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

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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