Archetypes in Alana | World Anvil

Archetypes

WFRP4e
Work in progress!
ORC License
Slightly NSFW!
Archetypes are an optional element to quicky create a character, with preselected attributes, skills, perks, equipment, etc. Each archetype is defined as one basic type and then splits off into three specializations, each with their own focus that makes it unique.  

Overview

 
ArchetypeSpecialization 1
Body
Specialization 2
Mind
Specialization 3
Soul
Creative Crafter Illusionist Performer
Druid Wildshape Druid Nature Druid Companion Druid
Enquirer Private Eye Researcher Diviner
Monk Monk of the Fist Monk of the Elements Shadow Monk
Mythic Enchanter Sorcerer Wizard
Noble Clerk Diplomat Royal
Outlaw Pirate Thief Assassin
Cleric Paladin Sage Priest
Ranger Gunslinger Scout Sharpshooter
Spirit Caller Necromancer Elementalist Infernal Conjurer
Engineer Battlesmith Inventor Tinkerer
Trader Shopkeep Merchant Peddler
Fighter Berserker Soldier Swashbuckler
Wayfarer Dungeon Delver Cartographer Archaeologist
Witch Alchemist Warlock Oracle
  todo
TBD: Medic, Physician   Wealth: Average to Affluent.   Skills: First Aid, Language (Other), Medicine, Persuade, Research, Spot, and choose four of the following as appropriate to setting: Insight, Language (various), Psychotherapy, Science (any), Status.   Artist, Athlete, Beggar, Gambler, Farmer, Journalist, Laborer, Lawkeeper, Lawyer, Occultist, Pilot, Politician, Scientist, Servant, Slave, (Spy), Student, Teacher, Technician, Tribesperson, Writer
 
 

Creative

Creatives, including performers, crafters, and illusionists, use their creativity and skill to entertain and delight their audiences or to create outstanding goods and wares. Whether through song, dance, juggling, weaving, or painting, they bring beauty and wonder to the world around them. Using their artistry, they tell stories, evoke emotions, and capture the imagination of those who witness their performances or admire their creations.  

Crafter

Crafters create various items using their specialized skills and knowledge. They work with different materials such as wood, leather, metal, and fabric to make a wide range of objects, from practical tools and weapons to decorative items and works of art. They may also repair or modify existing items. Crafters must possess a keen eye for detail and be willing to invest time and effort into their creations to produce high-quality, durable goods that meet their clients' needs and expectations.
  • Affinity: Metal
  • Wealth: Poor, or Average
  • Equipment: Backpack w/Resources, (Crafting Tools)
  • Armour: None, Clothing (Heavy)
 

Skills

  • All of: Bargain, Art: <select>, Craft: <select>, Appraise, Knowledge: Business, Knowledge: Folklore, Drive: Waggon
  • And two of the following: Persuade, Gaming, Knowledge: Alchemy, Knowledge: Animal Lore, Knowledge: Anthropology, Knowledge: Mineral Lore, Knowledge: Plant Lore, Knowledge: Streetwise, Knowledge: Technology, Read / Write: <language>, Brawl, Grapple
 
WFRP 4e Artisan, Miner
Crafter by Tillerz using MidJourney
 

Illusionist

Illusionists use sleight of hand, trickery, and illusions to create the appearance of magic and awe-inspiring feats. They entertain audiences with their performances, using various props and tools to create their illusions. They often travel from town to town, performing in marketplaces, inns, and other public places. Despite their seemingly magical abilities, illusionists rely on their dexterity and quick thinking to create their captivating performances.
  • Affinity: Darkness
  • Wealth: Destitute, Poor, or Average
  • Equipment: Costume, (trick objects, powders)
  • Armour: None, Hide, Padded
 

Skills

  • All of: Disguise, Fast Talk, Perform: <select>, Art: <select>, Sleight of Hand, Knowledge: Anthropology, Knowledge: Politics
  • And two of the following: Animal Handling, Gaming, Knowledge: Folklore, Knowledge: Technology, Listen, Sense, Spot, Climb, Hide, Stealth, Throw, Dodge
 
Illusionist by Tillerz using MidJourney
 

Performer

Performers entertain audiences with music, dance, and theatrical performances. They often travel from town to town, setting up in marketplaces and public squares to draw a crowd. With their instruments and costumes, they weave stories and melodies that captivate the imagination and bring joy to the people. Whether they are troubadours, jesters, or wandering minstrels, performers use their talents to bring merriment and delight to all who watch and listen.
  • Affinity: Air
  • Wealth: Destitute, or Poor
  • Equipment: Costume, (Make-up/Wig/Instrument)
  • Armour: None, Padded
 

Skills

  • All of: Disguise, Fast Talk, Language: <select>, Perform: <select>, Art: <select>, Knowledge: Folklore, Knowledge: Streetwise
  • And two of the following: Animal Handling, Etiquette, Intrigue, Status, Sleight of Hand, Knowledge: Politics, Insight, Climb, Jump, Throw, Dodge, Missile Weapon
 
WFRP 4e Artist, Entertainer
Performer by Tillerz using MidJourney
 

Druid

Druids are attuned to the natural world and can control the elements of nature. They can shape the weather, cause plants to grow or wither, and communicate with animals. They also have the ability to transform into animals themselves, becoming one with nature and using their powers to protect it.   WFRP 4e Druid (WoM)
Perks for all druids:
  • Even in heavily overgrown woods you can move at normal speed.
  • When travelling through the forest (alone or with other druids), you can travel 50% further than normal.
 

Wildshape Druid

  Wildshape druids are able to transform themselves into different animals, gaining their abilities and features. They can use this skill for various purposes such as scouting, combat, or simply blending into their surroundings. By tapping into the primal forces of nature, they can shift their physical form to suit their needs, allowing them to adapt and survive in even the harshest environments.  
  • Affinity: Earth, Air, or Water (rare: Fire)
  • Wealth: Destitute, or Poor
  • Equipment: Talisman
  • Armour: None, Hide, Clothing (Heavy), Leather (Soft)
 

Skills

  • All of: Knowledge: Animal Lore, Knowledge: Plant Lore, Medicine, Listen, Sense, Spot, Track
  • And two of the following: Animal Handling, First Aid, Knowledge: Elder Race Lore, Knowledge: Natural World, Knowledge: Occult, Knowledge: Spiritworld, Jump, Stealth, Brawl, Dodge, Grapple, Weapon: Light Weapon
  For details see Archetype: Wildshape Druid
Wildshape Druid by Tillerz using MidJourney

