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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


Mighty adepts who rely on strength
 

Gate Pass Gazette #6
Durala Carao


Adepts of the way of the gun
 

Adventures in ZEITGEIST
Exalted Athlete


Students of athletic perfection
 

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