Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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What does each class do? Basic class guide.
By Sophis
UPDATED with all DLC classes! Choosing your class can be a daunting task due to the high number of choices. This guide will give you some details about each class and the differences between its subclasses so you can make a better decision.
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Welcome!
Hello!



Welcome to my basic guide on classes and their subclasses. I've decided to write this guide to help some friends to whom I've suggested the game so they could get a better understanding of their class choices. This will hopefully also help the community, especially if you're new to Pathfinder or other CRPGs. And, of course, this can be an alternative to that crappy wiki lol.

If this guide helped you in any way, feel free to give it a positive rating and/or add it to your favorites! if you see anything wrong, please let me know and I'll be happy to edit it accordingly. I'm not an expert at all so mistakes might occur, since I haven't played every class in the game.

Some subclasses can only be played if you have the corresponding DLC mentioned along with their name. And remember that you don't have to pick a subclass if you don't want to; you can always go with the base class.

You can also check my stat allocation guide to help with building your character:
https://steamcommunity.com/sharedfiles/filedetails/?id=3006752479
Disclaimer
It is important to say that this guide is aimed at beginners.

Which means: the explanations will be simplified, covering some key points of the classes (not everything) to help new players identify their unique points and differences.

It might be obvious to veterans, of course, but new players might not know what's a sneak-attack, a smite.... They can learn the advanced stuff later while they play, we don't need to dump 500 lines of min-max information on them during the class selection screen.

This is also not a "tier list", and I'll not base my statements about the classes on whether they are viable for XYZ difficulty. There are plenty of those lists online if you need it.

If you need any extra insights, please leave a comment and I'll gladly try to help!
INITIAL CLASSES
Alchemist
The alchemist is a caster with 2 main selling points: they can throw bombs, which are great ranged weapons since they ignore regular armor and do some guaranteed splash damage even when you miss; and mutagens, unique, powerful stat buffs that you can't get anywhere else and stack with pretty much anything.

They are a great choice for a damage-dealing class, while also being great for support, since they can learn a wide array of spells from different spellbooks. They can learn spells from scrolls and cast while wearing armor.

Another highlight of the class is that they can use Infusions, which lets them apply many personal buff spells on other characters. Take the "Shield" spell as an example: this spell can only be used on yourself, but Alchemists can apply this spell on any other character, including pets! That way, Alchemist are a great addition to supplement other classes that might not have access to some spells.

Subclasses
  • Chirurgeon
    The healer Alchemist. You get some healing capabilities and the breath of life extract (a basic ressurrection spell) at level 10. Won't break any records, but hey, it is something. You give away your poison immunity.

  • Grenadier
    Specialized in bomb throwing, getting some of the bomb enhancements for free. Recommended if you want to spec fully into damage with bombs. You also get martial weapons proficiency.

  • Incense Synthesizer
    Full support Alchemist. Their main selling point is the ability to use incenses, a fog-like effect that grants all sort of benefits to every ally around, or some penalties to enemies who step into the fog. Like mutagens, this fog effect also stacks with pretty much anything. You lose Mutagens and have fewer bomb upgrades.

  • Metamorph
    Trades your bombs for the metamorphosis ability, which lets you turn into animals or even dragons (at level 13). You also get a stacking chance of negating critical hits and precision damage against yourself.

  • Preservationist
    You add summoning spells to your spell list. You don't lose much for it, so it's just an updated version of the base class who can summon some monsters.

  • Reanimator (Lord of Nothing DLC)
    This Alchemist is also focused on summoning, but it is all about raising the dead this time. The undead they raise receive bonuses to their stats as well as additional attacks. Along with that, you receive a buff to your attack and damage rolls until the end of combat after you kill an enemy. However, your bombs do a little bit less damage.

  • Vivisectionist
    The popular kid at the party. Gets sneak-attack right off the bat, making it a popular choice for an offensive Alchemist (or to get sneak-attack and mutagens on other classes with a 1 level dip).
Arcanist
The Arcanist is a Sorcerer+Wizard hybrid. They must prepare their spells like Wizards (choose which spells you want to take between each rest), but can actually cast those spells spontaneously (a set number of times for all spells) as Sorcerers. That makes the Arcanist a great class to "test" both types of spellcasting without worrying too much about the drawbacks of each. They compensate that flexibility with a smaller number of casts per day.


Their unique mechanic, called Exploits, lets them use charges from an arcane reservoir for all kinds of buffs and enhancements.


Subclasses
  • Brown-fur Transmuter
    Metamorphosis specialist, being unique in that they can apply any Transmutation spell, which are personal effects, on other characters or pets. Did you ever want to turn your leopard or your Fighter into a dragon? Now you can! They are also great supports, being able to give huge stats bonuses to the group.

  • Eldritch Font
    Basic arcanist with some extra casts per day and the Eldritch Surge ability, which lets you power up a chosen spell or exploit on that turn, leaving you exhausted right after.

  • Magic Deceiver (Dance of Masks DLC)
    This subclass can "fuse" two spells together, combining the effects of both spells. The new fused spell (which you can name and save) will fire the effects of both spells, one after the other. There's a few other adjustments you can make, but that's the main idea behind their unique ability. The trade-off is that you get fewer spells per day, can't use metamagic on your fused spells, and can only cast spells of up to sixth level.

  • Nature Mage
    You gain access to the Druid spellbook instead of the Wizard one (your spells are still considered arcane and your main stat doesn't change). In other words, you are effectively a Druid that can also use Exploits.

  • Phantasmal Mage
    Gnome exclusive archetype. You can't use your arcane reservoir to heighten your spells, but you can convert your charges into metamagic effects.

  • Unlettered Arcanist
    Similar to the Nature Mage, but you get access to the Witch spellbook instead, while also gaining a Familiar (a kind of non-combat pet that buffs you permanently). Important note: you don't gain access to Witch Hexes. Not gonna lie, that's not a great trade... roleplaying pick.

  • White Mage
    Healer version. You can convert your reservoir charges into healing spells (any spell with "cure" in its name), as if you were a Cleric. You have reduced access to Exploits.
Barbarian

Barbarians are sturdy and agile warriors who specialize in the Rage ability, which gives you extra combat prowess while active, like huge bonuses to your STR, increased hit points, and bonus WILL defenses at higher levels. They also have a list of rage powers to choose from, receiving all sorts of different bonuses and special abilities while raging. That effect will also give you some kind of penalty, like reducing your armor, and making you exhausted after your Rage effect ends (until higher levels). They are also proficient with all martial weapons. Basic, strong, and to the point.


Subclasses
  • Armoured Hulk
    Armoured tank version. You can eventually wear heavy armor and receive some small bonuses for using it, but that's all. However, you don't get the bonus WILL defense and the Uncanny Dodge passive, which prevents you from being caught flat-footed or flanked. Okayish trade if you want the roleplaying factor.

  • Beastkin Berserker
    You gain feral metamorphosis, which lets you turn into an animal of your choice. You lose 3 rage powers for this.

  • Flesheater (Lord of Nothing DLC)
    The Flesheater can devour the corpse of an enemy. You have a hunger that needs to be sated. If you’re hungry, you gain a bonus to attack and damage against targets you can consume, but also a 20% chance of becoming confused each round. After feeding, you get special traits and abilities according to the type of enemy you’ve consumed.

  • Instinctual Warrior
    You let go of armor to become something similar of a Monk. You add your WIS modifier to your armor; unlike Monks, you don't have to restrict yourself to a specific alignment.

  • Invulnerable Rager
    You get some small elemental resistances and a bit more damage reduction. Basically, a regular barbarian with a little bit more defense (but you lose the Uncanny Dodge passive). Another tank flavour, without focusing on heavy armor.

  • Mad Dog
    You get a pet/mount. That's all. However, you only learn Rage at level 4 and have 5 fewer rage powers.