Nature Druid

  Nature druids are nature-worshipping magic users who have a deep connection to the natural world. They use their knowledge of plants and animals to heal and protect others, and their magic to manipulate the elements and call upon the power of the earth. They often live in secluded areas like forests or mountains, and hold great respect for the balance of nature.  
  • Affinity: Earth
  • Wealth: Destitute, or Poor
  • Equipment: Talisman, Tool/Component Bag (Herbal Kit)
  • Armour: None, Hide, Clothing (Heavy), Leather (Soft), Leather (Hard)
 

Skills

  • All of: First Aid, Knowledge: Elder Race Lore, Knowledge: Plant Lore, Knowledge: Spiritworld, Medicine, Spot, Track
  • And two of the following: Animal Handling, Knowledge: Alchemy, Knowledge: Animal Lore, Knowledge: Mineral Lore, Knowledge: Natural History, Knowledge: Natural World, Knowledge: Occult, Hide, Stealth, Dodge, Weapon: Bow, Weapon: Polearm
  For details see Archetype: Nature Druid
Nature Druid by Tillerz using MidJourney

Companion Druid

  Companion druids are skilled at forming bonds with animals and other creatures. They often work with their animal companions to protect the natural world, using their animal friends to scout, track, or fight alongside them. Through their deep connection to nature, they are able to draw upon its power to heal their allies, summon creatures to aid them in battle.  
  • Affinity: Air
  • Wealth: Destitute, or Poor
  • Equipment: Talisman, Staff, Companion
  • Armour: None, Hide, Clothing (Heavy), Leather (Soft)
 

Skills

  • All of: Animal Handling, Knowledge: Animal Lore, Medicine, Listen, Sense, Spot, Track
  • And two of the following: First Aid, Knowledge: Elder Race Lore, Knowledge: Natural World, Knowledge: Occult, Knowledge: Plant Lore, Knowledge: Spiritworld, Hide, Jump, Stealth, Brawl, Dodge, Weapon: Light Weapon
  For details see Archetype: Companion Druid
Companion Druid by Tillerz using MidJourney
 

Enquirer

Enquirers use a combination of research, deduction, and divination to uncover hidden truths and solve mysteries. Researchers scour archives and libraries for clues, private eyes question witnesses and suspects, and diviners use magic to gain insight into the past, present, and future. They all work together to uncover secrets and bring justice to those who seek it.   WFRP 4e Lawyer  

Private Eye

Private eyes are skilled detectives who investigate crimes and other mysterious events. They gather clues and information by interviewing witnesses, searching for evidence, and following leads. They use their intelligence, intuition, and resourcefulness to solve complex cases and bring justice to their clients.  
  • Affinity: Earth
  • Wealth: Destitute, or Poor
  • Equipment: Light 1h Weapon
  • Armour: Clothing (Heavy), Leather (Hard)
 

Skills

  • All of: Fast Talk, Persuade, Demolition, Knowledge: Streetwise, Spot, Track, Brawl
  • And two of the following: Bargain, Intrigue, Fine Manipulation, Gaming, Knowledge: Customs / Law, Knowledge: Technology, Insight, Stealth, Dodge, Grapple, Weapon: Crossbow, Weapon: Light Weapon
 
WFRP 4e Investigator   For details see Archetype: Private Eye
Private Eye by Tillerz using MidJourney
 

Researcher

Researchers spend their time collecting and analyzing data from various sources, including books, manuscripts, and other written records. They may also conduct experiments or perform observations to test their hypotheses. Their goal is to discover new information or deepen our understanding of existing knowledge in various fields, from natural sciences to social sciences.
  • Affinity: Metal
  • Wealth: Destitute, Poor, or Average
  • Equipment: Notebook, Bookmarks, Reference Charts, Writing Set, Parchment
  • Armour: None, Padded
 

Skills

  • All of: Language: <select>, Knowledge: Anthropology, Knowledge: History, Knowledge: Linguistics, Knowledge: Natural History, Read / Write: <language>, Library Use / Research
  • And two of the following: Etiquette, Knowledge: Animal Lore, Knowledge: Archaeology, Knowledge: Cult Lore, Knowledge: Customs / Law, Knowledge: Elder Race Lore, Knowledge: Natural World, Knowledge: Occult, Knowledge: Plant Lore, Knowledge: Religion, Knowledge: Spiritworld, Knowledge: Technology
 
Researcher by Tillerz using MidJourney
 

Diviner

Diviners use their mystical abilities to uncover hidden information and reveal secrets about people, objects or events. They may use methods such as magic, astrology, tarot, scrying or other forms of divination to gain insight into the past, present or future. Their skills are often sought by those seeking answers or guidance, but they may also use their abilities to aid in investigations or to expose hidden truths.
 
  • Affinity: Light
  • Wealth: Average
  • Equipment:
  • Armour: Padded (Heavy), Leather (Soft), Leather (Hard)
 

Skills

  • All of: Status, Knowledge: Anthropology, Knowledge: Customs / Law, Knowledge: Folklore, Knowledge: History, Knowledge: Spiritworld, Track
  • And two of the following: Command / Intimidate, Intrigue, Appraise, Knowledge: Animal Lore, Knowledge: Cult Lore, Knowledge: Religion, Read / Write: <language>, Insight, Library Use / Research, Sense, Spot, Shield: small
 
WFRP 4e Scryer (WoM)
Diviner by Tillerz using MidJourney
 

Monk

Monks are skilled fighters who combine martial arts with spiritual practices. Monks of the fist use their physical abilities to overcome their opponents, while shadow monks rely on stealth and deception to gain the upper hand. Monks of the elements can harness the power of the natural world to enhance their fighting abilities. All combat monks use their skills to protect their allies and fight for justice.

Skills

  • All of: Sense, Throw, Brawl, Dodge, Grapple, Martial Arts, Weapon: Light Weapon
  • And two of the following: Disguise, Intrigue, Art: <select>, First Aid, Knowledge: Religion, Knowledge: Streetwise, Insight, Listen, Climb, Hide, Jump, Stealth
 
 

Monk of the Fist

Monks of the fist are martial artists who focus on using their fists and feet as weapons. They are trained in hand-to-hand combat and use their agility and speed to strike their opponents with precision. They often practice meditation and other spiritual disciplines to develop their mental and physical strength.
  • Affinity: Earth, or Air
  • Wealth: Destitute, or Poor
  • Equipment: Claws/Bo/2x light 1H-Weapon
  • Armour: None, Clothing (Heavy)
 

Skills

  • All of: Sense, Throw, Brawl, Dodge, Grapple, Martial Arts, Weapon: Light Weapon
  • And two of the following: Disguise, Intrigue, Art: <select>, First Aid, Knowledge: Religion, Knowledge: Streetwise, Insight, Listen, Climb, Hide, Jump, Stealth
 
