The Cleric is an amazing class to have in your Solasta: Crown of the Magister party. Not only can it use healing and buffing spells, but it also makes for a reliable tank. Here’s our guide to help you with the Cleric class and build for Solasta: Crown of the Magister.
Note: For more information, check out our Solasta: Crown of the Magister guides and features hub. Likewise, please be reminded that this guide is based on my experience with a full campaign completion on Authentic difficulty. My party was comprised of a Cleric, Paladin, Ranger, and Wizard.
Solasta: Crown of the Magister – Cleric class and build guide
Starting out
- Race: Hill Dwarf
- Weapon change: None
- God: Einar
- Domain (during character creation): Law
- Background: Philosopher
- Ability Scores and Skills: I used dice rolls and optimize. You can see the results in the image below.
Class Features
- Starting Cantrips (choose): Sacred Flame, Spare The Dying, and Shine
- Domain Spells (automatic): Heroism and Shield
- Cleric Spells (10 non-domain spells to choose from, and you can prep five): Bless, Detect Magic (ritual), Guiding Bolt, Healing Word, and either Inflict Wounds or Shield of Faith.
Leveling up
Level | Unlocked Class Features, Extra Spell Slots, or Special Choice | New Domain Spells | Prepared Spells (Personal Preference) |
Level 2 | +1 spell slot (1st) Channel Divinity spells (once per rest): Turn Undead – Nearby undead flee if they fail a WIS check. Holy Retribution – When damaged by a melee attack, counter with psychic damage. Force of Law – Target has a disadvantage to saving throws when you use an attack spell. | N/A | N/A |
Level 3 | +1 spell slot (1st) +2 spell slots (2nd) | Branding Smite Hold Person | Drop a 1st slot spell and take: Spiritual Weapon Prayer of Healing |
Level 4 | +1 rank 2 spell slot +1 cantrip Choose: Increase your ability score or gain a feat | N/A | N/A |
Level 5 | +3 proficiency bonus 15 save DC +7 spell attack +2 spell slots (3rd) Turn Undead (Destroy) – Same as the regular Turn Undead spell, but those who fail and have a challenge rating of 0.5 and below are destroyed. | Counterspell Lightning Bolt | Drop some low-ranked ones and get: Daylight Spirit Guardians Mass Healing Word or Revivify |
Level 6 | +1 spell slot (3rd) +1 Channel Divinity use between rests Word of the Law | N/A | N/A |
Level 7 | +1 spell slot (4th) | Banishment Guardian of Faith | Prep 11 spells The only 4th slot spells (apart from Domain ones) are: Death Ward Freedom of Movement |
Level 8 | +1 spell slot (4th) Choose: Increase your ability score or gain a feat Turn Undead (Destroy) – Same as above; challenge rating of 1 and below get destroyed. Anathema – Restrain a creature and inflict force damage every turn until it succeeds with a WIS save or a minute has passed. | N/A | Prep 13 spells |
Level 9 | +4 proficiency bonus 17 save DC +9 spell attack +1 spell slot (4th) +1 spell slot (5th) | Dispel Evil & Good Hold Monster | Try to include: Flame Strike or Insect Plague |
Level 10 | +1 spell slot (5th) +1 cantrip Divine Intervention – Ask for help from your deity; the success chance is 1% per Cleric level. | N/A | Get Flame Strike or Insect Plague (whichever wasn’t selected earlier) |
Is the Law Cleric good?
Definitely. Although other Cleric domains are useful, the Law domain gives you Shield (level 1), Counterspell (level 5), Lightning Bolt (level 5), and Guardian of Faith (level 7), so there’s no need to prep them. Likewise, while it’s unlikely that you’ll kill stronger monsters even at higher levels, your main goal is to soak up the damage while providing support and healing capabilities.
Daylight and Spirit Guardians (both at level 5) are actually quite good. Daylight is particularly useful due to how lighting affects battles and because of its massive AoE. With several important battles against undead enemies and those who like to hide in dark corners, you’ll find that the Cleric is a shining beacon against a tide of foes.
Lastly, as mentioned in our combat guide, you’ll want to take note of the somatic component option in the gameplay settings. When this is ticked, you won’t be able to cast certain spells if both hands are holding an item (i.e., 1H + shield). Most Clerics, by default, have a 1H + shield setup, which can be confusing since you’d realize that you can’t cast spells. You can either untick the gameplay option, or you can free up one of your hands. For instance, you can swap to your secondary loadout (i.e., crossbow) or just equip a shield (no one-hand weapon).
Think of this concept in a way that’d fit what your Cleric is currently doing. Sure, you’re holding a crossbow, but it doesn’t mean that you’re aiming 100% of the time. It means that one of your hands is free to cast a spell. Compare this to, say, a 1H + shield setup, which means both hands are always holding items that prevent you from casting. The concept also applies to other classes, such as Paladins wielding a 2H weapon. They can still cast since it’s assumed that the weapon is only held in one hand until such time that they need two hands to swing it.
Solasta: Crown of the Magister is available via Steam. For more information, check out our guides and features hub.
Published: May 26, 2021 09:00 pm