch (Burning, Electrifying, Icy, Melting, ○ Initiate Enchanter
○ Raise Shield Toxic) ○ Master Enchanter
○ Ambidextrous (+DEX) ○ Manipulator
● B-tier (***)
○ Mender ● E-tier ()
○ Enduring Body (+CON)
○ Might of the Iron Legion (+STR) ○ Twin Blade
○ Mighty Blow
○ Discretion of the Coedymwarth (+DEX) ○ Rush to Battle
○ Distracting Gambit
○ Sturdiness of the Tundra (+CON) ○ Robust (+CON)
○ Take Aim
○ Ready or Not ○ Hard to Kill (+CON)
○ Armor Master
○ Trip Attack ○ Focused Sleeper (+CON)
○ Forestalling Strength
○ Cloak & Dagger
○ Creeds (+STR) (+DEX) (+CON) (+INT) (+WIS) (+CHA)
● Half-feats have (+stat) in parentheses by the feat
Feat Tier List [UB] ● [UB] = Unfinished Business mod only
● S-tier (*****) ● B-tier (***) (cont.) ● D-tier (*)
○ Infusion Adept [UB] ○ Blade Mastery [UB] ○ Apothecary (+INT) (+WIS) (+CHA) [UB]
○ War Caster [UB] ○ Verdant Touched (+INT) (+WIS) (+CHA) [UB] ○ Pickpocket [UB]
○ Fighting Styles (Polearm Expert, Rope it Up, Sentinel) [UB] ○ Daunting Push [UB] ○ Scriber (+INT) [UB]
○ Bow Mastery & Crossbow Mastery [UB] ○ Piercer [UB] ○ Toxicologist (+INT) (+WIS) (+CHA) [UB]
○ Deadeye [UB] ○ Poison Expert [UB]
○ Dual Flurry [UB] ○ Aegis Touched (+INT) (+WIS) (+CHA) [UB]
● E-tier ()
○ Elven Accuracy (+DEX) (+INT) (+WIS) (+CHA) [UB] ○ Tactician Adept [UB] ○ Squat Nimbleness [UB]
○ Savage Attack [UB]
○ Fencer [UB] ○ Arcane Archer Adept [UB]
○ Improved Critical [UB]
● A-tier (****) ● C-tier (**) ○ Superior Critical [UB]
○ Fighting Styles (Archery, Blind Fighting, Merciless) [UB] ○ Slasher (+STR) (+DEX) [UB] ○ Defensive Duelist [UB]
○ Metamagic (Careful, Shared, Subtle) [UB] ○ Slay Thy Enemies [UB]
○ Always Ready [UB] ○ Poisonous Skin [UB]
○ Blessed Soul (+WIS) (+CHA) [UB] ○ Mobile [UB]
○ Primal Rage (+STR) (+DEX) [UB]
● B-tier (***) ○ Unarmored Expert (+INT) (+WIS) (+CHA) [UB]
○ Dragon Wings [UB]
○ Precision Focused (+INT) (+WIS) (+CHA) [UB]
○ Telekinetic (+INT) (+WIS) (+CHA) [UB]
○ Awaken the Beast (+STR) (+DEX) (+CON) (+INT) (+WIS) (+CHA) [UB]
○ Celestial Touched (+INT) (+WIS) (+CHA) [UB]
○ Natural Fluidity & Spiritual Fluidity [UB]
○ Fey Teleportation (+INT) (+WIS) (+CHA) [UB] ○ Spell Sniper [UB]
○ Metamagic (Distant, Empowered, Extended, Focused, Heightened, Powerful,
○ Elemental Adept & Elemental Master [UB]
Quickened, Twinned, Widened) [UB]
○ Potent Spellcaster (Bard, Cleric, Druid, Inventor, Sorcerer, Wizard) [UB]
○ Magic Initiate (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) [UB]
○ Fighting Styles (Protection, Shield Expert) [UB]
○ Retinue Touched (+INT) (+WIS) (+CHA) [UB]
○ Astral Reach (+WIS) [UB]
○ Infernal Constitution (+CON) [UB] ○ Healer [UB]
○ Call for Charge [UB]
○ Dual Weapon Defense [UB]
○ Crusher (+STR) (+CON) [UB]
○ Expand the Hunt [UB]
○ Monk Initiate [UB]
○ Fade Away [UB]
○ Reckless Attack [UB]
○ Cunning Escape [UB]
○ Revenant Great Sword (+STR) (+DEX) [UB]
○ Eldritch Adept [UB]
○ Longsword Finesse (+DEX) [UB]
○ Hardy (+STR) (+CON) [UB]
○ Fell Handed (+STR) (+DEX) [UB]
○ Inspiring Leader [UB]
○ Spear Mastery [UB]
○ Heavy Armor Master [UB]
○ Tough [UB] ○ Iridescent Touched (+INT) (+WIS) (+CHA) [UB]
○ Power Attack [UB]
○ Shadow Touched (+INT) (+WIS) (+CHA) [UB]
○ Cleaving Attack [UB]
○ Flame Touched (+INT) (+WIS) (+CHA) [UB]
○ Ranged Expert [UB]
○ Steady Aim [UB]
○ Medium Armor (+STR) (+DEX) [UB]
○ Medium Armor Master [UB]
○ Exploiter [UB]
○ Close Quarters [UB]
○ Fighting Styles (Crippling, Defense, Dueling, Executioner, Great Weapon,
Hand-and-a-Half, Lunger, Pugilist, Torchbearer, Two Weapon) [UB]
Feat Tier List [UB] ●
●
Half-feats have (+stat) in parentheses by the feat
[UB] = Unfinished Business mod only
● S-tier (*****) ● B-tier (***) (cont.) ● C-tier (**) (cont.)
○ Infusion Adept [UB] ○ Ranged Expert [UB] ○ Astral Reach (+WIS) [UB]
○ War Caster [UB] ○ Take Aim ○ Healer [UB]
○ Flawless Concentration ○ Steady Aim [UB] ○ Dual Weapon Defense [UB]
○ Fighting Styles (Polearm Expert, Rope it Up, Sentinel) [UB] ○ Medium Armor (+STR) (+DEX) [UB] ○ Expand the Hunt [UB]
○ Bow Mastery & Crossbow Mastery [UB] ○ Armor Master ○ Fade Away [UB]
○ Deadeye [UB] ○ Medium Armor Master [UB] ○ Cunning Escape [UB]
○ Uncanny Accuracy (+DEX) ○ Exploiter [UB] ○ Eldritch Adept [UB]
○ Dual Flurry [UB] ○ Close Quarters [UB] ○ Hardy (+STR) (+CON) [UB]
○ Elven Accuracy (+DEX) (+INT) (+WIS) (+CHA) [UB] ○ Forestalling Strength ○ Inspiring Leader [UB]
○ Follow-up Strike ○ Cloak & Dagger ○ Might of the Iron Legion (+STR)
○ Fencer [UB] ○ Fighting Styles (Crippling, Defense, Dueling, Executioner, Great Weapon, ○ Discretion of the Coedymwarth (+DEX)
Hand-and-a-Half, Lunger, Pugilist, Torchbearer, Two Weapon) [UB] ○ Sturdiness of the Tundra (+CON)
● A-tier (****) ○ Blade Mastery [UB] ○ Heavy Armor Master [UB]
○ +2 Ability Score Improvement (ASI)
○ Creeds (+STR) (+DEX) (+CON) (+INT) (+WIS) (+CHA) ○ Primal Rage [UB]
○ Eager for Battle (+DEX)
○ Verdant Touched (+INT) (+WIS) (+CHA) [UB] ○ Iridescent Touched (+INT) (+WIS) (+CHA) [UB]
○ Raise Shield
○ Daunting Push [UB] ○ Shadow Touched (+INT) (+WIS) (+CHA) [UB]
○ Fighting Styles (Archery, Merciless, Reactionary) [UB]
○ Piercer [UB] ○ Flame Touched (+INT) (+WIS) (+CHA) [UB]
○ Metamagic (Careful, Shared, Subtle) [UB] ○ Poison Expert [UB] ○ Ready or Not
○ Always Ready [UB]
○ Aegis Touched (+INT) (+WIS) (+CHA) [UB] ○ Trip Attack
○ Blessed Soul (+WIS) (+CHA) [UB]
○ Tactician Adept [UB]
● D-tier (*)
● B-tier (***) ○ Arcane Archer Adept [UB]
○ Hauler (+STR)
○ Dragon Wings [UB] ● C-tier (**) ○ Lock Breaker (+DEX)
○ Telekinetic (+INT) (+WIS) (+CHA) [UB]
○ Slasher (+STR) (+DEX) [UB] ○ Arcane Appraiser
○ Celestial Touched (+INT) (+WIS) (+CHA) [UB] ○ Slay Thy Enemies [UB] ○ Pickpocket [UB]
○ Fey Teleportation (+INT) (+WIS) (+CHA) [UB]
○ Poisonous Skin [UB] ○ Apothecary (+INT) (+WIS) (+CHA) [UB]
○ Metamagic (Distant, Empowered, Extended, Focused, Heightened, Powerful,
○ Mobile [UB] ○ Initiate Alchemist
Quickened, Twinned, Widened) [UB]
○ Forest Runner ○ Master Alchemist
○ Magic Initiate (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) [UB]
○ Primal Rage (+STR) (+DEX) [UB] ○ Initiate Enchanter
○ Retinue Touched (+INT) (+WIS) (+CHA) [UB]
○ Unarmored Expert (+INT) (+WIS) (+CHA) [UB] ○ Master Enchanter
○ Infernal Constitution (+CON) [UB]
○ Precision Focused (+INT) (+WIS) (+CHA) [UB] ○ Scriber (+INT) [UB]
○ Call for Charge [UB]
○ Awaken the Beast (+STR) (+DEX) (+CON) (+INT) (+WIS) (+CHA) [UB] ○ Toxicologist (+INT) (+WIS) (+CHA) [UB]
○ Crusher (+STR) (+CON) [UB]
○ Natural Fluidity & Spiritual Fluidity [UB] ○ Manipulator
○ Monk Initiate [UB] ○ Spell Sniper [UB]
○ Reckless Attack [UB]
○ Elemental Adept & Elemental Master [UB]
● E-tier ()
○ Revenant Great Sword (+STR) (+DEX) [UB] ○ Squat Nimbleness [UB]
○ Potent Spellcaster (Bard, Cleric, Druid, Inventor, Sorcerer, Wizard) [UB]
○ Longsword Finesse (+DEX) [UB] ○ Savage Attack [UB]
○ Powerful Cantrip
○ Fell Handed (+STR) (+DEX) [UB] ○ Improved Critical [UB]
○ Badlands Marauder (+CON)
○ Spear Mastery [UB] ○ Blessing of the Elements ○ Superior Critical [UB]
○ Enduring Body (+CON) ○ Twin Blade
○ Daunting Push
○ Tough [UB] ○ Defensive Duelist [UB]
○ Elemental Touch (Burning, Electrifying, Icy, Melting, Toxic)
○ Mighty Blow ○ Rush to Battle
○ Ambidextrous (+DEX)
○ Distracting Gambit ○ Robust (+CON)
○ Fighting Styles (Protection, Shield Expert) [UB]
○ Power Attack [UB] ○ Mender ○ Hard to Kill (+CON)
○ Cleaving Attack [UB] ○ Focused Sleeper (+CON)
Aegis Touched (***) Feat Details
● Decent spells ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Gain 3 spells that you can cast
1x/long rest w/o spell slots
Always Ready (****) Feat Details
● Ready melee attack if any of ● Source
your melee attacks on your turn ○ Unfinished Business mod
miss ● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ If miss any melee attacks on turn,
ready melee attack once turn ends
Ambidextrous (**) Feat Details
● Melee dual-wielders can use d8 ● Source
weapons instead of d6 ones ○ Solasta
● Minimal dpr improvement ● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – DEX
● Feat Details
○ Can use d8 weapons when
dual-wielding
Apothecary (*) Feat Details
● Skill feat ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Proficiency/Expertise in
herbalism kit and Arcana
Arcane Appraiser (*) Feat Details
● Convenience feat ● Source
○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ Auto-identify items
○ Convenience feat
Arcane Archer Adept
(**) Feat Details
● Situational Feat ● Source
○ Gain 1 Arcane Shot choice from the ○ Unfinished Business mod
Arcane Archer Fighter subclass ● Prerequisites:
○ Gain 1 Arcane Shot use to use ○ Level 4
per short rest
● Half-Feat?
○ No
● Feat Details
○ Get an arcane shot/use per rest
○ See Arcane Archer Fighter
subclass for details on options
Armor Master (***) Feat Details
● Solid feat for almost any class ● Source
○ Defense fighting style stacks ○ Solasta
○ Not flashy, but works ● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ +1 AC when wearing armor
Astral Reach (**) Feat Details
● 2-cell unarmed strike reach ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – WIS
● Feat Details
○ Unarmed strikes have a reach of 2
cells instead of just 1 cell
Awaken the Beast
(**) Feat Details
● When you wildshape, gain ● Source
TempHP = half druid level ○ Unfinished Business mod
● Prerequisites:
○ Druid level 4
● Half-Feat?
○ Yes – ANY
● Feat Details
○ TempHP added to yourself when
you wildshape
Badlands Marauder
(**) Feat Details
● Poison resistance is ok ● Source
○ Solasta
● Prerequisites:
○ 13 CON
● Half-Feat?
○ Yes – CON
● Feat Details
○ Poison resistance
○ Adv against poisoned condition
Blade Mastery (***) Feat Details
● Solid feat for melee martials ● Source
○ +1 to attack rolls ○ Unfinished Business mod
○ +1 to AC ● Prerequisites:
○ Adv on AOO ○ N/A
● This also works with daggers ● Half-Feat?
○ I am too lazy to get a new ○ No
screenshot for the feat :) ● Feat Details
○ +1 to most melee wpn attacks
○ +1 AC to self
○ Advantage on opportunity attacks
Blessed Soul (****) Feat Details
● Solid feat for Clerics & Paladins ● Source
○ +1 channel divinity use ○ Unfinished Business mod
● Prerequisites:
○ Cleric or Paladin level 4
● Half-Feat?
○ Yes – WIS (cleric), CHA (paladin)
● Feat Details
○ +1 channel divinity
Blessing of the
Elements (**) Feat Details
● Flexible resistance is good, but ● Source
only usable 1x per battle… ○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ RA 1-round resistance to fire, cold
or lightning damage
○ 1x/short rest feature
Bow Mastery (*****) Feat Details
● BA ranged attack with ● Source
shortbows via this feat ○ Unfinished Business mod
○ No limitation on where ● Prerequisites:
this BA attack goes ○ N/A
● Can use STR instead of DEX for ● Half-Feat?
○ No
longbow attacks
● Feat Details
○ ***** for DEX-based ○ +1 to dmg rolls with bows
shortbow users ○ BA ranged attack with shortbows
○ **** for STR-based ○ STR attacks with longbows
longbow users
Call for Charge (***) Feat Details
● Solid feat for a martial-heavy ● Source
party ○ Unfinished Business mod
○ Strong first turn boost to party ● Prerequisites:
○ +3 cell movement & ○ Paladin & 13 CHA min
advantage on first attack ● Half-Feat?
○ No
● Feat Details
○ BA 1-turn boon for allies
○ CHA mod / long rest uses
Celestial Touched (***) Feat Details
● Access to healing word as a ● Source
non-cleric/druid class ○ Unfinished Business mod
● 3 free spell preparations – ● Prerequisites:
useful for a Divine Sorcerer ○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Healing Word, Cure Wounds, &
Lesser Restoration prepared &
usable 1x/long rest w/o spell slots
○ Can only choose one of these feats
– they don’t stack
Cleaving Attack (***) Feat Details
● Deadeye feat for melee ● Source
characters, w/o extra bonuses ○ Unfinished Business mod
● 5e’s Great Weapon Master feat ● Prerequisites:
● Strong melee dpr increase feat ○ N/A
if you have high % to hit ● Half-Feat?
○ No
● Feat Details
○ BA +1 attack if defeat enemy
○ Can take -5 to hit for +10 dmg
Cloak & Dagger (***) Feat Details
● Decent alternative to Ambidextrous ● Source
– gaining AC instead of dmg ○ Solasta
● Swift Blade Rangers should love ● Prerequisites:
this feat ○ 13 DEX
● Usable on more than TWF builds – ● Half-Feat?
○ No
so much more usable
● Feat Details
○ +2 AC for a round – if you can hit
an enemy with a light wpn on turn
○ This cannot stack with itself
Close Quarters (***) Feat Details
● Melee rogue feat ● Source
○ Unfinished Business mod
● Prerequisites:
○ Sneak Attack Feature
● Half-Feat?
○ Yes – DEX or INT
● Feat Details
○ 1-cell melee sneak attacks use
d8 dmg dice instead of d6
Creeds (***) Feat Details
● 5e’s “Resilient” feat ● Source
○ Einar – STR ○ Solasta
○ Misaye – DEX ● Prerequisites:
○ Arun – CON ○ N/A
○ Pakri – INT ● Half-Feat?
○ Maraike – WIS
○ Yes – STR or DEX or CON or INT
○ Solasta – CHA
or WIS or CHA
● CON & WIS generally the best
● Feat Details
options for most characters ○ Add proficiency in ASI that you
chose your creed for
Crossbow Mastery
(*****) Feat Details
● BA ranged attack with light ● Source
crossbow via this feat ○ Unfinished Business mod
○ No limitation on where ● Prerequisites:
this BA attack goes ○ N/A
● Can use STR instead of DEX for ● Half-Feat?
○ No
heavy crossbow attacks
● Feat Details
○ ***** for DEX-based ○ +1 to dmg rolls with crossbows
light crossbow users ○ BA ranged attack with light crossbows
○ STR attacks with heavy crossbows
○ **** for STR-based
heavy crossbow users
Crusher (***) Feat Details
● Forced movement feat ● Source
○ Unfinished Business mod
● Prerequisites:
○ 13 STR or 13 CON
● Half-Feat?
○ Yes – STR or CON
● Feat Details
○ Bludgeoning dmg inflicts 1 cell
forced movement
○ Criting enemies gives allies adv to
attack them for 1 round
Cunning Escape (**) Feat Details
● Dash = disengage for rogues ● Source
○ Unfinished Business mod
● Prerequisites:
○ Rogue level 3
● Half-Feat?
○ No
● Feat Details
○ Dashing automatically applies
the disengage action as well
Daunting Push (***) Feat Details
● Must-have feat if you plan on ● Source
having a shoving character ○ Unfinished Business mod
○ Enemy needs ½ movement to ● Prerequisites:
stand up from prone ○ N/A
○ If they only have ½ movement ● Half-Feat?
to start, they can’t move… ○ No
● Good, but specialized ● Feat Details
○ Enemy loses ½ movement when
you shove them
Deadeye (*****) Feat Details
● Full-feat variant of Solasta’s ● Source
Uncanny Accuracy feat ○ Unfinished Business mod
○ …and that’s still a good feat… ● Prerequisites:
● 100% worth the trade for archers ○ N/A
○ No long range disadv on attacks ● Half-Feat?
is really good :) ○ No
○ Even if you never use the -5 ● Feat Details
attack option, the feat is still ○ Ignore ½ & ¾ cover with range attacks
worth it for your archers ○ Long-range doesn’t give disadv
○ Can take -5 to hit for +10 dmg on
ranged weapon attacks
Defensive Duelist () Feat Details
● The worthless part of the “Raised ● Source
Shield” feat for finesse melee users – ○ Unfinished Business mod
with no extra bonuses… ● Prerequisites:
○ 13 DEX
● Half-Feat?
