Solasta: Crown of the Magister - SatrianuM
Changelog

Inner Strength - Monk
  • Fixed an issue where a Monk would not unlock Ki points after leveling up to level 2.
  • Fixed an issue where the UI for Flurry of Blow would remain present after the Monk would spend their last KI point on Flurry of Blow, which, to ours and everyone's  book, was to be considered confusing.
  • Fixed Monk not being able to wear the Tirmarian outfit or the Silvan outfit despite being clothing armor
  • Fixed a bug allowing paralyzed monks to deflect missiles.
  • On the short rest tooltip, "ki points" will be displayed on the panel, instead … well, … "None".
  • Fixed the issue where a Monk while performing an unarmed strike with 2 weapons equipped, said Monk would sometime use their second weapon to attack, instead of the bare fist damages, as he was taught to do and therefore lose the bonus damages linked to bare hands.

Inner Strength - Warlock
  • Fixed a strange behavior where a Warlock with the "Ready or Not" Feat would not get an advantage when using "ready action" with a cantrip.
  • Fixed an issue when a Warlock with Devil Sight would still have a disadvantage against an invisible enemy.
  • The Warlock will now use minimum spell level for invocations without a spell slot, or the warlock spell slot level for invocations which require a spell slot.
  • Fix a bug where the UI would not properly refresh after loading save, impacting invocations panel not being cleared.

Inner Strength - Bard
  • Rapier of Harmony will now be magical only for attuned bards.
  • Fixed a bug where Horn of Blasting would not count as an instrument therefore preventing a Bard equipped with it from casting some spells.
  • Fixed an issue where The Bard could not use some spells (especially newly learned cantrips) as readied actions.

Xbox
  • Fixed a bug happening when pressing "down arrow" to make pings in Multiplayer - there would actually be 5 pings made and pointing randomly on the map.
  • Added a campside icon in the Market, inside the Volcano
  • [Lost Valley] Fixed a bug where Huge sized enemies would instantly die when spawning during a Random Encounter on the Ruined Bridge Map. You will now need to face those Remorhaz head on.
  • [Lost Valley] The icon of the rest place in the Rebel Town is now well present when viewing the minimap of the Dinas Gessa
  • [Lost Valley] Fixed a bug where Conjured Spiders would drop loot after dying.

Global UI
  • Added a Long Rest Icons missing on the Fast Travel Map and the People's Hideout
  • Added missing fast travel waypoint on the map for the Long rest area
  • Fix incorrect message when looting stackable items
  • Fixed a UI bug where Tooltip would state that "Anathema" deals 0 recurring damage, instead of its actual recurring damage
  • Added a fix to make sure the tooltip is up to date when completing an item drag and drop.
  • Fixed a UI bug where Several conditions information would not be displayed upon holding button to see more info
  • Fixed a UI bug where the Close button would take the player back to the bestiary entry if the Next or Previous buttons are rapidly clicked multiple times before attempting to close the bestiary entry
  • Clicking the Short Rest button while the "spell", "power", or "ritual" selection panels are open will now close them
  • Fixed a control issue happening when switching between Gamepad and Keyboard/Mouse controls, then the "select all characters" button would not appear when expected

MiscelIaneous
  • [Level Design] Fixed some issues in Caer Lem Caves & Orc Caves, as well as in Bone Keep, making the characters stuck outside the map. "Hey, I'm heeeeere. ...Anyone?"
  • [Lost Valley] Fix to make sure that The Research Complex quest will be completed upon using the Major Gate to go back to the City.
  • [Lost Valley] Fixed a bug allowing quest items to be sellable in Lost Valley
  • [Multiplayer] Fixing several bugs happening when selecting Loot All during multiplayer sessions.
  • [PC Microsoft Store] UserPref will now properly be kept from one session to another
  • [Microsoft Store] Ironman Achievement now fully working for Microsoft PC & Xbox
  • [Sorcerer] Fixed a bug happening if a player made a save before the 1.4.28 update with a Sorcerer higher than level 3: some would not have the icon for the option to toggle meta magic
  • [Sorcerer] Fixed a strange bug with Sorcerer using twin spell on Guiding bolt, the 2nd projectile would not inflict damages, even if it touches.
  • Fixed a bug where an enemy that is incapacitated / stunned / paralyzed / surprised was still able to cast counterspell as a reaction
  • Fixed ability to duplicate items, when dropping 2 items that would stack in the "Ground" section of the inventory.
  • Fixed a bug where, while casting a spell, if the player pressed the shortcut to cast ("C" by default), and select a cantrip at the proper timing (right after casting and before the end of animation), the player can cast this cantrip for free.
  • Fixed an issue where Restorative ointment could not be crafted.
  • Fixed a bug where the Channel Divinity "Scourge of the Hidden" (from Oath of Tirmar) would not appear to apply 2d6 on creatures that are Shapeshifters with Dark Vision.
  • Fixed an issue where some attuned items (Cloth of the Lightbringers or Greenmage Armor among others) would give bonus AC instead of base AC when attuned.
  • Fixed a bug where the cutscene with Aksha would not play while characters enter the room using teleport spell.
  • Fixed an old-time bug when the Ogre would not being to spawn in the Goblin Cave (during the Goblin Culture quest)
  • Scavenger Clothes will now fully appear in female version.
  • Fixed and restored a file that could prevent saves from loading properly.
  • Fixed enchanted studded armors colors and icons

Dungeon Maker
  • Custom Monsters now display the default database title/description when it is not overriden.
  • When a DM dialog line is read without a matching role, the dialog line is ignored
  • Removed an error message when quitting a DM campaign while in a DM dialog
  • Fixed a bug happening If a player disable subtitles in the options, dialogs will not be displayed anymore in dungeon maker
  • The dungeon maker now displays (x,y) coordinates on the top of the screen when Playtesting
  • DM dialog sequences no longer remove the fog of war, preventing the spoil of hidden rooms

