


Thanks to the lovely Myzzrym, I have permission to share some info about the unique Solastan archetypes for each class. This should help with your planning in the lead up to EA! As a disclaimer, this information is from a preview build, and is liable to change in EA and beyond!
Cleric
Elemental Domain (Fire)
Domain Spells:
(1st) Thunderwave, Fog Cloud
(3rd) Levitate, Misty Step
(5th)Lightning Bolt, Fly
Level 1:
Bonus Cantrip: Firebolt
Primal Harmony (Fire): Resistance to Fire damage
Level 2: Channel Divinity: Fire Burst.
Causes 3d8 Fire damage to a target within 12 cells, damage is halved on a successful Dexerity saving throw
Level 6: Scholar of the Elements
Use your reaction to become immune to your domain element (Fire), damage taken is recovered instead.
Elemental Domain (Ice)
Domain Spells:
(1st) Thunderwave, Fog Cloud
(3rd) Levitate, Misty Step
(5th)Lightning Bolt, Fly
Level 1:
Bonus Cantrip: Ray of Frost
Primal Harmony (Cold): Resistance to Cold damage
Level 2: Channel Divinity: Ice Lance
Choose a target within 12 cells. they must succeed a Dexterity saving throw or be pushed 2 cells and suffer 2d8 Cold damage
Level 6: Scholar of the Elements
Use your reaction to become immune to your domain element (Cold), damage taken is recovered instead.
Elemental Domain (Lightning)
Domain Spells:
(1st) Thunderwave, Fog Cloud
(3rd) Levitate, Misty Step
(5th)Lightning Bolt, Fly
Level 1:
Bonus Cantrip: Shocking Grasp
Primal Harmony (Lightning): Resistance to Lightning damage
Level 2: Channel Divinity: Lightning Blade
Causes 1d8 Lightning Damage to a target within 12 cells. It must succeed a Dexterity saving throw or be stunned until the end of its next turn.
Level 6: Scholar of the Elements
Use your reaction to become immune to your domain element (Lightning), damage taken is recovered instead.
Sun Domain
Domain Spells:
(1st) Burning Hands, Faerie Fire
(3rd) Scorching Ray, Darkvision
(5th) Daylight, Hypnotic Pattern
Level 1:
Bonus Cantrip: Light
Holy Radiance: When casting Sacred Flame, your target has disadvantage on the save
Level 2: Channel Divinity: Herald of the Sun
Engulf one target within 6 cells in radiant light. The target makes a Constitution saving throw, it takes 1d8 + 2 per cleric level radiant damage and is Blinded for 1 minute on a failed save. It takes half damage and does not become blind on a success
Level 6: Channel Divinity: Indomitable Light
Summons a sphere of sunlight, imposing disadvantage on creatures sensitive to sunlight,and lights the area
Soothing Hand: Heal an ally and remove one detrimental condition
Battle Domain
Domain Spells:
(1st) Magic Missle, Shield of Faith
(3rd) Acid Arrow, Flaming Sphere
(5th) Fireball, Haste
Level 1:
Bonus Proficiency: Martial weapons
Divine Fortitude: As an action, gain 3HP multiplied by your Cleric level, recovers on a long rest
Level 2: Channel Divinity: Decisive Strike
On a successful strike, adds 1d6 to your damage and stuns your target (Stun can be resisted by successful save). Damage increases by 1d6 every 3 levels above 2
Level 6: Herald of Battle: Allies in adjacent cells get +1 on attack rolls, damage, AC and saving throws
Law Domain
Domain Spells:
(1st) Heroism, Shield
(3rd) Branding Smite, Hold Person
(5th) Counterspell, Lightning Bolt
Level 1:
Commanding Presence: Proficent in Intimidation, has advantage on Intimidation checks
Unyielding Enforcer: Advantage on rolls to resist being Shoved or moved by magical means
Level 2: Channel Divinity: Holy Retribution
When you are hit with a melee attack, you can use your reaction to make a return melee weapon attack, adding 2d6+ Cleric level Psychic damage
Channel Divinity: Force of Law
When casting an attack spell, impose disadvantage on the saving throw
Level 6: Word of the Law: Break the spellcasting concentration of an enemy spellcaster
Oblivion Domain
Domain Spells:
(1st) Sleep, Inflict Wounds
(3rd) Blindness, Ray of Enfeeblement
(5th) Vampiric Touch, Fear
Level 1:
Bonus Cantrip: Chill Touch
Gate Keeper: While conscious, you provide advantage to Death Saving throws to allies within 6 cells
Level 2: Channel Divinity: Herald of Pain
All enemies within 6 cells must make a Wisdom saving throw. On a failure, they take 1d8 necrotic damage and are Poisoned
Peaceful Rest: While camping, reduces the chances of being attacked, and prevents the party being surprised
Level 6: Strike of Oblivion: Do an additional 1d6 necrotic damage on your first attack of your turn
Insight Domain
Domain Spells:
(1st) Detect Good and Evil, Identify
(3rd) Find Traps, See Invisibility
(5th) Slow, Remove Curse
Level 1:
Divine Intuition: Advantage on Arcana, History and Nature checks
Inspired Diplomat: You can see the chances of success for dialogue options that include an Ability check
Level 2: Channel Divinity: Foreknowledge
For 1 minute, the first attack made against you after your turn ends has disadvantage
Level 6: Divine Eye: You have advantage on checks to find traps, hidden doors and hidden objects
Life Domain
Domain Spells:
(1st) Bless, Cure Wounds
(3rd) Lesser Restoration, Spiritual Weapon
(5th) Revivify, Mass Healing Word
Level 1:
Bonus Proficiency: Heavy Armour
Disciple of Life: When casting a healing spell, the target recovers a bonus number of hitpoints equal to 2x the spell level used
Level 2: Channel Divinity: Preserve Life
Restore hitpoints equal to 5 times your cleric level to one or more allies within 6 cells, up to half their hitpoint maximum
Level 6: Blessed Healer: When you cast a healing spell of 1st level or higher that restores hit points to a creature other than yourself, you regain hitpoints equal to 2 times the spell level
















FOR GONDOR!
FOR GONDOR!