○ No
● Feat Details
○ RA for +PB AC against melee
attacker until end of attacker’s turn
○ Must use finesse wpn to use this
Discretion of the
Coedymwarth (**) Feat Details
● 5e’s Light Armor feat – with ● Source
some extra proficiencies ○ Solasta
● Less valuable in Solasta – ● Prerequisites:
where you can get medium ○ N/A
armor with a background ● Half-Feat?
○ Yes – DEX
● Feat Details
○ Proficiency in light armor
○ Proficiency with shortswords,
shortbows, & longbows
Distracting Gambit
(***) Feat Details
● Hitting enemies makes it easier to ● Source
continue hitting them ○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ Hitting enemy with 1H weapon
debuffs enemy by -1 AC for 1 min
○ This cannot stack with itself
Dragon Wings (***) Feat Details
● Concentration-less fly is nice to ● Source
have for any class ○ Unfinished Business mod
● This is how to fly w/o ● Prerequisites:
concentration in medium armor ○ Dragonborn race
○ Fairy & Feral Tiefling can only ● Half-Feat?
use light armor with their ○ No
flight racial feature ● Feat Details
○ 1x/long rest concentration-less
fly for 1 minute
Dual Flurry (*****) Feat Details
● Necessary feat for dual-wielding ● Source
melee builds ○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ When you hit with 2 attacks on a
round, gain an additional BA
off-handed weapon attack
Dual Weapon
Defense (**) Feat Details
● More situational variant of the ● Source
Armor Master feat ○ Unfinished Business mod
● Prerequisites:
○ 13 DEX
● Half-Feat?
○ No
● Feat Details
○ +1 AC if dual wielding
Eager for Battle (****) Feat Details
● Advantage on initiative is huge ● Source
for full-casting classes ○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – DEX
● Feat Details
○ Adv on initiative rolls
Eldritch Adept (**) Feat Details
● Situational ● Source
○ Unfinished Business mod
● Prerequisites:
○ Level 2
● Half-Feat?
○ No
● Feat Details
○ Choose 1 warlock invocation
○ Need the warlock class for some
of the selections to be available
Elemental Adept (**) Feat Details
● Decent on Draconic Sorcerers & ● Source
Shock Arcanist Wizards ○ Unfinished Business mod
● Choices for the feat ● Prerequisites:
○ Acid, Cold, Fire, Lightning, ○ Ability to cast spells
Poison, Thunder ● Half-Feat?
○ No
● Feat Details
○ Specific dmg type of spell
ignores spell resistance
Elemental Master
(**) Feat Details
● Decent on Draconic Sorcerers & ● Source
Shock Arcanist Wizards ○ Unfinished Business mod
● Choices for the feat ● Prerequisites:
○ Acid, Cold, Fire, Lightning, ○ Ability to cast spells
Poison, Thunder ● Half-Feat?
○ No
● Feat Details
○ Specific dmg type of spell
ignores spell immunity
Elemental Touch (**) Feat Details
● These feats share the same “tree” – ● Source
so can only pick one of these ○ Solasta
● ** options ● Prerequisites:
○ Burning Touch fire dmg ○ N/A
○ Electrifying Touch lightning dmg ● Half-Feat?
○ Icy Touch cold dmg ○ No
○ Melting Touch acid dmg ● Feat Details
○ Toxic Touch poison dmg ○ 1x/turn extra dmg based on PB
○ Only applies to non-spell damage
○ Can only choose one of these
feats – they don’t stack
Elven Accuracy (*****) Feat Details
● When you have advantage on ● Source
attacks, you actually have ○ Unfinished Business mod
“tri-vantage” on them… ● Prerequisites:
○ I hate this feat in 5e, but I can’t ○ N/A
deny it is a powerful one ● Half-Feat?
○ Doesn’t work with STR-based ○ Yes – DEX or INT or WIS or CHA
attacks, so no reckless attack ● Feat Details
○ Finally is chooseable for ○ Attacks rolls with advantage using
non-elf races now :) DEX, INT, WIS, or CHA get a re-roll
on one of the dice
Expand the Hunt (**) Feat Details
● More favored enemies ● Source
○ Unfinished Business mod
● Prerequisites:
○ Ranger 4
● Half-Feat?
○ Yes – WIS
● Feat Details
○ +1 favored enemy/terrain &
+1 language
Exploiter (***) Feat Details
● RA melee attack if enemy is hit ● Source
by an ally ○ Unfinished Business mod
● A way for melee rogues to get ● Prerequisites:
2 sneak attacks a round ○ Rogue 5
● Half-Feat?
○ No
● Feat Details
○ RA melee attack if enemy is hit by
an ally off of your turn
Fade Away (**) Feat Details
● 1x/long rest 1-turn invisibility ● Source
● Same regular conditions of the ○ Unfinished Business mod
invisibility spell to become ● Prerequisites:
visible again ○ Gnome race
● Half-Feat?
○ Yes – DEX or INT
● Feat Details
○ 1x/long rest 1-turn invisibility
whenever you take damage
Fell Handed (***) Feat Details
● Solid melee martial feat ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ +1 to attacks with most
standard 2H weapons
Fencer (*****) Feat Details
● Follow-up strike for 1H builds that ● Source
don’t have a shield ○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ BA attack for 1H/free hand builds
Fey Teleportation (***) Feat Details
● Mobility/defense half-feat ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Misty step prepared & usable
1x/long rest w/o spell slots
○ Also know Tirmarian language
○ Can only choose one of these
feats – they don’t stack
Fighting Styles (***)
● ***** options:
Feat Details
○ Polearm Expert for polearm melee
○ Rope it Up for thrown melee ● Source
○ Sentinel for melee ○ Unfinished Business mod
● **** options: ● Prerequisites:
○ Archery for ranged ○ N/A
○ Blind Fighting for melee ● Half-Feat?
○ Merciless for melee ○ No
● *** options ● Feat Details
○ Crippling for melee ○ Gain a fighting style of your choice
○ Defense for spellcasters that you don’t know yet
○ Dueling for 1H melee ○ UB organizes the fighting styles by
○ Executioner for any martial fighting style name in its list
○ Great Weapon for 2H melee ○ All fighting styles are now feat
○ Hand-and-a-Half for 2H melee (vers) choices as well to pick
○ Lunger for 1H melee
○ Pugilist for monks
○ Torchbearer for spell-less runs
○ Two Weapon for TWF melee
● ** options
○ Protection for melee
○ Shield Expert for melee
Flame Touched (**) Feat Details
● Ok feat for an Alternate Human ● Source
● Gets out-scaled quickly ○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Burning Hands, Scorching Ray, &
Hellish Rebuke prepared for free
○ Can cast Burning Hands &
Scorching Ray 1x/long rest w/o
spell slots – as 1st level spells
○ Can only choose one of these
feats – they don’t stack
Flawless
Concentration (*****) Feat Details
● Best original Solasta feat ● Source
● If you are thinking about taking ○ Solasta
“War Caster” but always plan on ● Prerequisites:
having a free hand – this feat is ○ Ability to cast spells
miles better for your full caster ● Half-Feat?
○ No
● Feat Details
○ Advantage on concentration
○ Auto-succeed on concentration
checks when dmg is 10 or lower
Focused Sleeper () Feat Details
● Doesn’t affect combat ● Source
encounter tables in-game ○ Solasta
● Point-less feat to get… ● Prerequisites:
○ No “trance” ability from race
● Half-Feat?
○ Yes – CON
● Feat Details
○ Reduce sleep from 8 hrs to 4 hrs
Follow-up Strike (*****) Feat Details
● 2-handed weapon users gain a ● Source
nonmagical BA attack ○ Solasta
○ Best on Paladins for extra ● Prerequisites:
chances to crit-smite ○ N/A
● If using UB with polearms, take ● Half-Feat?
○ No
“Polearm Expert” instead of this feat
● Feat Details
○ 2-handed weapon users gain a
nonmagical BA attack for
1d4+STR damage
Forest Runner (**) Feat Details
● If you really need more movement ● Source
● “Rush to Battle” feat in Solasta ○ Solasta
completely obsolete with this feat ● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – DEX
● Feat Details
○ +2 cell movement
Forestalling Strength
(***) Feat Details
● Armor Master feat alternative for ● Source
unarmored barbarians ○ Solasta
● Can also work for Paladins to ● Prerequisites:
stack with Armor Master… ○ 13 STR
○ If you use mods to have ● Half-Feat?
LOTS of feats… ○ No
● Feat Details
○ +1 AC when using 2H weapon
Hard to Kill () Feat Details
● On harder difficulties, enemies ● Source
will focus your downed party ○ Solasta
members – making this ● Prerequisites:
pointless of a feat ○ N/A
● Pick better feats that ensure ● Half-Feat?
○ Yes – CON
you aren’t in this situation…
● Feat Details
○ Or can get them up ○ Adv on death saves
without needing 3 death ○ On 3 successes, pop up with 1 HP
saves on the ground…
Hardy (**) Feat Details
● TempHP half-feat for fighters ● Source
○ Unfinished Business mod
● Prerequisites:
○ Fighter 4
● Half-Feat?
○ Yes – STR or CON
● Feat Details
○ Second Wind also gives
1d10 + fighter lvl TempHP
Hauler (*) Feat Details
● Most useful for custom dungeons ● Source
● CotM & LV campaigns don’t need ○ Solasta
this utility feat ● Prerequisites:
○ 13 STR
● Half-Feat?
○ Yes – STR
● Feat Details
○ Double carrying capacity
Healer (**) Feat Details
● A decent feat if doing a ● Source
“spell-less” party run ○ Unfinished Business mod
○ Still only way for spell-less ● Prerequisites:
party to have revive ○ N/A
● Half-Feat?
○ No
● Feat Details
○ Action to revive a dead ally within
2 rounds of death for
1d6 + 4 + character level
○ Usable # of times = WIS
mod/short rest
Heavy Armor Master
(**) Feat Details
● 3 less dmg taken against ● Source
bludgeoning, piercing & slashing ○ Unfinished Business mod
● Significant nerf vs previous version ● Prerequisites:
○ Heavy Armor proficiency
● Half-Feat?
○ Yes – STR
● Feat Details
○ Take 3 less damage against
bludgeoning, piercing & slashing
Improved Critical () Feat Details
● This is one of those “trap” feats ● Source
for increasing your dpr ○ Unfinished Business mod
○ Many other feats will do it ● Prerequisites:
better in practice ○ N/A
○ Please avoid! ● Half-Feat?
○ No
● Feat Details
○ Crit on a 19 or 20
Infernal Constitution
(***) Feat Details
● Additional resistances ● Source
○ Unfinished Business mod
● Prerequisites:
○ Tiefling race
● Half-Feat?
○ Yes – CON
● Feat Details
○ Cold/Poison resistance
○ Adv against being poisoned
Infusion Adept (*****) Feat Details
● Flawless Concentration feat + ● Source
more stuff ○ Unfinished Business mod
○ Strongest UB mod feat ● Prerequisites:
● Full spellcasters have clear-cut ○ Level 2
most optimal route ● Half-Feat?
○ Mind Sharpener ○ No
■ Flawless Concentration feat ● Feat Details
○ Enhanced Focus ○ Choose 2 infusions from the
■ +1 to spell DC
Inventor class lvl 2 options
■ +1 to spell attack rolls
● Half-casting martials have
options beyond Enhanced Focus:
○ Repeating Shot
■ Crossbow attacks magical &
ignores loading property
■ +1 to wpn attack/dmg rolls
■ Ammunition auto-returns
○ Returning Weapon
■ Thrown wpn attacks magical
■ +1 to wpn attack/dmg rolls
■ Weapon auto-returns
Initiate Alchemist (*) Feat Details
● Skill feat ● Source
○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ Proficiency/Expertise in herbalism
kit, poisoner’s kit, & Nature
Initiate Enchanter (*) Feat Details
● Skill feat ● Source
○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ Proficiency/Expertise in
manacalon rosary & Arcana
Inspiring Leader (**) Feat Details
● Stronger full-feat variant of ● Source
“chef” feat – but only TempHP ○ Unfinished Business mod
○ Hope Bard has this as a ● Prerequisites:
free short rest option ○ 13 CHA
● Half-Feat?
○ No
● Feat Details
○ 10 min AoE ritual that gives level +
CHA TempHP
Iridescent Touched
(**) Feat Details
● Weak Magic Initiate feat ● Source
○ Faerie Fire only good spell ○ Unfinished Business mod
● Prerequisites:
○ None
● Half-Feat?
○ Yes – INT, WIS or CHA
● Feat Details
○ 3 spells that you can cast 1x/long
rest for free
○ Color Spray & Color Burst are bad
○ Faerie Fire is good
Lock Breaker (*) Feat Details
● Skill feat ● Source
○ Solasta
● Prerequisites:
○ 13 DEX
● Half-Feat?
○ No
● Feat Details
○ Proficiency/Expertise in
thieves’ tools
Longsword Finesse
(***) Feat Details
● DEX-based longsword users ● Source
now a thing ○ Unfinished Business mod
○ Fighters & Barbarians :) ● Prerequisites:
○ 13 DEX
● Half-Feat?
○ Yes – DEX
● Feat Details
○ +1 to AC when using longsword
○ Longsword considered finesse
○ Can use DEX instead of STR for
longsword attacks
Magic Initiate (***) Feat Details
● Bard ● Source
○ Vicious Mockery, Shadow Dagger ○ Unfinished Business mod
○ Bane, Healing Word
● Prerequisites:
● Cleric ○ N/A
○ Light, Sparkle, Guidance
○ Bless, Healing Word ● Half-Feat?
● Druid ○ No
○ Venomous Spike, Sparkle ● Feat Details
○ Goodberry, Entangle, Healing Word ○ +2 cantrips from list
● Sorcerer/Wizard ○ +1 spell from list; can cast it
○ Ray of Frost, Shadow Dagger, Light, Sparkle 1x/day without a spell slot
○ Shield
● Warlock
○ Eldritch Blast, Sparkle
○ Malediction
Manipulator (*) Feat Details
● Skill feat ● Source
○ Solasta
● Prerequisites:
○ 13 CHA
● Half-Feat?
○ No
● Feat Details
○ Proficiency/Expertise in
intimidation, persuasion, &
deception
Master Alchemist (*) Feat Details
● Skill feat ● Source
○ Solasta
● Prerequisites:
○ 13 INT min
● Half-Feat?
○ Yes – INT
● Feat Details
○ Create potions in ½ the time
○ Double proficiency bonus when
making potions
○ Automatically know properties of
potions you pick up
Master Enchanter (*) Feat Details
● Skill feat ● Source
○ Solasta
● Prerequisites:
○ Ability to cast spells
● Half-Feat?
○ No
● Feat Details
○ Craft items in ½ time
○ Double proficiency bonus when
crafting items
Medium Armor (***) Feat Details
● Half-feat variant of the ● Source
“Raised Shield” feat ○ Unfinished Business mod
○ Medium armor proficiency can ● Prerequisites:
be obtained via background ○ Proficiency in light armor
○ Raised Shield feat doesn’t ● Half-Feat?
require light armor prof. ○ Yes – STR or DEX
● Good feat for Bards, Warlocks, & ● Feat Details
Greenmage Wizards ○ Proficiency in medium armor &
shields
Medium Armor
Master (***) Feat Details
● +1 AC if you have 16 DEX ● Source
● High AC character that can stealth ○ Unfinished Business mod
● Prerequisites:
○ Proficiency in medium armor
● Half-Feat?
○ No
● Feat Details
○ Medium armor lets you to gain +3
AC bonus (vs +2), but need 16 DEX
○ Medium armor does not impose
disadv on stealth checks
Mender (**) Feat Details
● Solid feat for spell-less party runs ● Source
● Otherwise, just free 1-health ○ Solasta
potions that requires a check… ● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ Stabilize an ally with a medicine
check & they also gain +1 HP
Metamagic Adept (***)
● **** options:
Feat Details
○ Careful for AoE control spells
○ Shared for self-buffing spells ● Source
○ Subtle for fighting spellcasters ○ Unfinished Business mod
● *** options: ● Prerequisites:
○ Distant to make melee spells ranged ○ Level 2
○ Empowered for high-variance dpr spells ○ Ability to cast spells
○ Extended for 1+ min spells ● Half-Feat?
○ Focused for non-WC/FC characters ○ No
○ Heightened for fighting bosses ● Feat Details
○ Powerful for large die dmg spells ○ PB extra sorcery points
○ Quickened for attack action classes ○ +2 metamagic options
○ Twinned for non-upcasting spells
○ Widened for AoE dmg spells
Might of the Iron
Legion (**) Feat Details
● Heavy armor proficiency + ● Source
extra stuff alongside it ○ Solasta
● Prerequisites:
○ Proficiency in medium armor
● Half-Feat?
○ Yes – STR
● Feat Details
○ Proficiency in heavy armor,
longswords, greatswords, &
battleaxes
Mighty Blow (***) Feat Details
● 2-handed weapons have the best ● Source
melee dpr now ○ Solasta
○ Appropriate, as they have the ● Prerequisites:
least defensive options :) ○ 13 STR
○ **** for Berserker Barbarians & ● Half-Feat?
2H melee builds that are attuned ○ No
to a 20+ STR-enhancing item ● Feat Details
○ Add ½ your STR mod in damage
when attacking with 2H weapons
(rounded up)
Mobile (**) Feat Details
● Full-feat variant of the Solasta ● Source
“Forest Runner” feat ○ Unfinished Business mod
○ 2 add-ons to that feat ● Prerequisites:
instead of +1 DEX ○ 13 DEX
● Half-Feat?
○ No
● Feat Details
○ +2 cell move speed
○ When you dash, immune to
movement restrictions
○ Melee attacks give a free
disengage action (does not need
to hit enemy to get this effect)
Monk Initiate (***) Feat Details
● BA Dodge to any class… ● Source
○ Unfinished Business mod
● Prerequisites:
○ 13 WIS
● Half-Feat?
○ No
● Feat Details
○ PB extra to ki pool
Natural Fluidity (**) Feat Details
● Wildshape can recover spell ● Source
slots now ○ Unfinished Business mod
● Prerequisites:
○ Druid level 4
● Half-Feat?
○ No
● Feat Details
○ Wildshape can recover spell slots
○ Spell slots can recover wildshape
Pickpocket (*) Feat Details
● Skill feat ● Source
● Need to enable certain UB ○ Unfinished Business mod
additions in mod menu ● Prerequisites:
○ 13 DEX
● Half-Feat?
