Solasta 2 Fighter Guides

Fighter Builds & Guides | Solasta 2

Welcome to the Fighter Builds & Guides Page for Solasta 2. From here, you can find powerful builds for each subclass of the Fighter, as well as a comprehensive overview of all Fighter 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


Fighter Builds Solasta 2

Here you will find a selection of powerful builds for the Fighter in Solasta 2. We aim to have one build for each subclass.


Fighter Class Guide Solasta 2

Here you will find a comprehensive breakdown of the Fighter Class in Solasta 2, including all innate Proficiencies, Actions and Passives, and what you can expect to unlock at each Fighter Level.

Work in Progress


Fighter Starting Features

Here is what your Fighter starts with at Level 1:

  • Weapon Proficiencies – Simple Weapons, Martial Weapons
  • Armour Proficiencies – Light Armour, Medium Armour, Heavy Armour, Shields
  • Saving Throw Proficiencies – Strength & Constitution
  • Skill Proficiencies – Any 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
  • Smithing – You can craft arrows and bots with Smith’s Tools
  • Fighting Style – Choose one from:
    • Archery – Gain a +2 bonus to ranged weapon attack rolls
    • Defense – While wearing armour, you get a +1 Armour Class bonus
    • Dueling – When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
    • Great Weapon Fighting – When you roll a 1 or a 2 on a damage die for a melee weapon wielded in both hands, you can reroll the die. You must use the new roll.
    • Protection – When wielding a Sheild, you can use your Reaction to impose Disadvantage on an Attack Roll targeting an ally within 5 feet of you.
    • Two-Weapon Fighting – When using two melee weapons, you add your Ability Modifier to the damage of the second attack.
  • Second Wind – Use a bonus action to regain HP equal to (1d10 + character level)

Fighter Higher Level Features

Below is an overview of what you’ll get each time your Fighter levels up in Solasta 2.

Level 2

  • Action Surge – Regain an Action. Recharges on Short or Long Rest.

Level 3

  • Subclass – Choose which subclass your Fighter will use.

Level 4

  • Feat – Choose a Feat or improve an Ability score.

Level 5

  • Extra Attack – You can attack one more time per turn when you use attack or shove.

Level 6

  • Feat – Choose a Feat or improve an Ability score.

Level 8

  • Feat – Choose a Feat or improve an Ability score.

Level 9

  • Indomitable – Once per Long Rest, you can reroll a failed Saving Throw. You must use the new roll.

Level 11

  • Extra Attack – You gain another attack, allowing you to attack three times per turn with your attack or shove actions.

Level 12

  • Feat – Choose a Feat or improve an Ability score.

Fighter Subclasses Solasta 2

Here, you will find an overview of all Fighter subclasses in Solasta 2, detailing what extra features will be added to the basic Fighter class outlined above.


Aether Warden

Aether Wardens are as skilled with arcane magic as with their weapons. This versatility is a weapon in itself, often surprising enemies who tend to think an armored fighter cannot cast spells.

Level 3

  • Mythology of Might – You become a “half-caster”, able to cast basic spells. However, your spellcasting will never rival that of true spellcasters like Wizards and Sorcerers. Your Spell Save DC and Spell Attack Modifier rely on Constitution.

Level 7

  • Arcane Strength – When Concentrating on a spell, your Strength and Armour Class are increased, scaling with the Spell Slot Level.

Level 10

  • Earthen Succor – Casting a spell heals you. The amount of healing depends on the Spell Slot Level.

Commander

The Commander leads their allies, inspiring them to greater feats and helping them to defend against enemy attacks.

Level 3

  • Bonus Proficiencies – You become Proficient in Intimidation and Insight.
  • Rousing Shout – Use a Bonus Action to give all nearby allies Advantage on their next Attack Roll until the start of your next turn.

Level 7

  • Coordinated Defense – You can forgo one of your attacks to grant a nearby ally Dodge until your next turn.

Level 10

  • Invigorating Shout – Doubles the range of Rousing Shout. Allies affected by the shout now get THP equal to your Commander’s level.
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