https://store.steampowered.com/app/1096530/Solasta_Crown_of_the_Magister/
Solasta: Crown of the Magister - Myzzrym
Changelog
  • Fixed the nasty bug where some character values went completely haywire, sometimes granting 4 extra attacks per turn to your Barbarian and sometimes completely emptying your Monk's Ki points. Balance in all things.
  • Fixed unlearning a Warlock Invocation during level up in multiplayer deleting that invocation instead of replacing it with another one. Sorry for that, the Patrons got a bit jealous that you got to hang out with friends. Note: We're working on a fix to have the missing invocations refunded in a future patch.
  • Fixed your backpack sometimes acting like a Bag of Shredding when drag and dropping items. What's a Bag of Shredding? It's kind of like a Bag of Holding, but items that go in never come out. Very large capacity! Very little use.
  • Fixed High Elves Bards not being able to cast spells as Ritual. Ritual Casting is no longer a racist feature.
  • Fixed Items tooltip sometimes not appearing after using the scroll wheel to go through the inventory.
  • Fixed Dwarven War Drums, Flute of Respite and Horn of Blasting not being considered Music Instruments (they were in the murder weapons category instead)
  • Changed Sash of Transmutation so that it now has 2 charges per short rest, and each use costs 1 charge. Also fixed its icon. The text hasn't been updated yet though. Woops.
  • Fixed the Shield reaction sometimes triggering even if +5 AC wouldn't save you from taking a hit.
  • Fixed the Body Slider being removed by mistake for Elves and Half-Elves
  • Fixed monsters taking way too damn long to wake up when taking damage at the start of the turn while asleep. COME ON STAND UP IT'S TIME TO FIGHT!
  • Fixed unconscious characters not making saving throws. Achtualley, they should only fail STR and DEX saving throws, as can be read on page 292 of the... guys? Guys come back :(
  • Fixed some tooltips showing unlocalized strings, such as Wand of the War Mage
  • Fixed start / end turn effects being skipped on sleeping & unconscious characters. Yes Bobby you still take damage from that Moon Beam. Yes Bobby your character is now dead, sucks to be you.
  • Fixed a rare case where loading a save with a specific camera angle would prevent characters from casting a shadow. That's absolutely not because the party was replaced by Vampiric Dopplegangers, nothing to see here move along.
  • Fixed Mountaineer Fighter's Close Quarter not properly swapping position with their target.
  • Dragonborns' tails should no longer be 100% synchronized during cutscenes. I mean it was pretty funny for some time, but we had to fix it.
  • Fixed Monks sometimes not having any VFX/SFX in multiplayer
  • Fixed clicking on a character portrait not moving the camera to their position when dead or controlled by someone else (multiplayer)
  • Fixed loot window staying in front when a rest is triggered by the host.
  • Fixed damage-based reaction spells and powers not triggering when absorbed by Temporary Hit Points.
  • Fixed Crafting Interface sometimes showing gibberish under Ability Check
  • Fixed "Click or Press Any Key To Start" on the Black Screen with White Text being a lie. You can now Click or Press Any Key To Start for real.
  • Fixed animation delay that would occur when a character was both shoved prone and away at the same time.
  • Fixed losing concentration on Malediction and Hunter's Mark when moving to another location.
  • Fixed Time Warlock's Curse of Time not being applied to all targets when casting Magic Missiles
  • Fixed Long Rest not correctly removing negative conditions from NPCs. NPCs are people too man, you can't treat them like that.
  • Fixed Identify not using a spell slot when the caster isn't a Ritual Caster. Not everyone's a Ritual Caster, this ain't One D&D yet.
  • Fixed being able to ready an action when slowed.
  • Fixed being unable to interact with the merchant screen on gamepad if the party has exactly 0 gold. I mean personally I don't see the problem, just stop being poor?
  • Fixed switching to the same weapon configuration than the one currently being held consuming the free inventory action on gamepad
  • Detect Magic should no longer spam the combat log with magical items sensed inside chests.
  • Fixed Warlock's Fiendish Vigor invocation casting an upcasted version of False Life.
  • Fixed the merchant screen not closing properly in Multiplayer if the host starts resting while other players are browsing the shop. IT'S TIME TO SLEEP, STOP SHOPPING!
  • Fixed Law Cleric Anathema showing the same tooltip twice.
  • Kindred Druids who chose a placeholder Snow Tiger should now have a Spirit Bear instead
  • Fixed casting Light of Gauntlets not showing any visual light
  • Fixed Flute of Respite using INT instead of CHA. Looking good doesn't mean being smart, and the Flute of Respite is all about looking good

Dungeon Maker
  • Added many new NPCs
  • Removed a couple of duplicate NPCs / Monsters. Note: Gorillas and Bandits still exist twice, because they have a melee and a range AI variant (unfortunately with the same name ingame)
  • Fixed some items having some faulty DLC tags
  • Added missing price to the 8 new musical instruments.
  • Removed placeholder and duplicate conditions.
  • Fixed Monsters sometimes making a melee attack with their range weapons in hand. I mean... a crossbow is pretty heavy, I wouldn't want to get wacked by that.
Solasta: Crown of the Magister - Myzzrym
Changelog
  • Fixed a very bad bug that would make the game hang up during enemies' turn.
  • Fixed the newly added spells missing their vocal spellcasting component.
  • Fixed the warning message popping up everytime you used loot all on the ground (get off my back game, I can carry all that loot and you know it. Let me be a loot goblin)
  • Fixed the lute being held the wrong way when spellcasting. You've got to pluck the cords, my bard, not knock on the wooden side.
  • Fixed Ranger Marskman's Fast Aim not properly working on all ranged weapons
  • Fixed the placeholder Snow Tiger appearing as a choice for Kindred Spirit Druids
  • Removed faulty placeholder pregen characters. Bye bye HopeBard08, we won't miss you.
  • Fixed Monks being unable to use Martial Arts bonus attack when holding a torch
  • Fixed Bards have a restricted selection of skills at level 1
  • Fixed a random german subtitle line that appeared in the tavern cutscene at the beginning of CotM. My dude got so drunk that they started speaking german.
  • Fixed the Elf Female Face 01 having changed by mistake
  • Fixed the Draconic Sorcerer Elemental Affinity scaling into infinity, allowing for 100+ damage cantrips. Some say that jet fuel can't melt steel beams, but bugged fire bolts sure can.
  • Fixed the Winter Wolf being removed from the Dungeon Maker by mistake.
Some known issues we're working on
  • Items can currently be permanently deleted in the inventory the following ways - DO NOT DO THIS before we release a new fix:
  • Drag & Dropping a stack of items (torches, candles, javelins, darts...) on an equipped slot (such as your weapon slot) will delete whatever was there. You think turning water into wine is impressive? Watch me turn this +2 longsword of doom into a 1d4 damage dart.
  • If your inventory is large enough to have a scroll bar, if you have only one item in the last row, drag and dropping it back into your inventory will delete it. It's like a magic trick, but a very crappy one because you don't get the item back later.
  • Warlock Invocations can't be swapped during level up in multiplayer - trying to do so will simply delete an invocation without giving you another one to swap with. If you really need to swap an invocation, save before leveling, level up in solo, save again and load that new save in multiplayer.
  • There's a very weird bug that makes some character values got banana, granting some players up to 40 AC, 4 attacks per turn (those blessed by RNG) and for others removing the ability to Extra Attack or being stuck at 0 Ki Points (those who got crapped on by RNG). We're working on a fix that will restore balance to this world.
  • High Elves Bards can't use Ritual Casting at the moment. We're working on making the feature racism-free.
Dev Stream on Monday 21st
We'll also be holding a Dev Stream on Twitch Monday 21st at 9 am PST / 12 pm EST / 6 pm CET to talk about the new update and answer your questions^^

Solasta: Crown of the Magister - Myzzrym
Hey there folks!

The Inner Strength DLC is now available, with an extra serving of free update on the side! So, what's new? What changed? Everything will be revealed in the wall of text below.


