Thirteen archetypes are planned, even with the launch cap locked at level 4.
Tactical Adventures has shared a long breakdown of what party building will look like when Solasta II hits Steam Early Access on March 12, 2026, with a clear warning up front that everything is still subject to change during development.
I thought I’d put together a recap, which in situations like this can always come in handy to understand what we should expect at launch from a title that’s shaping up to be one of the most interesting CRPGs of 2026.
At launch, Early Access will ship with six classes and thirteen subclasses, since most classes get two archetypes while Cleric gets three. The studio also set expectations on progression. The level cap on March 12 will be level 4, so several subclass features described in the update sit beyond that cap and are being shown as the current plan for later updates.
fighter
Fighter is being positioned around the 2024 ruleset changes, particularly Weapon Masteries that can push status effects through attacks.

The update calls out Sap, which forces disadvantage on a target’s next attack roll, plus Topple, which can knock an enemy prone. Second Wind is getting multiple charges over time, starting at two charges at level 1, while Tactical Mind lets those charges support Ability Checks outside combat.
Action Surge remains the Fighter’s signature burst tool, though the team notes it will not pair with spellcasting since the Magic Action is not compatible with Action Surge use.
Fighter’s two subclasses in the update are Commander and Aether Warden. Commander returns from Solasta as a martial support pick, built around coordination. Gruff Authority adds two skill proficiencies plus the Fighter’s Strength modifier to Intimidation and Persuasion checks.
Rousing Shout is back as the core combat call, granting advantage on the next attack for the Commander plus nearby allies. Later cap increases are set to bring Coordinated Defense, where the Commander trades one of their attacks to grant an ally the Dodge action, plus an upgrade that adds temporary hit points to Rousing Shout’s effect.
Aether Warden is framed as a fresh attempt at a half caster Fighter that avoids the old Spellblade problem of having little payoff for casting in the middle of a weapon focused kit.
The big mechanical hook is Mythology of Might, which makes Constitution the spellcasting ability for spell save DC and spell attack rolls. The update explicitly leans into what that means. High Constitution supports a larger hit point pool, stronger concentration checks, more reliable control spell DCs for options like Sleep or Hideous Laughter.
Arcane Strength is planned for level 7, boosting Strength plus Armor Class while the Warden maintains concentration, scaling with the spell slot level used. Earthen Succor arrives at level 10 as a spell slot based heal that improves if cast with an action.
Wizard
The Wizard remains close to the classic template. The update highlights Scholar at level 2 for expertise in one skill, plus Memorize Spell to swap a prepared spell after a short rest. Wizard’s subclasses are Court Mage and the new School of Ruin.

Court Mage returns as a defensive bodyguard style mage, with shield proficiency plus reaction based protection that can raise a nearby ally’s AC. Its defining tool is Spell Shield, a protective barrier placed on an ally that absorbs damage until it breaks.
The higher-level structure has been reworked to focus more tightly on Spell Shield. Vigilant Protector at level 6 is described as a bonus action teleport to the protected target plus bonus AC while standing next to them. Shield Resonance at level 10 lets the Court Mage choose a damage type when creating Spell Shield, gaining resistance to that type while protected by it.
School of Ruin is built for raw damage output plus anti-caster pressure. Ruination Savant adds extra damaging spells to the spellbook at level 3, then continues adding one on each level up. Destructive Magic adds one flat damage per damage die rolled, with examples like Scorching Ray gaining plus two per ray, Shatter gaining plus three in its area.
Later, Mana Feedback reflects a portion of spell damage back to an attacker once per short rest, while Deadly Resonance repeats a portion of the Ruin Wizard’s spell damage on the target at the start of the next turn, both gated by Constitution saves to reduce the damage.
Rogue
Rogue is getting more 2024 support tools, including Steady Aim for more reliable ranged Sneak Attack setups, plus Cunning Strike at level 5 for converting some Sneak Attack damage into rider effects like poison or trip.

