
Here are the ten best Feats in Solasta: Crown Of The Magister by Tactical Adventures.
Solasta: Crown of the Magister is a good choice for people who want to play D&D 5e in a video game because it follows the rules of the TTRPG. In Solasta: Crown of the Magister, players can make their own characters or use ones that have already been made to make a rare item that will save the world. But in order to get through some of the game’s tasks, players may need to choose the right Feats for their characters.
Feats in Solasta: Crown of the Magister work like they do in D&D 5e. They let characters get special powers or skills that make them better for certain builds and ways of playing. But which Feats should players pick to make their Solasta experience better?
Armor Master

Armor Class is still a key part of battle in D&D 5e and Crown of the Magister. Attack Rolls have to be higher than the target’s Armor Class to hit it. Of course, different Armors give a set number of AC, and Heavy Armor gives a huge base AC but makes it hard to sneak. Since there aren’t many ways to forever boost AC, it makes sense that shields and some AC boosts, like Armor Master, become appealing to players.
At first look, Armor Master seems to do nothing more than give +1 AC to any armor its user wears. Its +1 AC might not seem like much on paper, but it actually makes it 1 out of 20 times more likely for enemies to miss standard strikes. Armor Master can make it harder to get past tanks, give DPS heavy-hitters who wear Medium Armor more defense, and give weak backline players a +1 AC lifeline.
Might Of The Iron Legion

Feats in D&D 5e often give players room to grow in terms of the gear they wear, and Might Of The Iron Legion is a good example of this. This Feat gives its user not only +1 Strength, but also Heavy Armor Proficiency and Weapon Proficiency with Longswords, Greatswords, and Battleaxes, as long as the user is already Medium Armor Proficient. Even though this D&D Feat doesn’t seem useful for strong characters like the Fighter and the Paladin, it has a lot of uses for spellcasters.
Might of the Iron Legion is a Feat that can help a group with a lot of spellcasters, especially if the frontliner has already taken the Sellsword (Background) to get Medium Armor Proficiency. Because you can use Heavy Armor and have more weapon skills, you don’t have to work on your Dexterity to get better regular armor.
Follow Up Strike

In D&D 5e, bonus actions let characters do smaller things that don’t require their full attention but can still change the way battle goes. For classes like Wizard, Monk, and Ranger, who have a lot of ways to fight, Bonus Actions can give them a lot of choices or even just more DPS. Solasta: Crown of the Magister‘s gameplay shows this with the addition of the Bonus Action mechanic, which solidifies characters like the Fighter and the Paladin as typical tanks.
But Follow Up Strike can be a godsend for people who fight with their hands. When making an Attack with a 2H-Weapon, its user can use a Bonus Action to make a quick follow-up that does 1d4 + Strength Bonus damage of the same type. Even though the 1d4 isn’t as useful to most other close fighters, this Feat is the only way a 2H-Weapon Paladin can fight alongside their more dangerous Ranger allies. If a Paladin has enough Spell Slots, he or she can turn 1d4 damage into 1d4 + 2d8 Radiant Damage, which is almost as much damage as a normal Attack.
Raise Shield

Crown of the Magister stays true to its D&D 5e roots. It also follows the idea that spellcasters are weak because they have no defenses, even though they are very dangerous on the battlefield. It’s usually best to keep spellcasters like Wizards and Sorcerers in the backline, but a busy frontline can leave them open to attacks from both close and ranged enemies. With Raise Shield, spellcasters can make the most of their defensive choices and don’t have to have a bodyguard with them all the time.
At its heart, Raise Shield gives its users proficiency with shields, which gives spellcasters an instant +2 to +4 AC boost. Not only that, but people who use Raise Shield can use their Reaction to give themselves +3 AC until the end of the attacker’s turn if they are about to be hit by a long attack. Raise Shield can help other shield users in the long run, but spellcasters who are weak may want to get it as soon as possible.
Uncanny Accuracy

Long-range attacks like the Ranger and D&D 5e Classes that use bows like the Bard can do damage from a safe distance, at least until they find cover. Half Cover and Three-Quarters Cover give AC boosts to animals hiding behind them in both D&D and Crown of the Magister. This makes it hard for bow users to get through. When a bowmaster has Uncanny Accuracy, not even certain covers can hide things from his or her sharp eye.
When worn, it gives the person +1 Dexterity and makes Half Cover and Three-Quarters Cover completely useless. The way this Feat removes non-full cover AC bonuses can turn long-ranged attackers into snipers. This makes it a great 4th-level choice for characters who don’t want to become fighters or other melee attackers and just want to stay ranged fighters.
Take Aim

