Ancestry List | Solasta II Races & Subraces

Welcome to our Ancestry List for Solasta II. This page lists all Ancestries available in Solasta II, and their strengths. Ancestries are also known as races.

Some Ancestries also have variants or subraces. An example of this is the Dwarf Ancestry, which is split into Hill Dwarf and Snow Dwarf. Varants inherit their qualities from their main Ancestry, but also add some additional features of their own.


Solasta II Ancestries List

Here is a list of all Ancestries currently available in Solasta II, and all variants.

Please note that this page is currently a work in progress and is based on a mixture of Solasta I and Solasta II Demo info.

Dragonborn

The Dragonborn are descendants of unions between polymorphed dragons and elves. They haven’t been added to the game yet, so we don’t know too much about them.

  • Base Speed – 30ft
  • Languages – Common, Draconic
  • Ability Bonuses – +2 Strength, +1 Charisma
  • Draconic Ancestry – Choose a Draconic Ancestry. Your chosen ancestry will modify your two Dragonborn features
    • Breath – Use your Action to exhale destructive energy.
    • Damage Resistance – You have Resistance to the damage type associated with your draconic ancestry.

Dwarves

One of the ancient dwellers of Solasta, dwarves are naturally skilled miners and craftsmen. Blocky and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions.

  • Base Speed – 25 ft
  • Languages – Common, Dwarvish
  • Ability Bonuses – +2 Constitution
  • Darkvision – You can see in dim light as if it were bright light (up to 60 ft) and in darkness as if it were dim light.
  • Dwarven Resilience – You have Advantage on Saving Throws against Poison, and Resistance against Poison Damage.
  • Dwarven Weapons Training – You have Proficiency with the Battleaxe, Handaxe, Light Hammer and Warhammer.

Hill Dwarves

Hill Dwarves aren’t in the game yet, and we don’t know much about them for now.

  • Ability Bonuses – +1 Wisdom

Snow Dwarves

Snow Dwarves are sturdy and adventurous, adapted to harsh terrain and low temperatures. Blocky, agile and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions.

  • Ability Bonuses – +1 Dexterity
  • Snow Dwarf Endurance – +2 to Constitution Saving Throws
  • Crossbow Expertise – You are Proficient with the Heavy Crossbow

Elves

Elves are some of the most ancient dwellers on Solasta, and used to rule a powerful empire before the Cataclysm. They are naturally gifted with magic, agile, and fast. They have innate resistances and keen senses.

  • Base Speed – 30ft
  • Languages – Common, Elvish
  • Ability Bonuses – +2 Dexterity
  • Darkvision – You can see in dim light as if it were bright light (up to 60 ft) and in darkness as if it were dim light.
  • Keen Senses – You have Proficiency in the Perception Skill.
  • Fey Ancestry – Advantage on Saving Throws against being Charmed. Magic cannot but you to sleep.

High Elves

High Elves are the descendants of the people who ruled Solasta for centuries. They are trained to use magic very early, and have a gift for languages. They receive the traditional martial training of their people with swords and bows.

  • Ability Bonuses – +1 Intelligence
  • Languages – Choose one additional language
  • Elven Weapons Training – You have Proficiency with the Longsword, Shortsword, Shortbow and Longbow
  • Cantrip – You can choose one additional Cantrip from the Wizard spell list, regardless of your class. The chosen Cantrip is cast with Intelligence.

Sylvan Elves

Sylvan Elves aren’t in the game yet, and we don’t know much about them for now. They will likely place extra emphasis on mobility, stealth and ranged combat.

  • Ability Bonuses – +1 Wisdom

Gnomes

  • Base Speed – 25ft
  • Languages – Common, Gnomish
  • Ability Bonuses – +2 Intelligence
  • Darkvision – You can see in dim light as if it were bright light (up to 60 ft) and in darkness as if it were dim light.
  • Gnome Cunning – You have Advantage on all Intelligence, Wisdom and Charisma Saving Throws against magic.

