Archetypes
Adept
Adepts choose an archetype at level 3.
Archetype | Description | Source |
Arachnid Guardian | Protectors in the darkness with spider-themed powers |
Dungeon Delver's Guide |
Brawler | Unarmed fighters known for toughness and unpredictability |
Adventurer's Guide |
Bruiser |
|
Gate Pass Gazette #6 |
Durala Carao |
|
Adventures in ZEITGEIST |
Exalted Athlete |
|
Adventurer's Guide |
Ghostly Soul | Adepts with spectral powers |
Gate Pass Gazette #10 |
Quickstepper | Combatants who move at supernatural speeds |
Gate Pass Gazette #2 |
Tranquil Master | Unassuming adepts who use soothing concoctions |
Gate Pass Gazette #3 |
Warrior Monk | Students of the martial arts and ancient traditions |
Adventurer's Guide |
Artificer
Artificers choose an archetype at level 3
Archetype | Description | Source |
Bombardier | Masters of explosive alchemy |
Gate Pass Gazette #0 |
Machinist | Mechanics who master vehicles |
Gate Pass Gazette #0 |
Stitcher | Artificers who delve into the marvelous mysteries of life, death, and reanimated flesh |
Gate Pass Gazette #0 |
Bard
Bards choose an archetype at level 3.
Archetype | Description | Source |
Hotshot | Performers who use vehicles or mounts to perform daring stunts |
Gate Pass Gazette #5 |
Loremaster | Teachers and adventurers with access to knowledge and lore |
Adventurer's Guide |
Lore Weaver | Storytellers who can guide fate towards their own narrative |
Gate Pass Gazette #1 |
Minstrel | Musicians who travel the land to ply their theatrical trades |
Adventurer's Guide |
Mountebank | Masters of deception and wordplay |
Adventurer's Guide |
Sound Sculptor | Musicians who use sound to protect and damage |
Dungeon Delver's Guide |
Vagabond | Wandering storytellers whose very words can transport people |
Adventures in ZEITGEIST |
Warchanter | Musicians who guide the flow of battle |
Adventurer's Guide |
Berserker
Berserkers choose an archetype at level 3.
Archetype | Description | Source |
Bear-Bonded | Berserkers with bear companions |
Gate Pass Gazette #11 |
Defiant | Wild warriors with resilience against the winds of fate |
Gate Pass Gazette #1 |
Dreadnought | Furious and unstoppable armored warriors |
Adventurer's Guide |
Queen Bee | Genteel warriors who psychically share their rage |
Adventures in ZEITGEIST |
Rager | Warriors who reply on pure rage to win the day |
Adventurer's Guide |
Tempest | Warriors fueled and protected by the elements of the raging storm |
Adventurer's Guide |
Troll Slayer | Ferocious berserkers who sharet the traits of the monsters they hunt |
Dungeon Delver's Guide |
Cleric
Clerics choose an archetype at level 1.
Archetype | Description | Source |
Aspirant | Priests who aspire to divinity |
Adventures in ZEITGEIST |
Healer | Priests who devote themselves to the healing arts |
Adventurer's Guide |
Labyrinth Priest | Divine explorers who navigate complex dungeons |
Dungeon Delver's Guide |
Oracle | Prophets and soothsayers who peer into the future |
Adventurer's Guide |
Sun Priest | Priests who worship light and warmth |
Adventurer's Guide |
Warpriest | Priests who meet their foes with the might of powers beyond mortal ken |
Adventurer's Guide |
Druid
Druids choose an archetype at level 2.
Archetype | Description | Source |
Axis Slayer | Hunters and slayers of unusual monsters |
Adventures in ZEITGEIST |
Decomposer | Nature worshippers with powers of decay |
Dungeon Delver's Guide |
Guardian | Nature priests who protect and nourish small communities |
Adventurer's Guide |
Skinchanger | Nature priests who embrace their animal forms |
Adventurer's Guide |
Steel Renegade | Druids who combine nature and technology |
Gate Pass Gazette #6 |
Stormwalker | Druids who summon storms |
Gate Pass Gazette #7 |
Treespeaker | Priests who speak to and command the world of plants |
Adventurer's Guide |
Fighter
Fighters choose an archetype at level 3.