  • Pack Rager
    You trade 5 rage powers for 5 extra feats. It is also a tactician class: while raging, you can share some teamwork feats with your party, even if they don't have those feats. Not bad at all, considering you can get infinite rage turns with a mythic feat.
Bard
Bards are great supports, using their songs to inspire allies in unique ways or even harm enemies. Their main song, Inspire Courage, gives everyone a sizable bonus to attack chance and damage, making them an excellent support on every party, especially for higher difficulties (and you don't have a bard companion this time).

Bards also receive a few bonus combat feats, and the Shield proficiency, being able to cast spells while using shields without incurring in the usual spell failure chance. That makes Bards great frontliners (but you can always make a caster/ranged bard if you want).

If that's not enough, Bards are famous for being "skill monkeys", i.e., characters who can handle many types of skill checks by themselves since they are proficient with most of them (like trickery, lore, knowledge, stealth, perception etc).


Subclasses
  • Archaeologist
    You let go of all of your songs to receive personal buffs and combat enhancements, along with extra trickery and perception bonuses. It is not the best choice for a support Bard but can be a great damage dealer if you don't need their buffing capabilities.

  • Beast Tamer
    Summoning specialist. You receive all common summoning abilities and can convert your regular spells into summons. However, instead of buffing all allies with your Inspire Courage song, it only works for your summoned monsters and animal companions. Another choice for a non-support Bard.

  • Chelaxian Diva (Dance of Masks DLC)
    This bard offers new performance abilities that can strengthen allies and/or harm enemies at the same time. You're trading some support songs for damaging/debuffing ones, essentially. At level 16, you get a song that can inflict negative levels on any living creature around you. Roleplaying choice.

  • Dirge Bard
    You gain a song that can raise dead skeletons around you (similar to the Animate Dead spell), while also receiving some intimidation bonuses and extra defense against fear, curses, and death effects. It's essentially a basic Bard with some necromancy on top. The best part is that you don't lose anything for it.

  • Flame Dancer
    You gain access to 3 fire spells (fireball being the strongest) and the ability to share some fire resistance to your party along with your songs. Nothing special, since you have to let go of some of your songs for that. Roleplaying pick.

  • Thundercaller
    Similar to the Flame Dancer, but you are a master of lightning this time. You can use your bardic performance to call down lightining bolts on enemies around you every turn. Free damage for doing your bard things? I'll take it. You can't use dirge of doom (fear aura song) and lose your bonuses for lore and knowledge checks.

  • Tranquil Whisperer
    A basic bard that can enhance the defensive capabilities of your group (armor and resistances). It's not bad, but probably not your first pick for a support Bard since you won't have the Inspire Courage song. Now, if you ever consider having 2 Bards on your group, or you are running other class with the usual party songs like Martyr or Sensei, then this one can actually be a good complement.
Bloodrager
A Barbarian + arcane caster hybrid. You get some bonus feats and spells from a chosen Bloodline, and can cast spontaneously, like Sorcerers. You can Rage, like Barbarians, and cast your bloodrager spells while wearing light or medium armor without incurring in spell failure chance. You can also wield all martial weapons and shields (except tower shields).

Consider it a Barbarian with some really useful arcane spells for a martial fighter, like Mirror Image, Shield, Enlarge Person, and other defensive spells. You can start casting spells at level 4, but can only cast spells of up to 4th spell level; so, even though you'll never be a full caster (which is not the point of the class anyway), the added versatility will make you pretty strong, having more combat options than the pure Barbarian has.

If you're wondering "damn, why would I ever play regular Barbarian when this one exists", you're right.

Subclasses
  • Bloodrider
    A caster barbarian with a pet for a mount. Not bad at all.

  • Green Rager
    You get some summoning spells and can strengthen your summons. Definitely not the best summoner around, making it a roleplaying choice.

  • Hag-Riven (Lord of Nothing DLC)
    You get two claw attacks. As you level up, those claw attacks can be imbued with different magical properties like elemental damage or weapon enhancements such as corrosive, keen, or shock. You also receive a scaling buff to your natural armor. Those claw attacks are not super strong, so this is basically another flavour pick.

  • Mixed-Blood Rager
    You can't cast spells, but can choose a second Bloodline for some extra abilities. Keep in mind that you can always choose a second Bloodline with a mythic feat so... not really great.

  • Primalist
    Has everything a basic Bloodrager has while also having Barbarian's Rage powers. The best part is: you don't lose anything for it. There's really no competition.

  • Reformed Fiend
    Tiefling exclusive archetype. You get damage bonuses against evil-aligned enemies (which is like 90% of the game) while not losing much for it.

  • Spell Eater
    You get some passive healing while raging and can convert your spell slots into a minor healing effect. That's just... terrible, but be my guest.

  • Steelblood
    Tanky version. You get to use heavy armor and receive some armor buffs along with it. Nothing fancy, but not bad either.
Cavalier
The classic mounted warrior: you get a horse for a mount and enhanced charge potential, while also being a Tactician class, meaning you can share some of your personal feats with your party, giving them all of the benefits for a few turns even if they don't have those specific feats themselves. You can carry a banner to buff your allies and choose an Order to follow, which gives you some specific buffs.

You can also "Challenge" enemies, making your attacks more effective against them until they are defeated.

It might sound simple or not that strong, but animal companions are really, really strong in this game. Being mounted basically means you have extended movement range for free since you use the mount's movement, and receive extra survivability because your mount actually takes all normal melee/ranged attacks instead of you. You can still be damaged by AOE spells, but enemies can't target you directly without killing your mount first.


Subclasses
  • Beast Rider
    Base class + more mount options to choose from, like boars, bears, leopards, among others. The only thing you give away is heavy armour proficiency, which is totally fine since your mount will be taking the hits for you anyway.

  • Cavalier of the Paw
    Halfling-exclusive archetype. You can't choose an Order, but you can have dogs and wolves as mounts.

  • Disciple of the Pike
    You get bigger attack bonuses while charging using polearms or spears, and some armour when facing large enemies, but you can't use banners and don't have a personal mount, so you have to get it somewhere else if you want one.

  • Fearsome Leader
    You let go of your Tactician feature to receive intimidation bonuses, like getting the Dazzling Display feat for free. Using Dazzling Display can dispel fear effects on your party and apply the benefits of the Good Hope spell (starting at level 9), making them the only class who can use this spell other than Bards and Skalds.

  • Gendarme
    You also let go of your Tactician potential, but you actually gain a LOT of extra personal feats for it. Pretty high damage potential.

  • Ghost Rider (Lord of Nothing DLC)
    Become Arthas, the Lich King. You can ride a phantom horse, which gets different enhancements like ignoring rough terrain and becoming airborne. You share a unique "life bond" with your mount: when their health gets depleted, instead of dying, they can keep fighting by siphoning your own health as they take damage (or vice-versa). You lose your tactician abilities. I have a main character build guide for this class!

  • Knight of the Wall
    You get some shield bonuses instead of the Tactician potential. Not the best tank around, but fulfills the mounted tank fantasy.

  • Standard Bearer
    You trade some damage on your charges for some buffs to your Banner ability. More of a roleplaying choice since Banners are ok at best.
Cleric
Clerics are remarkable support characters because of their great spellbook. They can channel positive energy to heal allies or harm undead, or channel negative energy to harm living beings if you follow an evil deity.

They are normally used as healers since they can convert any spell they don't need into a healing spell (along with channeling energy to heal). However, they can also be built as damage-oriented characters, having good options for all kinds of playstyles.

They have to choose a deity and one or two Domains (take that as their "specializations"), granting them extra abilities and spells as long as they pick the necessary alignment.

Since Clerics are divine casters (and not arcane), they can cast in armor.


Subclasses
  • Angelfire Apostle
    You get extra channel energy casts, but can only use light armor and no shields. You get an unique ability that cures negative effects from your party while also dealing sacred damage on enemies around.

