These are the fifteen core classes. Archetypes are alternate versions of a class and access can depend on the account; the featured configuration uses the original Paladin, not Sacred Fist. Race, ability scores, level-by-level Feats and enhancement prerequisites all matter.
Core classes and build-defining choices
Alchemist
Alchemy casterSpell preparation and reaction-based alchemy.
Artificer
Weapons and devicesRunearms, spells and weapon enhancement choices.
Barbarian
Melee damageRage and physical offence with armour constraints.
Bard
Music and supportSongs, spells and melee specialisation choices.
Cleric
Divine magicHealing, domains and divine spell choices.
Druid
Nature and formsSpellcasting or animal form development.
Favored Soul
Divine casterSpontaneous divine casting with its own spell selection.
Fighter
Martial specialistBonus combat Feats support specialised weapon routes.
Monk
Unarmed and stancesKi, stances and centred equipment requirements.
Paladin
Divine meleeAlignment, deity, healing and weapon Feats interact.
Ranger
Ranged or meleeRanged combat, two-weapon routes and nature spells.
Rogue
Skills and precisionTrap skills and sneak-attack positioning.
Sorcerer
Arcane damageLimited known spells and elemental specialisation.
Warlock
Pact magicPact and blast selections define its damage approach.
Wizard
Prepared arcane spellsSpellbook preparation and school specialisation.
Builds
Human Paladin two-handed heroic build: level 1–8 core
A 28-point Human Paladin with exact starting abilities, Two Handed Fighting Feats, deity, spells and named heroic enhancement choices.
Open configuration →