○ No
● Feat Details
○ Proficiency/Expertise in sleight of
hand + have advantage on these
type of checks
Piercer (***) Feat Details
● Essentially the Great Weapon ● Source
Master fighting style/feat for bows ○ Unfinished Business mod
● +1 dmg die on crits as well ● Prerequisites:
○ Only take the STR-variant if you ○ 13 STR or 13 DEX
have the“Bow Mastery” UB feat ● Half-Feat?
○ Yes – STR or DEX
● Feat Details
○ Piercing dmg 1’s rerolled
○ Piercing crits get +1 dmg die
Poison Expert (***) Feat Details
● BA apply poison + fluff ● Source
○ Unfinished Business mod
● Prerequisites:
○ Ranger 4 or Rogue 4
● Half-Feat?
○ No
● Feat Details
○ BA apply poison to weapon
○ Prof. in poisoner’s kit
Poisonous Skin
(**) Feat Details
● Feat for unarmed strikes monks ● Source
that roll their stats ○ Unfinished Business mod
● No extra cost besides the feat ● Prerequisites:
to apply the condition – so is ○ N/A
fantastic for them ● Half-Feat?
○ No
● Feat Details
○ Enemies that touch your skin must
succeed on a CON saving throw or
be poisoned for 1 minute
Potent Spellcaster
(**) Feat Details
● Agonizing Blast invocation for ● Source
an entire class’s cantrip list ○ Unfinished Business mod
● Prerequisites:
○ Level 4 in corresponding casting
class for this feature
● Half-Feat?
○ No
● Feat Details
○ Add casting mod to cantrip dmg
Power Attack (***) Feat Details
● Melee feat alternative for the ● Source
“Deadeye” feat ○ Unfinished Business mod
○ Only the -3 attack for +3 + PB ● Prerequisites:
dmg on hits ○ N/A
● Half-Feat?
○ No
● Feat Details
○ Choose -3 to hit for +3 + PB
extra dmg on-hit
Powerful Cantrip (**) Feat Details
● Saving throw cantrips deal ● Source
guaranteed damage now ○ Solasta
● Casters have many better feats, ● Prerequisites:
but isn’t the worst out there… ○ Ability to cast spells
● Half-Feat?
○ No
● Feat Details
○ Saving throw cantrip deal
half-dmg when enemies save
Precision Focused (**) Feat Details
● BA Use casting modifier for ● Source
weapon attacks instead of ○ Unfinished Business mod
STR/DEX ● Prerequisites:
● Decent on lower difficulties, but ○ 13 INT or 13 WIS or 13 CHA
on cataclysm difficulty when ● Half-Feat?
○ No
fights can last a long time…
● Feat Details
● PB/long rest means your build ○ BA select weapon – attacks use
is long rest spam or bust… your INT or CHA or WIS mod
instead of STR or DEX
○ 1-minute duration
○ PB/long rest usage
○ Can only choose one of these
feats – they don’t stack
Primal Rage (**) Feat Details
● +1 rage use per day ● Source
○ Unfinished Business mod
● Prerequisites:
○ Barbarian level 4
● Half-Feat?
○ Yes – STR or CON
● Feat Details
○ +1 rage use per day
Raise Shield (****) Feat Details
● Proficiency with shields – ● Source
without any prerequisites ○ Solasta
○ Medium armor prof. ● Prerequisites:
obtainable via background ○ N/A
● Reaction option of this feat is ● Half-Feat?
terrible & doesn’t matter at all ○ No
● Feat Details
○ Proficiency in shields
○ RA for +3 AC against ranged
attacker until end of attacker’s turn
Ranged Expert (***) Feat Details
● No disadvantage with ranged ● Source
attacks in melee ○ Unfinished Business mod
● There are some situational UB ● Prerequisites:
weapons this feat was actually ○ N/A
designed for – explore those ● Half-Feat?
○ No
weapons at your leisure
● Feat Details
○ If you are going for a “thrown
○ No disadvantage on ranged
weapon” build, have the UB
attacks when in melee of enemies
inventor class in your party
○ Can use BA attack with 1-handed
or thrown weapons
Ready or Not (**) Feat Details
● Feat to buff “readied action” ● Source
○ Best for rogues – though you are ○ Solasta
sacrificing a sneak attack/round ● Prerequisites:
by doing so ○ N/A
● Half-Feat?
○ No
● Feat Details
○ Adv on readied action attacks
Reckless Attack (***) Feat Details
● Strong dpr increase for ● Source
STR-based melee characters ○ Unfinished Business mod
● Need to decide if dpr > survival ● Prerequisites:
in the moment ○ Not a barbarian
● Half-Feat?
○ No
● Feat Details
○ Attack with STR attacks with
advantage
○ Enemies have advantage to hit
you when you do this
Retinue Touched
(***) Feat Details
● All 3 spells for this are decent ● Source
spells that are worthwhile if ○ Unfinished Business mod
they don’t cost spell slots ● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Bless, Heroism, & Enhance Ability
prepared for free
○ Can cast these spells 1x/long rest
w/o spell slots – as 1st level
spells
○ Can only choose one of these
feats – they don’t stack
Revenant Great
Sword (***) Feat Details
● DEX-based greatsword users ● Source
now a thing ○ Unfinished Business mod
○ Fighters & Barbarians :) ● Prerequisites:
● **** for campaigns without ○ Elf or Half-Elf
STR-enhancing items above 20 ● Half-Feat?
○ Yes – STR or DEX
● Feat Details
○ +1 to dmg rolls with greatswords
○ Can use DEX instead of STR for
greatsword attacks
Robust () Feat Details
● A bonus to short-rest hit dice ● Source
healing is not worth a half-feat ○ Solasta
● Prerequisites:
○ 13 CON
● Half-Feat?
○ Yes – CON
● Feat Details
○ Heal more with short rest hit dice
Rush to Battle () Feat Details
● Really bad & weak BA dash ● Source
○ Situational feat in OG Solasta ○ Solasta
● Forest Runner feat 100% superior ● Prerequisites:
○ +2 base movement ○ N/A
○ No cost for extra movement ● Half-Feat?
○ No
● Feat Details
○ BA +3 cell movement, but a -2 AC
penalty for a round when doing so
Savage Attack () Feat Details
● This is one of those “trap” feats ● Source
for increasing your dpr ○ Unfinished Business mod
○ Many other feats will do it ● Prerequisites:
better in practice ○ N/A
○ Please avoid! ● Half-Feat?
○ No
● Feat Details
○ Re-roll 1’s on damage dice
Scriber (*) Feat Details
● Skill feat ● Source
○ Unfinished Business mod
● Prerequisites:
○ Ability to cast spells
● Half-Feat?
○ Yes – INT
● Feat Details
○ Proficiency/Expertise in scroll kit &
Arcana
Shadow Touched (**) Feat Details
● Extremely situational spells ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Invisibility, Inflict Wounds, & False
Life prepared for free
○ Can cast these spells 1x/long rest
w/o spell slots – as 1st level spells
○ Can only choose one of these feats
– they don’t stack
Slasher (**) Feat Details
● Weaker variant of Crusher feat ● Source
for slashing weapons ○ Unfinished Business mod
● Prerequisites:
○ 13 STR or 13 DEX
● Half-Feat?
○ Yes – STR or DEX
● Feat Details
○ Slashing dmg reduces movement
by 2 cells
○ Criting enemies gives allies adv to
attack them for 1 round
Slay Thy Enemies
(**) Feat Details
● Rangers often have spell slots ● Source
left over at end of the day ○ Unfinished Business mod
● This gives a decent option to ● Prerequisites:
spend spells more in-combat ○ Ranger 1
○ Only useful vs enemies with ● Half-Feat?
high AC ○ No
● Feat Details
○ BA spend a lvl 1-3 spell slot for
■ +(1-3) to attack/dmg rolls
■ Adv on attacks vs favored enemies
■ Lasts 2 + (1-3) rounds
Spear Mastery (***) Feat Details
● +1 to attack/dmg rolls on average ● Source
● 2 BA options for it ○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ +1 to attacks with spears
○ Spear dmg die increases (d6 to d8,
or d8 to d10)
○ BA for RA opportunity attack in
range
○ BA +1 range for spear attacks
Spell Sniper (**) Feat Details
● Spells & cantrips ignore ½ & ¾ ● Source
cover ○ Unfinished Business mod
● +2 cantrips from class chosen ● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ Ignore ½ & ¾ cover
○ Choose 2 cantrips
Spiritual Fluidity (**) Feat Details
● Only useful for clerics without a ● Source
good subclass channel divinity ○ Unfinished Business mod
● Prerequisites:
○ Cleric 4
● Half-Feat?
○ No
● Feat Details
○ Channel divinity use can recover a
spell slot
○ Can use spell slots to recover
channel divinity uses
○ Can do this only 1x/day
Squat Nimbleness () Feat Details
● Half-feat for +1 cell movement ● Source
○ Unfinished Business mod
● Prerequisites:
○ Dwarf, Gnome, or Halfling
● Half-Feat?
○ Yes – STR or DEX
● Feat Details
○ +1 cell movement
○ Prof or expertise in Acrobatics
Superior Critical () Feat Details
● This is one of those “trap” feats ● Source
for increasing your dpr ○ Unfinished Business mod
○ Many other feats will do it ● Prerequisites:
better in practice ○ Improved Critical feat
○ Please avoid! ● Half-Feat?
○ No
● Feat Details
○ Crit on a 18, 19 or 20
Steady Aim (***) Feat Details
● BA get adv on ONE attack for ● Source
your ranged rogue character ○ Unfinished Business mod
○ Avoid otherwise ● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – DEX
● Feat Details
○ BA get adv on one attack
○ Speed is 0 until end of turn &
cannot use if moved during turn
Sturdiness of the
Tundra (**) Feat Details
● Medium armor feat – but lacks ● Source
shield proficiency alongside it ○ Solasta
● If you have UB, ignore this one – ● Prerequisites:
pick “Medium Armor” feat ○ Proficiency in light armor
● Half-Feat?
○ Yes – CON
● Feat Details
○ Proficiency in medium armor,
warhammers, and light/heavy
crossbows
Tactician Adept (***) Feat Details
● +2 maneuvers from Tactician ● Source
Fighter subclass & 2 dice ○ Unfinished Business mod
● Best on a Tactician Fighter, but ● Prerequisites:
useable on other classes too ○ Level 4
● Half-Feat?
○ No
● Feat Details
○ 2 maneuvers
○ 2 die
■ Dice don’t scale unless taken with
the Tactician Fighter subclass
Take Aim (***) Feat Details
● Useful when you have no other ● Source
way to remove disadvantage ○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ BA remove advantage and
disadvantage for your attacks
Telekinetic (***) Feat Details
● Good BA option for full casters ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Can only choose one of these
feats – they don’t stack
○ BA push/pull enemy within 6 cells
of you for 1 cell forced movement
■ DC 8 + prof. bonus + ASI
used for feat
■ vs STR save of enemy
Tough (***) Feat Details
● Full-feat variant of Enduring Body ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ +2 HP/level
Toxicologist (*) Feat Details
● Skill feat ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Proficiency/Expertise with
poisoner’s kit & Medicine
Trip Attack (**) Feat Details
● Feat to buff “readied action” ● Source
○ Solasta
● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ Readied action attacks apply a
shove action on the enemy
Twin Blade () Feat Details
● The worthless part of the ● Source
“Raised Shield” feat for dual ○ Solasta
wielders – with no extra bonuses… ● Prerequisites:
○ N/A
● Half-Feat?
○ No
● Feat Details
○ RA for +3 AC against ranged
attacker until end of attacker’s turn
○ Must be dual wielding to use this
Unarmored Expert (**) Feat Details
● Wise Defense is great on druids ● Source
● Good feat for boosting AC ○ Unfinished Business mod
otherwise when rolling stats ● Prerequisites:
○ 13 INT or 13 WIS or 13 CHA
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ AC = 10 + DEX + mod of choice
(INT or CHA or WIS)
○ Can only choose one of these
feats – they don’t stack with each
other nor the monk/barbarian
variants of them
Uncanny Accuracy
(*****) Feat Details
● Strong half-feat for ranged ● Source
attackers in base Solasta ○ Solasta
● UB’s “Deadeye” feat is stronger ● Prerequisites:
– but is a full-feat ○ N/A
● Half-Feat?
○ Yes – DEX
● Feat Details
○ Ignore ½ & ¾ cover with range attacks
Verdant Touched
(***) Feat Details
● 2 good spells to choose from ● Source
○ Unfinished Business mod
● Prerequisites:
○ N/A
● Half-Feat?
○ Yes – INT or WIS or CHA
● Feat Details
○ Barkskin, Goodberry, & Entangle
prepared for free
○ Can cast these spells 1x/long rest
w/o spell slots – as 1st level spells
○ Can only choose one of these feats
– they don’t stack
War Caster (*****) Feat Details
● Can cast spells without worrying ● Source
about needing a free hand ○ Unfinished Business mod
● If you don’t need that, Flawless ● Prerequisites:
Concentration is better ○ Ability to cast spells
● Half-Feat?
○ No
● Feat Details
○ Can perform somatic components
of spells w/o a free hand
○ Advantage on concentration
○ AOO can be done with a cantrip
Part 7: Spells Breakdown
…and why they are important
Picture Credits: Solasta Official Update: 20 Sept 2019
Sub-table of Spells Contents
Part a: Spell Index Part g: 4th Level Spells
Part b: Intro for Spells Part h: 5th Level Spells
Part c: Cantrips Part i: 6th Level Spells
Part d: 1st Level Spells Part j: 7th Level Spells (WIP)
Part e: 2nd Level Spells Part k: 8th Level Spells (WIP)
Part f: 3rd Level Spells Part m: UB-unique Spells (WIP)
Spell Index
● Spell Tier Lists on Reddit – if
you prefer overviews instead of
lots of details for each spell
○ Sorcerer DLC
○ Primal Calling DLC
○ Inner Strength DLC (TBD)
Intro for Spells & Cantrips
● What is a spell? ● Spells with a CONCENTRATION requirement:
○ Discrete magical effect that uses a spell slot ○ Each spellcaster can only have 1 up at a time
■ Spell slots return on a long rest – ○ Taking damage requires a concentration check
so need to be used carefully ■ Check is based on your CON modifier
■ **Some bosses have “spell-like” actions ■ DC 10 or ½ dmg taken (whatever is higher)
that CANNOT be counterspelled** ■ Failing check = drops the spell
● What is a cantrip? ■ Check for each instance of damage
○ Special-case weak variant of a spell that can be ■ *Flawless Concentration feat helps here*
cast an unlimited amount of times/day ○ Attempting to cast another concentration spell
■ Can still be counterspelled like normal (while having one up) will drop the current spell…
■ Even if attempted concentration spell fails,
the current spell still fizzles out…
Casting Multiple Spells in 1 turn/round
● Can I cast 2 cantrips on one turn? ● What if I really want to cast 2 spells on one turn?
○ Yes – assuming you can use your action & ○ THE FIGHTER EXCEPTION
your bonus action to cast the cantrips ○ Yes, if you have Action Surge + spells
● Can I cast 2 spells on one turn? ■ Can cast 3 spells in one round,
○ Not normally, but you can… assuming one is a reaction cast
■ Cast a spell & a cantrip, assuming one ● Simple example:
uses a bonus action ○ Level 7 Spellblade Fighter
■ Can cast 2 spells in one round, assuming ■ Action – scorching ray (spell #1)
one is a reaction cast ■ Bonus action – sparkle (cantrip)
● Simple example: ■ *Action Surge*
○ Level 2 Law Cleric ■ Action #2 – fog cloud (spell #2)
■ Action – guiding bolt (spell #1) ■ Reaction – feather fall (spell #3)
■ Bonus action – sparkle (cantrip)
■ Reaction – shield (spell #2)
Biases for Cantrips & Spells
● Action vs Bonus Action vs Reaction ● Require Concentration?
○ Value for all 3 of these ○ Many strong spells require it
● Does it do more than just damage? ● Duration of the Spell
○ On hardest difficulties, dmg-only less value ○ Action, until next turn, 6 seconds (1 round),
● Hurt Enemies vs Buff Allies (or both)? 1 min, 10 min, 1 hr, 8 hrs, 24 hrs
○ Buffing allies = more reliable ○ Save each round vs only one save?
○ Only yourself or also an ally? ● Level of the Spell
● Attack vs Save-or-Suck vs Save-for-Half ○ CotM/LV only go to level 12
○ SFH > Attack or SOS ■ Full casters: level 6 spells
● Single Target vs Multi-Target vs AoE ■ Half-casters: level 3 spells
■ Third-casters: level 2 spells
○ If AoE, is there friendly fire?