  • Crusader
    A combat-oriented Cleric. You get some Fighter features, like extra feats that include armor or weapon proficiencies and weapon specialization. In other words, you are a Fighter + Cleric hybrid. The drawback is that you can only choose one domain. If you like this archetype, you might also like the Warpriest class.

  • Demonbane Priest
    Similar to the Crusader, but more party-oriented this time, receiving some teamwork feats instead of personal ones.

  • Ecclesitheurge
    Full caster version. You'll have a lot of bonuses for your spells and domains, but can't wear any armor or shields. If you want your Cleric to sit on the backline safely casting spells, this is probably the best option for you.

  • Herald Caller
    Another version of a caster Cleric which specializes in summoning monsters. You can only choose one domain and are restrict to wearing light armor.

  • Priest of Balance
    The weird kid at parties. Your channeling spell receives a unique feature: each time you cast a specific kind of spell or use your channeling ability, your next channeling or spell of the opposite kind will be stronger. For example: if you channel positive energy, your next channel negative energy or harm spell will do more damage, and vice-versa. You can actually cast both the positive and negative channeling spells, but can only be of neutral alignment.

  • Separatist (Lord of Nothing DLC)
    The Separatist can select a second domain without the alignment restrictions of their chosen deity (for example, picking a chaotic good deity and a law domain), gaining access to two new subdomains for that choice: Undead and Ice. However, the second domain’s abilities and spells will be a bit weaker, receiving a -2 penalty to spell level, DC, and uses per day.
Druid
Druids are divine casters specialized in nature magic, summoning, and some metamorphosis on the side. The Druid spellbook brings excellent crowd control spells, with a good mix of buffs and some high level damage spells.

Their unique ability, Nature Bond, lets them choose between an animal companion or a Cleric Domain for extra spells and abilities.

Druids face some restrictions. They need to be neutral aligned, losing access to all Druid spells and their pet if their alignment changes. On top of that, they can't use metal armor.

Be like me, the vegan friend.

Subclasses
  • Blight Druid
    Trades your pet for blight spells, which apply several disease effects, becoming immune to diseases themselves.

  • Defender of the True World
    You lose your summoning abilities to gain special abilities against Fey enemies. That was great on Kingmaker, but won't help you much on this game.

  • Drovier
    Support-oriented Druid who can share animal aspects (buffs) to the party. You get a pet, but can't choose a domain or use metamorphosis.

  • Elemental Rampager
    Barbarian + Druid hybrid. You get extra claw attacks and some damage buffs during your metamorphosis. A good choice if you want to go full melee transformation mode.

  • Feyspeaker
    You are a master of enchantment and illusion spells, getting to choose some of those spells from the Wizard/Sorcerer spellbook. You can't summon and can only use metamorphosis at later levels, so basically you'll be forced into being a caster anyway.

  • Primal Druid
    You can choose dinosaurs as animal companions and receive bonuses for being enlarged (as with the Enlarge Person spell).

  • Winter Child (Lord of Nothing DLC)
    The Winter Child can summon a blizzard elemental that accompanies them on their travels and functions as their animal companion, growing stronger as it levels up. They can only pick the Ice subdomain and can change the damage type of their spells to cold (at level 9). However, they can’t use wildshape.
Fighter

Here's the thing: you are a big frontline baddie, punching anything that looks at you funny. Simple, but honest.

The big thing about Fighters is that they can choose a feat on every level, and they have access to some feats exclusive to Fighters, which makes them unmatched in combat with their chosen weapon. It's also a great class to dip on other characters: with a single level on this class, you get proficiency with all martial weapons, shields, and all armor types, along with an extra feat. Not bad. Their Bravery passive also makes them resistant to fear effects.


Subclasses
  • Aldori Defender
    A good option if you want to use dueling swords, since it gives you proficiency without having to waste a feat for it. Other than that, it doesn't offer that much and you lose on some bonus feats.

  • Armiger
    An intern HellKnight. You gain some bonus skill points and trade your Bravery skill for a different one that includes resistance to enchantment effects. You also lose some bonus feats.

  • Defender of the Hearth (free DLC)
    Sword and board tank, able to reduce the damage of the first attack made against them in a round by 20% when wielding a heavy or tower shield. The amount of consecutive attacks that can be blocked this way in a round increases by 1 for every 5 levels. You lose your bonus feat for level 1 and can only get weapon training (stacking bonus for your chosen weapon) starting at level 9. I have a mercenary build guide for this class!

  • Dragonheir Scion
    You trade some bonus feats for the possibility of choosing a draconic bloodline, gaining some abilities and resistances. Oh, you also get wings at level 15, so that's something.

  • Mutation Warrior
    Alchemist + Fighter hybrid. Everything you could want from a Fighter along with some mutagens on top. What else do you need?

  • Titan Fighter (Dance of Masks DLC)
    World of Warcraft's fury warrior. You can dual-wield two two-handed weapons. Or use one of those with a shield on the other hand. That's it. Go bonk! But remember: you'll get 5 fewer bonus feats, and you also lose access to weapon training (scaling attack and damage bonus with a chosen weapon type).

  • Tower Shield Specialist
    Whenever someone asks me if this class is any good, I reply: "well, yes, if you want to be a walking shield and nothing more". There's not a lot of build possibilities by using those shields, sadly. Now, if your only goal is to use Tower Shields because you think they're cool (I do too!), and you're not playing on anything higher than Core, it can be good enough for the job, assuming you have room in your party for a meat shield.

  • Two-Handed Fighter
    If you wanna marry your two-handed weapon and be awesome using it, this is the archetype for you. Nothing ground breaking, basically the original fighter with some buffs on top.
Hunter
Druid's brother, who also loves pets and can cast some nature magic and take on animal aspects.

Unlike the Druid, the Hunter is not a full caster, being able to cast spells of up to sixth level, sharing most of the Druid's spellbook. The difference is that the Hunter is a warrior of the wilds focused on combat along with their animal companion, gaining some extra teamwork feats that can be shared with their pet. So, instead of being full spellcasters like Druids, they can be made like a hybrid of caster-fighter, while still offering most of the Druid's spell utility.

Hunters can wield all martial weapons and wear light or medium armor by default. If you like this class, you might also like the Ranger, which focuses heavily on armed combat instead of spellcasting.

Subclasses
  • Colluding Scoundrel
    You can designate an ally or your pet as your scapegoat. Enemies will then receive a hit chance penalty when attacking allies other than your scapegoat. Along with that, the Hunter does more damage to enemies around their scapegoat.

  • Divine Hound
    Inquisitor + Hunter hybrid. You get Judgements, but can only choose dogs as pets.

  • Divine Hunter
    Another Inquisitor + Hunter flavour, but this time you let go of teamwork feats to choose a Domain.

  • Forester
    The petless Hunter. You turn into a Tactician class and gain some bonus feats. Honestly? I'd rather have a pet.

  • Tandem Executioner (Lord of Nothing DLC)
    This Hunter can’t cast spells at all. Instead, they focus entirely on their relationship with their animal companion, receiving unique battle tactics unavailable to other archetypes, such as a bonus to their melee attack rolls equal to ¼ of their Hunter level if they are close to their animal companion and attacking the same target.

  • Urban Hunter
    This Hunter is specialized in combat manouvers, with the ability to share those with your pet.

  • Wandering Marksman
    Unlike the previous one, this Hunter likes to stand far away from the action. You get bonuses for being far from your pet. Your unique ability lets you swap places with your pet once per turn without provoking attacks of opportunity.
Inquisitor
Inquisitors are divine casters who excel in group combat. They are basically a Tactician class, with a difference: you don't actually share your feats with your group, but you get the benefits right away as if your allies also had them (this is called Solo Tactics). They must pick a deity, a domain, and can cast spontaneously.

