The rules within each class allow you to bring a wealth of character concepts to life. Perhaps you want to create a brilliant but scatterbrained alchemist who can rattle off complex formulas for alchemical items but has trouble remembering his best friend’s birthday. Or perhaps you want your character to be a muscle-bound swordswoman who becomes as immovable as a mountain when she hoists a shield. Maybe they’ll be a hot-tempered sorcerer whose gesticulating fingers pulse with light from an angelic ancestor. The choices you make for your character within their class—such as a cleric’s choice of deity, a fighter’s choice of weapon, or a sorcerer’s bloodline—bring these visions to life within the context of the rules and the world.
Each entry contains the information you need to play a character of that class, as well as to advance them from their humble beginnings at 1st level to the dizzying heights of power at 20th level. In addition to the class entries, you might need to reference the following sections, which detail additional character options and how to advance your character in level.
Check here for available classes
- Leveling Up tells you how to make your character stronger when you get enough Experience Points to reach a new level.
- Animal Companions and Familiars provides rules to create an animal companion or a familiar to share your adventures with. You must have a class feature or feat that grants you a companion or familiar to use these rules.
- Archetypes gives you thematic options that allow you to further customize your character’s abilities. Though these rules are not recommended for beginners, the archetypes in this book allow you to gain abilities from other classes starting at 2nd level.
Reading Class Entries
Every class entry includes information about typical members of the class, plus suggestions for roleplaying characters of that class and playing these characters in the game’s various modes. Each class provides your character with an ability boost to a key ability score; a number of Hit Points they receive at each level; proficiency ranks for
Just as your character’s ancestry plays a key role in expressing their identity and worldview, their class indicates the training they have and will improve upon as an adventurer.
Choosing your character’s class is perhaps the most important decision you will make for them. Groups of players often create characters whose skills and abilities complement each other mechanically—for example, ensuring your party includes a healer, a combat-oriented character, a stealthy character, and someone with command over magic—so you may wish to discuss options with your group before deciding.
various abilities, equipment, and skills; special abilities from their class features; and more. Your character’s class entry also provides the information needed when they gain levels, so it will be a vital reference throughout the course of your campaign.
Playing the Class
The first section of each class describes the interests and tendencies typical of that class, as well as information on how others view them. This can help inspire you as you determine your character’s actions and define their personality, but you aren’t obligated to play your character as this section describes.
This is the ability score that a member of your class cares about the most. Many of your most useful and powerful abilities are tied to this ability in some way.
For instance, this is the ability score you’ll use to determine the Difficulty Class (DC) associated with your character’s class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values.
Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you’re a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or finesse weapons.
Additionally, when you choose your character’s class, they gain an ability boost to their key ability score, increasing that ability score by 2.
Hit Points
This section tells you how many Hit Points your character gains from their class at each level. To determine your character’s starting Hit Points, add together the Hit Points they got when you chose their ancestry and the amount listed in this entry, which equals your Constitution modifier plus a fixed number.
Classes that intend for characters to rush into battle with weapons bared gain a higher number of Hit Points each level, while those for characters who cast spells or engage in trickery gain fewer.
Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry.
When you choose your character’s class, they gain a set of initial proficiencies. Proficiencies measure your character’s ability to perform tasks, use abilities, and succeed at checks.
Proficiency ranks range from trained to legendary. For instance, a character who is trained with a longbow can use it effectively, while a person who is legendary with the weapon might be able to split an arrow from 100 paces away!
Each class entry specifies your character’s initial proficiency rank in Perception, saving throws, attacks, defenses, and either spells or class DC. You gain the trained proficiency rank in at least one skill that is important to your class, and you can choose other skills to gain trained proficiency in—the exact number depends on your class. If your class would make you trained in a skill you’re already trained in (typically due to your background), you can select another skill to become trained in.
A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic.
If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4.
Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class’s entry.
If something isn’t listed in your character’s class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic.
Advancement Table
This table summarizes the feats, skill increases, ability boosts, and other benefits your character gains as they advance in level. The first column of the class table indicates a level, and the second column lists each feature your character receives when they reach that level. The 1st-level entry includes a reminder to select your ancestry and background.