17 New Feats (Free):
  • Arcane Appraiser: Magical Items are automatically identified when put in your inventory
  • Badlands Marauder: Gain +1 CON, resistance to poison damage and advantage on rolls against being poisoned
  • Forest Runner: Gain +1 DEX and +2 cells movement speed 
  • Mightly Blow: When attacking with a melee two-handed weapon, deal additional damage equal to half your Strength modifier (rounded up)
  • Cloak and Dagger: After hitting an enemy with a light weapon, gain +2 AC until the start of your next turn (doesn't stack)
  • Distracting Gambit: After hitting an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack)
  • Forestalling Strength: Gain +1 AC while wielding a two-handed weapon
  • Mender: Stabilizing an ally with a Medecine checks heals them by 1 HP
  • Blessing of the Elements: When taking fire, cold or lightning damage, you can use your reaction to become resistant to those damage types until the start of your next turn (once per short rest)
  • Trip Attack: Enemies hit by a melee Ready Action must make a contested roll (against shove) or be knocked prone
  • Daunting Push: Successfully shoving an enemy makes them lose half of their movement speed until the end of their next turn.
  • Ready or Not: Gain advantage on attack rolls when using Ready Action
  • Toxic / Melting / Burning / Icy / Electrifying Touch: The first time you deal damage with an unarmed or weapon attack each turn, deal additional poison / acid / fire / cold / lightning damage equal to your proficiency bonus (can't select Touch feats multiple times)
3 New Backgrounds (Free):
  • The Ascetic : Gain 1 language and proficiency with Survival, Insight and the Herbalism Kit
  • The Artist: Gain 1 language and proficiency with Persuasion, Deception and Performance
  • The Occultist: Gain 1 language and proficiency with Arcana, Deception and the Scroll Kit
  • Note: Unlike previous backgrounds, these 3 new backgrounds do not have a special quest in the Crown of the Magister campaign.
Gamepad Support (Free):
  • You can now play with controllers on PC! Hurray! 
  • If it's not working properly, make sure you disabled Steam Input in the game properties!
Dungeon Maker Improvements (Free):
3 New Classes (Inner Strength DLC required):