Their spellbook goes up to sixth level spells, and focuses on a mix of great buffs, some crowd control, and debuffs. Not so many damage spells, so this is not a class for those who want to go down the dps spellcaster route. They are meant to be played up there in the frontlines, buffing themselves and their allies to heaven (or hell) and passing down judgement on enemies of their faith.

They have two unique abilities: Judgements, personal buffs that last until the end of combat, and Bane, which lets you add an unique effect to your weapon when attacking your chosen target.


Subclasses
  • Faith Hunter
    Foes from a chosen alignment contrary to your own will be your sworn enemies. You can Smite them, as per the Paladin ability, to gain extra attack bonuses that ignore all damage reduction. However, you can't choose a Domain.

  • Judge
    You can share your Judgments with your party, while also passing a sentence on a target. Sentenced targets will receive more damage from your allies. For this, you let go of Solo Tactics and the class' bonus feats.

  • Living Grimoire (Dance of Masks DLC)
    INT-based Inquisitor who possesses a unique weapon - a large sacred tome, which can be enchanted to amplify the strength of their abilities and attacks. Your level 20 ability is an insta-kill that can be used 7 times per day (you won't use it that much since the game will be almost over by then, but hey, it's cool). The bad news is that you can't use Judgements and Bane, two of the most iconic Inquisitor features.

  • Monster Tactician
    You trade Judgements for summoning abilities, sharing your teamwork feats with your summons.

  • Sacred Huntmaster
    You trade Judgements and Solo tactics for a pet and the Favored Enemy ability. Your attacks against those enemies will have a higher hit chance and do more damage, as per the Ranger ability.

  • Sanctified Slayer
    Slayer + Inquisitor hybrid. You don't get Judgements, but gain access to sneak-attacks and the Studied Target ability. Crazy strong.

  • Tactical Leader
    Full tactician archetype. It suffers from the same drawbacks of other tactician classes (i.e., you really want those feats up all the time, and not just for a couple of turns). Roleplaying pick.
Kineticist
Kineticists are a different kind of caster. They have no spellbook, so they don't pick up regular spells on level ups. They have a unique attack called Kinetic Blast: this blast is a spell-like ability of an element of their choice, channeled through their body, with their hands free. That blast can take different aspects and forms by using Infusions, and you can even mix it with another element type to create a third, powerful element. If you're familiar with D&D, think of a Warlock with their Eldritch Blasts for something similar.

They can "burn" some of their health to strenghten their blasts or to be able to use the most powerful forms of them. That amount of burned health can't he healed back, and will only be recovered after resting. Because of this mechanic, CONSTITUTION is one of their main attributes, since they must have a big health pool to survive naturally and use their abilities at the same time.

They are considered one of the most difficult classes to build correctly, while also having a really slow start. However, their damage potential at higher levels can get quite absurd (some may say broken). Definitely not suitable for beginners.

Subclasses
  • Blood Kineticist
    You lose some infusions in order to gain blood blasts, which can cause bleeding and disease effects.

  • Dark Elementalist
    Necromancer version, restricted to evil alignments. Your main selling point is the ability to discharge your Burn onto corpses around you, getting stronger each time you use it.

  • Elemental Engine
    You get higher damage potential from your Burn at higher levels, but you can't reduce the burn cost of your abilities as much as other archetypes.

  • Kinetic Knight
    Melee Kineticist. The only one who's able to use shields and medium or heavy armor. You can manifest your blast in the form of a melee weapon, but can't choose infusions.

  • Kinetic Sharpshooter (Dance of Masks DLC)
    This kineticist employs their blasts through their ranged weapon projectiles, without the need of gathering power before attacking. There's a few new infusions that are unique to this archetype, allowing your attacks to bypass resistances, break armor, or ricochet from one target to another.

  • Overwhelming Soul
    You can't take any Burn, but you can reduce the burn cost of your abilities even further to a point where they don't cost anything.

  • Psychokineticist
    You use your WIS modifier instead of CON to take Burn. That way, you don't take damage by using Burn, but will be penalized on everything related to WIS, like saving throws, skill checks, etc.
Magus
The Magus is a classic battlemage, proficient with weapons and magic at the same time. They must use one-handed weapons on one hand, while leaving the other hand free for spellcasting. Unlike other arcane casters, they can cast while wearing light armor at early levels.

Their unique abilities, Spell Combat and Spellstrike, allow the Magus to do a weapon attack and a regular spell on the same turn, one after the other, as if you were using two weapons. However, If the chosen spell is a "touch spell", the Magus can deliver the spell and the weapon attack at the same time. This is a really strong class, but they can be tricky to build due to the sheer amount of possibilities.

Subclasses
  • Arcane Rider
    You get a pet to use as a mount, but can't use medium or heavy armor at higher levels.

  • Armoured Battlemage
    You give up on Spell Combat (using regular spells after your weapon attack) to get several armor bonuses. You can cast while wearing medium armor at as soon as level 1.

  • Bladebound (Dance of Masks DLC)
    Inspired by Alucard from the Castlevania animated series. You make a pact with a sentient blade (a scimitar) that gets stronger as you level up and can be infused with different enhancements. At level 12, the weapon gains a will of its own and will fight alongside you while you can switch to a different weapon.

  • Eldritch Archer
    Arcane archer. You can deliver ranged touch spells along with your bow attack.

  • Eldritch Scion
    Sorcerer + Magus hybrid. You can choose a bloodline and cast spontaneously.

  • Hexcrafter
    You lose some arcanas (charges which can be used as personal buffs) to receive Hexes and some curse spells. The downside is that Hexes can't be used with Spell Combat, so you either cast a Hex or do your regular Magus thing...

  • Sword Saint
    The real final boss of the game. You can't wear armor and have a reduced amount of spell casts per day, but you get to choose a favourite weapon to receive several buffs while using it. Their damage dealing potential is among the highest ones in the game.

  • Spell Dancer
    You can't use medium or heavy armor, but can turn your arcanas into speed and armor buffs. That's it. Might be the weakest subclass of the bunch.
Monk
Monks are martial combat specialists, employing a great number of attacks with specific monk weapons or even their own fists ("Flurry of Blows" ability), and using their inner Ki to release powerful abilities. They receive a good number of extra feats, which combined with high resistances, makes them excel in combat along with any party.

Even though they can't wear any armor, Monks make for great frontliners/tanks because of how they can add their main stat (WIS) to their armor rating, stacking with the amount of defense you already get from DEX (this also makes Monks one of the favorite "dip classes"). I mean, you can use armor, but you'll lose pretty much all monk features by doing it, so don't do it.

Monks are restricted to the lawful alignment. If you stray from that alignment, you can still use your monk abilities, but won't be able to take new levels in the class.


Subclasses
  • Drunken Master (Dance of Masks DLC)
    The classic drunk monk. Their ki point abilities provide specific bonuses based on the monk’s level of intoxication. They can even regenerate ki points by drinking alcoholic beverages, stacking higher amounts of points according to their level. This is the only Monk that can be of a different alignment other than lawful.

  • Quarterstaff Master
    Exactly what's on the tin: a quarterstaff specialist who can reach great levels of damage potential with this weapon. If you love quarterstaves, you can't go wrong with this one.

  • Scaled Fist
    You let go of some bonus feats and Ki charges to be able to choose a draconic bloodline, which gives you extra resistances and elemental damage. They are also CHA-based.

  • Sensei
    Bard + Monk hybrid. You get the important Bard songs and the ability to share your Ki powers with your group. You lose access to flurry of blows. I have a mercenary build guide for this class!

  • Sohei
    Basically, you get a pet and can stack more attacks per turn with your trained weapon at higher levels.

  • Student of Stone
    Oread race exclusive. You get some defensive bonuses and a bit of elemental damage, and that's about it.

  • Traditional Monk
    More elemental resistances, but fewer Ki power choices. Traditional and basic.