Class Features
This section presents all the abilities the class grants your character. An ability gained at a higher level lists the required level next to the ability’s name. All classes include the class features detailed below, and each class also gets special class features specific to it. Many class features require you to choose between options. Unless the specific ability states otherwise, such decisions can’t be changed without retraining.
Class Feats
This section specifies the levels at which your character gains class feats—special feats that only members of that class can access. Class feats are granted beginning at 1st or 2nd level, depending on the class. Specific class feats are detailed at the end of each class entry.
Skill Feats
This section specifies the levels at which your character gains feats with the skill trait, called skill feats. At 2nd level and every 2 levels thereafter, most classes gain a skill feat, though rogues gain them earlier and more often. Your character must be trained in the corresponding skill to take a skill feat.
General Feats
This section specifies the levels at which your character gains general feats. Most classes grant a general feat at 3rd level and every 4 levels thereafter. At each of these levels, you can select any general feat (including skill feats) as long as your character qualifies for it. More information can be found in Feats.
Skill Increases
This section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often.
Your character can use a skill increase to either become trained in one skill in which they’re untrained or become an expert in one skill in which they’re already trained.
If your character is at least 7th level, they can use a skill increase to become a master of a skill in which they’re already an expert. If they’re at least 15th level, they can use an increase to become legendary in a skill of which they’re already a master.
Ability Boosts
At 5th level and every 5 levels thereafter, your character boosts four different ability scores. Your character can use these ability boosts to increase their ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats
This section serves as a reminder of the ancestry feats your character gains at 5th, 9th, 13th, and 17th levels.
Ancestry feats are detailed in each ancestry entry.
Alchemist
The alchemist uses their skill at crafting to create alchemical items—such as bombs, elixirs, and poisons—that they use to defeat foes and aid allies. Smart and resourceful, an alchemist often has just the right tool for the job and esoteric knowledge to help their friends get out of a jam.
Barbarian
The barbarian is a fearsome embodiment of rage, focusing the deadly power of their anger against anyone who stands in their way. A barbarian is quick to enter battle and, once their fury has been unleashed, is immensely strong, often unpredictable, and nearly unstoppable.
Bard
An artist and a scholar, the bard uses performance and esoteric learning to bolster their companions and foil their enemies. Sometimes sneaky and quite often charming, the bard adventures with pizazz and talent backed up by an impressive repertoire of occult magic.
Champion
A defender of good who straps on armor and wields a righteous weapon, the champion protects the innocent and vanquishes evil. Steadfast in their beliefs, and devoted to both a deity and an aspect of good, they follow a strict code as they fight to make the world a better place.
Cleric
The cleric is dedicated to the worship of a single deity and draws divine magic from this devotion.
Clerics can be vastly different depending on who they worship, and whether they’re cloistered clerics who pursue one of their deity’s domains or war priests who serve as the sword arm of their god.
Druid
The druid walks the wild, primordial places of the world without fear, harnessing the primal magic of nature and controlling it with calm purpose.
A devotee of the wilderness, the druid finds nourishment in its power, allies among its creatures, and strength in its fury.
Fighter
With calculated daring and fearless determination, the fighter tracks down and confronts their enemies while defending allies from harm. A master of the battlefield, the fighter is quick to exploit opportunities and strike any who stumble within reach of their sword or bow.
Monk
The monk seeks perfection in all things, and that includes transforming their body into the perfect weapon. They can be walking with calm purpose and contemplating the subtleties of existence in one minute and then transform into a blur of deadly blows in the next.
Ranger
Resourceful and cunning, the ranger is a hunter, tracker, and warrior who preserves the natural world and protects civilization from its ravages.
Whether they use a bow, crossbow, a pair of weapons, or snares, the ranger is a fearsome enemy and great ally in the wild.
Rogue
Cunning and quick, the rogue brings skill and expertise few of their comrades can match. In battle, they excel at sneak attacks and ambushes. Their racket gives them the tools they need to get the job done, and their wide array of skill choices lets them specialize as they see fit.