Detailed information about each subclass can be found in the following threads:
1 New Race (Inner Strength DLC required):
  • Everyone say hello to the Dragonborn! These fellas get +2 Strength, +1 Charisma, Damage Resistance and a Breath Weapon linked to their Draconic Ancestry. For example, a Black Dragon grants resistance to Acid and an Acid Breath, while a Gold Dragon grants resistance to Fire and a Fire Breath.
General Improvements (Free):
  • Enemies who are immune to certain conditions will now display a text feedback instead of leaving the player to wonder if they are immune or if the spell is just bugged. 
  • Clicking the "Light" button shortcut (bottom left) while having a light active will now extinguish it.
  • Four types of instruments can be found for the Bard to use as spellcasting focus: a Flute, a Lute, a Drum and a Horn.
  • Added a "Toggle" Icon for Sorcerers' Metamagic. While toggled off, you will no longer be asked to select a metamagic option every time you try to cast a spell.
  • Unidentified magical weapons will now properly inflict magical damage. The fact of not knowing its nature does not make it any less magical, after all. 
  • Ready Action will now trigger when invisible enemies come out of invisibility to attack you.
  • Added Eldritch Blast, Viscious Mockery, Hellish Rebuke, Malediction, Dreadful Omen and Hilarity spells to the game (Bard & Warlock)
  • Added a "Fast Loot" system: looting crafting components out of bushes / flowers no longer opens a loot window.
  • Buffed most Kindred Spirits base AC, HP and damage as they were a little too weak. 
  • Added some missing Primed Weapon / Armor to merchants in CotM and Lost Valley. If some are still missing, please do reach out to us!
General Bug Fixes (Free):
  • Fixed new Temporary Hit Points overriding old value even if the previous amount of Temporary Hit Points was higher. It should now always keep the highest amount. 
  • Fixed a rare bug where Kindred Druids could no longer summon their pet until they leveled up
  • Fixed Heat Metal not working properly after the first few rounds. Now you can get back to cooking those Veterans alive, you monster.
  • Fixed a couple of range miscalculations where a spell's range would be slightly lower than intended.
  • Fixed Shield of Faith preventing the caster from casting Shield. "Because that would be too many shields, and THAT'S ILLEGAL!"  - no it isn't, get back to casting Shield you dumdum.
  • Fixed a rare instance where shoving could cause an error. Shove off, error. 
  • Fixed AC stacking incorrectly in some instances. Bygone are the days of Barbarians running around in their fancy Empress Garb for crazy amounts of AC. 
  • Fixed allied NPCs sometimes making ranged attacks by hitting air with their melee weapon. That's... that's not how it's supposed to work Beryl. Use your crossbow.
  • Fixed some tooltips which were showing duplicate and/or empty strings
  • Fixed multiple Hunter's Mark (from multiple Rangers) not stacking properly on the same target
  • Fixed Greenmage's Leaf Scale feature activating when they get counterspelled. Which made no sense.
  • Fixed Bracers of Archery granting damage bonus on melee attacks. AGAIN. HOW MANY TIMES MUST WE FIX YOU. 
  • Fixed Ranger Marksman's Reaction Shot not triggering against spells.
  • Fixed Greenmage's Leaf Scale also not triggering properly against spells.
  • Fixed Dragons missing their Blindsight feature
  • Fixed Shapeshifting as a Balance Druid while another character is dead to suddenly trigger a game over if no one else could cast Revivify. Basically the game went "wait, Druid can revivify, but Bear no can revivify. Druid now Bear, so revivify not possible now. Dead person no can be saved, game over". Oh game, you did your best.
  • Fixed Law Cleric's Holy Retribution text string - and hopefully it should no longer randomly deal damage to the Cleric instead of the attacker.
  • Fixed an issue where Confrontation (Lost Valley) could become impossible to complete if Karelia was killed
  • Fixed an issue where The Lost Apprentice (Lost Valley) could bug out if Lysantir died before reaching Orenetis or Hasbrudal
  • Fixed an issue which could prevent the completion of The Lost Book (Lost Valley)
  • Secret Report (Lost Valley) will now properly fail if you previously killed Cafrain's contact
  • Fixed Berserker Barbarians' saving throw against Frenzy not taking into account their magic items' bonus
  • Fixed bonus cantrips gained from subclasses being into account in the total number of cantrips known when leveling up (preventing the spellcaster from learning more cantrips)
  • Fixed Confusion's area of effect not increasing when upcasted
  • Fixed Marksman Ranger's Recycler not working properly while traveling on the World Map
  • Fixed several issues with Chinese and Russian where some text wouldn't appear
  • Barbarian Rage should no longer work when wearing Heavy Armor
  • Fixed an issue where Wind Druid's Sheltering Breeze could only be used once per long rest
  • Fixed an issue where Hunter Ranger's Whirlwind Attack would do absolutely nothing when used. Well that was disappointing.
  • Fixed an issue where... alright where do I start with this one. If your character falls unconscious while you had their inventory open, and you then use an item from there while unconscious, game goes boom. Congrats to that one guy for finding this bug.
  • Slashing, Piercing and Bludgeoning damage inflicted by spells should now be correctly considered "magical damage" for the purpose of overcoming resistance and immunity. Because one could argue that spells are, I don't know, magic?
  • Fixed a weird interaction between Rogue's Evasion and Draconic Sorcerer's Elemental Affinity that would prevent Evasion from triggering.
  • Fixed Marksman Ranger's Fast Aim being completely busted and targeting every enemy you hit previously on your turn. It should now correctly only target the last enemy you attacked.
  • Fixed Giant Crows' disease not doing ANYTHING AT ALL. Y'ALL SHALL NOW SUFFER AT THE HANDS OF THE GIANT CROWS.
  • Fixed Barbarian's Rage not correctly ending when they don't attack nor take damage for a round. C'mon they're strong enough already in Solasta, no need for freebies.
  • Fixed an issue where some Kickstarter backers' names were overlapping in Caer Cyflen's monument
  • Fixed an issue where ability scores would sometimes be unable to go above 20 even when intended (like with a Potion of Cloud Giant Strength)
  • Fixed Judgment Paladin's Aura of Righteousness not providing its bonus correctly on spells with multiple projectiles
  • Creatures under the effect of Hideous Laughter will now properly roll a saving throw with advantage when damaged
  • Fixed a case where characters would not become immune to Dragons' Frightful Presence after succeeding their saving throw
  • Fixed A Giant Step (Lost Valley) being stuck if you free Rugan after failing a Persuasion check
  • Fixed Grappled / Constricted conditions not being correctly removed if the character is forcefully moved (teleport / shove / etc). GET DOWN MISTER PRESIDENT!
  • You know how in most tactical games, flyings units take extra damage from bows? Well apparently, in Solasta flying units' weak point was... doors. They would INSTANTLY DIE if you close a door on their face instead of being shoved away. That should no longer be the case. The door meta is over, time to find another exploit against flying units. 
  • Fixed a rare case where Kindred Druids' pet would lose their damage bonus. C'mon they are already weak enough :(
  • Fixed a couple of animation delays that would occur in special circumstances with opportunity attacks, prone opponents etc.
  • Fixed an issue where The Prisoner (Lost Valley) could soft lock if you killed Orenetis prior to starting the quest
  • Failing to convince Orenetis in an important dialog towards the end of the game will trigger the battle as intended
  • Attacking Marin Ving at the end of the game will teleport Cafrain to the combat so he no longer blocks the fight by being out of reach
  • Fixed Oblivion Cleric's Herald of Pain's saving throw to trigger at the end of the enemy's turn instead of the beginning. 
  • Spells cast from inside a Globe of Invulnerability can longer be counterspelled from outside
  • Fixed crafted item disappearing if the crafter is over-encumbered when the crafting completes
  • Fixed being able to cast Black Tentacles in the air
  • Fixed not being able to leave Black Tentacles' area of effect after failing a saving throw once. What is it with you, Black Tentacles? Why are you causing so many problems?
  • Fixed some calculations which made certain spells range slightly lower than intended
  • Fixed Pass Without Trace missing from the Druid's spell list
  • Fixed a bug where Mardracht would be missing from his own cutscenes (wut?)
Multiplayer Fixes / Improvements (Free):
  • Fixed a bug where items could disappear when using "Loot All" if it would make the character over-encumbered
  • Fixed a desync that could occur when a player triggered fast travel while already moving through the blueprint
  • Fixed more desyncs that could occur when manipulating items in the inventory
  • Fixed a rare issue where the party could get stuck in a location if the host tried to leave the area exactly when another player started interacting with something else
  • Fixed another desync that could happen when giving items to the different factions
  • Fixed an issue that could prevent players from joining a lobby when the password was more than 20 characters. Wow those are some long passwords you got there.
  • Fixed a desync that could occur if a narrative sequence triggered while one person is still loading
  • Fixed a funny bug where if a shop is opened while you're checking another player's inventory, both character models would fuse into some nightmarish amalgamation. Ed...ward?
  • Fixed an item duplication exploit which could trigger when multiple players had their inventory open at the same time
  • Clicking on a player's position icon will now move the camera to them
  • Fixed pinging on controller sending multiple pings at once
Dungeon Maker Bug Fixes / Improvements (Free):
  • When playing Custom Campaigns, the game will now also auto-save after changing location / finishing a long rest (5 min cooldown)
  • Fixed the camera behaviour while in dialog in Custom Dungeons
  • It is no longer possible to name a Custom Monster with an existing internal monster name, which would cause other custom campaigns using the same monster to be hidden. That one took some time to find out, thanks to every creator involved!
  • Mana Lamps can now be set as on or off in the Dungeon Maker
  • Fixed loading screens between locations always being the same
  • Fixed an issue where a dialog could be stuck if no matching role was found within the party
  • Added many monsters that were previously hidden in the Dungeon Maker
  • Added many items that were previously hidden in the Dungeon Maker
Known Issues:
  • There is a long delay whenever quitting the Dungeon Maker before returning to the main menu.
  • The Kindred Spirit Druid has a bugged Spirit option with a weird name - do not pick it, it's a placeholder we'll remove in a hotfix!
  • Kindred Spirit's description text still show the old AC, HP and damage values instead of the buffed values
  • Some test characters we played with decided to stick around and made their way into the pregen category, they will be dealt with soon. Those characters are: Corthyn Dosa, Jane Storm, Iela Olfborn, and at higher levels the aptly named Lore08 Bardy and Hope08 Bardy. There are also 4 level 12 characters Burg Dormer, Esbery Dudley, John Guert and Ros Hasting that shouldn't be there because... well who's going to play with max level characters anway?
  • Monks don't get their bonus action attack when attacking while holding a torch. Apparently kicking with a torch in hand is not considered a Martial Art?
  • When picking up loot from the ground, you will often see the message "some items can't fit the inventory" - don't worry, that's a text bug. Unless your inventory is truly full, the items are actually picked up.
Alright folks, time for you head back into Solasta! If you're looking for people to play multiplayer co-op with, make sure to drop by our Discord Server to meet new friends!

https://store.steampowered.com/app/2100430/Solasta_Crown_of_the_Magister__Inner_Strength/

Article by Tactical Myzzrym
Solasta: Crown of the Magister - SatrianuM
Heya people!

Less than 1 week before the release of the Inner Strength DLC, coming out Monday November 14th! And you know what that means - it's time to talk about the last class of the trio. Warlocks!


If Sleep affects 5d8 HP and a cat has 2 HP, how many cats can Sleep put asleep? Mili and Oliver say at least 2. 

Read the Fine Prints
So you're telling me you want to learn magic, but you've got no money to enter a magic academy and no ancient bloodline running through your veins? It's alright, just sign here and I'll take care of it. What is this? You can't read either? Even better!

Jokes aside, Warlocks are spellcasters whose magic originates from their pact with an otherwordly being - a pact that could be your stereotypical deal with the devil, a whimsical interest from a powerful fey, or even the protection of a compassionate entity. Their patron grants them power in exchange for services, a facet of the class that can be very interesting to explore on Tabletop but which could not be implemented in Solasta.


First drafts of the Warlock outfits

Starting at level 1 Warlocks get access to Pact Magic. This type of magic is very different from other spellcasters, as Warlocks know very few spells and have even less spell slots... with only 1 at level 1, 2 at level 2 and 3 at level... 11! What sorcery is this?! However they regain their spells on a short rest instead of a long rest, and all their spells are automatically upcasted to the highest level they can cast (which caps at 5th spell level)! This makes Warlocks very explosive spellcasters who can afford to go all in during each and every fight. Also, don't forget to learn Eldritch Blast - Warlocks' signature cantrip! It's by far the most powerful cantrip in the game, and it synergizes with many Eldritch Invocations. 