■ Non-casters: no spells
Full, Half, Third, & non-casters
● Full-casters ● Half-casters
○ Start with spells at level 1 ○ Start with spells at level 2
■ Gain spell slots almost every level ■ Gain spell slots more slowly
■ Gain new level of spell every other level ■ Gain new level of spell at half-speed
● Level 3 – gain 2nd level spells ● Level 5 – gain 2nd level spells
● Level 5 – gain 3rd level spells ● Level 9 – gain 3rd level spells
● Level 7 – gain 4th level spells ■ Paladins, Rangers, & Inventors
● Level 9 – gain 5th level spells ● Third-casters
● Level 11 – gain 6th level spells ○ Start with spells at level 3
■ Clerics, Druids, Sorcerers, Wizards, Witches ■ Gain spell slots much more slowly
■ Gain new level of spell at third-speed
● Level 7 – gain 2nd level spells
■ Fighters & Rogues – with a subclass that
gives them access to spellcasting
● Non-casters
○ Never gain spells
■ Fighters, Rogues, Barbarians & Monks–
that don’t have a subclass that gives spells
VSM – Verbal, Somatic, & Material
● Verbal (V) ● Material (M)
○ Spell requires character to speak spell ○ Requires material components for spell
○ If silenced, cannot cast spell ○ Component pouch or arcane focus
● Somatic (S) normally works for these spells
○ Requires a “free hand” to perform spell ○ Spells like Identify, Revivify, or Raise Dead
■ The most common spell limitation require other costly components
○ Holding 2 weapons, or holding a ● **As a note**
sword/shield stops this type of spell ○ Clerics, Druids, Wizards, & Paladins start
○ Ways to get around this limitation with their regular pouch/focus
■ Use a 2-handed weapon (paladins) ○ Sorcerers & Witches start with pouch, but it
■ Play as a subclass that removes is not equipped by default…
this limitation for you ○ Rangers & third-casters need to buy a
■ Take the “War Caster” feat component pouch to use material spells
● Only available via a mod
Spell & Cantrip Tiers
● S-tier (*****) ● C-tier (**)
○ Useful in all encounters, or OP in most ○ Useful in limited circumstances
○ Hard-to-replicate via other cantrips/spells ○ Requires foreknowledge to use well
● A-tier (****) ○ Single-target “save-scum” stuff falls here
○ Useful in most encounters, or OP in some ● F-tier (*)
○ Some S-tier options can replicate effects ○ Useful in almost no circumstance
● B-tier (***) ○ Avoid these options
○ Useful in some encounters
○ Strong blasting options cap-out here
Cantrips
● S-tier (*****) ● C-tier (**) ● F-tier (*)
○ N/A ○ Acid Splash ○ Dazzle
● A-tier (****) ○ Dancing Lights ○ Resistance
○ Eldritch Blast ○ Guidance ○ Shadow Armor
○ Light ○ Poison Spray ○ Spare the Dying
○ Sparkle ○ Produce Flame ○ True Strike
● B-tier (***) ○ Sacred Flame
○ Shillelagh
○ Annoying Bee
○ Shine
○ Chill Touch
○ Shocking Grasp
○ Fire Bolt
○ Ray of Frost
○ Shadow Dagger
○ Venomous Spike
○ Vicious Mockery
Acid Splash (**) Cantrip Details
● SOS cantrips aren’t great ● Access:
● Can at least hit 2 enemies ○ Sorcerer
● Draconic Sorcerers… ○ Wizard & High Elf
○ Cleric
○ Fighter (Spellblade)
● Action:
○ Duration: Instant
○ Concentration: No
○ Type: Multi-Target SOS
○ Effect: 1d6 Dmg
Annoying Bee (***) Cantrip Details
● Situational Cantrip ● Access:
● Strong against certain bosses ○ Sorcerer
throughout the game ○ Wizard & High Elf
○ Rogue (Shadowcaster)
○ Cleric
○ Druid
● Action:
○ Duration: 1 round
○ Concentration: No
○ Type: Single Target
○ Effect: Disadvantage on
concentration checks
Chill Touch (***) Cantrip Details
● Long-range dmg cantrip ● Access:
● Technically stops regen ○ Warlock
○ This stopping regen is ○ Sorcerer
inconsistent, so only *** ○ Wizard & High Elf
○ Rogue (Shadowcaster)
○ Cleric (Oblivion)
● Action:
○ Duration: 1 round
○ Concentration: No
○ Type: Single Target
○ Effect: 1d8 dmg &
stops regeneration
Dancing Lights (**) Cantrip Details
● Concentration spell to have a ● Access:
moveable ball of light ○ Bard
○ Weaker than in PnP 5e – as ○ Sorcerer
you have 1 ball instead of 3 ○ Wizard & High Elf
● Requires concentration ○ Fighter (Spellblade)
● Action:
● Decent early game if…
○ Duration: 1 minute
○ No rogue
○ Concentration: Yes
○ No sylvan elf
○ Type: Summon
○ High elf on subclass w/o spells
○ Effect: AoE Light
Dazzle (*) Cantrip Details
● It comes down to initiative order ● Access:
as to whether or not this will be ○ Bard
a bad, or less bad cantrip ○ Warlock
○ Sorcerer
○ not worth it
○ Wizard & High Elf
● Order needs to be this: ○ Rogue (Shadowcaster)
○ Enemy
● Action:
○ Dazzle party member
○ Duration: until enemy turn
○ All other party members
○ Concentration: No
○ Enemy’s turn again
○ Type: Single Target
○ Effect: -2 AC, no reactions
Eldritch Blast (****) Cantrip Details
● Solid baseline dpr cantrip ● Access:
● Without lvl 2 Warlock ○ Warlock
invocations, drops to *** ● Action:
○ Duration: Instant
○ Concentration: No
○ Type: 1 target/attack
○ Effect: 1d10 dmg
○ Scaling: +1 target
Fire Bolt (***) Cantrip Details
● Highest dmg single-target ● Access:
ranged cantrip in Solasta ○ Sorcerer
● Fire is one of the more common ○ Wizard & High Elf
○ Fighter (Spellblade)
resistant damage types, so… ○ Cleric (Elemental: Fire)
● Action:
○ Duration: Instant
○ Concentration: No
○ Type: Single Target
○ Effect: 1d10 dmg
Guidance (**) Cantrip Details
● Extremely few out-of-combat ● Access:
skill checks*, so has little value ○ Cleric
○ *checks that matter… ○ Druid
● Mainly used to assist whoever ● Action:
is picking locks ○ Duration: 1 minute
○ Concentration: Yes
○ Knock (2nd level Wizard spell)
○ Type: single target
opens any chest)
○ Effect: 1d4 check buff
Light (****) Cantrip Details
● Best cantrip in the game ● Access:
○ Doesn’t require free hand ○ Bard
○ Light an object on you or on a ○ Sorcerer
party member (must be wearing) ○ Wizard & High Elf
● Free action system is GONE ○ Cleric
○ Now have to use torches to use ○ Fighter (Spellblade)
the trick from before ● Action:
○ Other alternative cantrips are ○ Duration: 1 hour
slightly better as a result ○ Concentration: No
○ Type: single target
○ Effect: light object
Poison Spray (**) Cantrip Details
● SOS cantrips aren’t great ● Access:
● Single-target variant of Acid ○ Warlock
Splash ○ Sorcerer
○ Wizard & High Elf
● Draconic Sorcerers… ○ Fighter (Spellblade)
○ Druid
○ Cleric (Elemental: Fire)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target SOS
○ Effect: 1d12 dmg
Produce Flame (**) Cantrip Details
● Light cantrip that takes up your ● Access:
hand if you are holding it ○ Druid
○ Makes it harder to use ● Action:
○ Duration: Until hurled
○ Concentration: No
○ Type: combo
○ Effect: light & dmg
Ray of Frost (***) Cantrip Details
● Decent dmg single-target ● Access:
ranged cantrip in Solasta ○ Sorcerer
● More reliable dmg type vs ○ Wizard & High Elf
○ Fighter (Spellblade)
fire bolt in Solasta’s settings ○ Cleric (Elemental: Ice)
● Slows movement by 2 squares ● Action:
● Lower range is the biggest ○ Duration: 1 round
downside to this cantrip ○ Concentration: No
○ Type: single target
○ Effect: 1d8 dmg + slow
Resistance (*) Cantrip Details
● Bless spell (1st level) in a ● Access:
single-target cantrip form ○ Cleric
● Situational cantrip – as things ○ Druid
● Action:
have to be really dire for this
○ Duration: 1 minute
cantrip to be useful ○ Concentration: Yes
● This can stack with bless for a ○ Type: single target
+2d4 to saving throws, but… ○ Effect: 1d4 to saves
● “I am out of spell slots as a
standard cleric & lost
concentration – now what?”
Sacred Flame (**) Cantrip Details
● SOS cantrips from DEX… ● Access:
○ Sun Clerics more reliable… ○ Cleric
● Do not have to see your target ● Action:
to use this ○ Duration: instant
○ Concentration: No
○ Type: single target SOS
○ Effect: 1d8 dmg
Shadow Armor (*) Cantrip Details
● False Life (1st level spell) in a ● Access:
weaker cantrip form ○ Bard
○ False life already isn’t good… ○ Warlock
○ Sorcerer
○ Wizard & High Elf
○ Rogue (Shadowcaster)
● Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: self
○ Effect: +3 TempHP
Shadow Dagger (***) Cantrip Details
● More reliable Sacred Flame :) ● Access:
● SOS alt cantrip for spellcasters ○ Bard
○ Useful against high AC ○ Warlock
enemies with lower saves ○ Sorcerer
○ Wizard & High Elf
○ Rogue (Shadowcaster)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target SOS
○ Effect: 1d8 dmg
Shillelagh (**) Cantrip Details
● Early-game melee cantrip ● Access:
option for druids ○ Druid
● Bonus Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: self
○ Effect: wpn buff
Shine (**) Cantrip Details
● Faerie Fire (1st Level spell) in ● Access:
single-target cantrip form ○ Sorcerer
○ Lights up an enemy ○ Wizard & High Elf
● Way of Light Monks love to ○ Cleric
○ Fighter (Spellblade)
have this on enemies
● Action:
○ …not sure the synergy is worth
○ Duration: 1 minute
it for the cost, but…
○ Concentration: No
○ Type: single target SOS
○ Effect: light enemy
Shocking Grasp (**) Cantrip Details
● Damaging disengage attack ● Access:
● Only effective when you only ○ Sorcerer
have 1 enemy in melee with you ○ Wizard & High Elf
○ Fighter (Spellblade)
○ Other enemies touching your
○ Cleric (Elemental: Lightning)
square (perpendicular &
diagonal) can still take ● Action:
reaction attacks against you ○ Duration: 1 round
○ Concentration: No
○ Type: single target
○ Effect: 1d8 + shocked
Spare the Dying (*) Cantrip Details
● Action to stabilize ally ● Access:
○ They stop rolling death saves ○ Cleric
● Can also use a potion to just ● Action:
bring an ally up from 0 HP ○ Duration: instant
○ Early-game focused cantrip ○ Concentration: No
for non-Cataclysm difficulty ○ Type: single target
○ Effect: stabilize ally
Sparkle (****) Cantrip Details
● Bonus action variant of the ● Access:
Light cantrip ○ Bard
○ Much more limited in use ○ Warlock
● Can light up to 3 surfaces… ○ Sorcerer
○ Wizard & High Elf
○ That are programmed to
○ Fighter (Spellblade)
interact with the cantrip
○ Cleric
○ Druid
● Bonus Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: multi-target
○ Effect: light objects
True Strike (*) Cantrip Details
● The worst cantrip in Solasta ● Access:
○ Please don’t use this… ○ Bard
● Slightly buffed vs PnP 5e ○ Warlock
○ Essentially an even more ○ Sorcerer
situational variant of Dazzle… ○ Wizard & High Elf
○ Cleric
○ Fighter (Spellblade)
● Action:
○ Duration: 1 round
○ Concentration: Yes
○ Type: single target
○ Effect: adv next attack
Venomous Spike (***) Cantrip Details
● Solid ranged-dmg cantrip for ● Access:
the druid class ○ Druid
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 1d6 + 1d4 dmg
Vicious Mockery (***) Cantrip Details
● Debuffing cantrip that is solid ● Access:
against enemy martials ○ Bard
● Happens to also do a little ● Action:
damage, but that isn’t emphasis ○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 1d4 dmg +
debuff on enemy
1st Level Spells
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ Bless ○ Bane ○ Burning Hands
○ Divine Smite* ○ Entangle ○ Charm Person
○ Goodberry ○ Faerie Fire ○ Cure Wounds
○ Healing Word ○ Fog Cloud ○ Detect Magic
○ Identify ○ Guiding Bolt ○ Divine Favor
○ Shield ○ Inflict Wounds ○ Expeditious Retreat
● A-tier (****) ○ Longstrider ○ Grease
○ Feather Fall ○ Mage Armor ○ Hellish Rebuke
○ Hunter’s Mark ○ Magic Missile ○ Heroism
○ Malediction ○ Protection vs Evil & Good ○ Hideous Laughter
○ Shield of Faith ○ Jump
○ Thunderwave ○ Sleep
● F-tier (*)
○ Animal Friendship
○ Color Spray
○ Comprehend Languages
○ Detect Evil & Good
○ Detect Poison & Disease
○ False Life
Animal Friendship (*) 1st Spell Details
● More powerful charm spell ● Access:
that affects animals ○ Bard
○ Extremely situational ○ Druid
○ Ranger
○ Wizard (Greenmage)
● Action:
○ Duration: 24 hr charm
○ Concentration: No
○ Type: single-target
○ Effect: SOS
○ Scaling: +1 target/level
Bane (***) 1st Spell Details
● Multi-target SOS spell ● Access:
○ Debuff variant of Bless ○ Bard
● Bless vs Bane? Depends! ○ Cleric
○ Is my team martial-based, or ○ Paladin (Motherland)
fighting spellcasters? – Bless ● Action:
○ Is my team spell-based, or ○ Duration: 1 minute
fighting martials? – Bane ○ Concentration: Yes
○ Type: multi-target
○ Effect: -1d4 to attacks/saves
○ Scaling: +1 target
Bless (*****) 1st Spell Details
● Multi-target buff spell ● Access:
○ Always reliable ○ Cleric
○ Strong concentration spell, ○ Paladin
good at all levels of play ● Action:
○ If you don’t know what to do, ○ Duration: 1 minute
Bless always is decent :) ○ Concentration: Yes
● Bless vs Bane? Depends! ○ Type: multi-target
○ Is my team martial-based, or ○ Effect: +1d4 to attacks/saves
fighting spellcasters? – Bless ○ Scaling: +1 target
○ Is my team spell-based, or
fighting martials? – Bane
Burning Hands (**) 1st Spell Details
● Ok lvl 1 AoE dmg spell ● Access:
○ No extra effects ○ Sorcerer
● Thunderwave is similar, but… ○ Wizard
○ Also has chance to knock ○ Fighter (Spellblade)
enemies back ○ Cleric (Sun)
○ Paladin (Motherland)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE cone
○ Effect: 3d6 SFH dmg
○ Friendly Fire: Yes
○ Scaling: 1d6 dmg
Charm Person (**) 1st Spell Details
● Enemy → Ally (temp) ● Access:
○ Initial save ○ Bard
○ Additional save each round ○ Charm Person
○ Enemies have advantage on ○ Sorcerer
saving from this spell ○ Wizard
● Limited enemies can be used ○ Fighter (Spellblade)
on & are worthwhile to use it ○ Druid
○ Stronger than PnP 5e, as they ● Action:
actually fight for you ○ Duration: 1 hour
○ Concentration: No
○ Type: single target SOS
○ Effect: temp ally
○ Scaling: +1 target
Color Spray (*) 1st Spell Details
● Roll # of HP dice for total HP ● Access:
that can be blinded for a round ○ Sorcerer
● Good at lvl 1-2, bad afterwards ○ Wizard
○ Rogue (Shadowcaster)
○ Worse alt to the sleep spell
● Action:
○ Duration: 1 round
○ Concentration: No
○ Type: AoE Cone
○ Effect: 1 round blind,
affecting up to 4 targets
○ Friendly Fire: Yes
○ Scaling: +2 die
Comprehend
Languages (*) 1st Spell Details
● Level 1 ritual spell ● Access:
○ Languages have minimal ○ Bard
effect in Solasta ○ Warlock
○ Lost Valley might change that ○ Sorcerer
○ Wizard
○ Rogue (Shadowcaster)
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: ritual spell
○ Effect: utility
Cure Wounds (**) 1st Spell Details
● Best lvl 1 instant heal ● Access:
○ Potions have similar healing ○ Bard
effectiveness for action cost ○ Cleric
○ Useful earlygame, but a spell ○ Druid
to avoid lategame ○ Paladin
○ Ranger
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 1d8 healing
○ Scaling: 1d8
Detect Evil & Good (*) 1st Spell Details
● Lets you know what closeby ● Access:
enemies count as good/evil ○ Cleric
○ Since most enemies in ○ Paladin
Solsata already do… ● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: PBAoE
○ Effect: utility
Detect Magic (**) 1st Spell Details
● Lvl 1 ritual spell ● Access:
○ Assists you to know what loot ○ Bard
should be identified ○ Sorcerer
○ Gives a shiny slow on item in ○ Wizard
inventory after doing so ○ Rogue (Shadowcaster)
● If you read item descriptions, ○ Cleric
you DO NOT NEED this spell :) ○ Druid
○ Paladin
○ Ranger
● Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: ritual spell
○ Effect: utility
Detect Poison &
Disease (*) 1st Spell Details
● Lets you know what closeby ● Access:
enemies do poison dmg ○ Druid
○ Fairly inconsequential spell ○ Wizard (Greenmage)
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: PBAoE
○ Effect: utility
Divine Favor (**) 1st Spell Details
● Lvl 1 extra sustained dmg ● Access:
option for Paladins… ○ Paladin
○ …assuming you can keep your ● Bonus Action:
concentration up… ○ Duration: 1 minute
○ Concentration: Yes
○ Type: self
○ Effect: 1d4 dmg
Divine Smite (*****) 1st Spell Details
● Go-to “spell” for Paladins ● Access:
○ Technically not a spell, ○ Paladin
but uses spell slots, so… ● **Special – N/A**
● Only use after a melee attack ○ Duration: instant
hits an enemy ○ Concentration: No
○ Extra dmg pumped into the ○ Type: special dmg
enemy – double dice on crit ○ Effect: +2d8 dmg
○ Scaling: +1d8 dmg
Entangle (***) 1st Spell Details
● Battlefield control spell ● Access:
○ Solasta’s “web” spell ○ Druid
○ Requires save every round ○ Ranger
● Careful Spell works for every ○ Sorcerer (Mana Painter)
round this spell is up ○ Wizard (Greenmage)
○ Different than RAW for this ● Action:
spell normally in PnP 5e ○ Duration: 1 minute
○ Mana Painters can use this ○ Concentration: Yes
spell liberally :) ○ Type: AoE cube
○ **** for Mana Painter Sorc’s ○ Effect: difficult terrain
+ chance to restrain
○ Friendly Fire: Yes
Expeditious Retreat
(**) 1st Spell Details
● Weaker 1st level movement-only ● Access:
variant of the Haste spell ○ Warlock
○ Can use bonus action to dash ○ Sorcerer
● Extra stuff that made this spell ○ Wizard
○ Fighter (Spellblade)
super OP has been patch out :(
● Bonus Action:
○ Much more situational to use
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: self
○ Effect: BA dash available
Faerie Fire (***) 1st Spell Details
● Longer-lasting SOS variant of ● Access:
Color Spray ○ Bard
○ Works beyond lvl 2 :) ○ Druid
● Attacks against lit-up enemies ○ Ranger
○ Wizard (Greenmage)
from this spell have advantage ○ Cleric (Sun)
○ Just position the spell
● Action:
correctly to avoid friendly fire
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE Sphere
○ Effect: light enemies
○ Friendly Fire: Yes
False Life (*) 1st Spell Details
● Earlygame source of TempHP ● Access:
○ Terrible lvl 1 version of Aid spell ○ Sorcerer
○ Wizard
○ Rogue (Shadowcaster)
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: self
○ Effect: 1d4+4 TempHP
○ Scaling: +5 TempHP
Feather Fall (****) 1st Spell Details
● Situational spell, but ● Access:
valuable in those situations ○ Bard
○ Can be used even if hands are ○ Sorcerer
both being used :) ○ Wizard
○ Useable for lvl 3-6 Spellblade ○ Fighter (Spellblade)
● Reaction:
○ Duration: 1 minute
○ Concentration: No
○ Type: multi-target
○ Effect: fall protection
Fog Cloud (***) 1st Spell Details
● Effective “cheesing” spell ● Access:
○ Go out of the cloud ○ Sorcerer
○ Attack enemy ○ Wizard
○ Re-enter cloud ○ Fighter (Spellblade)
○ Druid
○ Ranger
○ Cleric (Elemental)
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: AoE Sphere
○ Effect: obscurement
○ Friendly Fire: Yes
Goodberry (*****) 1st Spell Details
● Easy mode to not worry about ● Access:
provisions ○ Druid
○ **Remember to buy a ○ Ranger
component pouch for your ○ Wizard (Greenmage)
rangers to use this spell** ● Action:
● Double as cheap potions ○ Duration: 24 hours
in the early game ○ Concentration: No
○ Type: summon
○ Effect: 10 berries
Grease (**) 1st Spell Details
● AoE non-concentration ● Access:
battlefield control spell option ○ Wizard
○ Fighter (Spellblade)
● Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: AoE square
○ Effect: difficult terrain
○ Friendly Fire: Yes
Guiding Bolt (***) 1st Spell Details
● Strong lvl 1 blasting spell ● Access:
○ **** for 4-cleric parties :) ○ Cleric
● Dmg + advantage on the next ○ Sorcerer (Child of the Rift)
attack against creature hit ● Action:
● CotR Sorcerers can also twin ○ Duration: instant
○ Concentration: No
this spell for earlygame power ○ Type: single target attack
○ Effect: 4d6 dmg + adv
○ Scaling: 1d6
Healing Word (*****) 1st Spell Details
● Bonus Action healing spell ● Access:
● Purpose isn’t to “heal”, but to ○ Bard
get allies conscious ○ Cleric
○ Druid
○ At range
○ With a bonus action ● Bonus Action:
● Other bonus action options ○ Duration: instant
○ Concentration: No
available to non-clerics ○ Type: single target
○ Thief rogues – bonus action ○ Effect: 1d4 healing
pour healing potion
○ Sorcerers – bonus action
quicken spell + action pour
healing potion
○ **All other classes? Waste
your turn healing an ally…**
Hellish Rebuke (**) 1st Spell Details
● Reaction for a little extra dmg ● Access:
when you are hit ○ Warlock
● Reaction:
○ Duration: instant (reaction)
○ Concentration: No
○ Type: single target
○ Effect: 2d10 dmg
○ Scaling: +1 die
Heroism (**) 1st Spell Details
● Frighten immunity ● Access:
● Protect vs Evil & Good generally ○ Bard
better against most enemies ○ Paladin
○ Cleric (Law)
● Have/regain TempHP earlygame
● Action:
○ Similar to Lvl 3 Path of Stone
○ Duration: 1 minute
Barbarian ability on a paladin…
○ Concentration: Yes
○ This gets less consequential
○ Type: single target
after the earlygame
○ Effect: frighten immune
○ Scaling: +1 target
Hideous Laughter (**) 1st Spell Details
● Worse Charm Person ● Access:
○ Affects the exact same enemies… ○ Bard
○ Exact same save… ○ Wizard
○ Available to the same classes… ○ Fighter (Spellblade)
● However, not bad enough to be a ● Action:
garbage-tier spell ○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target SOS
○ Effect: incapacitated
Hunter’s Mark (****) 1st Spell Details
● Target takes extra +1d6 dmg ● Access:
from all attacks from caster ○ Ranger
● Can move spell to new target as ○ Wizard (Greenmage)
● Bonus Action:
BA w/o expending a spell slot
○ Duration: 1 hour
○ Once target defeated
○ Concentration: Yes
● Can cast with hands full = ○ Type: single target
great for all rangers :) ○ Effect: +1d6 dmg/attack
○ Scaling: duration
Identify (*****) 1st Spell Details
● Easy way to figure out what ● Access:
your magical items do ○ Bard
○ Alternate method is more ○ Wizard
expensive from vendors ○ Cleric (Insight)
○ Custom dungeons sometimes ○ Rogue (Shadowcaster)
don’t have vendors… ● Action:
○ Requirement: 100g pearl
○ Duration: 1 minute
○ Concentration: No
○ Type: ritual spell
○ Effect: identify item
Inflict Wounds (***) 1st Spell Details
● Melee cleric blasting spell ● Access:
● No other effects besides the ○ Cleric
damage itself of the spell ● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target attack
○ Effect: 3d10 dmg
○ Scaling: 1d10/level
Jump (**) 1st Spell Details
● Low-level spell to get to ● Access:
hard-to-reach places ○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
○ Druid
○ Ranger
● Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: single target
○ Effect: jump farther
Longstrider (***) 1st Spell Details
● Lvl 1 movement spell ● Access:
● Easy way to pre-buff melee ○ Bard
party members to get to the ○ Wizard
○ Fighter (Spellblade)
enemies a little easier ○ Druid
○ Ranger
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: single target
○ Effect: +2 movement
○ Scaling: +1 target
Mage Armor (***) 1st Spell Details
● +3 armor for high DEX wizards ● Access:
& shadowcaster rogues ○ Sorcerer
● Allows for visual variety for your ○ Wizard
○ Rogue (Shadowcaster)
wizard clothing :)
● Action:
○ Duration: 8 hours
○ Concentration: No
○ Type: single target
○ Effect: AC=13+DEX
Magic Missile (***) 1st Spell Details
● Small but near-guaranteed force ● Access:
damage to 3 targets ○ Sorcerer
○ Great at finishing off multiple ○ Wizard
low-health targets ○ Fighter (Spellblade)
● Shield spell stops projectiles of ○ Cleric (Battle)
● Action:
the magic missile spell
○ Duration: instant
○ Concentration: No
○ Type: multi-target
○ Effect: 3x (d4+1) dmg
○ Scaling: +1d4 dmg
Malediction (****) 1st Spell Details
● Target takes extra +1d6 dmg ● Access:
from all attacks from caster ○ Warlocks
● Can move spell to new target as ● Bonus Action:
BA w/o expending a spell slot ○ Duration: 1 hour
○ Concentration: Yes
○ Once target defeated
○ Type: single target
● Hunter’s Mark for Warlocks ○ Effect: +1d6 dmg/attack
○ “Technically” worse, as it is a ○ Scaling: duration
VS spells vs V spell – but
otherwise the same in practice
Protection vs
Evil & Good (***) 1st Spell Details
● Go-to Protection spell ● Access:
● Heroism + Dodge action as a ○ Warlock
concentration spell ○ Wizard
○ Rogue (Shadowcaster)
○ vs most common enemies
○ Cleric
○ attacks have disadvantage
○ Paladin
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: single target
○ Effect: protection
○ Scaling: +1 target
Shield (*****) 1st Spell Details
● Reaction for +5 AC ● Access:
○ Only given option if it will stop ○ Sorcerer
an attack from an enemy ○ Wizard
● Competes with Counterspell ○ Rogue (Shadowcaster)
at higher levels ○ Cleric (Law)
○ Paladin (Devotion & Tirmar)
● Action:
○ Duration: until next turn
○ Concentration: No
○ Type: self
○ Effect: +5 AC
Shield of Faith (***) 1st Spell Details
● +2 AC protection spell ● Access:
○ Universally good for the game, ○ Cleric
but less potent vs other spells ○ Paladin
○ Bonus action cast brings it up ● Bonus Action:
● Go-to protection spell when ○ Duration: 10 minutes
“Protect vs Evil & Good” doesn’t ○ Concentration: Yes
work against an enemy ○ Type: single target
○ Effect: +2 AC
Sleep (**) 1st Spell Details
● Strongest lvl 1-2 spell in-game ● Access:
● Color Spray, but less HP dice ○ Bard
and much more effective ○ Sorcerer
○ Wizard
● Still falls off hard after lvl 2-3 ○ Fighter (Spellblade)
○ Enemies have more HP – and ○ Cleric (Oblivion)
spell uses HP instead of a save ○ Paladin (Tirmar)
● Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: AoE cube
○ Effect: sleep effect
○ Friendly Fire: Yes
Thunderwave (***) 1st Spell Details
● Go-to AoE lvl 1 blasting spell ● Access:
○ Damage + knockback ○ Bard
○ CON save, so… ○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
○ Druid
○ Cleric (Elemental)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE square cone
○ Effect: 2d8 dmg + move
○ Friendly Fire: Yes
○ Scaling: 1d8 dmg
2nd Level Spells
● S-tier (*****) ● C-tier (**) ● F-tier (*)
○ Aid ○ Blindness ○ Acid Arrow
○ Pass Without Trace ○ Blur ○ Barkskin
● A-tier (****) ○ Darkvision ○ Find Traps
○ Calm Emotions ○ Enhance Ability ○ Invisibility
○ Knock ○ Flame Blade ○ Protection from Poison
○ Misty Step ○ Flaming Sphere
○ Spike Growth ○ Hold Person
● B-tier (***) ○ Levitate
○ Magic Weapon
○ Branding Smite
○ Prayer of Healing
○ Darkness
○ Ray of Enfeeblement
○ Heat Metal
○ See Invisibility
○ Lesser Restoration
○ Shatter
○ Moon Beam
○ Silence
○ Scorching Ray
○ Spider Climb
○ Spiritual Weapon
Acid Arrow (*) 2nd Spell Details
● Single-target worse version of ● Access:
the magic missile spell ○ Wizard
○ Recurring effect if the arrow ○ Fighter (Spellblade)
doesn’t miss is the only ○ Cleric (Battle)
redeeming feature… ○ CotL Druid (Swamp)
● Action:
○ Duration: 1 min (on fail)
○ Concentration: No
○ Type: single target
○ Effect: 4d4 dmg (+2d4 fail)
○ Scaling: 1d4 dmg
Aid (*****) 2nd Spell Details
● One of the best healing spells ● Access:
in the game ○ Cleric
○ Allows you to heal an ally, ○ Paladin
even if they “can’t” be healed ○ Sorcerer (Child of the Rift)
○ Also can stabilize allies as ● Action:
well that are at 0 HP ○ Duration: instant
○ Concentration: No
○ Type: multi-target
○ Effect: 3x (+5 Curr/MaxHP)
○ Scaling: +1 target
Barkskin (*) 2nd Spell Details
● Like having 16 AC leather armor ● Access:
○ Requires concentration ○ Druid
○ Ranger’s worse version of the ○ Ranger
mage armor spell ○ Wizard (Greenmage)
● Mage armor (lvl 1 spell) like ○ Sorcerer (Mana Painter)
having 13 AC leather armor ● Action:
○ But no concentration needed ○ Duration: 1 hour
○ Concentration: Yes
○ Type: single target
○ Effect: set AC to 16
Blindness (**) 2nd Spell Details
● Single-target, higher-ranked SOS ● Access:
version of color spray spell ○ Bard
○ Uses a CON save… ○ Sorcerer
● Can last longer if success ○ Wizard
○ Rogue (Shadowcaster)
○ 1 minute vs 1 round
○ Cleric
○ Paladin (Tirmar)
● Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: single target SOS
○ Effect: blindness
○ Scaling: +1 target
Blur (**) 2nd Spell Details
● Lvl 2 version of ● Access:
“Protect vs Evil & Good” ○ Sorcerer
○ 1 minute vs 10 minute ○ Wizard
○ Good against ALL ENEMIES ○ Rogue (Shadowcaster)
● Only can affect self ○ CotL Druid (Desert)
○ PVEG can be cast on others ● Action:
○ PVEG upcast to affect more ○ Duration: 1 minute
○ Concentration: Yes
○ Type: self
○ Effect: protection
Branding Smite (***) 2nd Spell Details
● Faerie Fire spell that ● Access:
automatically takes effect… ○ Paladin
○ If you can hit enemy after ○ Cleric (Law)
casting the spell ● Bonus Action:
● Concentration until you hit an ○ Duration: 1 minute
enemy, then takes effect ○ Concentration: Yes
○ Type: wpn enhancement
○ Effect cannot be saved
○ Effect: 2d6 dmg + light
against on later turns
○ Scaling: 1d6 dmg
Calm Emotions (****) 2nd Spell Details
● AoE stop charms/frightens ● Access:
○ Persists in area for 1 minute ○ Bard
● AoE version of Heroism or ○ Cleric
Protect vs Evil & Good spells ● Action:
○ Heavily competes with other ○ Duration: 1 minute
good cleric spells ○ Concentration: Yes
○ Enemies save each round ○ Type: PBAoE sphere
against this spell as well ○ Effect: Stop charm/frighten
Darkness (***) 2nd Spell Details
● Some subclasses heavily ● Access:
synergize with this spell ○ Warlock
○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: AoE Sphere
○ Effect: darkness area
○ Friendly Fire: Yes
Darkvision (**) 2nd Spell Details
● Island Halflings & Humans ● Access:
lack darkvision ○ Sorcerer
○ All other playable races have it ○ Wizard
● Situational, but useful if you need ○ Fighter (Spellblade)
○ Druid
darkvision for party members ○ Ranger
○ Cleric (Sun)
● Action:
○ Duration: 8 hours
○ Concentration: No
○ Type: single target
○ Effect: darkvision
Enhance Ability (**) 2nd Spell Details
● Extremely few out-of-combat ● Access:
checks*, so has little value ○ Bard
○ *checks that matter… ○ Cleric
● Mainly used to assist whoever ○ Druid
is picking locks ● Action:
○ Duration: 1 hour
○ Stacks with Guidance – if you
○ Concentration: Yes
have 2 clerics in the party
○ Type: single target
○ Knock (2nd level wizard spell)
○ Effect: enhancement
opens any check w/o a check
■ Bear CON adv & TempHP
■ Bull STR adv & CarryCap
■ Cat DEX adv & less fall dmg
■ Eagle CHA adv
■ Fox INT adv
■ Owl WIS adv
Find Traps (*) 2nd Spell Details
● The worst spell in Solasta ● Access:
○ Please avoid this one… ○ Cleric
○ Druid
○ Ranger
○ Wizard (Greenmage)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE sphere
○ Effect: reveals traps
Flame Blade (**) 2nd Spell Details
● Debatable whether this is worth ● Access:
it to even use/prepare ○ Druid
○ Only good lvl 3-4 ● Action:
○ Wildshape still useful then… ○ Duration: 10 minutes
○ Concentration: Yes
○ Type: summon
○ Effect: +1 scimitar
Flaming Sphere (**) 2nd Spell Details
● Moveable flaming sphere ● Access:
○ Decent early-game usage of ○ Wizard
concentration & bonus action ○ Fighter (Spellblade)
● “Diet” wall-of-fire earlygame ○ Druid
○ Cleric (Battle)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE sphere
○ Effect: 2d6 dmg
○ Friendly Fire: Yes
○ Scaling: 1d6 dmg/lvl
Heat Metal (***) 2nd Spell Details
● Disadvantage on attack rolls & ● Access:
ability checks is really nice ○ Bard
○ Damage each round is extra :) ○ Druid
○ BA to repeat dmg if desired ● Action:
● Only affects enemies Solasta ○ Duration: 1 minute
recognizes as wearing metal ○ Concentration: Yes
○ Type: dmg + debuff
○ Not as many as you expect
○ Effect: 2d8 + disadv
○ Scaling: 1d8
Hold Person (**) 2nd Spell Details
● Only affects humanoids ● Access:
○ Levitate affects more enemies ○ Bard
○ Stops ranged attackers ○ Warlock
● Auto-crits on melee is what ○ Sorcerer
keeps this a decent spell ○ Wizard
○ Fighter (Spellblade)
○ Cleric
○ Druid
○ Paladin (Tirmar)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target SOS
○ Effect: paralysis
○ Scaling: +1 target
Invisibility (*) 2nd Spell Details
● Advantage for one attack, ● Access:
then the spell is gone ○ Bard
● Greater Invisibility lets you ○ Warlock
○ Sorcerer
attack while staying invisible ○ Wizard
○ (lvl 4 spell vs lvl 2) ○ Rogue (Shadowcaster)
● Pass Without Trace is a better ○ CotL Druid (Coast, Grassland,
spell that is beneficial to the Mountain)
entire party ● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: single target
○ Effect: invisible
○ Scaling: +1 target
Knock (****) 2nd Spell Details
● Unlock locked chests with ● Access:
a single spell ○ Bard
○ “I don’t need a rogue!” ○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: unlock chest
Lesser Restoration
(***) 2nd Spell Details
● Low-level spell that gets rid of ● Access:
○ Paralysis ○ Bard
○ Blinded ○ Cleric
● Sun Clerics & Paladins have ○ Druid
non-spell alternatives to cure it ○ Ranger
○ Wizard (Greenmage)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: cure 1 condition
○ Scaling: +1 condition
Levitate (**) 2nd Spell Details
● Only affects medium creatures ● Access:
○ Stops movement ○ Sorcerer
○ Save each turn – much ○ Wizard
weaker than PnP 5e ○ Fighter (Spellblade)
○ Cleric (Elemental)
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: single target SOS
○ Effect: levitate
Magic Weapon (**) 2nd Spell Details
● Magical weapons overcome ● Access:
resistances in cataclysm ○ Wizard
○ Spellblade Fighters get this ○ Fighter (Spellblade)
passively in their subclass… ○ Paladin
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: wpn enhancement
○ Effect: +1 magical wpn
○ Scaling: +1 to wpn/level
Misty Step (****) 2nd Spell Details
● Good mobility spell ● Access:
○ Bonus action cast :) ○ Warlock
○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
○ Cleric (Elemental)
○ CotL Druid (Coast)
● Bonus Action:
○ Duration: instant
○ Concentration: No
○ Type: self mobility
○ Effect: short teleport
Moon Beam (***) 2nd Spell Details
● Good AoE dmg choice for druids ● Access:
○ Druid
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE cylinder
○ Effect: 2d10 dmg
○ Friendly Fire: Yes
○ Scaling: +1d10 dmg
Pass Without
Trace (*****) 2nd Spell Details
● AoE +10 to stealth checks ● Access:
● Broken spell for stealthy parties ○ Ranger
○ Wizard (Greenmage)
○ CotL Druid (Grassland)
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: multi-target
○ Effect: extra stealth
Prayer of Healing
(**) 2nd Spell Details
● Out-of-combat heal ● Access:
○ Short/Long rests easier to ○ Cleric
handle healing vs spells ● Action:
● Ideally using potions to heal if ○ Duration: 10-min cast time
can’t long rest at endgame ○ Concentration: No
○ Type: multi-target heal
○ Effect: 2d8 heal: 6 allies
○ Scaling: 1d8/level
Protection from
Poison (*) 2nd Spell Details
● Immunity to poison ● Access:
● Spiders the only primary source ○ Druid
of poison in the CotM campaign ○ Ranger
○ Paladin
○ Wizard (Greenmage)
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: single target
○ Effect: poison immune
Ray of
Enfeeblement (**) 2nd Spell Details
● STR-based enemies often come ● Access:
in groups of 2 or more ○ Warlock
● Enemies with high STR typically ○ Sorcerer
○ Wizard
also have a high CON save… ○ Rogue (Shadowcaster)
○ Cleric (Oblivion)
● Action:
○ Duration: instant
○ Concentration: Yes
○ Type: debuff
○ Effect: ½ dmg - STR attacks
Scorching Ray (***) 2nd Spell Details
● Decent lvl 3-4 dmg spell ● Access:
○ Gets out-scaled later ○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
○ Cleric (Sun)
○ Paladin (Motherland)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: multi-target attacks
○ Effect: 3x (2d6) dmg
○ Scaling: 1x (2d6) dmg/lvl
See Invisibility (**) 2nd Spell Details
● Only effective against enemies ● Access:
that use greater invisibility ○ Bard
○ Sorcerer
○ Wizard
○ Rogue (Shadowcaster)
○ Cleric (Insight)
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: self
○ Effect: see invisible
Shatter (**) 2nd Spell Details
● Thunderwave as a lvl 2 spell ● Access:
○ AoE instead of PBAoE ○ Bard
○ Warlock
○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE Sphere
○ Effect: 3d8 dmg
○ Friendly Fire: Yes
○ Scaling: 1d8 dmg
Silence (**) 2nd Spell Details
● Stop NPC spellcasters ● Access:
● NPC’s on Cataclysm mode will ○ Bard
use this spell against you – if ○ Wizard
○ Fighter (Spellblade)
you are a heavy magic party ○ Cleric
○ 3+ full spellcasters ○ Ranger
○ CotL Druid (Desert)
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: AoE Sphere
○ Effect: stops sound
○ Friendly Fire: Yes
Spider Climb (***) 2nd Spell Details
● Climb on walls with ease ● Access:
○ Warlock
○ Sorcerer
○ Wizard
○ Fighter (Spellblade)
○ CotL Druid (Forest)
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: single target
○ Effect: walk on walls
Spike Growth (****) 2nd Spell Details
● Best 2nd lvl control spell ● Access:
○ Dmg-variant of Entangle ○ Druid
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: difficult terrain
○ Effect: 2d4 dmg/cell
○ Friendly Fire: Yes
Spiritual Weapon (***) 2nd Spell Details
● BA extra dmg for clerics ● Access:
○ Not much, but something ○ Cleric
○ No concentration :) ● Bonus Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: summon
○ Effect: 1d8 dmg
○ Scaling: +1d8 per 2 spell lvl’s
3rd Level Spells
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ Conjure Animal ○ Beacon of Hope ○ Call Lightning
○ Counterspell ○ Dispel Magic ○ Create Food
○ Hypnotic Pattern ○ Fireball ○ Fear
○ Spirit Guardians ○ Fly ○ Lightning Bolt
● A-tier (****) ○ Mass Healing Word ○ Protection from Energy
○ Bestow Curse ○ Revivify ○ Sleet Storm
○ Daylight ○ Stinking Cloud ○ Slow
○ Haste ○ Wind Wall ○ Vampiric Touch
● F-tier (*)
○ Remove Curse
○ Tongues
Beacon of Hope (***) 3rd Spell Details
● Heals do MAXIMUM ● Access:
● Advantage on WIS saves ○ Cleric
○ Also adv on death saves ● Action:
○ Concentration lower-level ○ Duration: 1 minute
variant of Heroes Feast spell ○ Concentration: Yes
○ Type: multi-target
○ Effect: buff
Bestow Curse (****) 3rd Spell Details
● SOS spell where succeeding ● Access:
does not stop the spell ○ Bard
○ Would be ***** if it wasn’t a ○ Wizard
melee spell attack, or just didn’t ○ Cleric
require your concentrations ● Action:
● Lower-level weaker variant of the ○ Duration: 1 minute
Contagion spell ○ Concentration: Yes
○ Type: single target
○ WIS save to act on turn – the
○ Effect: curse
strongest of its options
■ Attack disadv on attacks
■ Action WIS save to act
■ Damage +1d8 dmg against
■ STR disadv STR saves
■ DEX disadv DEX saves
■ CON disadv CON saves
■ INT disadv INT saves
■ WIS disadv WIS saves
■ CHA disadv CHA saves
Call Lightning (**) 3rd Spell Details
● Less powerful skyward Lightning Bolt ● Access:
○ can do dmg for multiple rounds ○ Druid
○ Solid in a full-druid party with a ● Action:
LOT of other control spells ○ Duration: 10 minutes
○ Concentration: Yes
○ Type: AoE cylinder
○ Effect: 3d10 dmg
○ Friendly Fire: Yes
○ Scaling: 1d10 dmg
Conjure Animal (*****) 3rd Spell Details
● 2 wolves summon is good ● Access:
○ As good as Conjure Minor ○ Druid
Elementals’ 2 summon option ○ Ranger
○ Wizard (Greenmage)
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: summon
○ Effect: 3 options
■ Spider summon 4 spiders
■ Wolf summon 2 wolves
■ Viper summon 1 viper
Counterspell (*****) 3rd Spell Details
● Stop spellcasters from casting ● Access:
a spell each round ○ Warlock
○ Competes with shield ○ Sorcerer
● See Counterspell mechanics ○ Wizard
○ Cleric (Law)
slide later in slideshow :)
● Reaction:
○ Spell identification
○ Duration: instant
○ Counterspell check (if needed)
○ Concentration: No
● You can counterspell ○ Type: single target
cantrips, so be careful! ○ Effect: stop spell
○ Scaling: +1 spell level
Create Food (**) 3rd Spell Details
● Ok option if no Ranger nor ● Access:
Greenmage in party… ○ Cleric
○ But have a cleric in party ○ Paladin
● No other utility besides ○ Wizard (Greenmage)
○ CotL Druid (Coast, Desert)
free provisions
● Action:
○ Goodberry (lvl 1 spell) does
○ Duration: instant
free food and weak potions
○ Concentration: No
○ Type: summon
○ Effect: x15 provisions
Daylight (****) 3rd Spell Details
● Sphere of light ● Access:
○ No concentration needed ○ Sorcerer
● Does not affect non-spell ○ Cleric
areas of darkness ○ Druid
○ Paladin
○ Ranger
○ Wizard (Greenmage)
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: AoE sphere
○ Effect: Daylight
Dispel Magic (***) 3rd Spell Details
● Stop active spell on ally/enemy ● Access:
○ Way to stop a persistent spell ○ Bard
after the spell is cast ○ Warlock
● Dispel Magic has similar ○ Sorcerer
DC check as Counterspell ○ Wizard
○ Cleric
○ So read part 2 of that slide for
○ Druid
the similar mechanics
○ Paladin
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: stop a spell
○ Scaling: +1 spell level
Fear (**) 3rd Spell Details
● Weaker variant of Hypnotic Pattern ● Access:
when enemies in melee ○ Bard
○ Enemies run away instead, but ○ Warlock
also get to save each round ○ Sorcerer
○ Slightly more effective if there is ○ Wizard
stuff for enemies to run through ○ Cleric (Oblivion)
● Essentially a cleric’s Channel ● Action:
Divinity: Turn Undead, ○ Duration: 1 minute
○ Concentration: Yes
○ But works for all enemies :)
○ Type: AoE Cone SOS
○ Effect: Fear (forced dash)
○ Friendly Fire: Yes
Fireball (***) 3rd Spell Details
● Go-to standard benchmark for ● Access:
all blasting spells in D&D 5e ○ Sorcerer
○ Wizard
○ Cleric (Battle)
○ Paladin (Motherland)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE sphere
○ Effect: 8d6 dmg
○ Friendly Fire: Yes
○ Scaling: 1d6 dmg/lvl
Fly (***) 3rd Spell Details
● Strong mobility spell ● Access:
● Solasta’s terrain programming ○ Warlock
often stops you from flying ○ Sorcerer
○ Wizard
across gaps in the game :( ○ Cleric (Elemental)
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: single target
○ Effect: Fly
○ Scaling: +1 target/lvl
Haste (****) 3rd Spell Details
● +2 AC & double movement ● Access:
● +1 attack, or any standard ○ Sorcerer
action besides casting a spell ○ Wizard
○ Cleric (Battle)
○ Affected character stunned
○ CotL Druid (Grassland)
for one round after haste ends
● Action:
● Cannot be upcast, but
○ Duration: 1 minute
sorcerers can twin this spell ○ Concentration: Yes
○ Type: single target
○ Effect: Haste
Hypnotic Pattern
(*****) 3rd Spell Details
● SOS variant of Sleep spell, ● Access:
but requires concentration ○ Bard
○ Verbal not required :) ○ Warlock
○ Only has ONE SAVE ○ Sorcerer
● Careful Spell (sorc metamagic) ○ Wizard
○ Cleric (Sun)
makes this super versatile ○ CotL Druid (Swamp)
○ Paladin (Judgment)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE Sphere
○ Effect: incapacitate
○ Friendly Fire: Yes
Lightning Bolt (**) 3rd Spell Details
● Harder-to-use fireball that has ● Access:
more reliable dmg type ○ Sorcerer
○ Wizard
○ Cleric (Elemental, Law)
○ CotL Druid (Mountain)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE line
○ Effect: 8d6 dmg
○ Friendly Fire: Yes
○ Scaling: 1d6 dmg/lvl
Mass
Healing Word (***) 3rd Spell Details
● Healing Word that can affect ● Access:
more targets than 1st lvl version ○ Cleric
● Bonus Action
○ Duration: instant
○ Concentration: No
○ Type: multi-target heal
○ Effect: 1d4 to each
Protection from
Energy (**) 3rd Spell Details
● Resistance to one type of ● Access:
elemental energy ○ Sorcerer
● So many better concentration ○ Wizard
○ Cleric
options in the game at this point ○ Druid
○ Ranger
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: buff
○ Effect: resistance
■ Acid acid resistance
■ Cold cold resistance
■ Fire fire resistance
■ Lightning lightning resistance
■ Thunder thunder resistance
Remove Curse (*) 3rd Spell Details
● Currently don’t fight enemies ● Access:
that apply many curses ○ Warlock
● Lost Valley might change this ○ Wizard
○ Cleric
and give this spell ** status
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: cleanse
Revivify (***) 3rd Spell Details
● If a party member dies and no ● Access:
can revivify, you lose ○ Cleric
● In the original campaign, the ○ Paladin
● Action:
[spoiler] item lets you cast this
○ Requirement: 300g diamond
● Revivify spell scrolls also works ○ Duration: instant
○ Concentration: No
○ Type: restore life
○ Effect: revivify
Sleet Storm (**) 3rd Spell Details
● Difficult terrain & blind area ● Access:
○ Require concentration check ○ Sorcerer
○ Wizard
○ Druid
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE cylinder
○ Effect: slow/blind
○ Friendly Fire: Yes
Slow (**) 3rd Spell Details
● Opposite of haste on enemies ● Access:
● 1 action or BA & -2 AC ○ Sorcerer
● Only useful vs many enemies ○ Wizard
○ Cleric (Insight)
with multiple attacks ○ Paladin (Tirmar)
○ Otherwise, just -2 AC ○ CotL Druid (Arctic, Forest)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE Cube
○ Effect: slow
Spirit Guardians
(*****) 3rd Spell Details
● PBAoE damaging sphere that ● Access:
moves with the caster ○ Cleric
○ No friendly fire ● Action:
○ Save for ½ damage ○ Duration: 10 minutes
● No save for the difficult terrain ○ Concentration: Yes
aspect of the spell ○ Type: PBAoE sphere
○ Effect: 3d8 dmg
○ Only affects enemies
○ Friendly Fire: No
● What stacks with multiple? ○ Scaling: asdf
○ Damage stacks
○ Difficult terrain doesn’t stack
Stinking Cloud (***) 3rd Spell Details
● Fog Cloud that can also stop ● Access:
enemies from acting on turn ○ Bard
○ Sorcerer
○ Wizard
○ CotL Druid (Mountain, Swamp)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE sphere
○ Effect: SOS to act
○ Friendly Fire: Yes
Tongues (*) 3rd Spell Details
● Currently only RP value ● Access:
○ Lost Valley could change this ○ Bard
○ Warlock
○ Sorcerer
○ Wizard
○ Cleric
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: knowledge
○ Effect: know all languages
Vampiric Touch (**) 3rd Spell Details
● Wizard way to be effective at ● Access:
melee attacks ○ Warlock
○ Do damage ○ Wizard
○ Heal for ½ of it ○ Cleric (Oblivion)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: 1 target
○ Effect: 3d6 dmg, heal ½
○ Scaling: 1d6/lvl
Wind Wall (***) 3rd Spell Details
● Weaker lower-level Wall of Fire ● Access:
that also stops projectiles ○ Druid
● Best for the cheesy ○ Ranger
○ Wizard (Greenmage)
hunkering down strategy
● Action:
○ Wind Wall + Globe of
○ Duration: instant
Invulnerability = ranged attacks
○ Concentration: Yes
cannot hurt you :)
○ Type: summon
○ Add spirit guardians if you wish
○ Effect: 3d8 dmg
○ Friendly Fire: Yes
4th Level Spells
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ Black Tentacles ○ Dimension Door ○ Banishment
● A-tier (****) ○ Ice Storm ○ Confusion
○ Dreadful Omen ○ Wall of Fire ○ Conjure Minor Elementals
○ Freedom of Movement ○ Death Ward
○ Greater Invisibility ○ Fire Shield
○ Identify Creatures
● F-tier (*)
○ Blight
○ Dominate Beast
○ Giant Insect
○ Guardian of Faith
○ Phantasmal Killer
○ Stoneskin
Banishment (**) 4th Spell Details
● SOS Banishment spell ● Access:
● If maintained for full minute – ○ Cleric
target dies ○ Sorcerer
○ Warlock
○ No items drops from them :(
○ Wizard
○ Paladin
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: banish
○ Effect: SOS effect
○ Scaling: +1 target
Black
Tentacles (*****) 4th Spell Details
● Stronger variant of Spike Growth ● Access:
○ Best long-range control spell ○ Wizard
available to non-druids ○ Cleric (Oblivion)
○ CotL Druid (Mountain)
● Action:
○ Duration: instant
○ Concentration: Yes
○ Type: AoE cube
○ Effect: 3d6 dmg + restrain
○ Friendly Fire: Yes
○ Scaling: 1d6/lvl
Blight (*) 4th Spell Details
● Guiding Bolt upcasted to 4th lvl & ● Access:
added dmg die + SFH ○ Warlock
○ But no adv on next attack ○ Sorcerer
○ More powerful, single-target ○ Wizard
magic missile spell ○ Druid
● Better options available to most ● Action:
classes in the game ○ Duration: instant
○ Concentration: No
○ CotR Sorcerers can exploit this
○ Type: single target
spell with infinite twin spells
○ Effect: 8d8 dmg
○ Scaling: 1d8/lvl
Confusion (**) 4th Spell Details
● The fact that this spell can ● Access:
succeed – and enemies have ○ Bard
the possibility to act normally… ○ Sorcerer
○ Wizard
○ Druid
○ Cleric (Oblivion)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: multi-target (2)
○ Effect: confusion
○ Scaling: +1 target
Conjure Minor
Elementals (**) 4th Spell Details
● After the Primal Calling nerfs, a ● Access:
weaker Conjure Animal spell ○ Wizard
○ Immunities are what makes ○ Druid
these summons ok at time ● Action:
● In the past, this spell let you ○ Duration: 1 minute
conjure 4 wind snakes… ○ Concentration: No
○ Type: summon
○ Yes, that was OP
○ Effect: 3 options
○ Now, it’s just one wind snake
■ Snake summon 1 wind snake
■ Jester summon 2 fire jesters
■ Ghoul summon 1 ghoul
Death Ward (**) 4th Spell Details
● When reduced to 0 HP, go back ● Access:
up to 1 HP instead ○ Cleric
○ Ok pre-battle spell – especially ○ Paladin
for battles that you are having ● Action:
troubles with ○ Duration: 8 hours
○ Concentration: No
○ Type: single target
○ Effect: buff
Dimension Door (***) 4th Spell Details
● You + ally teleport 12 cells ● Access:
○ Best single-turn teleport ○ Bard
available in Solasta right now ○ Warlock
○ Sorcerer
○ Wizard
○ CotL Druid (Coast)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: self + ally
○ Effect: teleport
Dominate Beast (*) 4th Spell Details
● Extremely situational ● Access:
● Same issues as Animal ○ Druid
Friendship spell from earlier ○ Sorcerer
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target
○ Effect: domination
○ Scaling: length of time
Dreadful Omen (****) 4th Spell Details
● Single-turn AoE Fear spell… ● Access:
○ Not Centered on yourself ○ Bard
○ No concentration ○ Warlock
○ Does a little dmg ● Action:
● Essentially a ranged variant of ○ Duration: instant
Mind Twist that’s a little weaker: ○ Concentration: No
○ Uses WIS save instead of INT ○ Type: debuff
○ 4th lvl instead of 5th lvl ○ Effect: fear + dmg
Fire Shield (**) 4th Spell Details
● Good pre-battle spell for ● Access:
melee wizards ○ Wizard
● Non-concentration resistance to ○ Sorcerer (Mana Painter)
○ Cleric (Sun)
fire or cold damage
● Action:
○ Short duration though…
○ Duration: 10 minutes
● Cold shield is the go-to option ○ Concentration: No
throughout the game ○ Type: self
○ Effect: Resist + dmg
Freedom of
Movement (****) 4th Spell Details
● Paralysis & Restrain Immunity ● Access:
○ Can be cast pre-battle ○ Bard
○ Can be used after someone is ○ Cleric
paralyzed to remove the effect ○ Druid
○ Wizard (Greenmage)
○ Ranger
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: single target
○ Effect: immunities
Giant Insect (*) 4th Spell Details
● The worst summon of every ● Access:
summon option in the game ○ Druid
○ 2nd level spell in power ○ Wizard (Greenmage)
● Action:
that requires a 4th level slot
○ Duration: 10 minutes
● This spell needs to be buffed, ○ Concentration: Yes
or changed into a 2nd level spell ○ Type: summon
○ Effect: 1 deep spider
Greater
Invisibility (****) 4th Spell Details
● Invisibility that doesn’t stop ● Access:
whenever you attack ○ Bard
○ Attack with advantage ○ Sorcerer
○ Enemies attack you with ○ Wizard
disadvantage ○ CotL Druid (Grassland)
● Effective on any martial ● Action:
characters – especially rogues ○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target
○ Effect: invisibility
Guardian of Faith (*) 4th Spell Details
● Only effective if prepping an ● Access:
area for an attack from enemies ○ Cleric
○ Rare in Solasta settings ● Action:
○ Duration: 8 hours
○ Concentration: No
○ Type: AoE coverage
○ Effect: 20 dmg
Ice Storm (***) 4th Spell Details
● Creates difficult terrain area w/o ● Access:
concentration ○ Sorcerer
○ Initial cast also does dmg ○ Wizard
○ Druid
● Action:
○ Duration: 1 round-ish
○ Concentration: No
○ Type: AoE Cylinder
○ Effect: 2d8 + 4d6 dmg
○ Friendly Fire: Yes
Identify Creatures (**) 4th Spell Details
● Gain full knowledge of ● Access:
creatures in an area ○ Wizard
○ Gives full favored enemy ○ Cleric (Insight)
damage for rangers in party ● Action:
● Also can give you added info on ○ Duration: instant
enemies if you need it ○ Concentration: No
○ Type: AoE identify
○ Effect: all 4 knowledge
Phantasmal Killer (*) 4th Spell Details
● Single-target Feat spell that also ● Access:
does dmg each turn ○ Wizard
○ If need to fear, use lower-level ○ Cleric (Battle, Insight)
Fear spell ○ CotL Druid (Forest)
○ If need dmg, use other spell ● Action:
dmg options available ○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target SOS
○ Effect: 4d10 dmg/turn
○ Scaling: 1d10 dmg/lvl
Stoneskin (*) 4th Spell Details
● Resistance to nonmagical ● Access:
attacks is a nice buff to have ○ Sorcerer
○ Costs gold ○ Wizard
○ Requires concentration - nope! ○ Ranger
● Action:
○ Requirement: 100g diamond
○ Duration: 1 hour
○ Concentration: Yes
○ Type: single target
○ Effect: resistance
○ Concentration: Yes
Wall of Fire (***) 4th Spell Details
● Fireball that is a 4th lvl spell but ● Access:
lasts more than 1 turn ○ Sorcerer
● Solid non-PBAoE dmg spell ○ Wizard
○ Druid
○ Cleric (Sun, Elemental)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE wall
○ Effect: 8d6 dmg/turn
○ Friendly Fire: Yes
5th Level Spells
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ N/A ○ Cloudkill ○ Cone of Cold
● A-tier (****) ○ Greater Restoration ○ Dominate Person
○ Conjure Elemental ○ Hold Monster
○ Contagion ○ Insect Plague
○ Mind Twist ○ Mass Cure Wounds
○ Raise Dead
● F-tier (*)
○ Dispel Evil and Good
○ Flame Strike
Cloudkill (***) 5th Spell Details
● Fog Cloud with damage ● Access:
● Stinking Cloud (lvl 3 spell) ○ Sorcerer
technically has more utility ○ Wizard
○ Cleric (Oblivion)
○ CotL Druid (Desert, Mountain)
● Action:
○ Duration: instant
○ Concentration: Yes
○ Type: AoE sphere
○ Effect: 5d8 dmg
○ Friendly Fire: Yes
Cone of Cold (**) 5th Spell Details
● Lvl 5 blasting spell ● Access:
● Lvl 5 fireball is 10d6 dmg… ○ Sorcerer
○ Wizard
○ Cleric (Elemental)
○ CotL Druid (Arctic)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE cone
○ Effect: 8d8 dmg
○ Friendly Fire: Yes
○ Scaling: 1d8/lvl
Conjure
Elemental (****) 5th Spell Details
● Strong summon ● Access:
● If you lose concentration – ○ Wizard
the elemental turns hostile ○ Druid
○ Sorcerer (Mana Painter)
○ Keep your summoner safe…
○ Cleric (Elemental)
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: summon
○ Effect: 3 options
■ Air summon air elemental
■ Earth summon earth elemental
■ Fire summon fire elemental
Contagion (****) 5th Spell Details
● More powerful Bestow Curse ● Access:
○ Flesh Rot or Slimy Doom are the ○ Cleric
strongest options ○ Druid
○ Slimy Doom to burn legendary ○ Wizard (Greenmage)
resistances from a boss ● Action:
○ Flesh Rot + Paladin crit = gg :) ○ Duration: 10 minutes
● Won’t last a long time ○ Concentration: No
○ After initial hit, enemy will get to ○ Type: melee spell attack
make a CON save at end of each ○ Effect: curse
of its turns to stop condition ■ Blinding Sickness blinded
■ Filth Fever disadv STR attacks
○ This stops it from being *****
■ Flesh Rot: vulnerable to all dmg
■ Mindfire confusion spell effect
■ Seizure disadv DEX attacks
■ Slimy Doom: stunned when takes dmg
Dispel Evil & Good (*) 5th Spell Details
● Stronger Protect vs Evil & Good ● Access:
○ …but can only be cast on self ○ Cleric
● Can dismiss extraplanar creatures ● Action:
with one hit ○ Duration: 1 minute
○ ..but you lose the loot :( ○ Concentration: Yes
○ Actually a ** spell for when ○ Type: self
fighting A LOT of extraplanar ○ Effect: protection
creatures – but I hate losing loot
Dominate Person (**) 5th Spell Details
● Charm Person, with only one save ● Access:
for the duration of the spell ○ Bard
○ Limited enemies that are ○ Sorcerer
worthwhile to be affected by this ○ Wizard
○ Cleric (Insight)
○ CotL Druid (Coast)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target SOS
○ Effect: control target
○ Scaling: longer duration
Flame Strike (*) 5th Spell Details
● Cleric variant of Fireball – but ● Access:
requires a 5th lvl spell vs 3rd ○ Cleric
○ …no, just no… ● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE Cylinder
○ Effect: 8d6 dmg
○ Friendly Fire: Yes
○ Scaling: 1d6 dmg/lvl
Greater
Restoration (***) 5th Spell Details
● Some extra cure that lesser ● Access:
restoration & other spells ○ Bard
cannot sure ○ Cleric
○ Druid
● Removes the “drained” ○ Sorcerer (Child of the Rift)
condition from vampires and ● Action:
CotR’s “offering” ability ○ Duration: instant
○ ***** for CotR sorcerers – due ○ Concentration: No
to “coffeelock”-like abuse of ○ Type: single target
infinite spell slot creation ○ Effect: cure condition
Hold Monster (**) 5th Spell Details
● Hold Person for non-people ● Access:
● Actually useful to have lategame… ○ Bard
○ …just need to remember to burn ○ Warlock
legendary resistances from ○ Sorcerer
desirable enemies first… ○ Wizard
○ Cleric (Battle, Law)
○ CotL Druid (Arctic, Mountain)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target SOS
○ Effect: paralysis
○ Scaling: +1 target
Insect Plague (**) 5th Spell Details
● Cloudkill spell for Clerics & Druids ● Access:
– that is weaker but still works ○ Cleric
○ Druid
○ Wizard (Greenmage)
● Action:
○ Duration: 10 minutes
○ Concentration: Yes
○ Type: AoE sphere
○ Effect: 4d10 dmg
○ Friendly Fire: Yes
○ Scaling: 1d10/lvl
Mass Cure Wounds
(**) 5th Spell Details
● Decent multi-healing option ● Access:
○ Are you really healing in-combat ○ Bard
instead of debilitating enemies ○ Cleric
with a 5th spell slot? ○ Druid
● Action:
○ Duration: instant
○ Concentration: No
○ Type: multi-target heal
○ Effect: 3d8 heal/target
○ Scaling: 1d8/lvl
Mind Twist (****) 5th Spell Details
● Spell now has friendly fire ● Access:
○ PBAoE SOS stun with dmg ○ Warlock
○ INT save – super reliable ○ Sorcerer
○ Friendly fire = need for careful ○ Wizard
positioning to get full potential ○ CotL Druid (Grassland)
○ No longer a “lose initiative, still ● Action:
win the fight” PBAoE spell ○ Duration: 1 round
● Still a very strong spell available ○ Concentration: No
to players in the game ○ Type: PBAoE
○ Effect: 10d4 dmg + stun
○ Friendly Fire: YES
○ Scaling: 2d4 dmg/lvl
Raise Dead (**) 5th Spell Details
● More costly revivify if an ally ● Access:
has been dead for 10+ rounds ○ Bard
○ Cleric
● Action:
○ Requirement: 500g diamond
○ Duration: 1 hr cast
○ Concentration: No
○ Type: single target
○ Effect: raise dead
6th Level Spells
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ N/A ○ Conjure Fey ○ Chain Lightning
● A-tier (****) ○ Globe of Invulnerability ○ Eyebite
○ Heal ○ Heroes Feast ○ Freezing Sphere
○ Wall of Thorns ○ Sunbeam ○ Hilarity
○ True Seeing
● F-tier (*)
○ Blade Barrier
○ Circle of Death
○ Disintegrate
○ Harm
Blade Barrier (*) 6th Spell Details
● Wall of Fire for clerics, but a ● Access:
different dmg type & requiring a ○ Cleric
6th lvl spell vs 4th ● Action:
○ …not again… ○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE sphere
○ Effect: 6d10 dmg
○ Friendly Fire: Yes
○ Scaling: asdf
Chain Lightning (**) 6th Spell Details
● Lightning Bolt upcasted to 6th ● Access:
level & able to hit 4 targets ○ Sorcerer
without any friendly fire ○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: multi-target
○ Effect: 10d8 dmg
○ Friendly Fire: No
○ Scaling: +1 target
Circle of Death (*) 6th Spell Details
● Worse Freezing Sphere that ● Access:
sorcerers are stuck with ○ Warlock
○ Sorcerer
○ Wizard
● Action:
○ Requirement: 500g pearl
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE sphere
○ Effect: 8d6 dmg
○ Friendly Fire: Yes
○ Scaling: asdf
Conjure Fey (***) 6th Spell Details
● Situational more expensive ● Access:
alternative to Conjure Elemental ○ Warlock
● Same issues to that spell with ○ Druid
● Action:
losing concentration
○ Duration: 1 hour
● Eagle for dpr, Ape for “tanking” ○ Concentration: Yes
○ Type: summon
○ Effect: 6 options
■ Conjure Dryad
■ Conjure Wolf
■ Conjure Green Hag
■ Conjure Bear
■ Conjure Eagle
■ Conjure Ape
Disintegrate (*) 6th Spell Details
● Spell that counters the ● Access:
Globe of Invulnerability spell ○ Sorcerer
● Otherwise, a glorified ○ Wizard
● Action:
Blight spell that can miss :(
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 10d6+40 dmg
○ Scaling: 3d6/lvl
Eyebite (**) 6th Spell Details
● Most options can be replicated better ● Access:
by lower, cheaper spells ○ Bard
● “Asleep” has merit though… ○ Warlock
○ Sorcerer
○ But is wizard-specific, as sorc’s can
○ Wizard
use Careful Spell Hypnotic Pattern :)
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: single target SOS
○ Effect: 3 options
■ Asleep save or incapacitate
■ Panicked save or frightened
■ Sickened save or disadv attacks
Freezing Sphere (**) 6th Spell Details
● Cone of Cold that is a sphere ● Access:
instead of a cone & 6th level ○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE sphere
○ Effect: 10d6 dmg
○ Friendly Fire: Yes
○ Scaling: 1d6/lvl
Globe of
Invulnerability (***) 6th Spell Details
● Stop enemy spellcasters from ● Access:
hurting you in area ○ Sorcerer
● Potent vs spellcasters :) ○ Wizard
● Action:
● Strong synergy with Wind Wall
○ Duration: 1 minute
to stop all ranged attacks ○ Concentration: Yes
○ Type: AoE
○ Effect: stop spells
○ Scaling: +1 spell lvl
Harm (*) 6th Spell Details
● Fairly pointless player spell, but ● Access:
has its uses as an NPC spell for ○ Cleric
added threat against your party ● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target SOS
○ Effect: 14d6 + reduce HP
Heal (****) 6th Spell Details
● Strong-reliable heal in the game ● Access:
○ Cleric
○ Druid
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 70 healing
○ Scaling: +10 healing/lvl
Heroes Feast (***) 6th Spell Details
● Concentration-less Beacon of ● Access:
Hope for your entire party ○ Cleric
○ Cannot be frightened/poisoned ○ Druid
○ Also adds +10 Curr/Max HP ● Action:
○ If it didn’t have the gold cost, it ○ Requirement: 1000g gem
would be a ***** spell ○ Duration: 24 hr buff
○ Concentration: No
○ Type: party buff
○ Effect: adv WIS saves
Hilarity (**) 6th Spell Details
● Hideous Laughter (1st-lvl spell) ● Access:
that does 3d10 dmg per round ○ Bard
○ Granted – bards don’t have ● Action:
much better than this ○ Duration: 1 min
○ Concentration: Yes
○ Type: control + dmg
○ Effect:
prone/incapacitate + 3d10 dmg
Sunbeam (***) 6th Spell Details
● Lightning Bolt as a 6th lvl spell, ● Access:
but does persistent dmg & can ○ Sorcerer
also blind enemies ○ Wizard
○ Druid
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE line
○ Effect: 6d8 dmg + blind
○ Friendly Fire: Yes
Wall of Thorns (****) 6th Spell Details
● Best control spell in-game ● Access:
○ Difficult terrain spell with ○ Druid
high dmg/cell for movement ● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE line
○ Effect: 3d6 dmg/cell
○ Friendly Fire: Yes
True Seeing (**) 6th Spell Details
● Some player-created dungeons ● Access:
have stupidly-high perception ○ Bard
checks required to find doors ○ Warlock
○ Sorcerer
○ With this spell, you don’t have
○ Wizard
to deal with that BS
○ Cleric
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: single target
○ Effect: true sight
7th Level Spells
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ N/A ○ Conjure Celestial ○ Delayed Blast Fireball
● A-tier (****) ○ Divine Word ○ Prismatic Spray
○ N/A ○ Gravity Slam ○ Regenerate
○ Resurrection
○ Symbol
● F-tier (*)
○ Arcane Sword
○ Finger of Death
○ Fire Storm
Arcane Sword (*) 7th Spell Details
● Upcasted spiritual weapon that ● Access:
requires concentration ○ Bard
● Don’t bother with its stats – it’s ○ Wizard
● Action:
objectively the worst 7th-lvl
○ Duration: 1 minute
spell available in the game ○ Concentration: Yes
○ Type: Summon
○ Effect: ???
Conjure Celestial
(***) 7th Spell Details
● Decent summon option if you ● Access:
aren’t using UB mod’s upcasting ○ Cleric
option for lower-level summons ● Action:
○ Each summon option has a ○ Duration: 1 hour
use-case to choose it ○ Concentration: Yes
○ All 3 options have flight – ○ Type: Summon
really important at this level ○ Effect: 1 creature
● 3 summon options
○ Couatl
■ The debuffing summon
○ Kutkartal
■ The buffing summon
○ Melek
■ The meatshield teleporting
summon
Delayed Blast
Fireball (**) 7th Spell Details
● Subtle spell metamagic ● Access:
sorcerers will love this spell ○ Sorcerer
● Everyone else might want to ○ Wizard
● Action:
avoid it
○ Duration: instant
○ Concentration: Until activated
○ Type: AoE dmg
○ Effect: Fire dmg that
scales per round it is held
before it is fully cast/activated
Divine Word (***) 7th Spell Details
● Strong when fighting multiple ● Access:
fiends & elementals ○ Cleric
● Weak vs everything else ● Action:
○ Duration: instant
○ Concentration: No
○ Type: multi-target
○ Effect: banishment
Finger of Death (*) 7th Spell Details
● CON-save single-target ● Access:
damage-only spell ○ Sorcerer
● No rez as a zombie on death ○ Warlock
○ Wizard
(missing from 5e version)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: damage
Fire Storm (*) 7th Spell Details
● Wall of Fire that ● Access:
○ Lasts 1 turn ○ Cleric
○ No concentration ○ Druid
○ More expensive ○ Sorcerer
● Essentially a more expensive ● Action:
fireball that can more easily ○ Duration: instant
avoid friendly fire ○ Concentration: No
○ Type: AoE
○ Most situations a spell that
○ Effect: damage
isn’t needed
Gravity Slam (***) 7th Spell Details
● Solasta’s adjustment to the ● Access:
Reverse Gravity spell – so that it ○ Druid
could be implemented in-game ○ Sorcerer
○ Warlock
● STR-save = reliability vs enemy ○ Wizard
spellcasters ● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE
○ Effect: dmg +
prone/incapacitate
Prismatic Spray
(**) 7th Spell Details
● Unreliable damage ● Access:
● Unreliable conditions ○ Sorcerer
● Can be good, but can also be ○ Wizard
● Action:
pointless – decent for players
○ Duration: instant
that save-scum ○ Concentration: No
○ Type: AoE cone
○ Effect: random
Regenerate (**) 7th Spell Details
● Do you have “merciless AI” ● Access:
enabled for your campaign? ○ Bard
○ Yes – pointless ○ Cleric
○ No – really good for frontliner ○ Druid
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: single-target
○ Effect: healing
Resurrection (**) 7th Spell Details
● Revivify/Raise Dead spell for ● Access:
allies that die to disintegrate ○ Bard
● In all other situations, those ○ Cleric
○ Druid
other cheaper spells are better
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: revive
Symbol (**) 7th Spell Details
● 7 options – require an expensive 1k diamond ● Access:
○ INT options ○ Bard
■ Insanity – 1 min lose actions
○ Cleric
○ WIS options
○ Wizard
■ Sleep – 10 min unconscious
■ Stunning – 1 min stun ● Action:
■ Fear – 1 min fear ○ Duration: instant
○ CHA options ○ Concentration: No
■ Hopelessness – 1 min inability to do ○ Type: AoE
harmful things to enemies
○ Effect: Set-up spell
○ CON options
■ Pain – 1 min incapacitate
■ Death – 10d10 necrotic dmg
(½ on save)
8th Level Spells
● S-tier (*****) ● B-tier (***) ● C-tier (**)
○ N/A ○ Earthquake ○ Divine Blade
● A-tier (****) ○ Holy Aura ○ Dominate Monster
○ Feeblemind ○ Power Word Stun
○ Maze ○ Sunburst
○ Thunderstorm
● F-tier (*)
○ Incendiary Cloud
● TBD
○ Spell Ward
■ Bugged atm
■ Should be A-tier if fixed
Divine Blade (**) 8th Spell Details
● Solasta Homebrew ● Access:
○ 1H melee finesse light wpn ○ Cleric
○ Uses STR or DEX to attack ● Bonus Action:
(whatever is higher) ○ Duration: 10 minutes
○ Emits light ○ Concentration: Yes
○ WIS save or stunned ○ Type: conjure item
● Best for a Battle Cleric ○ Effect: 6d8 dmg +
○ 2 attacks/round WIS save or stun for 1 round
Dominate Monster
(**) 8th Spell Details
● Hold Person for monsters ● Access:
● High-risk, high-reward spell ○ Bard
○ Sorcerer
○ Warlock
○ Wizard
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: single-target
○ Effect: dominate
Earthquake (***) 8th Spell Details
● Solasta modified ● Access:
● AoE difficult terrain, bludgeoning ○ Cleric
dmg + DEX save or knocked prone ○ Druid
○ Sorcerer
● Randomly pushes enemies 1 cell
● Action:
each round ○ Duration: 1 minute
● Only B-tier here, due to the # of ○ Concentration: Yes
enemies that have flight here ○ Type: AoE
○ Effect: control
Feeblemind (****) 8th Spell Details
● Make an enemy spellcaster ● Access:
completely ineffective ○ Bard
● Nerfed from 5e version to last ○ Druid
○ Warlock
only 1 minute ○ Wizard
○ More than enough time for
● Action:
most Solasta combats
○ Duration: 1 minute
○ Concentration: No
○ Type: single-target
○ Effect: can’t cast spells
Holy Aura (***) 8th Spell Details
● CotR sorcerer’s BA ability, but as ● Access:
an AoE for the entire party ○ Cleric
○ Advantage on saves ● Action:
○ Disadv on attacks against party ○ Duration: 1 minute
● Fiend/Undead melee attacks force ○ Concentration: Yes
CON save or blind until spell ends ○ Type: PBAoE
○ Effect: buff
Incendiary Cloud (*) 8th Spell Details
● Another fog cloud alternative ● Access:
that just does damage ○ Sorcerer
○ Wizard
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE
○ Effect: dmg
Maze (****) 8th Spell Details
● More expensive banishment ● Access:
spell that is super reliable ○ Wizard
● Boss enemies will use ● Action:
legendary resistance on next ○ Duration: 10 minutes
○ Concentration: Yes
turn to escape maze if you don’t ○ Type: single-target
burn them first – FYI ○ Effect: banish
○ Still might be worth it to just
take them off the battlefield