Monk of the Fist by Tillerz using MidJourney
 

Monk of the Elements

Monks of the elements are practitioners of elemental magic and martial arts. They have a deep understanding of the natural world and the four classical elements: earth, air, fire, and water. They use this knowledge to enhance their fighting abilities and perform powerful spells that can control the elements themselves. The monks of the elements are known for their disciplined lifestyle and are often found in secluded monasteries or hidden temples.
  • Affinity: Earth, Water, or Fire
  • Wealth: Destitute, or Poor
  • Equipment:
  • Armour: None, Clothing (Heavy), Padded
 

Skills

  • All of: Knowledge: Mineral Lore, Jump, Projection, Brawl, Dodge, Grapple, Martial Arts
  • And two of the following: Intrigue, Knowledge: Natural History, Knowledge: Plant Lore, Knowledge: Religion, Knowledge: Streetwise, Sense, Track, Climb, Hide, Stealth, Throw, Missile Weapon
 
Monk of the Elements by Tillerz using MidJourney
 

Shadow Monk

Shadow monks are masters of stealth and deception. They use their training in martial arts to move swiftly and silently, striking their enemies with deadly precision. They have honed their senses and can see in the dark, blend into shadows and manipulate darkness to their advantage. In addition to their combat skills, they have learned to use their minds to deceive their enemies and gain the upper hand in any situation.
  • Affinity: Darkness
  • Wealth: Destitute, or Poor
  • Equipment: Shuriken, Darts, 2xDagger
  • Armour: None, Clothing (Heavy), Padded
 

Skills

  • All of: Knowledge: Alchemy, Projection, Stealth, Brawl, Dodge, Grapple, Martial Arts
  • And two of the following: Intrigue, Knowledge: Cult Lore, Knowledge: Customs / Law, Knowledge: Streetwise, Listen, Sense, Track, Climb, Hide, Jump, Throw, Missile Weapon
 
WFRP 4e Spy
Shadowmonk by by Tillerz using MidJourney
 

Mythic

Mythics, who are experts in manipulating and channeling arcane energies, harness their abilities to cast spells and create magical items. Wizards are known for their vast knowledge of spells, while sorcerers tap into their innate magical abilities. Enchanters use their craft to imbue magical properties into objects, such as weapons or jewelry, and create potent magical artifacts.
 

Enchanter

Enchanters use their magic to imbue objects with magical properties, such as enhancing their durability, imbuing them with elemental powers, or even granting them temporary sentience. They often work closely with craftsmen to create powerful and unique enchanted items that are highly sought after by adventurers and nobles alike.
  • Affinity: Metal
  • Wealth: Poor, or Average
  • Equipment: (Bag w/Resources), Tome of Enchantments
  • Armour: Clothing (Heavy), Padded (Heavy), Leather (Soft)
 

Skills

  • All of: Craft: <select>, Appraise, Knowledge: Alchemy, Knowledge: History, Knowledge: Mineral Lore, Knowledge: Natural History, Read / Write: <language>
  • And two of the following: Knowledge: Animal Lore, Knowledge: Anthropology, Knowledge: Archaeology, Knowledge: Business, Knowledge: Customs / Law, Knowledge: Linguistics, Knowledge: Natural World, Knowledge: Occult, Knowledge: Plant Lore, Knowledge: Politics, Knowledge: Technology, Library Use / Research
 
Enchanter by Tillerz using MidJourney
 

Sorcerer

Sorcerers are magic users who wield powerful and dark magic. They have a deep understanding of the forces of the universe and can tap into that energy to cast spells and manipulate the elements. They often use their powers for personal gain or to control others, and their use of magic can be unpredictable and dangerous. They are feared and respected for their abilities, but also shunned and persecuted by society.
  • Affinity: Darkness
  • Wealth: Poor, or Average
  • Equipment: Amulet, Magic Staff, (Spell Components), Tome of Spells
  • Armour: None, Hide, Clothing (Heavy), Padded, Leather (Soft), Leather (Hard)
 

Skills

  • All of: Knowledge: Anthropology, Knowledge: Cult Lore, Knowledge: Elder Race Lore, Knowledge: Linguistics, Knowledge: Natural World, Knowledge: Occult, Projection
  • And two of the following: Appraise, Knowledge: Alchemy, Knowledge: Plant Lore, Knowledge: Spiritworld, Medicine, Read / Write: <language>, Insight, Library Use / Research, Brawl, Dodge, Missile Weapon, Shield: small
 
Sorcerer by by Tillerz using MidJourney
 

Wizard

Wizards are experts in the magical arts and use their knowledge to cast spells and perform rituals. They study ancient tomes and the natural world in order to gain a deeper understanding of the forces that govern the universe. Wizards can specialize in specific schools of magic, such as divination, necromancy, or elemental magic, and can use their powers for both good and evil purposes.
  • Affinity: Metal
  • Wealth: Average, or Affluent
  • Equipment: Focus, Amulet, Familiar, Personal Tome
  • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy), Leather (Soft)
 

Skills

  • All of: Knowledge: Cult Lore, Knowledge: History, Knowledge: Linguistics, Knowledge: Mineral Lore, Knowledge: Occult, Read / Write: <language>, Projection
  • And two of the following: Etiquette, Status, Appraise, Knowledge: Alchemy, Knowledge: Animal Lore, Knowledge: Anthropology, Knowledge: Elder Race Lore, Knowledge: Natural World, Knowledge: Plant Lore, Knowledge: Politics, Knowledge: Spiritworld, Library Use / Research
 
WFRP 4e Wizard
Wizard by by Tillerz using MidJourney
 

Noble

Nobles perform a variety of duties. Clerks keep track of important documents and manage financial affairs, consorts support their spouses in ruling and governing, and diplomats negotiate with other nations on behalf of their ruler.
 

Clerk

Clerks keep records, prepare legal documents, assist judges and other officials in legal proceedings and learn the ways of bureaucracy and government. They also serve as advisors to their lords and ladies and help to manage the administrative affairs of the court.
  • Affinity: Water
  • Wealth: Poor, or Average
  • Equipment: Tool/Component Bag
  • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy)
 

Skills

  • All of: Bargain, Etiquette, Status, Knowledge: Business, Knowledge: Customs / Law, Knowledge: Politics, Read / Write: <language>
  • And two of the following: Command / Intimidate, Language: <select>, Persuade, Appraise, Medicine, Listen, Library Use / Research, Drive: Waggon, Pilot: (Air)Ship, Ride: <mount>, Swim, Weapon: Crossbow
 
WFRP 4e Advisor, Warden, Bailiff
Clerk by Tillerz using MidJourney
 

Diplomat

Diplomats serve as representatives of their country, kingdom or city-state in foreign relations. They negotiate with other nations to resolve disputes, establish alliances, and promote trade. Diplomats must have excellent communication and interpersonal skills, cultural awareness, and a thorough understanding of international law and politics.
  • Affinity: Air
  • Wealth: Average, or Affluent
  • Equipment: Documents, Maps, Sigil Ring
  • Armour: None, Clothing (Heavy), Padded (Heavy), Leather (Hard), Scale
 