You will learn to love that cantrip. Because you'll be throwing it around a lot.

At level 2 Warlocks get their first two Eldricht Invocations. Those are like special Feats available only to them, which can go from granting them additional spells to greatly improving Eldritch Blast. There are a total of 22 Eldritch Invocations available in Solasta, and Warlocks can learn an additional one at level 5, 7, 9 and 12. On top of that, they can also swap one of them each time they level up so you won't ever be stuck with one you dislike!


Here's a couple of old sketches when doing research on the Warlock's visuals.

At level 3 Warlocks get their Pact Boon, which gives them the choice between Pact of the Blade, Pact of the Chain and Pact of the Tome:
  • Pact of the Blade: Weapons wielded by the Warlock count as magical for the purpose of overcoming resistance and immunity.
  • Pact of the Chain: As Solasta does not handle familiars, Pact of the Chain has been adapted to grant Warlocks the power to bind themselves to one of four creatures for a minute (bonus action, recharges on a long rest). The Imp grants them darkvision, resistance to fire and poison. The Pseudodragon grants them advantage on all saving throws against spells and magical effects. The Quasit grants them resistance against bludgeoning, piercing and slashing non-magical attacks. The Sprite grants them +2 cells movement speed and immunity to opportunity attacks.
  • Pact of the Tome: The Warlock can immediately choose 3 additional cantrips from any spellcasting class.

Excuse me sir I believe that's yours.

At level 11, Warlocks unlock Mystic Arcanum. As stated above, Pact Magic is limited to spells below level 5 (as getting 9th level spells refreshed on short rests would be insanely strong) - but that doesn't mean Warlocks can't get access to them! Mystic Arcanum allows them to choose a 6th level spell that they can cast once per long rest. 


Eat some of this, you dang oversized lizards! 

The Fiend (SRD)

When we were talking about your stereotypical deal with the devil, Fiend Warlocks are the first thing that come to mind. Having made a pact with a powerful demonic (or devilish!) entity, Fiend Warlocks get access to the Dark One's Blessing, which makes them gain temporary hit points every time they kill a hostile creature (reminder: temporary HP do not stack), At level 6, they can call upon the Dark One's Own Luck, granting them an additional d10 to all their ability checks and saving throws for one minute. And at level 10, their Fiendish Resilience allows them to choose one damage type that they'll gain resistance again - which can be swapped at the end of each short rest! Although be careful, magical weapons will bypass it.

The Hive (Homebrew)


Bravery or simply insanity? Some Warlocks have chosen to make a pact with the Hive, a mysterious entity which scholars have theorized to be in control of Redeemers all over Solasta. Hive Warlocks display many similarities with those giant mutated insects, applying Weakening Pheromones whenever they hit their enemies with spells, which gives them disadvantage on their next saving throw. At level 6, they get Magic Counter which allows them to cast an improved version of Counterspell once per short rest (without using a spellcasting slot). And at level 10, Reactive Carapace makes them instantly gain temporary HP until the start of their next turn immediately after they take damage from a spell or magic effect. 

The Timekeeper (Community)


The winner of the Wishing Well, Timekeeper Warlocks have made a pact with an unknown entity from beyond space and time. At level 1, enemies damaged by their spell become afflicted with the Curse of Time, taking a small amount of damage at the start of each of their turn. At level 6, Time Shift allows Timekeeper Warlocks to vanish from the battlefield after taking damage, only returning at the beginning of their turn with all the damage taken undone by rewinding time (once per long rest). Finally at level 10, they get Accelerate - using a bonus action they can grant the effect of Haste to an ally for a single turn, without the lethargy when the effect ends (proficiency bonus per long rest).

The Tree (Lost Valley)


Those who have braved the marshes of the Lost Valley know that some trees out there are better left alone. Unlike Druids who commune with Nature, Tree Warlocks' blessings are viewed by many as a curse. At level 1, Piercing Branches start to sprout from their skin, inflicting damage to any enemy who hits them with a melee attack. At level 6, they receive the Blessing of the Tree, granting them immunity against poison effect, and resistance against poison and necrotic damage as their blood and skin start to take a greenish color. And at level 10, they can unleash an Explosive Growth, sprouting branches from all over their body to inflict heavy damage to all enemies around them, shoving and restraining them on a failed dexterity saving throw (once per short rest). 



Alright folks, this is the end for today! Next time we'll be talking about... The trailer and the Community Video :D Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

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Article by Tactical Myzzrym
Solasta: Crown of the Magister - SatrianuM
Hey there folks!

We're back with more information about the upcoming Inner Strength DLC (which releases November 14th), this time featuring the Monk! The perfect opportunity to make references to dumb (but fun) kung fu movies. But before that, here are some of our new hires!

Say hello to Selma and Zelda, our two newest fluffy and adorable hires! 

I know Kung Fu
If I ask you which class runs around half-naked on the battlefield while smashing enemies left and right, you say... Barbarian, okay I guess that's correct too. But hear this - you want to go even faster? Punch people in the face and kick them in the nuts instead of relying on a big chunk of metal to swing around? Well look no further than Monks. These expert martial artists are simply the fastest among all existing classes, and although they are less durable than most other front liners their speed allows them to quickly get in and out of combat. Each of their strike may not deal large amounts of damage, but they can be empowered with Ki to add debilitating effects, such as the infamous Stunning Strike (which makes many DMs weep for their boss monsters). 


First drafts of the Monk outfits

Starting at level 1 Monks get access to Unarmed Defense, allowing them to add their Wisdom modifier to their Armor Class as long as they are not wearing armor. They also get their class-defining feature Martial Arts, which grants them scaling damage when fighting unarmed (from 1d4 at level 1 to 1d8 at level 11), allows them to use Dexterity instead of Strength for those attacks and gives them the ability to do an additional unarmed strike with a bonus action.


Your face to my foot style!

At level 2 Monks get a passive movement speed increase (from +2 cells at level 2 to +4 cells at level 10) with the Unarmored Movement feature, making them the fastest of all classes. They also unlock a pool of Ki points, which is the class resource Monks spend to use most of their powers. By using 1 Ki point and their bonus action, they can use Flurry of Blows to make two additional unarmed strikes, Patient Defense to Dodge, or Step of the Wind to Disengage or Dash and double their jump distance. 

At level 3 Monks commit to a Monastic Tradition, which unlocks their Subclass features. They also get Deflect Missiles, which allows them to use their reaction to lower the damage they take from ranged weapon attacks. If Deflect Missiles lowers the damage to zero, a Monk can even spend 1 Ki point to return the projectile to their attacker


Excuse me sir I believe that's yours.

At level 4 Monks get access to Slow Fall, greatly reducing fall damage and allowing them to get back up on their feet immediately after falling. 