Sorcerer
The intense magic the sorcerer commands comes from neither study nor worship—it comes from their blood. Their magical abilities depend on whether they have the blood of dragons, angels, fey, aberrant creatures, or some other being flowing through their veins and powering their spells.
Wizard
The wizard is the arcane master of spellcasting, plucking incredible power from reality through complicated spell formulas. They stride with confidence, without a need for armor or weapons, enacting their will upon the world and bringing woe upon their enemies.
Alchemist
You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.
The free alchemical items from the alchemist archetype are extremely useful to characters of any class. The following are just some of the possible combinations.
- Barbarian alchemists can mix mutagens with their rage to ferocious effect.
- Champion alchemists can focus on alchemical items that boost defenses and heal others, allowing their champion’s reaction and lay on hands to go further.
- Fighter alchemists can use their alchemy to gain additional options in situations where their usual tactics don’t work.
- Ranger alchemists focus on alchemy and snares, getting extra use out of their Crafting skill and supplying bombs for the bomb snare.
- Rogue alchemists can combine a rogue’s poison feats with free daily poisons, and bombs present an interesting way to sneak attack with various types of energy damage.
- Spellcaster alchemists often use their alchemical items to take pressure off their repertoire or prepared spells. For instance, a wizard alchemist who can brew up darksight elixirs to grant darkvision can prepare another spell instead of darkvision.
Archetype Dedication Multiclass
Prerequisite(s) Intelligence 14
You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC.
You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level.
You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own.
Special You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.
Archetype
Prerequisite(s) Alchemist Dedication
You gain a 1st- or 2nd-level alchemist feat.
Archetype
Prerequisite(s) Alchemist Dedication
You gain the Quick Alchemy action.
Archetype
Prerequisite(s) Basic Concoction
You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another alchemist feat.
Archetype
Prerequisite(s) Alchemist Dedication, expert in Crafting
Your advanced alchemy level increases to 3. At 10th level, it increases to 5.
Archetype
Prerequisite(s) Expert Alchemy, master in Crafting
Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1.
Barbarian
There’s a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.
The barbarian archetype is a great choice for characters that emphasize Strength and melee attacks more than usual for their class, as long as they can handle Rage’s spellcasting restriction. It’s especially good for characters looking to add more damage.
Archetype Dedication Multiclass
Prerequisite(s) Strength 14, Constitution 14
You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice.
You become trained in barbarian class DC.
You can use the Rage action.
Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don’t gain any of the other abilities it grants.
Special You cannot select another dedication feat until you have gained two other feats from the barbarian archetype.
Archetype
Prerequisite(s) Barbarian Dedication, class granting no more Hit Points per level than 10 + your Constitution modifier
You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.
Archetype
Prerequisite(s) Barbarian Dedication
You gain a 1st- or 2nd-level barbarian feat.
Archetype
Prerequisite(s) Basic Fury
You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another barbarian feat.
Archetype
Prerequisite(s) Barbarian Dedication
You gain the instinct ability for the instinct you chose for Barbarian Dedication.
Archetype
Prerequisite(s) Barbarian Dedication, expert in Fortitude saves
Your proficiency rank in Fortitude saves increases to master.
Bard
A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become.
The bard archetype grants powerful effects that tend to use actions; it’s a great choice if you have actions to spare.
Archetype Dedication Multiclass
Prerequisite(s) Charisma 14
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse’s feats, but you don’t gain any of the other abilities it grants.
Special You cannot select another dedication feat until you have gained two other feats from the bard archetype.
Archetype
Prerequisite(s) Bard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level.
Archetype
Prerequisite(s) Bard Dedication
You gain a 1st- or 2nd-level bard feat.
Archetype
Prerequisite(s) Basic Muse’s Whispers
You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another bard feat.
Archetype
Prerequisite(s) Bard Dedication
You gain the counter performance composition spell.
If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse.
Archetype
Prerequisite(s) Bard Dedication
You gain the inspire courage composition cantrip.
Archetype
Prerequisite(s) Basic Bard Spellcasting
Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell levels.
