As you progress further in Solasta: Crown of the Magister, your party of created characters will become stronger until you reach the level 10 cap. You shouldn’t have a problem as there are plenty of encounters and sidequests that give you experience points. Moreover, once you hit levels 4 and 8, you’ll be presented with a choice: increase your ability scores (attributes) or select a bonus feat. Your decision here will tend to impact just how viable your character will be in the long run. In any case, here’s our guide to help you select the best feats as you level up in Solasta: Crown of the Magister.
Note: For more information, check out our Solasta: Crown of the Magister guides and features hub.
Solasta: Crown of the Magister guide – The best feats to choose as you level up
The feats in Solasta: Crown of the Magister will be visible for everyone, but there are some restrictions and caveats:
- Depending on the class or skills you’ve picked, taking certain feats would be redundant due to having a similar or partial function. There’s also a small icon that’d warn you about this.
- Some feats would be locked if a character is unable to perform an action (i.e., spellcasting if you don’t have any spells learned), they don’t have a particular proficiency, or if they don’t meet the minimum required stat.
Note: If you’re just creating a new character, you can click on the “At Higher Levels” button when selecting a class. It’d show you the perks and features that get unlocked as you level up. After you’ve finished character creation, you can also select a character and click “level up” to see the selections presented to you as you progress. This is mostly to keep you informed (i.e., seeing the subclasses and feats). Just try it on a dummy character since the main campaign in Solasta: Crown of the Magister won’t actually let you start with characters that have been pre-leveled.
|STR-related||Creed of Einar||+1 STR; max 20
Proficiency in STR saves; +1 otherwise.
|Follow Up Strike||Attacking with a 2H weapon lets you use a bonus action for another melee attack.
Deals 1d4+STR bonus.
|Hauler||+1 STR; max 20
Doubles your carry weight capacity; requires STR 13 min.
|Might of the Iron Legion||+1 STR; max 20
Proficiency with heavy armor, longswords, greatswords, and battleaxes; requires Medium Armor proficiency.
|DEX-related||Ambidextrous||+1 DEX; max 20
Can dual-wield even if the 1H weapons aren’t light.
|Creed of Arun||+1 DEX; max 20
Can dual-wield even if the 1H weapons aren’t light.
|Creed of Misaye||+1 DEX; max 20
Proficiency in DEX saves; +1 otherwise.
|Discretion of the Coedymwarth||+1 DEX; max 20
Proficiency with light armor, shortswords, shortbows, and longbows.
|Eager for Battle||+1 DEX; max of 20
Advantage with initiative rolls.
|Lockbreaker||Proficiency when using thieves’ tools and when lockpicking; requires 13 DEX min.|
|Uncanny Accuracy||+10 DEX; max 20
Ignore ½ and ¾ cover with your ranged attacks.
|CON-related||Enduring Body||+1 CON; max 20
+1 HP each time you level up.
|Focused Sleeper||+1 CON; max 20
You only need 4 hours of sleep at night; requires Dwarf, Half-Elf, Hafling, or Human.
|Hard to Kill||+1 CON; max 20
Advantage on death saves. Succeeding thrice stabilizes you and you gain a hit die; a critical roll gives you two dice.
|Robust||+1 CON; max 20
When you use a hit die to regain HP, roll twice and take the higher value.
|Sturdiness of the Tundra||+1 CON; max 20
Proficiency with medium armor, warhammer, light/heavy crossbow; requires light armor proficiency.
|INT-related||Creed of Pakri||+1 INT; max 20
Proficiency with INT saves; +1 otherwise.
|Master Alchemist||Proficiency and increased speed when crafting potions; can identify potions automatically; requires INT 13 min.|
|WIS-related||Creed of Maraike||+1 WIS; max 20
Proficiency in WIS saves; +1 otherwise.
|CHA-related||Creed of Solasta||+1 CHA; max 20
Proficiency in CHA saves; +1 otherwise.
|Manipulator||Proficiency in Intimidation, Persuasion, and Deception; expertise if already proficient; requires CHA 13 min.|
|Spellcasting-related||Flawless Concentration||If you sustain up to 10 points of damage, there’s no need to roll a CON saving throw to maintain concentration.
Above 10 points, you have an advantage when rolling saving throws.
Requires ability to cast spells.
|Master Enchanter||Proficiency and increased speed when crafting enchanted items; requires ability to cast spells.|
|Powerful Cantrip||When a target succeeds in a saving throw or dodges your cantrip, it’ll still take half the damage and no other effects; requires ability to cast spells.|
|Reaction-related||Raise Shield||If wielding a shield and you’re about to be hit by a ranged attack, use your reaction to gain +3 AC until the end of the attacker’s turn; proficiency with shields.|
|Twin Blade||While dual-wielding (not sword and shield) and you’re about to get hit by a melee attack, use your reaction to gain +3 AC until the end of the attacker’s turn.|
|Bonus action-related||Rush To Battle||Use your bonus action to increase movement by 3 until the end of your turn; get -2 AC until the start of your next turn.|
|Take Aim||Use your bonus action to Take Aim. Until the end of your turn, your ranged weapon attacks have no advantage or disadvantage.|
Remember, you have to consider which bonus feats will actually be helpful for a particular character or your party. For instance, if you like to craft enchanted/primed items with the Manacalon Rosary, then you’ll want Master Enchanter.
Likewise, it’s better to max out a Shock Arcanist Wizard’s INT than choose a feat (unless you really want to get Flawless Concentration). Meanwhile, an Oath of Tirmar Paladin would be better off taking a bonus feat like Follow Up Strike. You can even empower this extra attack with radiant damage from Smite. Lastly, classes that often use ranged weapon attacks like the Ranger and Rogue would benefit from Uncanny Accuracy due to being able to ignore enemies that are partially in cover.