  • Zen Archer
    Archer monk. Can use flurry of blows with bows, add their WIS instead of DEX on their attack rolls, gets free weapon focus/specialization, and the Point-Blank Master feat at level 3 (which makes you not provoke attacks of opportunity when attacking with your bow).
Oracle
The Oracle is the spontaneous cast version of the Cleric, being another full divine caster option.

They are also great supports and healers, but they do have more potential for damage-oriented builds, because they get different types of domains called Mysteries, and there are options for every taste, either for full spellcasters or hybrid builds. Every mystery can be expanded with a number of Revelations, which are bonus abilities that you can pick according to your mystery choices.

Oracles need to choose a Curse, which gives them some benefits and some negative passive effect all the time.

Subclasses
  • Divine Herbalist
    A base Oracle with more healing capabilities, along with the potion crafting feat for free. They give up on 2 Revelations for this. Roleplay pick.

  • Dual-Cursed Oracle (Lord of Nothing DLC)
    You can pick 2 curses, receiving all their hindrances and benefits, along with 3 extra choices of revelations, including one that lets you turn a critical success into a critical failure or vice-versa.

  • Enlightened Philosopher
    You trade one Revelation for some INT bonuses and free Knowledge (World) focus. Along with that, you receive specific bonus spells from the Abjuration and Divination schools instead of those from your chosen Mystery. Mostly a roleplaying pick.

  • Lone Strider
    You get mobility, movement speed, and dodge bonuses, plus a short range teleport. However, you have fewer Mystery options to choose from.

  • Possessed Oracle
    You trade your level 1 Revelation for some mind control resistance, and you get a fixed Curse (can't choose another).

  • Purifier
    Aasimar exclusive archetype. You trade some Revelations for an enhancement to your channel energy ability when used to damage evil-aligned enemies.

  • Seeker
    You trade some Revelations for extra personal feats. That's all.

  • Wind Whisperer
    You are restrict to the Wind Mystery, which focuses on mobility and electricity spells. You gain some Haste and Freedom of Movement casts per day, but lose on two Revelations for it.
Paladin
Paladins are great at one specific thing: defeating evil-aligned enemies. They are restrict to the lawful good alignment, losing all their abilities if they ever stray away from that alignment.

They are great martial characters since they get all weapon and armor proficiencies, along with full base attack bonus progression. They can also cast some healing and support spells of up to fourth level, but they only start receiving spells at level 4-5. If that's not enough, Paladins get immunity to fear at level 3 and can share a few defensive auras with their party. Oh, and they can get a mount. Yeah... this class is bonkers.

Their signature ability, Smite Evil, marks an evil enemy so that the Paladin will have extra hit chance and damage bonuses against them until the end of combat, scaling with their CHA rating. At level 11, this ability can be shared with the party (this is called Mark of Justice), making Paladins a great addition to help with hit chance against high armoured enemies or bosses.

Subclasses
  • Divine Guardian
    Once per turn, they can "block" an attack made on a chosen ally, taking the damage in their place. A good choice for a tank. However, they can't cast regular spells, but can still use channel energy and lay on hands.

  • Divine Hunter
    Archer Paladin. You get the Precise Shot feat for free at level 1. Gives up on wearing heavy armor and can't use the Mark of Justice ability.

  • Divine Scion
    Slayer + Paladin hybrid. You trade Smites and Mark of Justice for sneak-attack and the Studied Target ability.

  • Hospitalier
    Gives up on Mark of Justice and three Smite charges for the channel positive energy ability. If you want a full healer Paladin, this might be the choice for you.

  • Martyr
    Bard + Paladin hybrid. That's basically it. You can't Smite at all, which means no Mark of Justice either.

  • Stonelord
    Dwarf exclusive archetype. You lose some Paladin abilities (like Smite) to get a lot of defensive bonuses. Tanky roleplaying pick.

  • Tortured Crusader (Lord of Nothing DLC)
    Wisdom-based paladin who gets 4 bonus fighter feats and is strengthened when allies die in battle. Their can use Smite Evil on all enemies, regardless of alignment (but they don’t get the Mark of Justice ability). However, for being a lone crusader, all of their paladin auras only affect themselves, and they can’t choose a mount.

  • Warrior of the Holy Light
    The classic "Warrior of Light" anime trope. You get some abilities to cure and buff allies while blinding enemies with your light. Full roleplay choice. However, you can't cast spells.
Ranger
Rangers are combat-oriented variants of the Hunters who get good personal buffs and supporting capabilities. They can only cast spells of up to fourth level, but compensate this with full base attack bonus progression and unique combat abilities. Unlike their Hunter and Druid cousins, Rangers don't care that much about pets.

Their unique ability, Favored Enemy, lets them choose a type of enemy so that they can be extra effective at fighting them. Similar to Paladins, this is a great skill on a campaign in which you'll basically fight the same kind of enemies all the time.

Rangers can also pick a combat style to focus in (two-handed fighting, two-weapon fighting, archery, etc), choosing 5 bonus feats from that style's category. The best part is that they don't need to qualify for those feats' original requirements when choosing them as combat-style feats.


Subclasses
  • Demonslayer
    As the name implies, they are great at fighting a specific kind of enemy. Have I told you what's this campaign all about already? That's right.

  • Espionage Expert
    CHA-based Ranger who gets good persuasion and stealth bonuses. You don't get a pet. There's a companion of this class.

  • Flamewarden
    You trade your pet for some fire spells. You won't be casting fireballs or hellfire rays with this one, mind you, but you'll get Flamestrike at level 13, so that's something, I guess...

  • Freebooter
    You don't get the Favored Enemy ability, but you do get a similar one which lets you mark an enemy so that your whole group can have attack bonuses against them. Great support Rangers. Oh, you also don't get a pet.

  • Nomad
    Archer Ranger (you can't choose another combat style) who gets the Point-Blank Master feat at level 5 for free. You can have a pet, but only a horse.

  • Sable Company Marine (Dance of Masks DLC)
    This ranger has a unique and exclusive hippogriff pet, which they can ride and do all sorts of aerial attacks with. It's even possible to do a full-round attack combined with your hippogriff's flying attack. That's as broken as it gets.

  • Stormwalker
    Flamewarden's brother who took electricity classes instead and is good at using bows. Their signature ability, Flash Step (level 11), lets them teleport across the battlefield without provoking attacks of oportunity and making a single ranged attack against the closest opponent after this movement. They can't get combat-style feats and also don't get a pet.
Rogue


The classic dual-wielding fighter. They excel with light blades and have the Sneak-Attack as their signature ability: they deal extra flat damage on flanked targets (i. e., targets who are already engaged in melee combat by another companion or who have lost their DEX defenses via other means), while inflicting several harmful effects along with it. This damage increases with your Rogue level.

They are also great at trap finding and evasion.


Subclasses
  • Dark Lurker (Lord of Nothing DLC)
    When standing close to a large creature (i. e., in its “shadow”), you can teleport to an enemy within 30 feet, striking them from the shadows with a regular sneak attack. Yes, you’re a ninja. However, they can only choose 6 rogue talents (bonus feats) instead of 10, with the first one being at level 4.

  • Eldritch Scoundrel
    Caster Rogue who can cast Wizard spells of up to sixth level. Gives up on most of their sneak-attack potential.

  • Knife Master
    I love those self-explanatory classes. What comes to your mind about this one? You got it right. You do more sneak attack damage while using any kind of dagger (dagger, kukri, punching dagger, starknife, or sai), losing your trapfinding proficiency.

  • Master of All
    This archetype trades most of their sneak-attack potential for more skill points. That's just... terrible in so many ways. Should've been named "Master of None".

  • Rowdy
    You get martial weapons proficiency and can build into the Vital Strike line of feats. Basically, you are trading your ability to do several attacks per turn to do only one big hit that sums up all of your damage potential with some bonuses on top. If you like seeing big hit numbers, you'll get your dopamine shot out of this one.