Archetype | Description | Source |
Bladeseer | Warriors who manipulates fate and can see the future |
Gate Pass Gazette #1 |
Brute | Warriors who reliy on strength and brute force |
Adventurer's Guide |
Charging Shield | Warriors who uses their shields as weapons |
Gate Pass Gazette #2 |
Dungeoneer | Experienced adventurers who thrive underground |
Dungeon Delver's Guide |
Duelist | Swashbucklers and quick-witted fighters |
Adventurer's Guide |
Gadgeteer | Tinkers who fight with new technology and arcanoscience |
Adventures in ZEITGEIST |
Gladiator | Entertainers with dramatic flair and skill with weapons |
Adventurer's Guide |
Houndmaster | Fighters with dog or wolf companions |
Gate Pass Gazette #11 |
Knight | Armored warriors steeped in heraldry and honor |
Adventurer's Guide |
Militarist | Warriors as comfortable in a war council as on the front lines |
Gate Pass Gazette #3 |
Scoundrel | Unpredictable and wily combatants |
Gate Pass Gazette #7 |
Sharpshooter | Masters of ranged combat, trick shooters, and expert archers |
Adventurer's Guide |
Herald
Heralds choose an archetype at level 3.
Archetype | Description | Source |
Executore | Holy warriors who pursue wrongdoers and free victims from oppression |
Adventures in ZEITGEIST |
Green Knight | Wardens of nature and the wilderness |
Adventurer's Guide |
Holy Champion | Divine warriors who exemplify either good or evil |
Adventurer's Guide |
Inquisitor | Knights of judgement who seek out heresy |
Adventurer's Guide |
Revoker | Holy warriors who forge their own fate |
Gate Pass Gazette #1 |
Stone Warden | Implacable defenders of the weak with rock-like powers |
Dungeon Delver's Guide |
Marshal
Marshals choose an archetype at level 3.
Archetype | Description | Source |
Chief Enforcer | Crimelords and kingpins |
Gate Pass Gazette #9 |
Concordant Commander | A laser hat powered by nearby allies |
Gate Pass Gazette #10 |
Expedition Leader | An experienced leader who guides adventurers through dungeons and caves |
Dungeon Delver's Guide |
Gambling General | Leaders who thrive on risky strategies with great rewards |
Adventurer's Guide |
Knight Commander | Able commanders who lead others into battle |
Gate Pass Gazette #9 |
Lionheart | Inspiring marshals who lead by example |
Gate Pass Gazette #7 |
Seafaring Scourge | Pirate captains and buccaneer lords |
Gate Pass Gazette #9 |
Swift Strategist | Leaders in the realm of guerrilla warfare |
Adventurer's Guide |
Talented Tactician | Military strategists who plan and anticipate every move |
Adventurer's Guide |
Ranger
Rangers choose an archetype at level 3.
Archetype | Description | Source |
Beastmaster | Friends and allies to animals of the wild |
Adventurer's Guide |
Fantastic Fletcher | An archer who specializes in trick arrows |
Gate Pass Gazette #2 |
Monster Hunter | Hunters who gain power from their trophies |
Gate Pass Gazette #4 |
Partisan | An urban warrior, expert at unconventional warfare |
Gate Pass Gazette #4 |
Skilled Survivalist | An expert at living off the bounty of the land |
Gate Pass Gazette #4 |
Titanist | Devotees of one of the fey titans |
Adventures in ZEITGEIST |
Warden | Mounted operatives who patrol the wilds |
Adventurer's Guide |
Wildborn | Spellcasting rangers who call upon the powers of nature |
Adventurer's Guide |
Rogue
Rogues choose an archetype at level 3.