Half-Elves

Half-Elves are the offspring of human refugees from Tirmar and the Solastan Elves, and inherit their features from both races.

  • Base Speed – 30ft
  • Languages – Common, Elvish, one more of your choice
  • Ability Bonuses – +2 Charisma, and increase two other abilities of your choice by 1.
  • Bonus Skills – Choose 2 extra Skills for Proficiency
  • Darkvision – You can see in dim light as if it were bright light (up to 60 ft) and in darkness as if it were dim light.
  • Fey Ancestry – Advantage on Saving Throws against being Charmed. Magic cannot but you to sleep.

Half-Orcs

Half-Orcs are the offspring of humans and orcs. They tend to be rejected by both their parent’s families and have a violent tendency.

  • Base Speed – 30ft
  • Languages – Common, Orcish
  • Ability Bonuses – +2 Strength, +1 Constitution
  • Darkvision – You can see in dim light as if it were bright light (up to 60 ft) and in darkness as if it were dim light.
  • Menacing – You are Proficient in Intimidation
  • Relentless Endurance – Once per Long Rest, you heal by 1 HP when you drop to 0 HP.
  • Savage Attacks – When you score a Critical Hit with a melee weapon attack, you roll one of the weapon’s damage dice an additional time and add the result to the Critical Damage.

Halflings

The original Halflings evolved in the marshes on the northeastern part of Solasta, before spreading south, following the river, and reaching the sea. They are short and nimble, and known for their bravery despite their size.

  • Base Speed – 25ft
  • Languages – Common, Halfling
  • Ability Bonus – +2 Dexterity
  • Lucky – When you roll a 1 on the d20 for an Attack Roll, Ability Check or Saving Throw, you can reroll the die. You must use the new roll.
  • Brave – You have Advantage on Saving Throws against being Frightened.
  • Halfling Nimbleness – You can move through the space of any creature that is of a larger size than yours.

Island Halfling

Island Halflings are the children of adventurous Halflings who left the Northern Marshes to venture south and settle in the sunny islands. Discreet and brave, they are inclined to be affable and get along well with others.

  • Ability Bonuses – +1 Charisma
  • Languages – Choose one extra language
  • Rope Dancing – You have Advantage on Acrobatics checks.

Marsh Halfling

Marsh Halflings haven’t been added to the game yet, so we don’t know much about them.

  • Ability Bonuses – +1 Constitution

Humans

Originally born on Turmar and brought to Solasta before the Cataclysm, humans have adapted to their new world thanks to their unique talents. Able to live anywhere and take on any job, they are versatile above all else.

  • Base Speed – 30 ft
  • Languages – Common and one extra language of your choice
  • Ability Bonuses – +1 to all Abilities

Tieflings

  • Base Speed – 30ft
  • Languages – Common, Infernal
  • Ability Bonuses – +2 Charisma, +1 Intelligence
  • Darkvision – You can see in dim light as if it were bright light (up to 60 ft) and in darkness as if it were dim light.
  • Hellish Resistance – You are Resistant to Fire damage.
  • Infernal Legacy – You start off knowing the Produce Flame Cantrip. At Level 3 you unlock Hellish Rebuke, and at Level 5 you unlock Darkness. The spellcasting ability for these is Charisma, and the latter two can be used once per Long Rest.

Other Solasta II Ancestries

Other Solasta II Ancestries appear in the game files or are partially playable in the demo. It’s not yet clear if they will be fully playable races in the final version of the game, so we included them here for the time being.

Pavon

A Pavon Ancestry is mentioned in the game files, but very little is known about it.

Siklas

Siklas are a stone-skinned humanoid race who are skilled in magic. In the Solasta II demo, you temporarily get to control a Siklas Wizard called Jabori, but this doesn’t necessarily mean they will be a fully playable race.

The post Ancestry List | Solasta II Races & Subraces appeared first on AlcastHQ.

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