  • Sylvan Trickster
    Witch + Rogue hybrid. You can choose Hexes instead of your bonus Rogue feats.

  • Thug
    You give up on trap finding to receive several intimidation and fear bonuses to your sneak-attacks.

  • Underground Chemist
    Basically an Alchemist + Rogue hybrid, but worse than just getting one Alchemist level since you give up on your evasion but don't even get a mutagen for it. Roleplaying option.
Shaman

Shamans are Wisdom-based spellcasters who can commune with several elemental spirits to receive bonus support or fighting capabilities, be it in spell casting or weapon combat. They can cast Hexes, a kind of curse that doesn't take up space on your spellbook and can be used as many times per day as you want (with some limitations of course). A really versatile class that can be built into almost anything.





Subclasses
  • Possessed Shaman
    Trades one Hex for some skill points. That's it. Meh.

  • Prophet of Pestilence (Lord of Nothing DLC)
    You have access to the Pestilence spirit (can’t choose another), which gives you increased effectiveness for all of your disease effects, along with an unique hex that can apply many debuffs at once. This unique hex replaces your regular hex choices for level 2, 10, 14, and 18.

  • Shadow Shaman
    Trades one Hex for some sneak-attack dice, along with dodge and stealth bonuses. Basically a Shaman with some Rogue goodies.

  • Spirit Hunter
    Fighter + Shaman hybrid. You gain access to the Battle Spirit (which can give you the weapon specialization feat for free) and to some stacking bonuses to your weapon.

  • Spirit Warden
    They can channel energy to damage undead enemies, while also receiving some negative energy resistances. They lose on 2 Hexes.

  • Unsworn Shaman
    A more versatile archetype that lets you choose minor versions of the spirits instead of binding yourself to only one, but you lose access to the strongest Hexes.

  • Wildland Shaman
    Half-orc exclusive archetype. You get a pet, but can only choose the Battle Spirit.

  • Witch Doctor
    Healer Shaman. You lose on three Hexes so you can channel positive energy to heal.
Shifter (Last Sarkorians DLC)
Unlike their Druid brothers, who are casters with a little shapeshifting on the side, the Shifter is a full Base Attack Bonus (BAB) martial class who fully specializes in metamorphosis. They can assume different animal aspects and shapes and receive a unique claw ability that gets stronger as they level up, as well as other stacking bonuses for their chosen aspects.

The main selling point of their shifting ability is that, starting at level 6, they get iterative attacks (i.e., increased number of attacks per turn) with their chosen natural weapon, which no other class can do. They can also add their WIS modifier to their armour class, like Monks, as long as they're not wearing armor or shields.

Like Druids, they are also restricted to the Neutral alignment.

Subclasses
  • Child of the Manticore
    You get the Manticore aspect. Instead of claws, you can grow spikes which can be used as throwing ranged attacks, making it the only ranged natural weapon in the game (and those are considered thrown weapons for the purpose of feats).

  • Dragonblood Shifter
    Even though turning into a dragon is nothing new, this is the fastest way to do it (at level 9). You get a breath weapon, stats bonuses, and resistance to one element. Whenever you resist damage from that element, you are healed for the same amount.

  • Feyform Shifter
    Shifter + Rogue archetype. You can turn into a winged Fey creature, which grants you scaling damage reduction from all weapons (except cold iron). You also receive some rogue talents and can make sneak-attacks while shifted.

  • Fiendflesh Shifter
    Instead of animal aspects, you gain the Fiendish Aspect, which grants a gore attack, wings, and damage reduction against non-good attacks. Your claw attacks overcome the damage reduction of evil enemies. However, you can't add your WIS to your armour class, gaining a small fixed increase to AC and some elemental resistances (fire and electricity) instead.

  • Rageshaper
    Shifter + Barbarian archetype. Instead of animal aspects, you gain a Devastating Form, which gives you the same bonuses of a barbarian's rage while making you 1 category larger. While in this form, you can make an aoe slam attack that knocks enemies prone. Instead of claws, you get a slam attack that bypass damage reductions and deal extra damage against constructs.

  • Weretouched (Lord of Nothing DLC)
    You can turn into 3 different lycanthrope beings: wererat (gains sneak attack and can disarm on hit), weretiger (gains bonus AC, pounce and lunge abilities), and werewolf (can trip enemies and apply bleed on attacks).

  • Wild Effigy
    You can't add your WIS to your armour class, but your animal aspects grant you stacking damage reduction per Shifter level. Starting at level 4, you have a 25% chance to ignore a critical hit or precision damage (like sneak-attack), growing to 75% at level 15.
Skald

A different kind of Bard that doesn't get the common Bard's buff songs, but can share Barbarians' Rage effects/powers with the group instead, which makes Skalds a great support in parties with a lot of physical damage dealers, like fighters, archers, etc. They can also cast while wearing armor and shields.

Note that those Rage effects prevent the affected characters from casting spells. You have a basic toggle ability to refuse the Rage effect on characters who will not benefit from it, like spellcasters.




Subclasses
  • Battle Scion
    A Tactician archetype who can share teamwork feats during the Rage effect. They also get some intimidation and persuasion bonuses.

  • Battle Singer
    You trade some Rage powers for three offensive songs that get stronger when used one after the other.

  • Court Poet
    This one is aimed at spellcasting groups. Instead of sharing rage effects, you get songs to buff the INT and CHA stats of your group instead. Your mages will love you for this.

  • Demon Dancer
    You can give everyone on your group an extra bite attack during your Rage, along with an extra +2 STR on your rage song starting from level 7. If you really wanna make a melee-heavy group, this can be great. You lose your first 3 rage powers. I have a mercenary build guide for this class!

  • Herald of the Horn
    Full caster variant who specializes in sonic damage, like the Shout spells. You don't really lose anything for it.

  • Hunt Caller
    You lose some of your songs and Rage powers to receive a tracking skill that can help you locate hidden enemies without a perception check. Talk about a bad trade...

  • Inciter (Dance of Masks DLC)
    Skald + rogue subclass. Receives sneak-attack and can taunt enemies, making them lose their defenses until they score a hit against the Skald. At level 8, all allies affected by the Skald's inspire rage ability can make sneak attacks.
Slayer
Kind of a Fighter + Rogue hybrid who excels at taking down one single enemy at a time. Their unique ability, Studied Target, lets them do more weapon damage against their chosen target. They also get the sneak-attack feature, which can apply the Studied Target passive automatically on hit.

Slayers can wear light or medium armor by default, wield all martial weapons, and can also choose extra combat feats as Slayer feats: those feats can be selected from the list of Rogue talents and/or specific Ranger combat-style feats. They can choose any of those talents/feats without the need to qualify for their original requirements.


Subclasses
  • Arcane Enforcer
    Arcanist + Slayer hybrid. You lose some bonus feats and your Quarry ability (guaranteed critical hit confirmation) to receive Arcanist Exploits.

  • Bloodseeker (Dance of Masks DLC)
    Inspired by the anime series Vampire Hunter D. Instead of slayer talents, you'll gain access to a wide range of new vampiric abilities that can be expended using blood points. These points are accumulated by performing critical bite attacks, or by sucking the blood from nearby enemies while in raven form (which you get at level 10).

  • Deliverer
    More sneak-attack damage, the choice of a deity and a passive that gives you more power when fighting enemies who are at least two steps away from your own alignment. For example, if you are lawful good, you'll get stronger against chaotic evil enemies, and so on.

  • Executioner
    You get a bonus when using your Studied Target ability againt humanoids, and a penalty if using it on non-humanoids. If that's not bad enough, you also get a super weird ability that lets you instantly kill a studied enemy. But only if you're out of combat and unseen. Well... if you want to be a Dark Brotherhood member, this is it.

  • Imitator
    You give up on basically everything the class does so that you can assume the combat stance of a Fighter, Barbarian, Rogue, or Monk for one minute.