In D&D 5e, one of the most important rules about ranged combat is that using a long-ranged weapon at close range gives you Disadvantage on an Attack Roll. Crown of the Magister uses the same rule to show how impractical it is to use a bow in real life. Some Funny Shooter players, though, can imagine a John Wick-style situation in which an archer with enough dexterity could make a point-blank shot with a bow or crossbow, whether it’s to aim at a foot or at an odd angle. Take Aim tries to help ranged attacks see the world in this way.
When equipped, Take Aim costs a Bonus Action to use and lets ranged foes ignore both advantages and disadvantages until the end of their turn. At first look, this Bonus Action seems to depend on a lot of things. But since this D&D 5e Feat lets players ignore any condition, they don’t get Disadvantage when they hit with melee. When cornered up close, a Ranger with a high enough Dexterity can do a lot of damage with their bow thanks to Take Aim, which gives them an emergency melee choice without having to worry about Disadvantage.
Rush To Battle

Since D&D 5e is played on a grid, characters in Crown of the Magister move and attack on separate grids. This forces players to think carefully about where to put their party and how to attack. Since the game also has an initiative order, enemies who get the jump on the party’s weaker spellcasters before the frontline defenders can protect them can ruin a team’s plan. In this way, Rush To Battle might be a Feat that tanks and offensive DPS warriors should get as soon as possible.
Rush To Battle lets its users spend a Bonus Action to move up to three squares faster at the cost of -2 AC until the beginning of their next turn. Even though -2 AC seems like a lot for only 3 squares of movement, it can mean the difference between life and death when defending teammates or rushing toward a threat. Remember that since tanks are made to soak up damage, it’s better for them to risk the enemy getting around their -2 AC. Even if the tank skips Rush to Battle, this is still a wasted chance to attack a foe that they could kill or badly damage with a single hit.
Eager For Battle

Both the D&D 5e combat system and the Crown of the Magister combat system use the initiative order. This is a Dexterity Check that decides the order in which creatures act in battle. In both Solasta and D&D, the person with the highest DEX usually gets the first turn and controls how the fight goes. In turn, the Eager For Battle Feat, which adds +1 Dexterity to initiative rolls on top of Advantage, can help players get a better handle on their fights.
Classes that depend on DEX, like the Ranger and the Monk, might not need this Feat, but spellcasters who usually have low DEX can use it to stand out in battle. Spellcasters have a better chance of going first in battle than other classes because they have +1 Dexterity and can roll twice and take the higher result. This can be very helpful for spellcasters, since their access to AOE and other control powers can stop the enemy from moving forward even before their turns start.
Flawless Concentration

Contemplation is a core D&D 5e feature that Solasta: Crown of the Magister adds to the game. When a spellcaster is hit while casting a spell, they must roll a Constitution Save. This gives a mechanical reason for the idea that strong spells need a spellcaster’s full attention. Unfortunately, this means that Classes like the Warlock, Sorcerer, and Cleric are sitting ducks while their more powerful spells work. The only people who can use swords and shields and still cast magic are Battle Clerics and Spellblades.
On the other hand, most other spellcasters need Flawless Concentration in order to get around the Concentration trait. At its core, Flawless Concentration gives spellcasters an advantage on Constitution Saves to keep their concentration from breaking. This makes it easier for weak spellcasters to stay alive. But the Feat says that if the character takes less than 10 damage, they don’t even have to roll for a Constitution Save, which makes this Feat even more useful.
Hard To Kill

In D&D 5e, players almost always play heroes, and this is even more true in Crown of the Magister, where Death Saves explain why their characters are hard to kill. With Death Saves, players only need three successes to stabilize a dying character. So that their friends can heal them. With the suspense of having to roll a d20 to see if a character will live or die. It is usually agreed that characters shouldn’t have 0 Hit Points. With the Hard to Kill Feat, players have a better chance of making it through even the most damaging hits.
With the Hard To Kill Feat, players get an advantage on their Death Saves, which lets them roll twice and get a better result every time. When they get three successes, they don’t just become “healable” at 0 HP, they also get one Hit Die that they can use to heal quickly. If they fail their Death Save, they instead get 2 Hit Die. That means that players who should have died can roll their Hit Die to get a quick burst of HP to either run away or go out with their swords (or guns) firing against the enemy for one last hurrah.
Solasta: Crown of the Magister came out on PC, Xbox One, and Xbox Series X/S in the year 2020.