The warrior occupies the front lines of a battle, using brute force and powerful swings to injure and kill foes. At the heart of a warrior's fighting style is the choice of weapons. While they rely on strength, the strategies differ depending on whether one is more offensive or defensive. Staunch defenders will gravitate to mixing one handed weapons (be it axe, mace or blade) with a shield, taking advantage of the extra protection offered by interposing a wall of wood or steel between themselves and their foes. More offensive warriors gravitate to the larger two-handed weapons such as the great sword or maul. What they sacrifice in defense, they make up for in damage potential, as the mighty arcs of their blades can easily hit multiple foes at once. By controlling the battlefield and distracting their opponents from their fragiler comrades, a well-trained warrior is not only a weapon by themselves but a vital asset to any team.
WEAPONS: Two-handed, One-handed, Weapon/Shield, Dual Weapon (Swords), Archery
- BATTLEMASTER: When fighting solo, a battlemaster is an efficient killing machine. When fighting alongside allies, the warrior becomes a seasoned leader who can rally others to turn the tide of combat.
- DEFENDER: Defenders specialize in survivability, taking everything the enemy throws at them and walking away unscathed.
- VANGUARD: A vanguard believes that a good offense is the best defense. Their powerful strikes are matched with ruthless technique.
- WARMONGER: The warmonger is a confident adversary, well-versed in taunting foes, cutting through them, and sending them to the dirt in a bloody heap. Warmongers are also experts in controlling enemy aggression, possessing abilities that draw foes toward them and that, through stun effects, cause enemies to forget who they were fighting.
- BERSERKER: The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries.
- CHAMPION: The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.
- REAVER: Demonic spirits teach more than blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths. Note: Characters that are under this profession must have killed a dragon and drank their blood to gain these skills.
- TEMPLAR: Mages who refuse the Circle's control become apostates and live in fear of a templar's powers--the ability to dispel and resist magic. As servants of the Chantry, the templars have been the most effective means of controlling the spread and use of arcane power for centuries. Note: Characters that under this profession must currently be a current or former member of the Templar Order.
- SPIRIT WARRIOR: Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.
Note: Characters that under this profession would have bargained with spirits for their connection to the Fade.
- GUARDIAN: Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.
A rogue fights with precision. Whether unleashing a torrent of arrows at range, or landing cut after devastating cut up close, these deadly combatants focus on a single target and dismantle it with deadly efficiency. As an archer, a rogue’s mobility is his or her greatest asset. Able to leap clear of combat with ease, the rogue can easily evade single pursuers. Foes hoping to close in will often find themselves pinned in place by an expertly placed arrow through the leg. Should the situation grow more dire, careful distraction and well practiced evasion techniques let the rogue sneak clear of groups, letting foes turn their attentions to the heavily armored warriors. Armed with dual daggers, a rogue focuses more on positioning, and teaming up with warriors and mages to deal out maximum damage while enemies are either distracted or disabled. Acrobatic strikes lacerate foes, often leaving them bleeding out and steadily weakening, while the rogue smoothly slips behind for a devastating backstab.
WEAPONS: Dual Weapons (Usually Daggers), Archery
- SABOTAGE: Sabotage relies on stuns and clouds of smoke to control the battlefield. Master saboteurs can even cause enemies to fight amongst themselves.
- SCOUNDREL: Scoundrels strike hardest when the enemy is not looking. Rogues who delve into these talents are able to misdirect foes to a companion of their choosing.
- SPECIALIST:Specialists train their bodies for speed, precision, or attack. Tales tell of rogues who are even able to reach a nirvana-like state, in which their body is in harmony.
- SUBTERFUGE: Subterfuge talents focus on tricky maneuvering and deception to gain the upper hand in battle.
- ASSASSIN: Anyone can kill for money, but those who follow the Antivan traditions know how to do so with style. While every assassin is different, some favoring up close and personal kills and others striking at range, they are all deadly predators and skilled at exploiting their foe’s weaknesses.
- DUELIST: Duelists specialize in calling out single opponents and eliminating them, quickly. While the art of dueling is less popular in Ferelden and Kirkwall than the more-refined cities of Orlais, there are still plenty of trainers who can teach rogues they deem sufficiently quick of wit.
- BARD: Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.
- RANGER: Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.
- SHADOW: There is no order or organization of shadows--they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs.
- TEMPEST: These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm. Tempest emphasizes elixir-based abilities to give the rogue a tactical advantage during combat.
- ARTIFICER: Intricate mechanisms are the core of the artificer’s craft: Deadly traps; Distracting contraptions; Marvels of engineering turned to deadly purpose. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be.
Considered by most Andrastian Thedosians to be cursed due to their connection to the Fade, which gives them the power not only to cast spells but to infect their own world with demons and dangerous monsters. Every living being on Thedas, with the exception of dwarves, mentally enters the Fade when they dream, but mages are forced to remember their time there. Mages focus on spells in order to deliver damage and debilitate their enemies, as well as support and heal their allies.
WEAPONS: Staff/Staves, Hands
- PRIMAL: Primal spells allow mages to harness the power of the elements, mostly to deal damage to their enemies. The elements are composed of fire, earth, ice and lightning.
- ENTROPY: Entropy spells are spells that enable mages to cripple their enemies by attacking their life force. The different types of spells focus on weakness, disorientation, exploiting vulnerability and draining life from a foe.
- SPIRIT: When mages use spirit spells, they can affect their enemies' bodies, minds and magic by casting spell shields, draining mana, planting explosive poison in the form of waking bombs in bodies, and blasting the mind of a foe with a telekinetic force.
- CREATION: Creation spells are spells which give mages the ability to cure and defend their allies, and also allows them to damage their enemies.
- ARCANE WARRIOR: Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Notes: The class is exceptionally rare, only kept alive by a few Dalish keepers (their mages) and trapped ancient Tevinter spirits.
- BLOOD MAGE: Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice his/her own health, or the health of allies, to fuel these abilities. Note: The art of blood magic can either be taught by a demon or through books.
- SHAPESHIFTER: Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies.
- SPIRIT HEALER: Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers.
- BATTLEMAGE: Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings.
- KEEPER: Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth.
- FORCE MAGE: Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. Kirkwall's Circle houses a higher-than-usual percentage of mages who excel at this specialization, and their combined research has refined the school considerably.
- KNIGHT-ENCHANTER: Thought to be derived from the ancient elven practitioners the Arcane Warrior specialization, Knight-Enchanters are part of the select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles. These rare mages received special dispensation from the Chantry to serve in battle.
- RIFT MAGE: Rift Mages take their mastery of the Fade to the next level with this specialization, allowing them to use powerful offensive spells or dragging and throwing their opponents across the field like rag dolls. These mages draw upon the force of the Fade, either pulling matter from the Fade to attack or twisting the Veil itself into a weapon to stagger or crush their enemies.
- NECROMANCER: These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.