Archetype
Prerequisite(s) Basic Bard Spellcasting, master in Occultism
You gain the expert spellcasting benefits.
Archetype
Prerequisite(s) Expert Bard Spellcasting, legendary in Occultism
You gain the master spellcasting benefits.
Champion
You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.
The champion archetype greatly improves defenses, particularly armor. It’s a great way for a character to gain armor proficiency or a powerful defensive reaction.
Archetype Dedication Multiclass
Prerequisite(s) Strength 14, Charisma 14
Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.
You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause.
Special You cannot select another dedication feat until you have gained two other feats from the champion archetype.
Archetype
Prerequisite(s) Champion Dedication
You gain a 1st- or 2nd-level champion feat.
Archetype
Prerequisite(s) Champion Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.
Archetype
Prerequisite(s) Champion Dedication
You gain the appropriate devotion spell for your cause (lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. (For more on devotion spells.)
Archetype
Prerequisite(s) Basic Devotion
You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another champion feat.
Archetype
Prerequisite(s) Champion Dedication
You can use the champion’s reaction associated with your cause.
Archetype
Prerequisite(s) Champion Dedication
You gain a divine ally of your choice.
Archetype
Prerequisite(s) Champion Dedication, expert in unarmored defense or one or more types of armor
Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert.
Cleric
You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts.
The cleric archetype is a great way to create a character of another class who’s a devotee of a particular deity.
The many domains available to clerics of different deities present a variety of options for focus spells.
- Alchemist clerics work well with the chirurgeon field, Healing various ailments with either alchemy or spells.
- Martial clerics are typically looking for a potent domain spell or some Healing to use in a pinch.
- Divine sorcerer clerics double down as the ultimate divine spellcasters.
- Other spellcaster clerics diversify their options, becoming theurgic characters who combine two magical traditions.
Archetype Dedication Multiclass
Prerequisite(s) Wisdom 14
You cast spells like a cleric. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom , and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity.
Special You cannot select another dedication feat until you have gained two other feats from the cleric archetype.
Archetype
Prerequisite(s) Cleric Dedication
You gain the basic spellcasting benefits. You can prepare your deity’s spells in your spell slots of the appropriate level from the cleric archetype.
Archetype
Prerequisite(s) Cleric Dedication
You gain a 1st- or 2nd-level cleric feat.
Archetype
Prerequisite(s) Basic Dogma
You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another cleric feat.
Archetype
Prerequisite(s) Basic Cleric Spellcasting
You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest spell levels.
Archetype
Prerequisite(s) Basic Cleric Spellcasting, master in Religion
You gain the expert spellcasting benefits.
Archetype
Prerequisite(s) Expert Cleric Spellcasting, legendary in Religion
You gain the master spellcasting benefits.
Druid
You have entered a druidic circle and learned a few of the order’s secrets, granting you primal power.
The druid archetype can provide a bit of Healing or elemental damage and can increase your utility in a natural environment with spells like speak with animals and meld into stone.
Archetype Dedication Multiclass
Prerequisite(s) Wisdom 14
You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom , and they are primal druid spells.
You learn the Druidic language.
Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order.
Special You cannot select another dedication feat until you have gained two other feats from the druid archetype.
Archetype
Prerequisite(s) Druid Dedication
You gain the basic spellcasting benefits.
Archetype
Prerequisite(s) Druid Dedication
You gain a 1st- or 2nd-level druid feat.
Archetype
Prerequisite(s) Druid Dedication
You gain the initial order spell from your order. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature. (For more on order spells.)
Archetype
Prerequisite(s) Basic Wilding
You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another druid feat.
Archetype
Prerequisite(s) Basic Druid Spellcasting Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest spell levels.
Archetype
Prerequisite(s) Basic Druid Spellcasting, master in Nature
You gain the expert spellcasting benefits.
Archetype
Prerequisite(s) Expert Druid Spellcasting, legendary in Nature
You gain the master spellcasting benefits.
Fighter
You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. With further training, you can become a true combat specialist.
