Solasta Crown of the Magister
Cheat Codes:
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Submitted by: David K.
Feats List:
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This is a quick list of each of the optional feats in the game that can be
chosen at level up instead of taking a straight bonus to your ability scores:
Ambidextrous: +1 Dexterity, can wield non-light weapons in both hands.
Armor Master: +1 AC while wearing any armor.
Creed of Arun: +1 Constitution, proficiency in constitution saves, or +1
if already proficient.
Note: The in-game description of Creed of Arun is currently incorrect, and is
a copy of Ambidextrous, but the actual effect is the same as the other creeds,
just for constitution.
Creed of Einar: +1 Strength, proficiency in strength saves, or +1 if already
proficient.
Creed of Maraike: +1 Wisdom, proficiency in wisdom saves, or +1 if already
proficient.
Creed of Misaye: +1 Dexterity, proficiency in dexterity saves, or +1 if
already proficient.
Creed of Pakri: +1 Intelligence, proficiency in intelligence saves, or +1
if already proficient.
Creed of Solasta: +1 Charisma, proficiency in charisma saves, or +1 if
already proficient.
Discretion of the Coedymwarth: +1 Dexterity, proficiency with light armor,
shortbows, shortswords and longbows.
Eager for Battle: +1 Dexterity, advantage on initiative rolls.
Enduring Body: +1 Constitution, +1 hit point per level
(does act retroactively as well).
Flawless Concentration: Advantage on concentration checks, auto-succeed if
damage was 10 or less (spellcasting ability required).
Focused Sleeper: +1 Constitution, only need 4 hours to sleep for a long rest.
Follow-up Strike: After attacking with a two-handed weapon, can make a bonus
action attack for 1d4 + strength modifier damage with the same weapon.
Hard to Kill: Advantage on death saves, regain one hit die when you stabilize
and two hit die if you roll a nat20 on a death save.
Hauler: +1 Strength, double carrying capacity (13 strength required).
Lock Breaker: Advantage on lockpicking checks, proficiency with thieves'
tools or expertise if already proficient (13 dexterity required).
Manipulator: Gain proficiency in persuasion, intimidation and deception,
or expertise if already proficient (13 charisma required).
Master Alchemist: Half the successes required to create a potion, expertise on
checks to make potions, and unknown potions are automatically identified
(13 intelligence required).
Master Enchanter: Half the successes required to enchant an item and expertise
on checks to enchant an item (spellcasting ability required).
Might of the Iron Legion: +1 Strength, proficiency with heavy armor, longswords,
greatswords and battleaxes (medium armor proficiency required).
Powerful Cantrip: If an enemy saves against your cantrip or you miss an attack
roll with your cantrip, the enemy still takes half damage
(spellcasting ability required).
Raise Shield: Proficiency with shields, can gain +3 AC as a reaction to an
attack that would hit you.
Robust: +1 Constitution, when rolling hit die to recover hit points, roll twice
and take the higher roll (13 constitution required).
Rush to Battle: As a bonus action, gain 3 squares of movement and -2 AC until
next turn.
Sturdiness of the Tundra: +1 Constitution, proficiency with medium armor,
warhammers, light crossbows and heavy crossbows
(light armor proficiency required).
Take Aim: As a bonus action, cause all ranged attacks to be made at neutral,
regardless of situational advantage or disadvantage.
Twin Blade: While dual wielding, can gain +3 AC as a reaction to an attack
that would hit you.
Uncanny Accuracy: +1 Dexterity, ranged attacks now ignore 1/2 and 3/4 cover.
Thief Build (Overpower):
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Written by They1AboveAl1
For SOLASTA Crown of the Magister players, this guide is going to show you
the most overpower class build, the build of thief is explained below,
let’s check it out.
-=Basics=-
Before you attack me, let me explain; every class on authentic difficulty
is good, but some stand out on cataclysm.
In my opinion, the thief is at the top with, pass without a trance, haste,
invisibility, levitation, flame strike, fly, revivify, and raise dead as
bonus actions.
These are just the skills sold at shops; as magic items or potions, the key
to this build is recharge at dawn. Any item with the keyword recharge becomes
a bonus action with a thief on top of poisons, potions, and arrows.
Then there is a sneak attack as your main action, or you can use a potion to
pick up one down party member, then fast hands a potion to pick up another.
Finally, evasion on top of your crown buffs and high charisma means your
passing every check you need. Play what you love but understand that thief
is overpowered.
-=The Build=-
Rouge
-=Sylvan elf=-
Spy for poisoner
-=Primary scores=-
Dex, Cha, and Con in that order.
Charisma score 13 or higher
-=Skills=-
Intimidation, Persuasion, Acrobatics, and Insight
-=Expertise=-
Thieves Tools and Persuasion
Sell Rapier and pick Explorers pack.
-=Feats=-
Uncanny Accuracy and Manipulator
-=Early game=-
Hide from everything, even if it means not attacking for a turn; always
attack one target at a time and help your teammates.Mid game
Boots of levitation are a game-changer, go to the center of the map and
get into the air with an elemental bow.
Note boots are bugged always use attack before levitation or you lose main action.
-=Late game=-
Cloak of arachnida’s pass without a trace and summon 4 minor elements (Wizard)
summon beast 2 (Ranger) is powerful so long as your team stays hidden and at range.
When you have too much money, buy every potion and craft arrows with paralyzing and
restraining no need for any stealth gear full kit of recharge items.
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