Skills

  • All of: Bargain, Etiquette, Perform: <select>, Status, Knowledge: Politics, Read / Write: <language>, Insight
  • And two of the following: Intrigue, Language: <select>, Persuade, Knowledge: Customs / Law, Knowledge: Folklore, Knowledge: History, Navigate, Library Use / Research, Sense, Drive: Waggon, Pilot: (Air)Ship, Ride: <mount>
 
WFRP 4e Envoy
Diplomat by Tillerz using MidJourney
 

Royal

Royals are family members of a ruling family or another noble family that has a say in court politics. They can provide support to their family members who hold power, advise on political and social matters, and participate in public events and ceremonies. They may also take on charitable work and champion causes they believe in.
  • Affinity: Metal
  • Wealth: Affluent, or Wealthy
  • Equipment: Rapier, Documents, Heirloom, Parasol, Foldable Chair, Mount/Carrying Assistant, Tea Set and Kettle, Sigil Ring
  • Armour: None, Padded
 

Skills

  • All of: Command / Intimidate, Disguise, Etiquette, Intrigue, Status, Knowledge: Politics, Ride: <mount>
  • And two of the following: Bargain, Fast Talk, Perform: <select>, Persuade, Art: <select>, Gaming, Navigate, Drive: Waggon, Weapon: Crossbow, Weapon: Medium Weapon, Weapon: Polearm, Artillery: <select>
 
WFRP 4e Noble
Consort by Tillerz using MidJourney
 

Outlaw

Outlaws are individuals who engage in illegal and often violent activities such as assassinations, robbery, theft, and piracy. They use their skills in stealth, deception, and combat to take advantage of unsuspecting victims to acquire wealth or resources. These bandits often operate outside the law and may have their own code of honor or loyalty to a particular group or leader. They are seen as a threat to the stability and safety of the society they operate in, and are actively hunted by law enforcement or bounty hunters.
 

Pirate

Pirates are seafaring outlaws who engage in acts of piracy, such as robbing and plundering ships on the high seas. They are skilled sailors and fighters, using their agility and weapons to overpower their targets. They often operate under a code of conduct, such as the famous Pirate Code, and are known for their adventurous and swashbuckling ways.
  • Affinity: Water
  • Wealth: Affluent, or Poor
  • Equipment: Rapier/Cutlass, Leather Armor, Map, Strings and Fish Hooks
  • Armour: None, Clothing (Heavy), Padded
 

Skills

  • All of: Bargain, Disguise, Navigate, Pilot: (Air)Ship, Swim, Brawl, Weapon: Medium Weapon
  • And two of the following: Command / Intimidate, Fast Talk, Demolition, First Aid, Gaming, Knowledge: Streetwise, Jump, Stealth, Throw, Dodge, Grapple, Artillery: <select>
 
WFRP 4e Huffer, Smuggler
Pirate by Tillerz using MidJourney
 

Thief

Thieves are skilled at stealing valuable items without getting caught. They use their nimble fingers and quick reflexes to pick locks, pickpocket unsuspecting victims, and sneak into forbidden places. They are often part of a larger group, using their teamwork and communication skills to plan and execute heists. However, they are also constantly on the run from the law, avoiding capture and staying one step ahead of the authorities.
  • Affinity: Air
  • Wealth: Affluent, or Poor
  • Equipment: Hood/Mask, Crowbar, Sack, Tool/Component Bag (Thieves Tools)
  • Armour: None, Hide, Clothing (Heavy)
 

Skills

  • All of: Disguise, Fine Manipulation, Sleight of Hand, Knowledge: Customs / Law, Knowledge: Streetwise, Spot, Stealth
  • And two of the following: Bargain, Fast Talk, Knowledge: Archaeology, Insight, Listen, Climb, Hide, Jump, Throw, Brawl, Dodge, Weapon: Light Weapon
 
WFRP 4e Thief
Thief by by Tillerz using MidJourney
 

Assassin

Assassins are highly skilled killers who specialize in taking out specific targets. They operate in the shadows, moving quickly and quietly to get close to their prey before striking. They often use a variety of weapons, from daggers and poisoned blades to crossbows and throwing knives. Assassins are known for their ability to blend in with crowds and go unnoticed, and they are often hired by powerful individuals to eliminate their enemies or rivals.
  • Affinity: Darkness
  • Wealth: Poor, or Average
  • Equipment: Hood/Mask, Throwing Knifes/Blowpipe, Poison, Hook and Rope, Smoke Bombs
  • Armour: None, Hide, Clothing (Heavy)
 

Skills

  • All of: Disguise, Etiquette, Intrigue, Climb, Hide, Stealth, Weapon: Medium Weapon
  • And two of the following: Bargain, Perform: <select>, Demolition, Fine Manipulation, Knowledge: Customs / Law, Knowledge: Streetwise, Listen, Throw, Brawl, Dodge, Grapple, Missile Weapon
 
Assassin by Tillerz using MidJourney
 

Cleric

Clerics are religious figures who serve their deities and communities. Priests are ordained ministers of their faith and perform religious ceremonies such as weddings and funerals, while sages are scholars who use their knowledge of their religion to counsel others. Paladins are holy warriors who fight against evil and protect their communities with divine magic. All of these clerics uphold the teachings and values of their faith and work to guide and protect those under their care.
 

Paladin

Paladins are holy warriors who serve a deity or cause. They are skilled combatants who also possess divine magical abilities, allowing them to heal wounds, protect themselves and others, and smite their enemies. Paladins are bound by a strict code of honor and conduct, which demands that they always act with integrity and courage. They often undertake quests to protect the innocent, defeat evil, and promote the values of their faith or order.
  • Affinity: Light
  • Wealth: Poor, or Average
  • Equipment: Med. 1H Weapon+Shield
  • Armour: Ring, Scale, Chain, Plate (Half)
 

Skills

  • All of: Command / Intimidate, Knowledge: Cult Lore, Knowledge: Customs / Law, Knowledge: Religion, Dodge, Weapon: Medium Weapon, Shield: any
  • And two of the following: Etiquette, Status, First Aid, Knowledge: Folklore, Knowledge: History, Knowledge: Occult, Knowledge: Politics, Read / Write: <language>, Ride: <mount>, Weapon: Crossbow, Weapon: Heavy Weapon, Weapon: Polearm
 
WFRP 4e Warrior Priest
Paladin by Tillerz using MidJourney
 

Sage

Sages are wise individuals with deep knowledge in various fields, including history, philosophy, and science. They are respected for their intelligence and often act as advisors to rulers and leaders. They spend their time studying ancient texts and conducting experiments, seeking to expand their knowledge and uncover new truths about the world.
  • Affinity: Metal
  • Wealth: Poor, Average, or Affluent
  • Equipment: Tool/Component Bag
  • Armour: None, Clothing (Heavy), Padded
 