At level 5, Monks get an Extra Attack like most other martial classes, but they also unlock the bane of all Dungeon Masters... Stunning Strike. By using 1 Ki Point, they can force any creature they hit to roll a Constitution saving throw or be stunned for 1 round. This is where I remind you that Monks can attack 4 times per round thanks to their Flurry of Blows, meaning there is a very high chance whoever they're targeting is in for a very bad time. 


Kill bosses with this simple trick! DMs hate it!

At level 6 Monks gain Ki-Empowered Strikes, making their unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

At level 7 Monks gain access to Stillness of Mind, making them immune to the charm and frighten conditions. They also get Evasion, allowing them to take no damage at all instead of half damage when succeeding a dexterity saving throw, and only half damage if failing it.


More color sketches to work on the Monk outfit

At level 10 Monks gain Purity of Body, making them immune to disease and poison. That's a lot of immunities! 

Way of the Open Hand (SRD)


Open Hand Monks are honed martial artists who can easily take control over the battlefield. Their signature Open Hand Technique automatically adds one of three effects when they use Flurry of Blows - they can either knock their target prone, shove them away or prevent them from taking reactions. At higher levels, they get Wholeness of Body which allows them to heal themselves once per long rest, and with Tranquility they can spend 1 Ki point to cast Shield. 

Way of Survival (Homebrew)


For Survival Monks, the best offence is a strong defense. With Defensive Stance, they get a bonus +2 AC when not wearing any armor - and they have advantage on attack rolls as long as they are under the effect of Patient Defense. At level 6 they unlock Unbreakable Body, which further enhance their toughness. Patience Defense now also grants resistance to all damage, and taking damage makes you heal a small amount of HP at the start of your next turn. At level 11, Survival Monks turn resilience into power with Unmoving Strength to add their Constitution modifier to unarmed strikes damage rolls. 

Way of Light (Community)


The winner of the Wishing Well, Light Monks are specialized against creatures who dwell in the dark - such as Soraks! They learn the Light and Shine cantrips with Luminous Ki, and creatures hit by Flurry of Blows automatically start emitting bright light. This enables their level 6 feature Radiant Strikes, which adds radiant damage to each of their attacks when hitting enemies under the effect of Luminous Ki or Shine. Lastly at level 11 they get Blinding Flash, which allows them to use 2 Ki points and their bonus action to deal radiant damage and blind enemies surrounding them. 

Way of Freedom (Lost Valley)


Freedom Monks are a tempest of blows flying accross the battlefield. With Swift Steps, Flurry of Blows grants them the effect of Dash for free and advantage of their next attack. At level 6, Swirling Dance allows them to use their reaction to counterattack right after an enemy misses them with a melee attack. And at level 11, Unending Strikes improves their Flurry of Blows to attack three times instead of two.



Alright folks, this is the end for today! Next time we'll be talking about the Warlocks. Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

https://store.steampowered.com/app/2100430/Solasta_Crown_of_the_Magister__Inner_Strength/

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Heya people,

As promised, we're back with more information about the upcoming Inner Strength DLC (which releases November 14th)! This time we'll put the spotlight on the Bard, one of the three new classes included in Inner Strength. Of course I'm not leaving you without what you're all looking forward to..


Oh oui oui Monsieur le Barde, draw me like one of your French cats. That's Ouste by the way, a new addition to our roster.

Time for a Song!
Ahhh the Bard. Often touted on Tabletop as charming fellows trying to seduce anyone (and anything) they come accross by rolling Charisma checks all over the place, they are in fact much more than just walking Don Juan stereotypes. Expert in many things and full-time spellcaster, the Bard is one of the most - if not the most - versatile class in Dungeon and Dragons 5e, both in and out of combat.


First drafts of the Bard outfits from a few months ago

Starting at level 1 with Bardic Inspiration, Bards can help allies turn a failed roll into a successful one by adding a d6 (which later turns into a d8 at level 5 and then a d10 at level 10) to the result. This makes them very strong support characters when you just can't afford to fail a dice roll... such as when trying to land the killing blow on that pesky boss! As stated above they are also full arcane spellcasters - in fact, they have the largest amount of known spells aside from Wizards (who are able to scribe more), and they're even able to "borrow" spells from other classes thanks to Magical Secrets! With a spell list that has a lot of common ground with Wizards and Clerics, there is very little a Bard can't accomplish with their magic.


Now here's a jolly tune for you!

At level 2 the Bard unlocks Jack of All Trades, giving them half their proficiency bonus on any ability check that doesn't already include it, such as Skill Checks they aren't proficient in... but also Initiative Rolls which are Dexterity Checks! They also get Song of Rest for some extra healing whenever the party does a short rest, which is always nice to stay healthy and save some Hit Dice for when they are really needed.

At level 3 the Bard choose their College, which grants them a whole lot of new features! The different Colleges available on Solasta will be shared below. They also get expertise on two of their skills just like the Rogue. Skill monkeys unite! 


First concept art for the Bard after both male and female outfits were decided

At level 5, Bardic Inspiration gets a huge boost with Font of Inspiration - not only does the Bardic Inspiration die changes from 1d6 to 1d8, but the Bard regains all their expended uses of Bardic Inspiration on a short rest instead of a long rest. You get a Bardic Inspiration, and you get a Bardic Inspiration, and you get a Bardic Inspiration! Everyone gets a Bardic Inspiration!

At level 6 Bards get access to Countercharm, a very unique ability that uses an action to activate and that lasts until the end of their next turn. While Countercharm is active, all allies (including yourself) within 30' have advantage on saving throws against being frightened or charmed - although it only works if you aren't incapacitated or silenced (obviously).


The Bard is a great addition when seeking to enter dark and dangerous lairs. Undead beware!

The last big feature for Bards in Solasta comes at level 10 with Magical Secrets - which just like mentioned before, allows Bards to take two spells from ANY classes. The Warlock is making you jealous with their Eldritch Blast? Yoink, yours now. The Druid's Spike Growth is looking spicy? Would you look at that, turns out it's a Bard spell! 

College of Lore (SRD)



Coming straight from the SRD, the College of Lore simply takes the base features of the Bard and makes them... better. And it works! Starting at level 3 with 3 bonus skill proficiencies, the Lore Bard becomes even more versatile than they already were. They also get the very powerful Cutting Words ability, which somewhat works like a reverse Bardic Inspiration on an enemy. On top of that Cutting Words has been buffed in Solasta: the targeted enemy decreases all its ability checks, attack and damage rolls by the value of the Bardic Inspiration die until the start of the Bard's next turn. This was done to avoid having pop-ups interrupting the game every time the enemy did something during their turn. And at level 6, the Lore Bard gets access to Magical Secrets before every other Bards. More <s>stealing</s> borrowing!

College of Hope (Homebrew)



The College of Hope is a full on Healer archetype. At level 3 Hope Bards get Healing Ballad, massively improving Song of Rest by not only increasing the amount healed by their Charisma modifier, but also granting the same amount as what Song of Rest heals as Temporary HP. They also get Wandering Healer, adding Prayer of Healing to their list of Known Spells (which doesn't count in their total of Spells Known) at level 3, and Mass Healing Words and Revivify at level 6. And with Words of Hope at level 6, their Bardic Inspiration heals for an amount equal to Song of Rest whenever it targets an ally below half of their maximum health.

