Note: The following content is only available if you purchased the Lost Valley DLC. Once unlocked, the new subclasses can be played in all adventures (not only in Lost Valley).
The Commander (Fighter):
On the battlefield, victory is achieved through discipline, rigorous training and audacity. Solastan Commanders can often be seen leading the charge while bolstering their allies.
- Bonus Proficiencies (Level 3): The Commander gains proficiency in Intimidation and Insight.
- Rousing Shout (Level 3): The Commander can use a bonus action to give all allies within 15' of themself advantage on their next attack roll until the start of their next turn.
- Coordinated Defense (Level 7): When the Commander takes the Attack action, they can forgo one of their attacks to grant an ally within 15' Dodge until the start of the Commander's next turn.
- Invigorating Shout (Level 10): Rousing Shout's range increases from 15' to 30'. Allies affected by Rousing Shout now also gain temporary hit points equal to the Commander's level for 1 minute.
The Hoodlum (Rogue):
When heads need crackin' and people beatin', Hoodlums are those you turn towards. These brutes may not be professional soldiers, but honor don't win you fights - violence does.
- Mean Mug (Level 3): The Hoodlum gains proficiency in Intimidation, or expertise in Intimidation if they were already proficient.
- The Right Tools (Level 3): The Hoodlum gains proficiency with martial weapons, medium armors and shields.
- Heavy Beating (Level 3): The Hoodlum can use Sneak Attack even when using non-finesse melee weapons.
The Oath of Judgment (Paladin):
No sin should be overlooked, no matter how small - although punishment must also fit the crime. Relentless in their pursuit of justice, those who decide to stand in their way better be prepared.
- Oath Spells: The Judgment Paladin gains the following Oath Spells: Guiding Bolt (3), Protection from Evil and Good (3), Enhance Ability (5), Hold Person (5), Hypnotic Pattern (9), Haste (9)
- Channel Divinity: Weight of Justice (Level 3): The Judgment Paladin can use a bonus action to make their next melee weapon attack restrain their target for up to 1 minute (Charisma Saving Throw to negate at the end of each of their turn).
- Channel Divinity: Purge Corruption (Level 3): The Judgment Paladin can use a bonus action to purge Blinded, Deafened, Paralyzed or Poisoned from an ally within 30'.
The Mischief Domain (Cleric):
Mischief is a way of life for followers of Misaye. Expect them to do the unexpected with a sly smile on their lips, even when the Lady of Luck turns the tables on them.
- Domain Spells: The Mischief Cleric gains the following Domain Spells: Charm Person (1), Expeditious Retreat (1), Blur (3), Invisibility (3), Hypnotic Pattern (5), Slow (5), Confusion (7), Greater Invisibility (7), Dominate Person (9), Hold Monster (9)
- Trickster (Level 1): The Mischief Cleric gains proficiency in Stealth and Deception.
- Borrowed Luck (Level 1): After failing a saving throw against a spell or magic effect, the Mischief Cleric can use their reaction to reroll that saving throw. If they succeed, they will have disadvantage on their next saving throw. Borrowed Luck cannot be used when the Mischief Cleric has disadvantage on their saving throw.
- Channel Divinity: Strike of Chaos (Level 2): When hitting a target with a weapon attack, the Mischief Cleric can deal additional psychic damage and inflict a random condition for up to 1 minute (Wisdom Saving Throw to negate at the end of each of their turn)
- Elusive Target (Level 6): When hit with a melee attack, the Mischief Cleric can use their reaction to gain Dodge and Disengage until the end of their next turn.
- Divine Strike (Level 8): The Mischief Cleric deals additional psychic damage when making weapon attacks.
The Court Mage (Wizard):
Court Mages were once the magical equivalent of elite bodyguards. Highly prized during the Manacalon era when society was ruled by magic, this tradition has slowly resurfaced in more recent years.
- Always Prepared (Level 2): The Court Mage gains proficiency with shields and the Protection Fighting Style.
- Spell Shield (Level 2): The Court Mage can use an action to create a powerful shield around themself and an ally within 30', granting both large amounts of temporary HP for up to 1 hour.
- Counterspell Mastery (Level 6): The Court Mage gain advantage on their spellcasting checks when casting Counterspell. Additionally, enemies have disadvantage on their spellcasting checks when attempting to counterspell the Court Mage's spells.
The Swift Blade (Ranger):
Swift Blades are fast, silent and deadly. Originally trained to take down Manacalon arcanists in a matter of seconds and vanish, they often worked together with Green Mages with great success.
- Quick Steps (Level 3): The Swift Blade's speed increase by 10'. Additionally, opportunity attacks are made against them with disadvantage when they Dash.
- Blade Dance (Level 3): While dual wielding melee weapons, the Swift Blade gains +2 AC.
- Battle Focus (Level 7): The Swift Blade can enter a heightened state of battle focus until the start of their next turn, dealing additional weapon damage every time they attack.
The Haunted Soul (Sorcerer):
Haunted Souls are sorcerers whose innate abilities draw malevolent spirits to them. Those who survive the ordeal form a symbiotic relationship, harnessing their power while having their soul slowly drained away.
- Origin Spells: The Haunted Soul gains the following Origin Spells: Inflict Wound (1), Ray of Enfeeblement (3), Fear (5), Phantasmal Killer (7), Mind Twist (9)
- Spirit Visage (Level 1): The Haunted Soul can use a bonus action to inflict disadvantage on ability checks and attack rolls on a target until the start of the Haunted Soul's next turn (Wisdom Saving Throw to negate)
- Vengeful Spirits (Level 6): The Haunted Soul can a bonus action to call forth a 15' square area filled with vengeful spirits. Any hostile creature entering or starting their turn in the area takes necrotic damage (Charisma Saving Throw to halve). The Haunted Soul can use a bonus action to move the vengeful spirits by up to 30' on their turn.
The Path of the Claw (Barbarian):
It is an open secret that Barbarians of the Path of the Claw are the descendants of an old clan that mingled with dragons. Whenever they enter a rage, their ancestry comes rushing out and takes over their senses, allowing them to perform incredible feats of power.
- Primal Calling: The Primal Calling DLC is required to unlock the Barbarian class and its subclasses.
- Dragon Ancestry (Level 3): The Claw Barbarian must choose one type of dragon as their ancestor,. This choice will define the damage type associated with their other features.
- Dragon Scales (Level 3): While raging, the Claw Barbarian gains +1 AC and resistance to the damage type of their ancestor.
The Circle of Balance (Druid):
As the Cataclysm ravaged Solasta and mana vanished druids of the Circle of Balance tirelessly walked the land, following their one teaching: nature giveth, nature taketh away.
- Primal Calling: The Primal Calling DLC is required to unlock the Druid class and its subclasses.
- Circle Spells: The Balance Druid gains the following Circle Spells: Prayer of Healing (3), Calm Emotions (3), Mass Healing Word (5), Revivify (5), Banishment (7), Blight (7), Mass Cure Wounds (9), Cloudkill (9)
- Gift of Life (Level 2): Whenever the Balance Druid use a spell of 1st level or higher to restore HP to a creature, they also heal an additional amount of HP equal to the Druid's level at the start of their next turn.
- Survival of the Wisest (Level 6): The Balance Druid's spell DC and spell attack modifier increase with their knowledge level of the creatures they target.
Article by Tactical Myzzrym
Steam profile : https://steamcommunity.com/id/baraz/
Typos happen. More so on the phone.