for one turn
Power Word Stun
(**) 8th Spell Details
● Guaranteed 1-turn stun if they ● Access:
have 150 HP or lower ○ Bard
○ CON save required for it to ○ Sorcerer
last longer ○ Warlock
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: stun
Spell Ward (****) 8th Spell Details
● Solasta replacement for ● Access:
Antimagic Field ○ Cleric
● Globe of Invulnerability that can ○ Wizard
● Action:
be moved with your bonus action
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE
○ Effect: protection
Sunburst (**) 8th Spell Details
● CON save AoE dmg with such a ● Access:
large AoE that you are bound to ○ Druid
have friendly fire in its area ○ Sorcerer
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE
○ Effect: dmg + blind
Thunderstorm (**) 8th Spell Details
● Solasta replacement for Control ● Access:
Weather spell ○ Cleric
● Large AoE thunder dmg + CON ○ Druid
○ Wizard
save (stun if fail, blind on success)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE
○ Effect: dmg + stun
UB-Unique Spells
● Cantrips ● 2nd Level Spells ● 5th Level Spells
○ Acid Claws (**) ○ Bounden Ice (***) ○ Banishing Smite (**)
○ Air Blast (***) ○ Color Burst (*) ○ Far Step (***)
○ Blade Ward (**) ○ Mirror Image (****) ○ Mantle of Thorns (**)
○ Burst of Radiance (**) ○ Petal Storm (***) ○ Raise Skeletal Knight (***)
○ Enduring Sting (**) ○ Protect Threshold (**) ○ Raise Skeletal Marksman (***)
○ Ethereal Kneel (***) ○ Raise Skeleton (**) ○ Sonic Boom (**)
○ Illuminating Sphere (****) ○ Raise Skeleton Archer (***) ● 6th Level Spells
○ Mind Spike (****) ○ Shadow Blade (**) ○ Raise Spectral Avenger (***)
○ Minor Lifesteal (*) ○ Web (*****)
● 7th Level Spells
○ Resonating Strike (***) ● 3rd Level Spells ○ Raise Wight (***)
○ Sound Burst (**) ○ Blinding Smite (**) ○ Reverse Gravity (***)
○ Sunlit Blade (***) ○ Crusader’s Mantle (*)
○ Sword Storm (***)
● 8th Level Spells
○ Elemental Weapon (**)
○ Mind Blank (**)
○ Thorny Vines (****) ○ Pulse Wave (**)
○ Raise Wight Lord (***)
○ Wrack (**) ○ Raise Ghoul (***)
● 1st Level Spells ○ Spirit Shroud (**)
● 9th Level Spells
○ Foresight (N/A)
○ Caustic Zap (**) ○ Winter’s Breath (**)
○ Mass Heal (N/A)
○ Celerity Boon (*****) ● 4th Level Spells ○ Meteor Swarm (N/A)
○ Chromatic Orb (**) ○ Brain Bulwark (****)
○ Power Word Heal (N/A)
○ Earth Tremor (***) ○ Gravity Sinkhole (**)
○ Power Word Kill (N/A)
○ Ensnaring Strike (***) ○ Raise Skeletal Enforcer (**)
○ Shapechange (N/A)
○ Find Familiar (*****) ○ Staggering Smite (**)
○ Time Stop (N/A)
○ Magnify Gravity (***)
○ Weird (N/A)
○ Mule (**)
○ Radiant Motes (****)
○ Sanctuary (**)
○ Searing Smite (**)
○ Skin of Retribution (****)
○ Thunderous Smite (***)
○ Wrathful Smite (****)
Acid Claws (**) Cantrip Details
● Solid melee cantrip ● Access:
○ Druid
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 1d8 dmg
Air Blast (***) Cantrip Details
● Ranged control cantrip ● Access:
○ Bard
○ Druid
○ Sorcerer
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 1d6 dmg + push
Blade Ward (**) Cantrip Details
● Self-resistance to bludgeoning, ● Access:
piercing, & slashing dmg ○ Bard
● Decent cantrip when you know ○ Sorcerer
○ Warlock
dodging won’t be effective ○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: self
○ Effect: resistance
Burst of Radiance (**) Cantrip Details
● AoE cantrip option ● Access:
○ Cleric
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE
○ Effect: 1d6 dmg
Enduring String (**) Cantrip Details
● CON save not great ● Access:
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: 1d4 + prone
Ethereal Kneel (***) Cantrip Details
● 5e’s Toll the Dead cantrip ● Access:
○ Cleric
○ Warlock
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: 1d8
Illuminating Sphere
(****) Cantrip Details
● Alternative to Sparkle with lower ● Access:
range but AoE ○ Bard
● Lights more light sources – if ○ Sorcerer
○ Wizard
they are all nearby in an area
● Bonus Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE
○ Effect: light objects
Mind Spike (****) Cantrip Details
● Shadow Dagger that does ● Access:
slightly less dpr ○ Sorcerer
● -1d4 to next saving throw ○ Warlock
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: 1d6 dmg
alongside saving throw debuff
Minor Lifesteal (*) Cantrip Details
● Vampiric Touch spell, in a weakened ● Access:
cantrip form ○ Bard
○ Numbers so low to be insignificant ○ Sorcerer
○ Warlock
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: 1d4 dmg + heal ½
Resonating Strike
(***) Cantrip Details
● Reminiscent of “Booming Blade” ● Access:
from 5e, but dmg is to 2nd target ○ Bard
that is within 1 cell of primary ○ Sorcerer
○ Wizard
● **** for Spell Shield Fighters – as ○ Warlock
they can use it + do other attack at ○ Inventor
level 7+... ○ Fighter (Spell Shield)
● Action:
○ Duration: instant
○ Concentration: No
○ Type: multi-target
○ Effect: 1d8 dmg to target #2
Sound Burst (**) Cantrip Details
● AoE cantrip option ● Access:
○ Druid
○ Sorcerer
○ Wizard
○ Inventor
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE
○ Effect: 1d6 dmg
Sunlit Blade (***) Cantrip Details
● Single-target alternative to ● Access:
Resonating Strike ○ Bard
● Branding Smite in a cantrip-form, ○ Sorcerer
○ Wizard
but only lasts for 1 round ○ Warlock
○ Quite potent in the right ○ Fighter (Spell Shield)
situation when you need it ● Action:
● **** for Spell Shield Fighters – as ○ Duration: instant
they can use it + do other attack at ○ Concentration: No
○ Type: single target
level 7+...
○ Effect: Light enemy
○ Scaling: +1d8
Sword Storm (***) Cantrip Details
● PBAoE dmg cantrip ● Access:
○ Sorcerer
○ Warlock
○ Wizard
○ Inventor
● Action:
○ Duration: instant
○ Concentration: No
○ Type: PBAoE
○ Effect: 1d6 dmg
Thorny Vines (****) Cantrip Details
● Ranged spell attack that does a ● Access:
little control on the battlefield ○ Druid
○ Inventor
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single target
○ Effect: dmg + pull 2 cells
○ Scaling: +1d6
Wrack (**) Cantrip Details
● CON save unreliable ● Access:
○ Cleric
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: 1d8 dmg +
stop enemy dash/disengage
Caustic Zap (**) 1st Spell Details
● Dazzle an enemy if it hits ● Access:
○ Sorcerer
○ Wizard
○ Inventor
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: dazzled + dmg
Celerity Boon (*****) 1st Spell Details
● Initiative boost spell ● Access:
○ 5e Gift of Alacrity spell ○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: utility
○ Effect: 8-hr initiative boost
Chromatic Orb (**) 1st Spell Details
● Pretty much the 5e spell ● Access:
○ Sorcerer
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: single-target
○ Effect: 3d8 dmg (choice)
Earth Tremor (***) 1st Spell Details
● AoE knock prone & slow field ● Access:
○ Bard
○ Druid
○ Sorcerer
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE SOS
○ Effect: dmg + prone
Ensnaring Strike (***) 1st Spell Details
● Single-target BA variant of the ● Access:
Entangle spell for rangers ○ Ranger
● Bonus Action:
○ Duration: instant
○ Concentration: Yes
○ Type: single-target SOS
○ Effect: dmg + ensnare
Find Familiar (*****) 1st Spell Details
● Owl-only version of the 5e spell ● Access:
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: utility
○ Effect: summon
Magnify Gravity (***) 1st Spell Details
● Dmg + slowing field ● Access:
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE
○ Effect: dmg + slow
Mule (**) 1st Spell Details
● Utility spell to carry more stuff + ● Access:
ignore encumbrance issues ○ Wizard
● Action:
○ Duration: 8 hours
○ Concentration: No
○ Type: utility
○ Effect: 8-hr carry more
Radiant Motes (****) 1st Spell Details
● Magic Missile that also happens ● Access:
to light up enemies ○ Wizard
● Magic Missile has longer range, ○ Inventor
● Action:
but this is otherwise superior
○ Duration: instant
○ Concentration: No
○ Type: Multi-target light
○ Effect: 2 dmg + lit enemy
Sanctuary (**) 1st Spell Details
● Potentially stop one attack on an ● Access:
ally via a spell slot ○ Cleric
○ Inventor
● Bonus Action:
○ Duration: instant
○ Concentration: No
○ Type: protection
○ Effect: attacker WIS
save or dmg absorbed
Searing Smite (**) 1st Spell Details
● Smite + CON save or on-fire ● Access:
● Not very reliable smite option ○ Paladin
○ Ranger
● Bonus Action:
○ Duration: instant
○ Concentration: Yes
○ Type: single-target
○ Effect: dmg + on-fire
Skin of Retribution
(****) 1st Spell Details
● 5e’s Armor of Agathys – but you ● Access:
get to choose the dmg type ○ Warlock
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: TempHP
○ Effect: TempHP + deals
dmg to melee attackers
Thunderous Smite
(***) 1st Spell Details
● Better BA smite for following-up ● Access:
with more melee attacks ○ Paladin
● Bonus Action:
○ Duration: instant
○ Concentration: Yes
○ Type: single-target
○ Effect: dmg + prone
Wrathful Smite (****) 1st Spell Details
● Strong control-based smite option ● Access:
○ Paladin
● Bonus Action:
○ Duration: instant
○ Concentration: Yes
○ Type: single-target
○ Effect: dmg + frighten
Bounden Ice (***) 2nd Spell Details
● Cone cold variant of “Shatter” ● Access:
with a CON save debuff added ○ Sorcerer
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE cone
○ Effect: 3d8 dmg
○ Friendly Fire: Yes
Color Burst (*) 2nd Spell Details
● 1-round no-save blind with ● Access:
same problems as Color Spray ○ Sorcerer
○ Wizard
○ Inventor
● Action:
○ Duration: 1 round
○ Concentration: No
○ Type: AoE sphere
○ Effect: blind
○ Friendly Fire: Yes
Mirror Image (****) 2nd Spell Details
● Potential for an attack that hits ● Access:
you to not actually hit you ○ Bard
● Strong spell that gives wizards ○ Sorcerer
○ Warlock
much more survivability ○ Wizard
● Action:
○ Duration: 1 minute
○ Concentration: No
○ Type: self
○ Effect: protection
Petal Storm (***) 2nd Spell Details
● Moveable fog cloud that does a ● Access:
little damage as well ○ Druid
○ Being able to move this is ● Action:
enough for *** ○ Duration: 1 minute
○ Concentration: No
○ Type: AoE sphere
○ Effect: 3d4 dmg
○ Friendly Fire: Yes
Protect Threshold (**) 2nd Spell Details
● Same problem as Guardian of Faith ● Access:
– but is at least a lower spell slot ○ Cleric
○ Druid
○ Sorcerer
○ Wizard
○ Paladin
● Action:
○ Duration: 10 minutes
○ Concentration: No
○ Type: AoE coverage
○ Effect: 4d6 dmg + slow
Raise Skeleton (**) 2nd Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 1 minute
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: melee skeleton
Raise Skeleton
Archer (***) 2nd Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 1 minute
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: ranged skeleton
Shadow Blade (**) 2nd Spell Details
● Same problems as Magic Weapon & ● Access:
Flame Blade ○ Sorcerer
● Requires a specialized build & the ○ Warlock
○ Wizard
right campaign conditions to desire
● Action:
using this spell ○ Duration: 1 minute
○ Concentration: Yes
○ Type: summon item
○ Effect: magic weapon
Web (*****) 2nd Spell Details
● Similar to the 5e version ● Access:
● One of the best control spells available ○ Sorcerer
○ Wizard
○ Inventor
● Action:
○ Duration: 1 hour
○ Concentration: Yes
○ Type: AoE coverage
○ Effect: Restrain
Blinding Smite (**) 3rd Spell Details
● Less reliable condition smite ● Access:
● Slightly better smite if all you ○ Paladin
care about is the dpr ● Bonus Action:
○ Duration: instant
○ Concentration: Yes
○ Type: single-target
○ Effect: dmg + blind
Crusader’s Mantle (*) 3rd Spell Details
● AoE aura version of the ● Access:
Divine Favor spell (1st-lvl spell) ○ Paladin
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE aura
○ Effect: +1d4 dmg
Elemental Weapon (*) 3rd Spell Details
● Requires very specific campaign ● Access:
conditions to need this ○ Cleric
○ Paladin
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: magic wpn
○ Effect: magical &
+1d4 of an elemental type
Pulse Wave (**) 3rd Spell Details
● CON save spells aren’t reliable ● Access:
○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE cone
○ Effect: 6d6 dmg + push
Raise Ghoul (***) 3rd Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 10 minutes
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: ghoul
Spirit Shroud (**) 3rd Spell Details
● Worse variant of Spirit Guardians ● Access:
● Paladins don’t get that spell, so is ○ Cleric
an ok stand-in for what they do… ○ Paladin
○ Warlock
○ Wizard
● Bonus Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: PBAoE
○ Effect: lower
movement speed & extra dmg
Winter’s Breath (**) 3rd Spell Details
● Bouden Ice upcasted 1 spell slot, ● Access:
with a different save/condition ○ Druid
○ Wizard
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: AoE cone
○ Effect: 4d8 dmg
Brain Bulwark (****) 4th Spell Details
● Strong spell to keep allies with ● Access:
low saves safe against many ○ Bard
common enemy control spells ○ Sorcerer
○ Warlock
○ Wizard
○ Inventor
● Action:
○ Duration: 1 hour
○ Concentration: No
○ Type: single-target
○ Effect: immunity to
mind-affecting spells
Gravity Sinkhole (**) 4th Spell Details
● Great forced movement spell, ● Access:
sad that it’s a CON save… ○ Wizard
● Action:
○ Duration: instant
○ Concentration: No
○ Type: AoE SOS
○ Effect: forced movement
Raise Skeletal
Enforcer (**) 4th Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 10 minutes
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: skeletal enforcer
Staggering Smite (**) 4th Spell Details
● Useful on enemies that would ● Access:
be immune to fear from ○ Paladin
Wrathful Smite ● Bonus Action:
○ Duration: instant
○ Concentration: Yes
○ Type: single-target
○ Effect: dmg + disadv
on attacks & checks
Banishing Smite
(**) 5th Spell Details
● Decent dpr smite for level, but ● Access:
the banish is conditional on the ○ Paladin
HP of the target. ● Bonus Action:
○ Duration: instant
○ Concentration: Yes
○ Type: single-target
○ Effect: dmg + banish
Far Step (***) 5th Spell Details
● Concentration-variant of ● Access:
Dimension Door for self ○ Sorcerer
○ BA teleport every round for a ○ Wizard
minute ○ Warlock
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: multi-target
○ Effect: teleport
Mantle of Thorns
(**) 5th Spell Details
● Spike Growth made into a ● Access:
Spirit Guardians in execution ○ Druid
● Can be decent in teams with a ● Action:
lot of forced movement options ○ Duration: 1 minutes
○ Concentration: Yes
○ Type: PBAoE
○ Effect: 2d8 dmg
Raise Skeletal
Knight (***) 5th Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 1 hour
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: skeletal knight
Raise Skeletal
Marksman (***) 5th Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 1 hour
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: skeletal marksman
Sonic Boom (**) 5th Spell Details
● asdfasdf ● Access:
○ Sorcerer
○ Warlock
○ Wizard
● Action:
○ Duration: 1 round
○ Concentration: No
○ Type: AoE sphere
○ Effect: 6d6 dmg
Raise Spectral
Avenger (***) 6th Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 1 hour
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: spectral avenger
Raise Wight (***) 7th Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 8 hours
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: wight
Reverse Gravity
(***) 7th Spell Details
● asdfasdf ● Access:
○ Druid
○ Sorcerer
○ Wizard
● Action:
○ Duration: 1 minute
○ Concentration: Yes
○ Type: HUGE AoE
○ Effect: Levitate
Mind Blank (**) 8th Spell Details
● Psychic immunity is the one ● Access:
selling point of this spell vs ○ Bard
spells that are “cheaper” ○ Wizard
● Action:
○ Duration: 24 hours
○ Concentration: Yes
○ Type: single-target
○ Effect: psychic immunity
Raise Wight Lord (***) 8th Spell Details
● Deadmaster Wizard-exclusive ● Access:
summoning spell ○ Wizard (Deadmaster)
○ See subclass details as to why ● Action:
this can sometimes not require ○ Duration: 24 hours
concentration to summon ○ Concentration: Yes/No
○ Type: summon
○ Effect: wight lord
Foresight (N/A) 9th Spell Details
● asdfasdf ● Access:
○ Bard
○ Sorcerer
○ Wizard
● Action:
○ Duration: ???
○ Concentration: ???
○ Type: ???
○ Effect: ???
Mass Heal (N/A) 9th Spell Details
● asdfasdf ● Access:
○ Cleric
● Action:
○ Duration: ???
○ Concentration: ???
○ Type: ???
○ Effect: ???
Meteor Swarm
(N/A) 9th Spell Details
● asdfasdf ● Access:
○ Sorcerer
○ Wizard
● Action:
○ Duration: ???
○ Concentration: ???
○ Type: ???
○ Effect: ???
Power Word Heal
(N/A) 9th Spell Details
● asdfasdf ● Access:
○ Bard
○ Cleric
● Action:
○ Duration: ???
○ Concentration: ???
○ Type: ???
○ Effect: ???
Power Word Kill
(N/A) 9th Spell Details
● asdfasdf ● Access:
○ Bard
○ Sorcerer
○ Warlock
○ Wizard
● Action:
○ Duration: ???
○ Concentration: ???
○ Type: ???
○ Effect: ???
Shapechange
(N/A) 9th Spell Details
● asdfasdf ● Access:
○ Druid
○ Wizard
● Action:
○ Duration: ???
○ Concentration: ???
○ Type: ???
○ Effect: ???
Time Stop (N/A) 9th Spell Details
● asdfasdf ● Access:
○ Sorcerer
○ Wizard
● Action:
○ Duration: ???
○ Concentration: ???
○ Type: ???
○ Effect: ???
Weird (N/A) 9th Spell Details
● asdfasdf ● Access:
○ Wizard
● Action:
○ Duration: ???
○ Concentration: Yes
○ Type: ???
○ Effect: ???
Thanks!
u/CounterYolo
counteryolo@gmail.com