College of Heroism (Community)



The winner of the Wishing Well, the College of Heroism is a strong Support Archetype. At level 3 Heroism Bards get the Bolster Morale feature, making all their Bardic Inspiration dice roll twice to pick the highest result. They also get access to the Heroic Tale power which empowers an ally for 1 minute, granting them immunity against fear effects and advantage to all saving throws. At level 6 Heroism Bards get Thundering Voice, dealing damage to the closest enemy whenever they grant a Bardic Inspiration to an ally and giving them disadvantage on their next attack rolls. 

College of Tradition (Lost Valley)



Remnants of the old Manacalon Empire, the College of Tradition is a fairly selfish archetype from a selfish era. At level 3 they get Aura of Preeminance, which makes their Intimidation and Insight Check treat any roll of 9 or lower as a 10, and Ancient Tradition which makes them able to cast Mage Armor on themselves at will. At level 6 they get Verbal Onslaught, allowing them to use their Bardic Inspiration as a reaction to deal psychic damage and potentially stun anyone who damages them.


And here we have our Bards, finally available in the Character Creation Tool!

Alright folks, this is the end for today! Next time we'll be talking about the Monks. Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

https://store.steampowered.com/app/2100430/Solasta_Crown_of_the_Magister__Inner_Strength/
Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey there folks!

It's been more than a year since our last proper Dev Update (which marked the end of our Early Access!), with Solasta gradually growing larger and larger with new classes, races, improvements, a higher level cap and even another campaign. And now as we're close to getting the final classes to complete the roster, we've decided to give you guys a few Dev Updates every two weeks while waiting for Inner Strength to be released! But before that... for those of you who never read our Dev Updates before, get acquainted to a tradition of ours. Cats!


There is something endearing in watching a cat named Kaiju sleeping so peacefully.

Ye Ol' Dragonborn
Those of you familiar with D&D know that Dragonborns were primarily introduced in the 4th edition (although they were featured in Races of the Dragon from 3e before that). Long story short: Spellplague happened, two worlds collided, hello Dragonborns welcome to Toril (apologies to all the Faerun historians that I've just offended). However, the biggest mystery when it came to the Dragonborn was... What's their origin? Are they descendants of dragons (by blood)? Were they created by dragons (by magic)? Are they victims of a spell that turned them into Dragonborns? Do they simply share an older common ancestor with dragons? Turns out, all we have are legends... which is fine with us!



You see, we asked ourselves all these questions to make sure that our Solastan Dragonborn wouldn't go against the very nature of what a Dragonborn should be. Solastan Dragonborns are a little less mysterious than their official counterpart, they are simply descendants of unions between polymorphed dragons and humanoid lineages. Although they were well accepted in the Manacalon Empire, they became very reclusive after the Cataclysm due to a number of reasons. The newly freed slaves did not look kindly upon their former elven masters nor their collaborators (such as the dragonborns) - and their physical appearance would often draw suspiscion from those unfamiliar with the race. And with many grieving their losses from the Sorr-Akkath... So there you have it! In Solasta Dragonborns are rare and fairly secretive, only recently starting to venture back into more civilized lands. With most having completely forgotten about the Soraks, their striking appearance is also less stigmatized than it was in the past.

Art - Research & Experiments 
While our writers were settling on the lore, our artists started experimenting with the visuals - with some tests being very experimental. You'll see what I mean.


Some of the older designs that were dropped for being too monstrous, reptilian or demonic.


Experimenting with horns, you can see that this version of Dragonborns still had a fairly humanoid face.


Experimenting with Sorcerer tattoos, again with a different face shape this time a little less human


Switching back to the more draconic facial structure, which in the end felt much more faithful to how Dragonborn are perceived by most.


Final Concept Art for our Dragonborn, which was the one revealed during the announcement of Inner Strength

Character Creator Options
So now that we got a look at the art research, what do the Dragonborns actually look like in-game? Say no more, I've got you covered.



Both male and female dragonborns have 5 different face and horn options (which you can choose from separately), plus a no horn option


Dragonborns also have access to their own set of face paints and scars


Last but not least, you will have 5 different tail options with a length slider (currently the tail is a little stiff due to a bug which we're fixing), plus a no tail option


And here is our little Dragonborn using his Breath Weapon (which type of damage and shape depend on their Draconic Ancestry). Burn, you dirty undead!

Alright folks, this is the end for today! Next time we'll be breaking down the subclasses for one of the new classes coming up in Inner Strength. Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

https://store.steampowered.com/app/2100430/Solasta_Crown_of_the_Magister__Inner_Strength/

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey there folks!

Mark your calendars because we're here with a date for the next DLC! With the Monk, Bard & Warlock joining the party, we've finally completed the full SRD class lineup in Solasta. To think we originally planned to release the game with only 4 - Fighter, Rogue, Cleric, Wizard - and now we're up to 12... All of this is only possible thanks to your support! But that's not all there is, the long awaited Dragonborns also make their appearance in this new DLC. Inner Strength, coming up November 14th - don't miss it!


Wishlist the DLC on Steam to receive a notification when it comes out! 

Inner Strength DLC Content
This DLC unlocks three new Classes (for a total of 9 new subclasses, plus 3 additional ones if you own Lost Valley) and one new Ancestry.
  • The Warlock Class, with its 4 subclasses: The Fiend (SRD), The Hive (Solasta), The Timekeeper (Community), The Tree (Lost Valley)
  • The Bard Class, with its 4 subclasses: College of Lore (SRD), College of Hope (Solasta), College of Heroism (Community), College of Tradition (Lost Valley)
  • The Monk Class, with its 4 subclasses: Way of the Open Hand (SRD), Way of Survival (Solasta), Way of Light (Community), Way of Freedom (Lost Valley)
  • The Dragonborn Ancestry
Free Content Update For Everyone
  • Three new Backgrounds: The Ascetic, The Artist & The Occultist (note: these new backgrounds do not have a background quest in the Crown of the Magister campaign)
  • 17 new feats to give our martial classes some more love!
  • Gamepad support on PC is finally here <3
  • Boss monsters are coming to the Dungeon Maker. Use them at your own risk and peril!
Check out our Forums and our Discord Server to chat with other players :D

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Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hiya folks!

We're here today with the results of the Wishing Well Event. Three community archetypes have been created and implemented for the upcoming DLC featuring the Monk, the Bard & the Warlock classes. What are they? Who are the lucky winners? You'll find everything below, bundled with a couple of other runner ups we really liked. We've also saved the VOD of the Wishing Well Community Stream if you missed it yesterday and wanted to watch it!


Summer heat is rough. On all of us. Hang in there lil' buddy.

Wishing Well Stream Archive


Didn't manage to catch yesterday's stream? No worries, you can watch the session here. Witness my flawless mastery of the ancient tool named Powerpoint (which is part of the character background Computer Nerd in case you're wondering where I got the proficiency from) as I talk you through the different themes that caught our attention before revealing the winners. If you prefer text, read on!