Archetype | Description | Source |
Bodyguard | Highly skilled protectors of their charges |
Gate Pass Gazette #6 |
Burglar | Sneaky thieves and treasurer hunters |
Adventurer's Guide |
Contriver | Problem solvers through unconventional means |
Gate Pass Gazette #5 |
Courtier | Nobles skilled with sharp words and sharp blades |
Gate Pass Gazette #3 |
Cutthroat | Masters of subterfuge and poisons |
Adventurer's Guide |
Investigator | Clever rogues who solve mysteries and overcome problems |
Adventurer's Guide |
Occult Blade | Obscure criminals whose magical techniques occlude memory of their actions |
Adventures in ZEITGEIST |
Shadow Stalker | Expert assassins who strike from the darkness |
Dungeon Delver's Guide |
Throwing Ace | Deft masters of the thrown weapon |
Gate Pass Gazette #10 |
Trapsmith | Expert dungeoneers and mechanically inclined scouts |
Adventurer's Guide |
Savant
Savants choose an archetype at level 1.
Archetype | Description | Source |
Avantist |
Experimental approaches to magic | Gate Pass Gazette #12 |
Diplomat |
Cultural and social experts and emissaries |
Gate Pass Gazette #12 |
Naturalist |
Nature experts who chase specimens and phenomena | Gate Pass Gazette #12 |
Steward | Guides and mentors in military organizations |
Adventures in ZEITGEIST |
Vanguard | Ingenious savants who lead the battle and thwart their foes |
Adventures in ZEITGEIST |
Vox | Masters of the voice, able to communicate, compel, and persuade |
Adventures in ZEITGEIST |
Sorcerer
Sorcerers choose an archetype at level 1.
Archetype | Description | Source |
Annihilator | Controllers of destructive energies fueled by death and decay |
Adventures in ZEITGEIST |
Draconist | Spellcasters with dragon magic in their blood |
Adventurer's Guide |
Enigma | Magic-users who wield alien powers |
Adventurer's Guide |
Songweaver | Sorcerers who wield the power of sound |
Gate Pass Gazette #10 |
Stoneheart | Magic-wielders who use the power of the earth |
Dungeon Delver's Guide |
Traveler | Spell-wielders with the powers of distant planes |
Adventurer's Guide |
Warlock
Warlocks choose an archetype at level 1.
Archetype | Description | Source |
Alienist | Scholars and agents of the far realm and alien forces |
Adventurer's Guide |
Diabolist | Devotees of demons and diabolical deities |
Adventurer's Guide |
Dread Knight | Anti-paladins, blackguards, and nightmare cavalry |
Gate Pass Gazette #8 |
Eldritch Gunslinger | Wielders of arcane firearms |
Gate Pass Gazette #5 |
Fatewoven | Fortune tellers and soothsayers who pluck the strings of fate |
Dungeon Delver's Guide |
Gyre Gazer | Warlocks who stare into the void |
Gate Pass Gazette #11 |
Mutant | Supernatural beings whose power stems from within |
Gate Pass Gazette #2 |
Spellbound | Spellcasters who embrace the ways of the fey |
Adventurer's Guide |
Unnaturalist | Scholars of abominations and monstrosities |
Gate Pass Gazette #8 |
Urbanist | Avatars of cities who derive information and strength from the metropolis |
Adventures in ZEITGEIST |
Wizard
Wizards choose an archetype at level 2.
Archetype | Description | Source |
Arcanist | Students of one of the eight classical schools of magic |
Adventurer's Guide |
Court Magician | Learned scholars and trusty advisors to those in power |
Gate Pass Gazette #3 |
Enclavist | Secret wizards who manifest the fey realms |
Adventures in ZEITGEIST |
Last Raven | Stealers of magic who levy curses on their foes |
Adventures in ZEITGEIST |
Mage | Generalist wizards who dabble in all the schools of magic |
Adventurer's Guide |
Necromancer | Students of death and masters of the undead |
Level Up website |
Oozemancer | A magic-user who allies with and can turn into an ooze |
Dungeon Delver's Guide |
Pyromancer | Spellcasters who focus on the element on fire |
Adventurer's Guide |
Warmage | Specialists in battlefield artillery and control |
Level Up website |