  • Spawn Slayer
    You get bonuses against large and huge enemies. That's about it. Since you're always fighting big demons, that's actually not bad at all.

  • Stygian Slayer
    You give up on some of your bonus talents, but you're able to assume an incorporeal form, in which you can't attack. Just... don't.

  • Vanguard
    Tactician variant. The same pros and cons of other tactician classes can be applied here.
Sorcerer

The classic arcane spellcaster. They are the spontaneous cast version of the Wizard, with the big difference being that they compensate the fact of being able to cast more per day with a one-level penalty to their spell progression. For example, Wizards can learn the Fireball spell at level 5, whereas Sorcerers will only get it at level 6.

They can choose a draconic bloodline, which grants them bonus spells, resistances, and bonus damage of their chosen element added to all their spells.


Subclasses
  • Crossblooded
    They can choose two draconic bloodlines to have all their added benefits. However, they get fewer spell slots per level, which delays their spellcasting a bit.

  • Empyreal Sorcerer
    WIS-based Sorcerer who can only choose the Empyreal bloodline (fire and holy themed spells).

  • Geomancer (Lord of Nothing DLC)
    This one comes directly from Final Fantasy Tactics (my all-time favorite game btw). Geomancers can use their own blood to give their spells a terrain-dependent enhancement according to the type of terrain surrounding them. Those effects can either deal extra damage and weaken enemies or heal and protect allies. I have a mercenary build guide for this class!

  • Nine-Tailed Heir
    Kitsune exclusive archetype. You are restrict to an exclusive bloodline and its benefits.

  • Overwhelming Mage
    You get some spell penetration bonuses along with the ability to make your next spell harder to resist.

  • Sage Sorcerer
    INT-based Sorcerer who can only choose the Arcane bloodline (invisibility, dispel, arcane missiles and that kind of stuff).

  • Seeker
    You trade some of your bloodline features for some bonus feats and trickery focus.

  • Sylvan Sorcerer
    Base Sorcerer with a pet.
Warpriest
Fighter + Cleric hybrid that can cast spells of up to sixth level, gets weapon focus for free, and can wear all types of armor and wield any kind of weapon (except for tower shields and exotic weapons, unless it is the favored weapon of your chosen deity). They can also convert spell slots into healing or damage, depending on the alignment, and use their Fervor ability for some quick healing or damage.

They get lesser versions of Domains called Blessings, and a bigger focus at using weapons and armor, offering a wide range of different enchantments for both, along with 8 extra feats. Like Clerics, Warpriests also need to prepare their spells.

Warpriests can make for good tanks or damage supports while still filling the role of some important divine buffs. Of course, they won't be a full caster like clerics, or a full martial character like fighters, but you might find a spot for them in your party if you need their versatility.

Subclasses
  • Champion of the Faith
    You trade your default weapon enchantments for an alignment version of it, similar to a Smite effect, which lets you add your charisma modifier on your attack if your target is of the opposite alignment, while also giving you extra armour against them. You also can't channel energy.

  • Cult Leader
    Trades some bonus feats, energy channeling, and your free weapon focus for sneak-attack damage and bonus skill points. Damage oriented.

  • Disenchanter
    This one can use a basic dispel magic spell by spending their class resource, and can give your party some protection against spells, but can't channel energy. Roleplaying choice, because you can only cast Greater Dispel Magic at level 16 due to Warpriest's delayed spellcasting progression, which is really late (other casters get this spell at 12), and you don't even get any bonuses to your dispels.

  • Feral Champion
    Warpriest + Druid. You get some claw attacks and animal metamorphosis. You give up on all your Blessings and armor bonuses.

  • Mantis Zealot (Dance of Masks DLC)
    This class is all about their connection to an evil mantis god. After killing an enemy, all other enemies around you will be fascinated, unable to move or act until they pass a save. They can also wield sawtooth sabers, a new weapon type that was introduced because of the class, among other unique abilities. I have a build guide for this class!

  • Proclaimer
    You can create a "sanctification zone", kind of a bubble that can repel and damage evil-aligned enemies who try to enter it. You lose your ability to channel energy.

  • Shield Bearer
    As the name says... you get concentration bonuses for using a shield, and can apply some enhancements on your shield instead of your armor. You also get the Shield Bash feat for free, and can apply your sacred weapon bonus to your shield when using it to deal damage. I have a mercenary build guide for this class!
Witch

Unlike Shamans, who can also cast Hexes (buffs or debuffs that can be used as many times per day as you want and don't take up space on your spellbook), Witches are essentially full-time arcane spellcasters, with a spellbook more similar to that of wizards and sorcerers.

Witches are bound to spiritual forces called Patrons, from which they get all kinds of bonus spells. They also get a Familiar, a non-combat buff pet.



Subclasses
  • Elemental Witch
    You trade 5 Hexes for an unique elemental spell that you can use as many times as you want. Another roleplaying choice because that spell doesn't scale very well throughout the game, so you'll not use it that much anymore after the early game.

  • Hagbound
    You can turn into a hag, getting claw attacks and bonuses for being enlarged. You also lose 5 Hexes.

  • Hag of Gyronna (Lord of Nothing DLC)
    Can summon a night hag as an ally and full witch companion starting at level 12. The summoned night hag has no access to the highest-level spells, but the available spells can be used an unlimited number of times. You get 3 fewer hex choices.

  • Hex Channeler
    Witch Doctor's sister. Trades one Hex for energy channeling.

  • Keen-Eyed Adventurer (free DLC)
    Cantrip-spammer adventurer. Some of your cantrips (jolt, acid splash, ray of frost, and ignition) deal an extra die of damage for every 2 witch levels. You also get the Elemental Vortex ability (at level 6), that can pull all enemies around a 10-foot radius and deal some slashing damage. For this, you give up on your lvl 1, lvl 6, and lvl 20 hexes.

  • Leyline Guardian
    At the cost of 2 Hexes, you can make your next spell be cast at a higher level, exhausting you right after if you fail a fortitude test. Spontaneous caster.

  • Stigmatized Witch
    Oracle + Witch hybrid. They're CHA-based, can cast spontaneously, and get to choose an Oracle curse instead of a Witch Patron.

  • Witch of the Veil
    Trades some Hexes for illusion and invisibility abilities and spells.
Wizard
Unlike Sorcerers, Wizard have to prepare their spells, with the possibility of adding new spells to their spellbooks via scrolls. That makes them really versatile since they can pick and change their spells around any time they want to better face different situations. However, they can get quite heavy on the management side, since you have to juggle your spell slots between rests and can cast fewer spells per day. That complexity makes Wizards not the best option for a beginner.

Wizards can choose one or more schools of magic to specialize in (transmutation, illusion, evocation, etc). In contrast, they have to pick one or more opposition schools, which will make spells from those schools to take up two spell slots instead of one.

Subclasses
  • Arcane Bomber
    A Wizard who can throw bombs as an Alchemist, with the ability to sacrifice an spell slot to enhance the hit chance and damage of their bombs. The bad thing is that they need to pick four opposition schools.

  • Cruoromancer
    This Wizard can sacrifice a portion of their health to make their next necromancy spell harder to resist. They can only pick necromancy as their focused school. I have a build guide for this class.

  • Elemental Specialist
    They can convert all their spell damage to an element of their choice. Bonkers. How about an icy fireball?

  • Exploiter Wizard
    Arcanist + Wizard hybrid. You can use Arcanist Exploits, but can't choose a specialized school.

  • Scroll Savant
    You can strenghten spells cast from scrolls. Yes, don't be a hoarder all game. Use those things. You lose 3 wizard bonus feats.

  • Shadowcaster (Lord of Nothing DLC)
    Master of shadows spells, can summon powerful shadow creatures (level 7) and even transform into a Shadowform itself at level 20, gaining many bonuses without losing the ability to cast spells. However, you don’t get any wizard bonus feats.

