
Sorcerer Builds & Guides | Solasta 2
Welcome to the Sorcerer Builds & Guides Page for Solasta 2. From here, you can find powerful builds for each subclass of the Sorcerer, as well as a comprehensive overview of all Sorcerer Class & Subclass Features.
Please note this page is currently a Work in Progress and will be continuously updated as more information about Solasta II becomes available.
Table of Contents
Sorcerer Builds Solasta 2
Here you will find a selection of powerful builds for the Sorcerer in Solasta 2. We aim to have one build for each subclass.
Work in Progress
Sorcerer Class Guide Solasta 2
Here you will find a comprehensive breakdown of the Sorcerer Class in Solasta 2, including all innate Proficiencies, Actions and Passives, and what you can expect to unlock at each Sorcerer Level.
Work in Progress – Currently based on Solasta I info and may change
Sorcerer Starting Features
Here is what your Sorcerer will start with at Level 1 in Solasta 2:
- Weapon Proficiencies – Daggers, Darts, Quarterstaves, Light Crossbows, Slings
- Armour Proficiencies – None
- Saving Throw Proficiencies – Constitution & Charisma
- Skill Proficiencies – Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
- Spellcasting – You can cast spells and cantrips from the Sorcerer spell list. You will unlock more powerful spells as you level up.
- Shield – Allows you to gain +5 Armour Class for 1 turn and defend against Magic Missile, using a Reaction. Costs a Spell Slot.
- Magical Crafting – You can brew herbal remedies and use enchanting equipment.
- Subclass – Choose which subclass your Sorcerer will use.
Sorcerer Higher Level Features
Here is an overview of what your Sorcerer will unlock as they level up in Solasta 2:
Level 2
- Sorcery Points – From now on, you’ll gain 1 Sorcery Point per Sorcerer Level. These points are replenished on Long Rests, and can be spent to alter spells.
- Flexible Casting – You can convert Spell Slots into Sorcery Points and vice versa.
Level 3
- Metamagic – You can spend your Sorcery Points to activate Metamagic abilities, altering your spells. For now, you can choose to unlock any two of the following Metamagic Abilities:
- Careful Spell – Allies affected by your spell will automatically succeed their Saving Throws against it.
- Distant Spell – Doubles the range of a spell, or extends a melee spell to a range of 4 cells.
- Empowered Spell – Rerolls damage dice rolls of 1 or 2, using the new result.
- Extended Spell – Doubles the duration of a spell.
- Heightened Spell – Force a creature to roll the Saving Throw against your spell with a Disadvantage.
- Quickened Spell – Cast a spell with a Bonus Action instead of an Action.
- Twinned Spell – Allow a spell that usually only has one target to target a second creature.
Level 4
- Feat – Select a Feat or improve an Ability.
Level 8
- Feat – Select a Feat or improve an Ability.
Level 10
- Additional Metamagic – Choose one more Metamagic ability to unlock.
Level 12
- Feat – Select a Feat or improve an Ability.
Level 16
- Feat – Select a Feat or improve an Ability.
Sorcerer Subclasses Solasta 2
Here, you will find an overview of all Sorcerer subclasses in Solasta 2, detailing what extra features will be added to the basic Sorcerer class outlined above.
Mana Painter
Born out of the mana starvation that followed the cataclysm, certain dwellers of Solasta learned to drain magic from all that surrounded them; locations, objects and even people. They learned to channel scarce mana to cast spells, create potions or scrolls. Whereas their enemies call them mana stealers, they are truly artists of magic.
Level 2
- Mana Drain – Inflicts (1d10 + Charisma Modifier) Force Damage on hit, and you regain 1 Sorcery Point.