Skills

  • All of: Knowledge: Folklore, Knowledge: History, Knowledge: Linguistics, Knowledge: Occult, Knowledge: Religion, Read / Write: <language>, Library Use / Research
  • And two of the following: Etiquette, Language: <select>, Status, Knowledge: Alchemy, Knowledge: Anthropology, Knowledge: Archaeology, Knowledge: Customs / Law, Knowledge: Elder Race Lore, Knowledge: Mineral Lore, Knowledge: Natural History, Knowledge: Natural World, Knowledge: Spiritworld
 
WFRP 4e Scholar
Sage by Tillerz using MidJourney
 

Priest

Priests are religious figures who specialize in divine magic. They draw their power from a deity or faith. They offer spiritual guidance and conduct religious ceremonies.
  • Affinity: Air
  • Wealth: Poor, or Average
  • Equipment: Tool/Component Bag (Herbal Kit)
  • Armour: None
 

Skills

  • All of: Intrigue, Perform: <select>, Persuade, Knowledge: Plant Lore, Knowledge: Religion, Medicine, Read / Write: <language>
  • And two of the following: Etiquette, Language: <select>, Status, Knowledge: Anthropology, Knowledge: Cult Lore, Knowledge: Elder Race Lore, Knowledge: Folklore, Knowledge: History, Knowledge: Occult, Knowledge: Politics, Library Use / Research, Shield: small
 
WFRP 4e Priest / Nun
Cleric by Tillerz using MidJourney
 

Ranger

Rangers are expert trackers and survivalists who excel in navigating and scouting the wilderness. They have honed their skills with a range of weapons, including bows, crossbows, and firearms, and can take down targets from a distance with deadly accuracy. They also have a deep understanding of nature and can find resources and shelter to survive even in the harshest of environments.
 

Gunslinger

Gunslingers are skilled marksmen who use firearms as their primary weapons. They carry a variety of guns, from pistols to muskets, or light crossbows, and can shoot accurately even while on the move. They often work as mercenaries, bounty hunters, or bodyguards, and are highly valued for their deadly accuracy in combat. When not engaged in battle, they spend their time practicing their aim and maintaining their weapons.
  • Affinity: Metal
  • Wealth: Destitute, or Poor
  • Equipment: Gun, Hat, Set of Cards, Coffeecup, Coffepot
  • Armour: None, Clothing (Heavy)
 

Skills

  • All of: Animal Handling, Fast Talk, Demolition, Sleight of Hand, Gaming, Sense, Firearm: Revolver
  • And two of the following: Knowledge: Streetwise, Insight, Listen, Drive: Waggon, Hide, Jump, Ride: <mount>, Swim, Throw, Brawl, Dodge, Grapple
 
Gunslinger by Tillerz using MidJourney
 

Scout

Scouts are experts in navigating terrain and finding their way through unfamiliar landscapes. They use their tracking and observation skills to gather information on potential dangers and resources, and they report back to their group with their findings. Scouts are also proficient in stealth, allowing them to move silently and avoid detection when necessary.
  • Affinity: Earth
  • Wealth: Destitute, or Poor
  • Equipment: Hood, Bow, Bedroll, Hunting Traps, Small Companion (Ferret, Hawk)
  • Armour: None, Hide, Clothing (Heavy), Leather (Soft)
 

Skills

  • All of: Listen, Navigate, Sense, Spot, Track, Climb, Weapon: Bow
  • And two of the following: Fine Manipulation, First Aid, Gaming, Knowledge: Animal Lore, Knowledge: Natural History, Jump, Ride: <mount>, Stealth, Swim, Throw, Brawl, Dodge
 
WFRP 4e Scout, Messenger
Scout by by Tillerz using MidJourney
 

Sharpshooter

Sharpshooters are skilled archers who specialize in hitting targets from a long range. They use longbows, rifles or heavy crossbows to take down their enemies, and they have excellent accuracy and aim. They often work in groups, supporting their allies with ranged attacks from afar. Sharpshooters require great patience and a steady hand, as they need to wait for the perfect moment to take their shot.
  • Affinity: Air
  • Wealth: Poor, or Average
  • Equipment: Longbow/Rifle, Hat, Coffeecup, Coffepot
  • Armour: None, Hide, Clothing (Heavy), Leather (Soft)
 

Skills

  • All of: Gaming, Knowledge: Animal Lore, Listen, Drive: Waggon, Hide, Jump, Firearm: Rifle
  • And two of the following: Animal Handling, Demolition, Knowledge: Streetwise, Navigate, Spot, Track, Climb, Ride: <mount>, Throw, Brawl, Dodge, Weapon: Bow
 
WFRP 4e Hunter
Sharpshooter by by Tillerz using MidJourney
 

Spirit Caller

Sspirit callers are able to summon and control various beings and forces, depending on their specialization. Elementalists summon and manipulate the elements, while infernal conjurers summon and command demons and devils. Necromancers raise the dead and control them as undead servants. All spirit callers must be cautious, as summoning and controlling these forces comes with risks and can have dangerous consequences.
 

Necromancer

Necromancers are practitioners of magic that focuses on communicating with and controlling the dead. They seek knowledge and power by summoning and commanding spirits, and often use dark rituals to achieve their goals. Their practices are often viewed with suspicion and fear, as they are believed to be capable of unleashing dangerous supernatural forces.
  • Affinity: Darkness
  • Wealth: Poor, or Average
  • Equipment: Hood/Mask
  • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy), Leather (Soft)
 

Skills

  • All of: Knowledge: Anthropology, Knowledge: Natural History, Knowledge: Occult, Knowledge: Spiritworld, Library Use / Research, Drive: Waggon, Hide
  • And two of the following: Command / Intimidate, Disguise, Knowledge: Alchemy, Knowledge: Archaeology, Knowledge: Cult Lore, Knowledge: Linguistics, Knowledge: Religion, Medicine, Read / Write: <language>, Brawl, Weapon: Crossbow, Missile Weapon
 
Necromancer by Tillerz using MidJourney
 

Elementalist

Elementalists are summoners who specialize in controlling the elements of nature. They can summon and control the elements of earth, air, fire, and water, and use them to their advantage. They can create powerful storms, raise walls of stone, create fireballs, and manipulate water to flood or freeze their enemies. Elementalists are highly attuned to the natural world and can draw upon its power to control the elements.
  • Affinity: Equals chosen element
  • Wealth: Poor, or Average
  • Equipment:
  • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy)
 