The fighter archetype grants access to great feats for characters focusing on any combat style, and it’s particularly helpful for characters looking to diversify their offensive abilities or focus on more powerful weapons.
- Barbarian fighters can combine their talents with two-handed weapons with some of the fighter’s two-handed feats to devastating effect.
- Champion fighters focus on a style of combat exemplified by their deity. A shield-using champion benefits from the best of both worlds in shield feats.
- Monk fighters are great at combining unusual weapon styles. For instance, a monks isn’t hindered by a restriction to keep one hand free, because they want to punch you with that hand anyway.
- Ranger fighters can either specialize in archery or use their fighter feats to pick up an unusual combat style combination.
- Rogue fighters can make good use of fighter’s free hand, two-weapon fighting, or archery feats.
- Spellcaster fighters benefit greatly from the additional weapon proficiencies, and fighter is a solid choice for any spellcaster of a particularly martial bent.
Archetype Dedication Multiclass
Prerequisite(s) Strength 14, Dexterity 14
You become trained in simple weapons and martial weapons.
You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype.
Archetype
Prerequisite(s) Fighter Dedication
You gain a 1st- or 2nd-level fighter feat.
Archetype
Prerequisite(s) Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.
Archetype
Prerequisite(s) Fighter Dedication
You gain the Attack of Opportunity reaction.
Archetype
Prerequisite(s) Basic Maneuver
You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another fighter feat.
Archetype
Prerequisite(s) Fighter Dedication, expert in any kind of weapon or unarmed attack
Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.
Monk
Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights.
The monk archetype is a strong choice for any character that fights unarmored or with unarmed attacks.
- Barbarian monks with the animal instinct can combine the barbarian’s excellent unarmed damage with the monk’s diverse unarmed special abilities.
- Champion monks are perfect for champions of gods of enlightenment, self-perfection, knowledge, healing, or other deities who favor unarmed attacks.
- Fighter monks can supplement free-hand fighting and add mobility to the fighter’s toolkit.
- Rogue monks are incredibly effective because stances grant some of the best agile finesse attacks and flurry gives more sneak attacks.
- Spellcaster monks can fight with a free hand and still use material components to cast spells.
Archetype Dedication Multiclass
Prerequisite(s) Strength 14, Dexterity 14
You become trained in unarmed attacks and gain the powerful fist class feature. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC.
Special You can’t select another dedication feat until you have gained two other feats from the monk archetype.
Archetype
Prerequisite(s) Monk Dedication
You gain a 1st- or 2nd-level monk feat.
Archetype
Prerequisite(s) Monk Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.
Archetype
Prerequisite(s) Basic Kata
You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another monk feat.
Archetype
Prerequisite(s) Monk Dedication
You gain a +10-foot status bonus to your Speed when you’re not wearing armor.
Archetype
Prerequisite(s) Monk Dedication
You gain the Flurry of Blows action.
Archetype
Prerequisite(s) Monk Dedication, expert in at least one saving throw
Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master.
Ranger
You have studied hunting, tracking, and wilderness survival, adding a ranger’s tools to your skill set.
The ranger archetype has access to excellent options to improve a character’s monster knowledge and survival skills, but ranger is of particular interest to any character wanting to become a dedicated archer.
- Alchemist rangers can add snares to their daily free items, benefiting from a strong Crafting modifier, and their Intelligence makes them exceptional with monster knowledge feats. The ranger archetype is also useful to bombers who want to alternate with in bow attacks.
- Champion rangers are particularly fitting for deities who connect thematically to nature or have a bow as their favored weapon. (Or, in the case of The Hunter, both!)
- Fighter rangers are among the most fearsome archers, combining the best archery feats from both classes to create a fighting style unique to each fighter ranger.
- Rogue rangers make excellent snipers or ranged skirmishers, and snares let them be on the other side of traps for a change.
- Spellcaster rangers benefit greatly from ranger’s feat support, backing up their spells with ranged weapon attacks. Druids have the most thematic overlap with rangers among the spellcasters, allowing you to create a true master of the wilderness.
Archetype Dedication Multiclass
Prerequisite(s) Dexterity 14
You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC.