Weapon Masteries matter here too, with Nick called out as a quality of life fix for dual-wielding by enabling two light weapon attacks without spending the bonus action, leaving bonus action space for Cunning Action.
Rogue’s subclasses are Shadowcaster and Scavenger. Shadowcaster is being rebuilt around earlier access to its identity. Shadow Casting now unlocks at level 3 and lets the Rogue apply Sneak Attack to spells that use attack rolls, with no longer being limited to a narrow set of magic schools for spell selection.
Later, Into the Shadows upgrades the old Shadow Dodge into a bonus action teleport up to 25 feet multiple times per day, plus two extra cantrips. Scavenger is a Badlands flavored survivalist. Serrated Edge adds extra slashing damage once per turn on weapon hits.
Haggler applies a 10 percent price modifier when buying or selling with merchants. Slippery Fellow later lets the Rogue spend Cunning Action on Dodge a limited number of times per day.
Paladin
Paladin will be present at the Early Access launch, with the update focusing on the 2024 Divine Smite shift. Divine Smite is now a Paladin-only spell that uses a bonus action, which changes the familiar spell slot dumping play pattern.

Lay on Hands becomes a bonus action heal. Abjure Foes arrives at level 9 as a Channel Divinity option that frightens multiple enemies. Paladin’s subclasses are Oath of Judgement and Oath of Liberation.
Judgement is largely familiar from Lost Valley, with Weight of Justice restraining on hit while adding a small amount of force damage, no longer requiring a bonus action, which avoids clashing with Divine Smite. Purge Corruption expands its condition removal list, while Aura of Righteousness is clarified to apply only to attacks.
Liberation brings a slavery resistant lore thread tied to Manacalon, with Channel Divinity options that blind a ranged target for up to one minute, plus a party escape tool called Slip Away. Slip Away is planned to grant Invisibility later, though it uses Blur for now since invisibility is not implemented yet. Aura of Liberation at level 7 prevents Restrained plus Paralyzed for the Paladin and nearby allies.
Sorcerer
Sorcerer is confirmed for Early Access launch, with Innate Sorcery highlighted as a one-minute self-buff that increases spell save DC, plus gives advantage on spell attack rolls, giving Sorcerer a clearer reliability niche next to Wizard’s broader spell access. Its subclasses are Mana Painter and Star Child.

Mana Painter has been adjusted now that multiclassing is official, moving Mana Absorption to level 6 so the Charisma based saving throw defense is not front loaded at level 3. At level 3, Mana Shield grants temporary hit points whenever a spell slot is spent. Mana Drain has been buffed to deal more damage while restoring Sorcery Points scaling with level.
Star Child adds Shooting Stars whenever Metamagic is used, dealing extra force damage through small star projectiles, plus Guiding Star at level 6 for advantage on a future d20 roll several times per day.
Cleric
And let’s end with Cleric, which rounds out the launch set with three domains, since the story focuses around Maraike makes Life and Oblivion feel non-optimal, plus Battle returns for players who want a mace-forward frontline cleric.

Life Domain leans fully into healing via Disciple of Life, Preserve Life through Channel Divinity, plus Blessed Healer self sustain while healing others, with heavy armor access now tied to the base class Divine Order choice rather than the domain itself.
Oblivion Domain gets a notable support upgrade through Gate Keeper, which can heal unconscious allies to one hit point from range as a bonus action a few times per day, while keeping its death save advantages. Its damage tools scale more cleanly through Herald of Pain scaling, plus Mark of Fate being standardized to once per turn while dealing more damage.
Battle Domain has been tuned away from Paladin overlap. Decisive Strike gets more damage but inflicts incapacitated rather than stunned. Herald of Battle is no longer an aura, now triggering off Decisive Strike to empower allies with miss rerolls plus extra force damage once per turn.
Solasta II’s Early Access launch is set for March 12, 2026, on Steam, with this subclass lineup aiming to give each of the six starting classes a clear job in turn-based party combat even before the cap moves beyond level 4.