Skills

  • All of: Knowledge: Alchemy, Knowledge: Cult Lore, Knowledge: Elder Race Lore, Knowledge: Natural World, Knowledge: Spiritworld, Sense, Projection
  • And two of the following: Disguise, Language: <select>, Knowledge: Animal Lore, Knowledge: Archaeology, Knowledge: History, Knowledge: Linguistics, Knowledge: Natural History, Knowledge: Religion, Read / Write: <language>, Library Use / Research, Brawl, Weapon: Light Weapon
 
  Element:
  • Choose one of: air, earth, fire, water
  • Air Elementalist

     

    Earth Elementalist

     

    Fire Elementalist

    Perk: You are resistant to fire/heat damage, only damage above 4 will hurt you.
    Flaw: You can not wear any metal (jewelry, weapons) when using magic, as it heats up quite a lot (more than it should).
    Traits:
  • Novice:
  • You can create small flames with your hands.
  • Blazing Beacon: Creates a fiery signal in the sky that can be seen from great distances, serving as a distress signal or a rallying point for allies.
  • Fire Elemental (small): You can summon a fire elemental (1 HP) within 1m that can move up to 5m away from you.
  • Expert:
  • Firebrand Weapon: You can summon a fiery bow, slingshot or crossbow that allows you to shoot a fire arrow/rock (1d6 fire damage) up to 50m. You still need to aim.
  • Infernal Grasp: Extends your reach with fiery tendrils (to 5m), allowing you to immobilize or disarm enemies from a distance (regular rules for that apply, plus 1d4 fire damage if successful).
  • Fire Elemental (medim): You can summon a fire elemental (1/3 of your HP) within 5m that can move up to 25m away from you.
  • Master:
  • Fire Elemental (large): You can summon a fire elemental (1/2 of your HP) within 25m that can move up to 125m away from you.
  • Ember Step: Allows you to momentarily become one with the flames, teleporting a short distance through the heat and reappearing in a burst of embers. Range: 50m.
  • Fire Elemental
    The fire elemental can do fire damage in melee range (damage is: 1/1d6/3d6).  

    Water Elementalist

     
    Elementalist by Tillerz using MidJourney
     

    Infernal Conjurer

    Infernal conjurers are casters who specialize in summoning and controlling demons and other evil creatures. They use their dark powers to gain knowledge and power, as well as to carry out their own twisted agendas. Through their mastery of infernal magic, they are able to bring forth demons from the underworld and compel them to do their bidding. They are often feared and reviled by others, and their actions can have disastrous consequences.
    • Affinity: Fire
    • Wealth: Destitute, Poor, or Average
    • Equipment:
    • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy)
     

    Skills

    • All of: Command / Intimidate, Language: <select>, Knowledge: Archaeology, Knowledge: Cult Lore, Knowledge: Elder Race Lore, Knowledge: Natural World, Knowledge: Spiritworld
    • And two of the following: Disguise, Knowledge: Alchemy, Knowledge: Linguistics, Knowledge: Natural History, Knowledge: Religion, Read / Write: <language>, Library Use / Research, Sense, Track, Brawl, Weapon: Light Weapon, Weapon: Polearm
     
    Summoner of Demons by Tillerz using MidJourney
     

    Engineer

    Engineer are skilled craftsmen who specialize in designing and creating complex machinery and contraptions using gears, levers, and other mechanical components. They use their knowledge of physics and mechanics to create useful devices, such as siege engines, windmills, clock towers, pets, and even armor or weapons. These engineers are highly valued for their ability to create practical solutions to a wide range of problems. They also often build solutions no one asked for.
    WFRP 4e Engineer
     

    Battlesmith

    Battlesmiths use their knowledge of engineering and magic to create unique and powerful weapons and armor. They carefully craft each piece, imbuing them with intricate enchantments and steam-powered mechanisms to enhance their effectiveness in battle. These battlesmiths are highly sought after by knights, mercenaries, and other warriors looking for an edge in combat.
    • Affinity: Earth
    • Wealth: Average, or Affluent
    • Equipment: <spec. Weapon and Armor>
    • Armour: Clothing (Heavy), Leather (Hard), Mechanical
     

    Skills

    • All of: Craft: <select>, Fine Manipulation, First Aid, Knowledge: Technology, Dodge, Weapon: Technology, Shield: Technology
    • And two of the following: Animal Handling, Bargain, Persuade, Appraise, Knowledge: Anthropology, Knowledge: Mineral Lore, Knowledge: Occult, Brawl, Grapple, Weapon: Crossbow, Weapon: Light Weapon, Weapon: Medium Weapon
     
    Battlesmith by Tillerz using MidJourney
     

    Inventor

    Inventors create machines powered by clockwork or magic that can perform a wide variety of functions. They use their knowledge of mechanics and materials to design and construct intricate devices that can fly, crawl, swim, and even talk. They work tirelessly to perfect their creations, always striving to make them more lifelike and intuitive to operate.
    • Affinity: Metal
    • Wealth: Poor, or Average
    • Equipment: Blueprints, 3 Gadgets
    • Armour: Padded (Heavy), Leather (Hard)
     

    Skills

    • All of: Craft: <select>, Fine Manipulation, Knowledge: Mineral Lore, Knowledge: Technology, Read / Write: <language>, Drive: Waggon, Dodge
    • And two of the following: Bargain, Command / Intimidate, Fast Talk, Language: <select>, Persuade, Demolition, Appraise, Knowledge: Archaeology, Knowledge: Business, Knowledge: Linguistics, Throw, Weapon: Light Weapon
     
    Inventor by Tillerz using MidJourney
     

    Tinkerer

    Unlike inventors, tinkerers are not big on extensive planning. They excel at scavenging and transforming leftover materials into practical contraptions. They wander through the land, scavenging valuable resources and crafting impromptu traps, defensive mechanisms, and various gizmos as the need arises. With their resourcefulness and cleverness, tinkerers prove to be formidable adversaries for anyone who dares to challenge them.
    • Affinity: Iron
    • Wealth: Destitute, or Poor
    • Equipment: Sketches of ideas, Backpack with Scraps
    • Armour: None, Hide, Clothing (Heavy), Padded, Leather (Soft)
     

    Skills

    • All of: Craft: <select>, Demolition, Fine Manipulation, Knowledge: Technology, Spot, Throw, Dodge
    • And two of the following: Fast Talk, Persuade, Appraise, First Aid, Knowledge: Alchemy, Knowledge: Archaeology, Knowledge: Business, Knowledge: Customs / Law, Knowledge: Mineral Lore, Climb, Stealth, Weapon: Technology
     
    Tinkerer by Tillerz using MidJourney
     

    Trader

    Traders engage in the exchange of goods and services for profit. Merchants buy and sell goods on a larger scale, while peddlers sell their goods on a smaller scale by traveling from place to place. Shopkeepers operate businesses where customers can buy goods in a fixed location. Traders often engage in negotiation, market research, and risk management to maximize profits.
     