You can use the Hunt Prey action.
Special You cannot select another dedication feat until you have gained two other feats from the ranger archetype.
Archetype
Prerequisite(s) Ranger Dedication
You gain a 1st- or 2nd-level ranger feat.
Archetype
Prerequisite(s) Ranger Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.
Archetype
Prerequisite(s) Basic Hunter’s Trick
You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another ranger feat.
Archetype
Prerequisite(s) Ranger Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
Rogue
You’ve learned to sneak, steal, and disable traps. With time and luck, you’ll become capable of moving through the shadows, Striking unseen, and escaping without notice.
Nearly any character can benefit from the many skills and tricks the rogue archetype grants.
- Alchemist rogues can use the rogue’s Poison Weapon to great effect with their daily poisons, and sneak attack is a nice boost to bomb damage.
- Barbarian rogues can become masters in every save and diversify their skills.
- Champion rogues add damage from sneak attack while protecting their flanking partners from harm.
- Fighter rogues combine the fighter’s accuracy with extra damage, a deadly combination for archers or finesse fighters.
- Monk rogues have great synergy, since many stances grant powerful Strikes that work with sneak attack.
- Ranger rogues benefit from the shared focus on trailing foes and catching them flat-footed. The flurry edge can get you many sneak attacks, and the precision edge doubles down on precision damage.
- Spellcaster rogues use the rogue multiclass to shore up skills or to pick up tricky rogue feats like Mobility to help keep them safe.
Archetype Dedication Multiclass
Prerequisite(s) Dexterity 14
You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Special You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.
Archetype
Prerequisite(s) Rogue Dedication
You gain a 1st- or 2nd-level rogue feat.
Archetype
Prerequisite(s) Rogue Dedication
You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
Archetype
Prerequisite(s) Basic Trickery
You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another rogue feat.
Archetype
Prerequisite(s) Rogue Dedication, trained in at least one skill and expert in at least one skill
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.
Special You can select this feat up to five times.
Archetype
Prerequisite(s) Rogue Dedication
You gain the deny advantage class feature.
Archetype
Prerequisite(s) Rogue Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
Sorcerer
You coax the magic power in your blood to manifest, accessing magic others don’t expect you to have.
The sorcerer archetype is a method for anyone to pick up commonly useful spells, such as invisibility and haste.
Archetype Dedication Multiclass
Prerequisite(s) Charisma 14
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.
You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells.
Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
Archetype
Prerequisite(s) Sorcerer Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered.
Archetype
Prerequisite(s) Sorcerer Dedication
You gain a 1st- or 2nd-level sorcerer feat.
Archetype
Prerequisite(s) Sorcerer Dedication
You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort. (For more on bloodline spells.)
Archetype
Prerequisite(s) Basic Blood Potency
You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level.
Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.
Archetype
Prerequisite(s) Basic Sorcerer Spellcasting
Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest spell levels.
Archetype
Prerequisite(s) Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline
You gain the expert spellcasting benefits.
Archetype
Prerequisite(s) Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline
You gain the master spellcasting benefits.
Wizard
You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells.
The wizard archetype grants versatile prepared spells, perfect for characters looking to add some extra utility.
Archetype Dedication Multiclass
Prerequisite(s) Intelligence 14
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.
Special You can’t select another dedication feat until you have gained two other feats from the wizard archetype.
Archetype
Prerequisite(s) Wizard Dedication
Select one arcane school of magic. You gain the school’s initial school spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying. (For more on arcane schools.)
Archetype
Prerequisite(s) Wizard Dedication
You gain a 1st- or 2nd-level wizard feat of your choice.
Archetype
Prerequisite(s) Wizard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook.
Archetype
Prerequisite(s) Basic Arcana
You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another wizard feat.
Archetype
Prerequisite(s) Basic Wizard Spellcasting
You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest spell levels.
Archetype
Prerequisite(s) Basic Wizard Spellcasting, master in Arcana
You gain the expert spellcasting benefits.
Archetype
Prerequisite(s) Expert Wizard Spellcasting, legendary in Arcana
You gain the master spellcasting benefits.