Wishing Well - And the Community Archetypes are...
Before we get into the results, we just wanted to thank you all again for participating to the Wishing Well Event. We've received more than 1,000 submissions - with a lot of them being absolutely fantastic. For those who may not remember the Wishing Well Event rules, we picked up themes and features that we loved the most to put together a Bard, Warlock & Monk Archetype from all the great ideas you submitted. 

Without further ado, here are the members of the community whose submission we took inspiration from: Tristan Townend, William Swedin, Silvers, ADHDTV, Christine Price, Nathaniel Wheatley, Vylantze, Scifive. If you are one of the winners, please reach out to us either through Discord (if you had your Discord Account info in the submission form) or by mail at http://mailto:contact@tactical-adventures.com with the following information: The name of the archetype you submitted, the name of the features and what those features did (as best as you can remember).

And before jumping into it, we want to give our warmest thanks to Li'Hild for providing us with fantastic and colorful artworks to illustrate our Community Archetypes and three of the runner-ups for each class. If you like her illustrations, make sure to follow her on Twitter or Instagram!



Bard Community Archetype - College of Heroism
Bards from the College of Heroism aren't content with just telling the stories - they must be part of it. Their thundering voice ensures their allies are always at their best, and at their side even the most cowardly soldiers become stalewart combatants. Even at times most dire, the tale will not end with a Heroism Bard in your party. 

College Features:
  • Level 3: Bolster Morale - When an ally uses one of your Bardic Inspiration dice, they roll twice and pick the highest result.
  • Level 3: Heroic Tale - Use an action to bolster an ally you can see within 30' (6 cells) for 1 minute. They gain advantage on all Saving Throws and immunity against Frighten & Fear effects. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Level 6: Thundering Voice - Whenever you grant a Bardic Inspiration to an ally, the closest enemy within 60' (12 cells) must make a WIS saving throw or take 1d8 + CHA mod. Thunder damage and have disadvantage on their next attack roll (half damage on save).
  • Not currently planned (Design Only) - Level 14: At Road's End - When an ally you can see within 60' (12 cells) is reduced to 0 hit points, you can use your reaction to make them fall to 1 hit point instead. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Contributors: Tristan Townend, William Swedin, Silvers


Bards Runner-Ups
  • Sound Theme: Examples include College of Roars, College of Mayhem, College of Dissonance & College of Screams. This theme mostly focused on nuking enemies with heavy Thunder damage and various conditions through its features. 
  • Debuff & Control Theme: Examples include College of Lethargy, College of Minds, College of Elegies & College of Discord. As the name implies, this theme mostly focused on controlling and debuffing enemies through its features.
  • Battle & Martial Theme: Examples include College of War Chant, College of Savagery, College of Skalds & College of Dueling. This theme almost made it into the game as it was a very close vote between College of Dueling and College of Heroism. College of Dueling had a feature similar to Bladesingers, unlocking an Extra Attack and being able to use their Bardic Inspiration to temporarily increase their AC to make an instant riposte if the enemy missed their attack as a consequence. 


Monk Community Archetype - Way of Light
"Stay in the light, friend". Such as simple expression, yet most forget its origin. After the Cataclysm, many struggled to survive in the dark times that loomed over Solasta. The Way of Light appeared around that time, with its practioners helping to keep isolated settlements safe from the many creatures of the dark that lurked around. 

Tradition Features:
  • Level 3: Luminous Ki - You learn the Light & Shine cantrips. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, they automatically start emitting bright light until the end of your next turn.
  • Level 6: Radiant Strikes - Any time you strike a target affected by Shine or Luminous Ki, you deal an additional 1d4 radiant damage.
  • Level 11: Blinding Flash - As a bonus action, you can spend 2 Ki Points to generate a blinding burst of light. All creatures within 3 cells of you must roll a CON saving throw or take 3d6 radiant damage and become blinded until the end of your next turn (half damage on success).
  • Contributors: ADHDTV


Monks Runner-Ups
  • Artistry & Craftsmanship Theme: Examples include Way of the Pen, Way of the Dancer, Way of the Polished Glass & Way of the Herbalist. This was one of the most varied theme in terms of features, many of which were mostly suited for Tabletop and not Solasta due to how complex (though fascinating!) they were.
  • Magic Theme: Examples include Way of Attunement, Way of the Sacred Talisman, Way of the Spellweaver & Way of the Magister. Most of the proposals revolved around turning the Monk into a half-caster, which although interesting made it very complex in terms of resources due to the Monk getting access to both Ki and spell slots. 
  • Meditation & Balance: Examples include Way of Balance, Way of the Perfect Strike, Way of Patience & Way of the Free Wind. Way of Balance made it pretty far internally, with a focus on shoving and getting bonuses against prone targets - but was deemed to situational against larger creatures that would be immune to shoves.


Warlock Community Archetype - The Timekeeper
Timekeepers are strange and mysterious entities who exist beyond the fabric of time and space - and you've made a pact with one, allowing you to make small adjustments in endless flow of the river of time, as unnatural as it may sound. 

Patron Features:
  • Level 1: Curse of Time - Whenever you damage an opponent with a spell, they become afflicted with the Curse of Time. Enemies under the Curse of Time take half your proficiency bonus (rounded up) force damage at the start of their turn for the next minute.
  • Level 6: Time Shift - After you take damage, you can use your reaction to revert time. You briefly disappear in a time rift and heal back the damage received. You are considered banished until the start of your next turn. After you use this feature, you can’t use it again until you complete a long rest.
  • Level 10: Accelerate - You can use a bonus action to briefly accelerate an ally other than yourself within 30 feet. They gain the effect of Haste until the start of your next turn; however they do not suffer from lethargy when Accelerate ends. You can use this feature a number of time equal to your proficiency bonus per long rest.
  • Not currently planned (Design Only) - Level 14: Time Warp - On your turn, you can take one additional action. Once you use this feature, you must finish a long rest before you can use it again.
  • Contributors: Christine Price, Nathaniel Wheatley, Vylantze, Scifive


Warlock Runner-Ups
  • Darkness Theme: Examples include The Shadow, The Spectre, The Eclipse & The Nightmare. These Patrons often played with the Light & Dark system, drain health from enemies and inflict a lot of very annoying debuffs to deal with. 
  • Various Concepts: Examples include The Puppet, The Clockwork, The Archive, The Paradox. As Warlock Patrons are singular entities, most did not fit into singular themes like most archetypes for other classes would. There were plenty of very interesting ideas, but often very hard to implement because they were so unique.
  • Ancient Heroes Theme: Examples include The Great Ancestor, The Fallen, The Heroic Soul, The Legend. Wake up Great Grampa it's time to go kick some ass! This theme also nearly made it into the game as it was very cool, making a pact with a powerful hero of yore (possibly your own family tree) who would oversee your growth as a hero - a nice balance to all the more sinister patrons from the official Warlock archetypes. With their Patron looking over their shoulder, their design allowed them to never be surprised, have a bonus in iniative rolls, be able to regain a Pact Magic spell slot once per long rest, use their reaction to remove most conditions several times per day and at higher level have 6th level instead of 5th level spell slots for their Pact Magic.
Alright folks, this is the end for today! As always thank you for reading, and check out our Forums and our Discord Server to chat with other players :D

Article by Tactical Myzzrym
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