    Shopkeep

    Shopkeeps operate shops that sell a variety of goods such as food, clothing, weapons, and more. They are responsible for managing the inventory, setting prices, and negotiating with customers. They must also ensure the safety of their goods and keep the shop clean and presentable.
    • Affinity: Earth
    • Wealth: Poor, or Average
    • Equipment: Sample Kit, Documents, Pack Animal
    • Armour: None, Clothing (Heavy), Leather (Soft)
     

    Skills

    • All of: Bargain, Language: <select>, Persuade, Appraise, Knowledge: Business, Knowledge: Streetwise, Drive: Waggon
    • And two of the following: Animal Handling, Fast Talk, Status, Fine Manipulation, Knowledge: Archaeology, Knowledge: Politics, Read / Write: <language>, Insight, Ride: <mount>, Brawl, Dodge, Weapon: Light Weapon
     
    WFRP 4e Townsman
    Shopkeep by by Tillerz using MidJourney
     

    Merchant

    Merchants buy and sell goods, negotiating prices and trading routes to maximize profits. They travel long distances to find the best deals and establish trade relationships with other merchants. They also need to keep track of their accounts and financial transactions to ensure they are making a profit.
    • Affinity: Water
    • Wealth: Average, or Affluent
    • Equipment: Merchant Signet Ring, Maps, Documents
    • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy), Leather (Soft)
     

    Skills

    • All of: Bargain, Persuade, Appraise, Knowledge: Business, Read / Write: <language>, Navigate, Pilot: (Air)Ship
    • And two of the following: Command / Intimidate, Etiquette, Language: <select>, Status, Knowledge: Archaeology, Knowledge: Linguistics, Knowledge: Mineral Lore, Insight, Drive: Waggon, Ride: <mount>, Swim, Weapon: Medium Weapon
     
    WFRP 4e Merchant
    Merchant by Tillerz using MidJourney
     

    Peddler

    Peddlers are itinerant sellers who travel from place to place selling their wares, often carrying their goods on their backs. They offer a variety of goods such as food, clothing, and small household items. Peddlers are known for their sales skills, often using persuasive techniques to sell their merchandise.
    • Affinity: Air
    • Wealth: Destitute, or Poor
    • Equipment: Backpack with Wares, Bedroll
    • Armour: None, Hide, Clothing (Heavy), Leather (Soft)
     

    Skills

    • All of: Animal Handling, Fast Talk, Craft: <select>, Appraise, Knowledge: Folklore, Knowledge: Streetwise, Insight
    • And two of the following: Perform: <select>, Sleight of Hand, First Aid, Gaming, Knowledge: Business, Knowledge: History, Knowledge: Politics, Listen, Brawl, Dodge, Grapple, Missile Weapon
     
    WFRP 4e Pedlar
    Peddler by Tillerz using MidJourney
     

    Fighter

    Warriors are skilled combatants who protect their land and people. Berserkers are known for their uncontrollable rage in battle, soldiers follow orders from their commanders to defend their kingdom, and swashbucklers use a combination of swordsmanship and charm to defeat their enemies.
     

    Berserker

    Berserkers are fierce warriors who fight with intense savagery and reckless abandon. They are known for their ferocity and are often driven into a trance-like state before battle. In battle, they fight with a single-minded focus on defeating their opponents, often ignoring their own wounds in the process.
    • Affinity: Metal
    • Wealth: Destitute, or Poor
    • Equipment: 1 x 2h/2x med. 1H-Weapon, Leather Armor
    • Armour: None, Hide, Clothing (Heavy), Padded (Heavy), Leather (Hard)
     

    Skills

    • All of: Gaming, Jump, Brawl, Dodge, Grapple, Weapon: Heavy Weapon, Shield: small
    • And two of the following: Persuade, Demolition, First Aid, Knowledge: Politics, Listen, Navigate, Track, Ride: <mount>, Swim, Martial Arts, Weapon: Medium Weapon, Weapon: Polearm
     
    WFRP 4e Pit Fighter, Slayer
    Berserker by Tillerz using MidJourney
     

    Soldier

    Soldiers are trained and skilled in various forms of combat, including swordsmanship, shield usage, and specialized weapons like pikes, javelins and flails. They are often enlisted in an army or hired by a lord to protect a territory or wage war against an enemy. Soldiers are expected to follow orders and obey their commanding officers, and are trained in tactics and strategy to achieve victory on the battlefield.
    • Affinity: Earth
    • Wealth: Poor, or Average
    • Equipment: Med. 1H/Long Weapon/Crossbow, Chainmail Armor, Set of Dice
    • Armour: Leather (Hard), Ring
     

    Skills

    • All of: Command / Intimidate, First Aid, Knowledge: Customs / Law, Ride: <mount>, Brawl, Dodge, Weapon: Polearm
    • And two of the following: Etiquette, Intrigue, Status, Demolition, Gaming, Knowledge: Politics, Swim, Grapple, Weapon: Crossbow, Weapon: Medium Weapon, Artillery: <select>, Shield: any
     
    WFRP 4e Watchman, Riverwarden, Cavalryman, Guard, Soldier, Knight
    Soldier by by Tillerz using MidJourney
     

    Swashbuckler

    Swashbucklers are skilled swordsmen who often engage in duels or fights to defend their honor or ladies in peril. They are known for their flashy and acrobatic fighting style, using a combination of agility, speed, and clever tactics to defeat their opponents.
    • Affinity: Air
    • Wealth: Destitute, Poor, or Average
    • Equipment: Rapier/Cutlass, Leather Armor
    • Armour: Hide, Clothing (Heavy), Padded, Leather (Soft)
     

    Skills

    • All of: Fast Talk, Gaming, Climb, Jump, Brawl, Dodge, Weapon: Medium Weapon
    • And two of the following: Disguise, Etiquette, Perform: <select>, Sleight of Hand, First Aid, Navigate, Spot, Hide, Swim, Grapple, Artillery: <select>, Shield: small
      For details see Archetype: Swashbuckler
    WFRP 4e Duellist
    Swashbuckler by by Tillerz using MidJourney
     

    Wayfarer

    Wayfarers are individuals who travel to unknown or remote areas to discover, document, and learn about new lands, cultures, and phenomena. They often undertake perilous journeys to uncover hidden treasures, map uncharted territories, or search for new resources, all while facing the dangers and challenges of the unknown. Wayfarers can be adventurers, scientists, geographers, or anyone with a passion for discovering the mysteries of the world.
     