  • Spell Master
    A beginner-friendly version that can recover some casts of any spell they want before resting.

  • Thassilonian Specialist
    You get more spell slots (which means more casts per day) from a chosen school, but there's a big drawback: your opposition schools will already be chosen for you, and spells from those will be removed from your spellbook.
PRESTIGE CLASSES
You can't pick those classes at level 1, as they all have some requirements that must be met before you can multiclass into them. You can check their requirements on the class selection screen to plan around your build.

They are basically condensed versions of one or two classes with some unique features on top. Most of them don't differ that much from their base classes, with some exceptions, which makes them more of a roleplaying choice for the most part.

  • Aldori Swordlord
    You get extra bonuses for using dueling swords, and can also try to parry critical hits to turn those into normal hits. Full roleplaying choice.

  • Arcane Trickster
    A mix of Wizard/Sorcerer with some Rogue features. You can deal sneak-attack damage with spells and disarm traps at a distance.

  • Assassin
    This class has two selling points: having a one-hit kill ability, and being a poison specialist, applying all sorts of poison effects with their attacks. The execution ability is really awkward to use, but the poison usage got a lot better after a recent rework, with the possibility of bypassing poison immunities (which 90% of the enemies have). Enjoy being a Dark Brotherhood member.

  • Dragon Disciple
    If turning your mage into a dragon strikes your fancy, this is the class for you. They function as a caster/fighter hybrid, getting some cool natural bonuses to their strength, intelligence and armor. Mostly used to make mages cooler and a bit tankier (while still being a caster first), or to make hybrid martial characters stronger with just a couple of levels invested (for the armor and STR buff at level 4).

  • Duelist
    They can parry melee attacks and receive bonus dodge from their INT stat as long as they're not wearing medium/heavy armor or shields. They also get the Riposte ability, which lets them do a free attack of opportunity when they parry. If you ever wanted to be Fiora from League of Legends, this is my guide for you.

  • Eldritch Knight
    The best of both worlds. An arcane caster with full base attack bonus progression and some Fighter feats on top. Ideal for fully hybrid characters who want to actually be decent at both things, even though it might take a while to shine.

  • HellKnight
    Arbiters of the Law who get the Ranger's Favored Enemy ability and can use Smite (as per the Paladin ability) against chaotic enemies. They offer great mind control resistances and persuasion bonuses while wearing armor. They are melee combatants who follow an specific HellKnight Order of your choice (think of it as a Cleric picking a domain).

  • Hellknight Signifer
    Caster HellKnights. They basically give you some tools to help with the heavy armor mage fantasy, while still roleplaying as a HellKnight.

  • Loremaster
    In simple terms, this class lets you pick something exclusive to another. Imagine, for example, picking a Druid-exclusive spell on your Wizard without having to waste some levels on Druid. Or getting a Fighter-specific feat on a Rogue, bypassing the feat's original requirements. Endless possibilities.

  • Mystic Theurge
    Mix of an arcane and divine caster. Think of an Sorcerer + Cleric hybrid that can actually keep the spellcasting progression of both at the same time, using slots from one to cast spells of another. Yeah, sounds complicated, and you need to carefully plan your build around it.

  • Stalwart Defender
    A great supplement for armoured tanks. They offer a defensive stance and some armor bonuses. Nothing ground breaking, but hey, armoured tanks don't have that many options to increase their survival capabilities besides wearing the best armor available, so that's that. I have a mercenary build guide for this class!

  • Student of War
    The deal of this class is to use your INT for your armor scaling instead of DEX. You can also "study" an enemy to employ different combat stances against them.

  • Winter Witch
    A Witch/Shaman hybrid who specializes in cold spells, getting a lot of bonuses for using them. In contrast, your fire spells will have reduced efficiency (as in: they will be easier to resist). I have a main character build guide for this class!
Changelog
March, 2025:
  • Owlcat featured this guide on their article about the most helpful community guides! I'm beyond happy for it :)
  • Updated several classes with more information to make the guide even bigger and better! Thanks to everyone making suggestions and corrections in the comments!

February, 2025:
  • Added a link to my Mantis Zealot build guide.

January, 2025:
  • Added links to my tank build guides: Defender of the Hearth, Sensei, and Shield Bearer;
  • Added a link to my Geomancer build guide.

December, 2024:
  • Added links to my Ghost Rider and Demon Dancer build guides.

September, 2024:
  • Updated the Bloodrager class with a better description;
  • Added the 2 new subclasses included with the Visitors from Morta free DLC.

June, 2024:
  • Added all of the new subclasses included with the Dance of Masks DLC;
  • Updated the Warpriest class, adding more info to all subclasses;
  • Added a disclaimer section.

November, 2023:
  • Added all of the new subclasses included with the Lord of Nothing DLC;
  • Updated the description on Assassin as per the rework they received with the recent DLC.

June, 2023:
  • Updated the description on Skald.

May, 2023:
  • Added a link to my Cruoromancer build guide;
  • Updated the description on Knife Master;
  • Updated the description on Enlightened Philosopher;
  • Updated the description on Stormwalker and Flamewarden.

April, 2023:
  • Added links to my Winter Witch and Duelist build guides;
  • Updated the Barbarian class, adding more info to all subclasses.

March, 2023:
  • Updated the description on Dragon Disciple;
  • Updated the descriptions on Thassilonian Specialist and Scroll Savant;
  • Added the Shifter class and all its subclasses;
  • Updated the Alchemist's subclasses descriptions;
  • Updated the description on Winter Witch;
  • Ranger and Slayer descriptions updated: combat-style and slayer talents features included;
  • Updated the description on Brown-fur Transmuter.

February, 2023:
  • Added missing classes (Zen Archer and Seeker);
  • Corrected some mistakes on class' descriptions, as per the suggestions on my reddit post;
  • Added more details on some classes.
28 Comments
Sophis  [author] May 13 @ 3:12pm 
Friend this is the hardest choice ever, takes me ages to decide. :confusedkarlach:
WhiskyWIlson May 13 @ 2:47pm 
But wait - You didn't tell us what one to play as.
Sophis  [author] Apr 1 @ 7:59am 
I feel it's just some added versatility, so you can go with an animal companion baseline and pick a different domain + favored enemy instead of judgements. But yeah this one is not usually my first choice.
Allen0206 Mar 31 @ 11:12pm 
I do like the Inquisitor class and I also like to have a pet , usually I just pick Animal Domain and go with that so I really dont get the Sacred Huntsmaster sub class at all.
Sophis  [author] Mar 27 @ 2:23pm 
@Askance just added the Warpriest's Fervor and spontaneous casting in the description! I love this class :)
askance Mar 27 @ 1:47pm 
This is great. I think the fact Warpriests can swift cast their spells is worth a mention as that is the thing I find most cool about them.
Sophis  [author] Mar 27 @ 11:04am 
@ameliarate you are correct, I did mix them up! I'll go over all classes soon to add more info to some and will definitely correct that, thanks! :)

@Lawful I'll add this bit of detail also. I was too focused on the combat part comparing it to paladin's smite lol Thanks too!
LawfulEvil Mar 27 @ 7:25am 
Like the guide but the description of Hellknights are off!

Hellknights are focused entirely on Law instead of good/evil. Its why you can have LG/LN/LE Hellknights!
Ameliarate Mar 26 @ 5:52pm 
I think you might've gotten the spellcasting and martial capabilities of the hunter and ranger a bit mixed up. The hunter can cast up to 6th level spells but only has 3/4 BAB, whereas the ranger only gets up to 4th level spells but has full BAB. The hunter was actually designed as a hybrid between the ranger and druid!
Sophis  [author] Jan 21 @ 8:44am 
Me too, first few playthroughs were rough having to rely on the fextra wiki lmao Thank you! :Owlcat_wink: