Specialization Reference

Class Specializations

Specializations are advanced paths that characters can pursue to gain unique abilities. Each class has access to different specializations.

1d6 = Dice notation +2 = Modifier

Mage Specializations

Arcane Warrior

Arcane warriors are incredibly rare and are a synthesis of elven swordplay and powerful magic. These warriors channel magical power through their weapons and bodies to become fearsome combatants who can match any warrior in single combat. The tradition of the arcane warrior dates to the time of Arlathan and has almost been lost entirely.

Requirements: Strength 3 or higher; Magic 3 or higher; Must learn from ancient elven texts or a spirit
Novice: You can cast spells while wielding weapons and wearing armor. You can wear light armor without suffering the normal spell failure penalties. Additionally, you can use your Magic ability in place of your Strength ability when determining your Attack Roll.
Journeyman: You can wear heavy armor without suffering the normal spell failure penalties. Additionally, you can use your Spellpower to add to your Defense rating instead of your Dexterity.
Master: Your magical protection is formidable. You gain a +2 bonus to your Armor Rating. This bonus stacks with armor you are wearing.

Blood Mage

Blood mages learn to use blood—their own and that of others—to fuel their spells. By tapping into the darkest parts of magic, blood mages can achieve great power, but at a terrible cost. The Chantry considers blood magic the greatest of sins, second only to the summoning of demons. Many blood mages also become abominations.

Requirements: Constitution 3 or higher; Magic 3 or higher; Must learn from a demon, apostate, or ancient texts
Novice: You can sacrifice your own Health to power your spells. For every 2 Health you lose, you gain 1 mana point. You can do this as a free action on your turn.
Journeyman: You learn the Blood Magic spell blood control. You can also sacrifice the Health of nearby enemies to fuel your spells. Choose an enemy within 16 yards and make an opposed Magic (Blood) vs. Willpower (Self-Discipline) test. If you win, you drain -400 font-semibold">2d6 Health from your target and gain mana points equal to half the Health drained.
Master: You learn the Blood Magic spell blood wound. Additionally, when you damage an enemy with a Blood Magic spell, you regain mana points equal to the damage dealt divided by 2 (round down).

Force Mage

Force mages use telekinetic force to crush, push, and pull their enemies. They can cause great destruction with pure kinetic energy and can even learn to fly for short distances. While many mages specialize in one of the four schools of magic, force mages learn techniques that transcend those boundaries.

Requirements: Magic 4 or higher; Can be learned at Circle or from another force mage
Novice: You learn the spell fist of the maker regardless of whether you meet the requirements. This spell costs 4 mana points instead of 7 for you.
Journeyman: Your telekinetic attacks are devastating. You inflict +2 damage when you cast spells from the Primal school.
Master: You learn the spell telekinetic burst. Once per day, you can also fly up to 20 yards as a move action.

Keeper

Keepers are the spiritual leaders of the Dalish elves and masters of ancient elven lore. Each clan has one Keeper and a First (an apprentice), and sometimes a Second as well. Keepers are powerful mages, but they do not specialize in combat magic. Rather, they preserve the dying lore of the Elven people and ensure the clan's rituals are observed.

Requirements: Cunning 3 or higher; Magic 3 or higher; Dalish Elf only. Must be chosen by a clan Keeper
Novice: You gain +2 on all Cunning (Historical Lore) and Cunning (Cultural Lore) tests related to elven history. You also learn one additional language of your choice.
Journeyman: You can craft special herbal remedies. During rest, you can make a Cunning (Natural Lore) test (TN 11). If successful, you create one healing potion that restores -400 font-semibold">2d6 Health when drunk. You can have a maximum number of these potions equal to your Cunning at any one time.
Master: You learn the spell stonefist if you do not already know it. Additionally, your knowledge of elven magic grants you +2 to Spellpower when casting Creation school spells.

Necromancer

Necromancers specialize in death magic. They have learned from the Mortalitasi of Nevarra, who walk among the dead in the Grand Necropolis and commune with spirits. While many consider necromancy evil, in Nevarra it is not only accepted but honored. The royal line of Nevarra continues to seek counsel from their Mortalitasi advisors, who channel the wisdom of deceased monarchs.

Requirements: Magic 3 or higher; Willpower 3 or higher; Must learn from a Mortalitasi or similar teacher
Novice: If you kill an enemy, your Spellpower increases by +2 for a number of turns equal to your Willpower. Killing another enemy during this time resets the duration but doesn't add to the Spellpower bonus.
Journeyman: You learn the spell death syphon, regardless of whether you meet the requirement. You can cast it for 4 mana points instead of 7.
Master: You learn the spell animate dead. Once per encounter, when you kill an enemy with a spell, you can animate their corpse as a free action. The corpse acts as a lesser shade under your control for the rest of the encounter.

Shapeshifter

Shapeshifters transform themselves into the shape of other creatures. This ancient tradition was practiced by the Chasind Wilders for ages before the Circles of Magi were founded. More typical shapeshifters can transform themselves into creatures like wolves, bears, and even giant spiders.

Requirements: Constitution 3 or higher; Magic 3 or higher; Can be learned from a shapeshifter or discovered independently
Novice: You learn the Shapeshifter spell small animal form. While you've taken on a creature's form with a Shapeshifter spell, you cannot speak or cast spells. Spells you cast before the transformation remain in effect as normal. You retain your Cunning and Magic abilities and your Health, but the rest of your stats are determined by the Shapeshifter spell you use.
Journeyman: You learn the Shapeshifter spell large animal form.
Master: You learn the Shapeshifter spell vicious beast form.

Spirit Healer

Spirit healers are those rare mages who learn to communicate and summon benevolent spirits from the Fade. While demons are the most notorious denizens of the Fade, other spirits reside there as well. These spirits are more benevolent and do not have the driving desires that make demons so evil. When the summoning is successful, a spirit healer is capable of healing feats beyond the bounds of normal magic.

Requirements: Communication 3 or higher; Magic 3 or higher; Can be learned at Circle or from another spirit healer
Novice: You have learned to summon spirits. You learn the Spirit Healer spell group heal. To cast it and other Spirit Healer spells, you must first enter Summoning mode. This requires an activate action and a successful TN 14 Magic (Spirit) test. If you fail and roll triples, roll on the Magical Mishaps table. If successful, you can cast Spirit Healer spells for as long as you stay in this mode. You can end the mode with another activate action.
Journeyman: You learn the Spirit Healer spell revival.
Master: You learn the Spirit Healer spell life ward.

Rogue Specializations

Assassin

Assassins are masters of the art of death. They train to kill using weapons, poisons, and their wits. The most famous assassins are the Antivan Crows, who will kill anyone for the right price and hold the real political power in Antiva. Assassins can be found all over Thedas, as there are always those willing to kill for money.

Requirements: Cunning 3 or higher; Dexterity 3 or higher; Can be learned from the Antivan Crows or other assassins
Novice: You can assess a nearby opponent and spot weaknesses that can be exploited in combat. With an activate action you can mark for death a visible target within 10 yards of you. All ranged and melee attacks against a target marked for death receive a +1 damage bonus. The mark lasts until the end of the encounter, the target is slain, or you pick a new target with another activate action. A character cannot be marked for death more than once in the same encounter.
Journeyman: Your attacks are sudden, precise, and deadly. When you use the rogue's Dirty Fighting power, your opponent's Constitution (Stamina) tests are TN 17 instead of TN 15. Additionally, once per encounter, you can use the Dirty Fighting power as a free action.
Master: You know how to exploit your target's weaknesses. When you Backstab an opponent you have marked for death, you inflict an extra -400 font-semibold">1d6 damage.

Bard

Bards may seem like simple minstrels and troubadours, but they are much more. A peculiar feature of Orlesian politics, bards act as spies, saboteurs, and sometimes killers. Intrigue is a way of life in Orlais, so bards are common there but less so in other nations. It is said that King Maric of Ferelden fell in love with an Orlesian bard with tragic results.

Requirements: Communication 3 or higher; Dexterity 3 or higher; Music (Novice); Usually learned in Orlais
Novice: You can sing a Song of Valor. Starting a song is a major action. On subsequent rounds, you can maintain a song with a free action. Allies within 12 yards of you gain a +1 bonus on attack rolls as long as the song is maintained.
Journeyman: You can sing a Song of Friendship. Until the end of a roleplaying encounter (or for as long as it's maintained during combat), you and your allies gain a +1 bonus to Communication (Etiquette), (Investigation), (Persuasion), and (Seduction) tests.
Master: You can sing a Song of Captivation. Once per round while singing the song, you can attempt to captivate one opponent within 16 yards. This is an opposed test of your Communication (Performance) vs. the target's Willpower (Self-Discipline). If you win, the target can take no actions on their next turn.

Duelist

Heavily armed and armored warriors may dominate the battlefield but duelists rule the streets and alleys of cities like Denerim and Val Royeaux. In such conditions the quick blades and wits of duelists count for more than raw strength. They fight with a weapon in each hand and have even developed specialized weapons for their style of fighting.

Requirements: Dexterity 3 or higher; Perception 3 or higher; Dual Weapon Style (Novice); Common in cities across Thedas
Novice: You learn the Dueling Weapon Group, a weapon group unique to Duelists. When fighting in the Dual Weapon Style and using a melee weapon that uses Dexterity, you gain both +1 on your attack rolls and +1 Defense vs. melee attacks. (Normally when fighting in that style, you must choose between these benefits.)
Journeyman: Your precise attacks hit opponents where it hurts. While fighting in the Dual Weapon Style, you inflict +1 damage with melee attacks.
Master: Your pinpoint accuracy can find the gaps in your opponents' armor. When you perform the Pierce Armor stunt, your damage is penetrating. (That stunt normally halves your opponent's Armor Rating, but penetrating damage allows you to ignore it altogether.)

Legionnaire Scout

The dwarven Legion of the Dead are famed for their courage, and none more so than the Legion's scouts. Traveling ahead of the rest of their group or operating alone in the Deep Roads on special missions, Legionnaire Scouts must be careful and utterly fearless. They learn to suffer incredible hardship and hone their resolve into armor that can protect them from pain, despair, and strife.

Requirements: Willpower 3 or higher; Constitution 3 or higher; Legion of the Dead only
Novice: Gain a +2 bonus to any tests to resist pain, hunger, fear, or despair.
Journeyman: The combat stunts Mighty Blow and Lethal Blow cost an extra stunt point when used against a legionnaire scout (so 3 SP for Mighty Blow and 6 SP for Lethal Blow).
Master: You can shrug off the worst damage through force of will alone. Gain a bonus to your Armor Rating equal to half your Willpower (round up, minimum 2). This bonus stacks with other armor and is present even if no other armor is worn.

Marksman

Marksmen are crack shots who can take down enemies at a distance. A marksman might be a Dalish archer, a Fereldan scout, a Chasind raider, or an Antivan street tough. While marksmen are deadly with any ranged weapon, each has a favorite type and often a signature example that they have customized to their liking.

Requirements: Dexterity 3 or higher; Perception 3 or higher; Archery Style (Journeyman) or Thrown Weapon Style (Journeyman); Can be learned from various military traditions
Novice: Your missile attacks are so powerful they can fling opponents back and knock them off their feet. You can perform the Knock Prone stunt for 1 SP instead of the usual 2 when making ranged attacks. Additionally, you may push the target straight back 2 yards before applying the knockdown.
Journeyman: You can unleash a storm of missiles on your opponents. You can perform the volley stunt for 5 SP. This allows you to make two more ranged attacks, at the same target or at others in sight and within 10 yards. If you roll doubles on either of these attack rolls, you do not generate any additional stunt points.
Master: You can find the vulnerable spot on any opponent. When you perform the Pierce Armor stunt with a ranged attack, your damage is penetrating. (That stunt normally halves your opponent's Armor Rating, but penetrating damage allows you to ignore it altogether.)

Ranger

Rangers are skilled scouts who use their knowledge of nature for their own benefit. They can lure animals, sometimes of frightening size, to fight for them. If the animals die in battle, that is not their concern as long as they fulfill their role in the fight. Rangers make excellent guides and are often hired as such.

Requirements: Communication 3 or higher; Perception 3 or higher; Communication (Animal Handling); Can be learned from wilderness scouts
Novice: You can lure nearby animals to your location and make them fight for you. Make a Communication (Animal Handling) test (base TN 13), which takes -400 font-semibold">2d6 minutes. If successful, you attract an animal and can control it during the next combat encounter. When that's over or after half an hour has elapsed, the animal wanders away. As a Novice, you can lure common animals like dogs, wolves, and birds of prey.
Journeyman: Your time in the wild has honed your ambuscade skills. When you attack an opponent who has been surprised, you inflict +2 damage.
Master: You can now lure larger animals like black bears, brontos, halla, and even giant spiders. The base TN remains 13 for the Communication (Animal Handling) test.

Shadow

Shadows are rogues who are masters of stealth. While all rogues are stealthy to some degree, shadows excel in the arts of concealment and deception like no others. They can hide themselves nearly anywhere and almost seem to be able to bend the darkness around them. They can fool opponents into attacking empty air while they position themselves for a lethal attack.

Requirements: Dexterity 4 or higher; Dexterity (Legerdemain); Dexterity (Stealth); Must master stealth techniques
Novice: You are a master of stealth. With an activate action, you can enter Shadow mode. You gain a +1 bonus on Dexterity (Stealth) and Dexterity (Legerdemain) tests. Opponents also suffer a –1 penalty on damage rolls when making melee or ranged attacks against you. You can leave Shadow mode with a free action.
Journeyman: You can confuse and misdirect opponents so they attack imaginary enemies. While in Shadow mode, you can perform the decoy combat stunt for 2 SP. Make a Dexterity (Stealth) test and note the test result. Until your next turn, anyone attempting to target you with a ranged or melee attack must beat your test result with a Perception (Seeing) test. Those who fail still make the attack but miss automatically.
Master: You know how to choose the perfect moment to strike. When you Backstab an opponent in Shadow mode, add your Cunning to your damage.

Warrior Specializations

Berserker

Berserkers learned to tap into their rage on the battlefield and use it to perform feats of incredible valor. The tradition rose first among the dwarves of the Warrior Caste, then spread to the Avvar, and from there to all the human nations. The Ash Warriors are the most famous of the human berserkers, lending their considerable might to those whose cause they find the most just.

Requirements: Strength 3 or higher; Willpower 3 or higher; Common among dwarves and Avvar
Novice: You can drive yourself into a killing frenzy. Use the activate action to enter Berserk mode. You receive a +2 bonus on Willpower (Courage) and Willpower (Morale) tests while in this mode. You also receive a +1 bonus on your damage rolls in melee combat. However, you suffer a –1 penalty to Defense and to Perception tests while Berserk. You return to normal at the end of the encounter or with another activate action.
Journeyman: Your rage becomes more potent. While Berserk you gain the same bonuses and penalties as described in the Novice entry, but your bonus damage in melee combat increases to +3.
Master: Your fury is unstoppable! When Berserk, you can perform the Lethal Blow stunt for 4 stunt points instead of the usual 5.

Champion

Champions do not just fight; they are a palpable presence on the battlefield. Comrades in arms look to them for strength and courage in the chaos of battle. Foes hesitate and lose heart when facing them. Champions are not unique to any one army or organization and can be found in all parts of Thedas.

Requirements: Communication 3 or higher; Strength 3 or higher; Natural leaders on the battlefield
Novice: Your battle roar intimidates your opponents. When you take the charge action, you can shout a war cry that gives all enemies within 8 yards of your charge's final position a –1 on attack rolls on their next turn.
Journeyman: You can lead your allies in an inspired defense. Use the activate action to enter Rally mode. Your allies within 8 yards of you gain a +1 Defense and a +1 on Willpower (Morale) tests while this mode is active. You can end Rally with another activate action.
Master: Your presence on the battlefield cannot be ignored. When in Rally mode, your Journeyman effects affect allies within 12 yards of you. They also receive a +1 bonus on Willpower (Courage) tests and inflict +1 damage with melee attacks.

Chevalier

Chevaliers are the elite knights of the Orlesian Empire. They are a powerful force, both militarily and socially. Scions of noble families dominate the chevaliers, and their status is such that the order attracts many nobles without land or an inheritance. None would deny that they are powerful warriors and unrivaled on horseback.

Requirements: Strength 3 or higher; Dexterity 3 or higher; Mounted Combat Style (Journeyman); Elite knights of Orlais
Novice: You learn the Lances Weapon Group. You also learn to unnerve your enemies with well-chosen insults. You can perform the Taunt stunt for 1 SP instead of the usual 2. You may substitute Communication (Etiquette) for Communication (Deception) when making the stunt's opposed test. This represents the Orlesian art of being polite and insulting at the same time.
Journeyman: Your lance hits with the strength of a golem. When making a mounted charge, you can add -400 font-semibold">1d6 to your damage if you are wielding a weapon from the Lances Group. If wielding any other melee weapon, you inflict +1 damage instead.
Master: You get the most from your steed. While mounted, you can run as a minor action and add +1 to your Defense when you do.

Guardian

Guardians are trained to consider not just their position on the battlefield but that of their allies. They can assess who needs protection and when, and their timely intervention often prevents situations from going out of control. Since shielding others is their first priority, a guardian often leaves themselves vulnerable to make sure they block an attack on their ally.

Requirements: Constitution 3 or higher; Dexterity 3 or higher; Weapon and Shield Style (Journeyman); Natural protectors and bodyguards
Novice: You can protect an ally with the tactical use of your shield and body. Choose an ally and enter Guardian mode with an activate action. When this ally is adjacent to you, they gain a +2 to their Armor Rating. However, each time your ally takes damage, you take 2 points of penetrating damage. You can switch your protection to a different ally with a free action. You can leave Guardian mode with a free action.
Journeyman: Once you plant yourself, you cannot be moved. While in Guardian mode, the Skirmish and Knock Prone stunts have no effect on you.
Master: Those who attack your charge suffer the consequences. When you are in Guardian mode and an opponent successfully hits or damages your protected ally, you can immediately attack that opponent (moving up to 2 yards to get adjacent if necessary) as a free action. You may only do this once per round.

Reaver

Reavers have learned to channel blood magic internally, making them terrifying and deadly warriors. To become a Reaver, one must take part in an arcane ritual where the would-be Reaver drinks the blood of a dragon or similar beast such as a wyvern. The ritual grants the power to draw strength from pain and death. Due to its connections to blood magic, becoming a Reaver incurs the risk of being corrupted by demonic forces.

Requirements: Strength 3 or higher; Constitution 3 or higher; Must perform an arcane ritual in which the character drinks the blood of a dragon or dragon-like creature
Novice: You can draw an enemy's life force into you through an attack, healing you even as they weaken. Once per encounter, take a minor action to activate this ability. For a number of consecutive turns equal to your Willpower, you gain Health equal to the amount of damage the target suffers on a successful attack, or your opponent's Constitution ability rating, whichever is less.
Journeyman: You are able to channel your own rage and pain into an aura that injures and weakens enemies around you. You can create an aura of pain with an activate action. While it's active, once per turn you may elect to take -400 font-semibold">1d6 penetrating damage to inflict -400 font-semibold">1d6+Willpower Penetrating damage on all enemies within 6 yards of you. Maintaining this ability is a free action.
Master: The death of your foes lends speed to your step and swiftness to your reflexes. Immediately after you kill a foe in combat, you can make another attack against a different foe in range as a free action. If no foe is in range, you may instead perform a free Move action. If you kill your foe with the free attack, you do not get another free attack or move.

Spirit Warrior

Spirit warriors, like spirit healers, understand that not all denizens of the Fade are malevolent. They make deals with spirits of the Fade, gaining access to special powers in exchange for giving the spirits a personal view of the physical world. They can cloak themselves in magical energy and even use it to blast enemies. Though they are not mages, this distinction is lost on most. Templars tend to treat spirit warriors as apostates.

Requirements: Magic 3 or higher; Willpower 3 or higher; Must commune with spirits of the Fade
Novice: You can wreathe yourself in mystical energy. With an activate action, you can enter Spirit Warrior mode. This grants you a +1 bonus to Defense and a +1 bonus on Magic tests to resist spells and other magical attacks. You can end Spirit Warrior mode with a free action.
Journeyman: You can channel energy from the Fade into your weapons. While in Spirit Warrior mode, your melee and ranged attacks count as magical. This allows them to inflict full damage to incorporeal creatures like shades. They also inflict bonus damage equal to your Willpower on demons and other creatures of the Fade.
Master: You can overload your body with the power of the Fade and then release it violently. While in Spirit Warrior mode, you can perform the Fade burst stunt for 4 SP. A coruscating wave of energy causes -400 font-semibold">1d6 penetrating damage to all enemies within 4 yards of you. Demons and other creatures of the Fade take -400 font-semibold">1d6 + your Willpower penetrating damage instead.

Templar

The templars are the militant arm of the Chantry. Their primary functions are to watch over the Circle of Magi and hunt down apostates and maleficarum. Templars are given small amounts of lyrium to awaken and maintain their special powers. The templars' use of lyrium is both a gift and a burden, as it can lead to addiction.

Requirements: Magic 3 or higher; Strength 3 or higher; Must be trained by the Chantry
Novice: You have learned mental techniques that help you resist magic. You gain a +2 bonus on tests to resist the effects of spells and other magical attacks. If you have this power already (from the dwarf backgrounds, for example) this increases your existing bonus by +1.
Journeyman: Your blows can drain mages of their mana. When you do damage to a mage (or any creature that uses mana) with a melee attack, your target loses -400 font-semibold">1d6 + your Magic mana points in addition to taking normal damage.
Master: You can cleanse an area of ongoing magic. This is a major action and the concentration required is such that you suffer a –2 penalty to Defense until the beginning of your next turn. All ongoing spells within 6 yards of you, whether cast by friends or foes, end immediately. Spells that were only partially cast are also cancelled.

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