    Dungeon Delver

    Dungeon delvers are adventurers who brave the depths of dangerous and often trap-filled dungeons in search of treasure, magical artifacts, and other valuable items. They must be skilled in combat and strategy, as well as have a keen eye for traps and hidden secrets. Dungeon delvers face many dangers, including monsters, collapsing structures, and deadly environmental hazards, but the rewards they seek make it all worthwhile.
    • Affinity: Air
    • Wealth: Poor, or Average
    • Equipment: (Hook and Rope, Crowbar, Pitons, Hammer, Pickaxe)
    • Armour: Hide, Clothing (Heavy), Padded, Padded (Heavy), Leather (Soft), Leather (Hard)
     

    Skills

    • All of: Knowledge: Archaeology, Spot, Climb, Jump, Stealth, Swim, Dodge
    • And two of the following: Bargain, Language: <select>, Demolition, Fine Manipulation, Knowledge: Folklore, Knowledge: History, Knowledge: Plant Lore, Knowledge: Religion, Knowledge: Streetwise, Hide, Brawl, Weapon: Medium Weapon
     
    Dungeon Delver by Tillerz using MidJourney
     

    Cartographer

    Cartographers are professionals who create maps and charts that accurately depict geographical features of a particular area. They use various tools, such as compasses, scales, and surveying equipment to measure distances, and they use this information to create detailed maps that can be used for navigation, exploration, and other purposes.
    • Affinity: Metal
    • Wealth: Poor, or Average
    • Equipment: (Writing Set and Parchment, Compass, Telescope, Star Map)
    • Armour: None, Hide, Clothing (Heavy), Padded
     

    Skills

    • All of: Craft: <select>, Knowledge: Archaeology, Knowledge: History, Read / Write: <language>, Navigate, Climb, Swim
    • And two of the following: Language: <select>, Appraise, Knowledge: Business, Knowledge: Folklore, Knowledge: Natural History, Knowledge: Natural World, Library Use / Research, Spot, Track, Pilot: (Air)Ship, Dodge, Weapon: Light Weapon
     
    Cartographer by Tillerz using MidJourney
     

    Archaeologist

    Archaeologists study history and prehistory by analyzing artifacts, architecture, and other physical remains. They excavate and carefully examine sites where historical or cultural objects may be located, and use this information to piece together an understanding of how people lived and interacted in the past. They may also collaborate with other experts in fields such as anthropology and geology to gain a more complete picture of ancient civilizations.
    • Affinity: Earth
    • Wealth: Poor, or Average
    • Equipment: Hammer, Chisel, Brush, Shovel, Pickaxe
    • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy), Leather (Soft)
     

    Skills

    • All of: Language: <select>, Knowledge: Archaeology, Knowledge: History, Knowledge: Natural History, Knowledge: Natural World, Read / Write: <language>, Library Use / Research
    • And two of the following: Appraise, Knowledge: Cult Lore, Knowledge: Elder Race Lore, Knowledge: Folklore, Knowledge: Linguistics, Knowledge: Mineral Lore, Knowledge: Technology, Navigate, Spot, Climb, Drive: Waggon, Weapon: Light Weapon
    For details see Archetype: Archaeologist
    archaeologist
    Archaeologist by Tillerz using MidJourney
     

    Witch

    Witches use their magical knowledge and powers to cast spells, brew potions, and commune with supernatural forces. They may also offer divination services, heal the sick, or curse their enemies, depending on their specific abilities and interests. WFRP 4e Hedge Witch, Witch  

    Alchemist

    Alchemists are experts in natural sciences and mystical arts. They use their knowledge of chemistry and metallurgy to create elixirs, tinctures, and other potions with various properties, ranging from healing to poisonous effects. They also believe in the transmutation of the human soul, and thus, they are seeking the Pearl of the Gods, which is said to provide immortality and ultimate knowledge.
    • Affinity: Water
    • Wealth: Destitute, or Poor
    • Equipment: Tome, (ingredients, small bottles, small cauldron, matches)
    • Armour: None, Clothing (Heavy), Padded, Leather (Soft)
     

    Skills

    • All of: Craft: <select>, First Aid, Knowledge: Alchemy, Knowledge: Animal Lore, Knowledge: Plant Lore, Insight, Throw
    • And two of the following: Animal Handling, Disguise, Intrigue, Knowledge: Anthropology, Knowledge: Business, Knowledge: Cult Lore, Knowledge: Elder Race Lore, Knowledge: Natural History, Knowledge: Natural World, Medicine, Read / Write: <language>, Sense
     
    WFRP 4e Alchemist, Herbalist
    Alchemist by Tillerz using MidJourney
     

    Warlock

    Warlocks are practitioners of dark magic and are often associated with making deals with demons or other supernatural entities for power. They use spells and potions to cast curses or to summon spirits and other entities. They are often feared and mistrusted by society and can be powerful adversaries to those who oppose them.
    • Affinity: Darkness
    • Wealth: Destitute, or Poor
    • Equipment: Familiar/Focus, Tome, (charcoal, paint, small bones etc)
    • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy), Leather (Soft), Leather (Hard), Ring, Scale, Chain, Plate (Half), Plate (Full)
     

    Skills

    • All of: Bargain, Command / Intimidate, Intrigue, Knowledge: Elder Race Lore, Knowledge: Occult, Hide, Projection
    • And two of the following: Animal Handling, Fast Talk, Craft: <select>, Knowledge: Alchemy, Knowledge: Animal Lore, Knowledge: Anthropology, Knowledge: Cult Lore, Knowledge: Folklore, Knowledge: Natural History, Read / Write: <language>, Weapon: Light Weapon, Shield: small
     
    Warlock by by Tillerz using MidJourney
     

    Oracle

    Oracles are individuals with the gift of prophecy, divination, or foresight. They are often sought after by those seeking guidance or advice and use various methods such as reading omens, interpreting dreams, or conducting rituals to communicate with spirits or the divine.
    • Affinity: Light
    • Wealth: Average, or Affluent
    • Equipment: Focus, Hand Drum, (face and body paint, charcoal, dice/bones/runes/exotic feathers)
    • Armour: None, Hide, Clothing (Heavy), Padded, Padded (Heavy), Leather (Soft), Leather (Hard), Ring, Scale, Chain, Plate (Half), Plate (Full)
     

    Skills

    • All of: Knowledge: Anthropology, Knowledge: Natural World, Knowledge: Occult, Knowledge: Religion, Knowledge: Spiritworld, Insight, Sense
    • And two of the following: Intrigue, Persuade, Knowledge: Cult Lore, Knowledge: Customs / Law, Knowledge: Elder Race Lore, Knowledge: Folklore, Knowledge: History, Knowledge: Natural History, Read / Write: <language>, Track, Dodge, Shield: small
     
    WFRP 4e Mystic   Trait: "I HAVE SEEN THINGS! But it's not happening now." - You can delay one bad outcome to some point later in time. You don't know what's coming and when it's coming. Cannot be used again until the previous use has been resolved.  
    Oracle by Tillerz using MidJourney


    Cover image: article-header-gameplay by Tillerz using Midjourney

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