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STEP FOUR: CHOOSE YOUR ARCHETYPE

Each class has five Archetypes to choose from. These give you access to different abilities but are not intended to restrict the flavour you bring to your character. The Cleric archetype is the option to play a Fantasy Healer character, and does not necessarily mean that they are linked to a deity. You can only ever play one Archetype, so choose wisely. 

 

Fighter Classes have access to the following Archetypes.
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  • Barbarian - A typical unarmoured warrior that can enter a mental state such as a Rage / Battle Focus / Tranquility that assists them in battle. Barbarians gain access to Rage, Danger Sense, and Unarmoured Defence in the form of Natural Armour.
     

  • Knight - An armoured and well defended bulwark of a Knightly Order or Militia Watchman that will hold the line. Knights gain access to Heavy Armour, Shield Use, and Second Wind.
     

  • Monk - A martial artist or your surgeon who knows just the points to press to disable a foe as they move quickly out of reach. Monks gain access to Stun, Power Points, and Unarmoured Defence in the form of Dodges.
     

  • Ranger - The trackers and your martial druids who know how to use the land to their advantage. Rangers gain access to Favoured Enemy, Tracking, and Stealth.​
     

  • Spellsword - Fighters with a little touch of magic of their own, from Paladins to Battlemages. Spellswords gain access to Smite and Elemental Blade, Minor Spellcasting, and Bonded Weapon or Shield Use.

 

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Spellcaster Classes have access to the following Archetypes.
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  • Channeler - Those who channel their magic from a Source, be that their Deity, their Patron, the Land Around Them, or a Weird Magical Item They Found. Channelers gain access to Channel Source, Focused Blast, and Warding and Turning.
     

  • Cleric - Those who heal the people, whether that is through their connection to their deity, or the poultices they create, or their druidic healing. Clerics gain access to Healer, Domain, and Cleanse.
     

  • Magus - Learned Wizards or Mages who are well attuned to magical forces. Magus’ gain access to Higher Spellcasting, Magical Identification, and a Mana Pool.
     

  • Scholar - Those who learned their magic and honed it in more direct means. These are alchemists, bards or magical blacksmiths, those who can create enhancements to assist their allies. Scholars gain access to Enhancements and Scholarly Contacts.
     

  • Sorcerer - Those who were born into their magic or have it coursing through them in some manner that changes their biology, whether that is from bloodline or magical accident. Sorcerers gain access to Invocations and Traits and Recognised Bloodline.

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