Archetypes

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Work in progress!
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Archetypes represent an optional feature aimed at expediting character creation, offering predefined attributes, skills, perks, equipment, and more. Each archetype is delineated by a fundamental character type, which then branches into three distinct specializations, each bearing its own unique focus and characteristics, thus providing players with a varied selection of thematic options to choose from when shaping their characters.    

Overview

 
GroupArchetype
Body
Archetype
Mind
Archetype
Soul
Cleric Paladin Sage Priest
Creative Crafter Illusionist Performer
Engineer Battlesmith Inventor Tinkerer
Enquirer Private Eye Researcher Diviner
Fighter Berserker Soldier Swashbuckler
Healer Medic Physician Warchef
Monk Monk of the Fist Monk of the Elements Shadow Monk
Mystic Enchanter Sorcerer Wizard
Noble Clerk Royal Diplomat
Outlaw Pirate Thief Assassin
Gunpowder Bombardier Sharpshooter Gunslinger
Spirit Caller Necromancer Elementalist Infernal Conjurer
Trader Shopkeep Merchant Peddler
Warden (of the Wild) Druid Ranger Shaman
Wayfarer Dungeon Delver Cartographer Archaeologist
Witch Alchemist Warlock Oracle
 

Expression Lore Shadow Artifice Faith Warfare Restoration Commerce   WFRP 4e Career Reference to Careers from the WFRP4e rules that are similar to the Archetype and a good starting point for playeres to find additional skills useful for thir selected Archetypes.  
 

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.  
“Stiffer than a castle gate, but when devils roam at night, we’re all thankful that shiny armor is on our side.”
  WFRP 4e Warrior Priest   Equipment:
  • Consecrated Sword
  • Holy Symbol or Reliquary
  • Small Vial of Blessed Water
Armour: Full Plate Armour
Paladin by Tillerz using MJ
 

Tiers and Talents

Novice
  • Radiant Challenge: Once per encounter, call out one foe; on a failed Willpower Test, they feel compelled to attack you over allies until they land a hit on you or flee.
  • Guarded Devotion: As a free action, interpose yourself to take one melee or ranged hit meant for an adjacent ally.
  • Litany of Fortitude: Utter a swift prayer to free a nearby ally from one Minor Condition (e.g. Blinded, Entangled, or a small Fear effect).
 
Adept
  • Sword of Conviction: Imbue a melee weapon with holy power for a short duration, allowing it to strike ethereal or magic-protected targets as if mundane defenses didn’t apply.
  • Shield of Mercy: Once per Round, protect one ally within reach, negating the first Critical they would suffer that turn.
  • Shining Beacon: Radiate soft, divine light in close range, automatically revealing invisible or illusory creatures and forcing them to pass a Willpower Test to remain hidden.
Master
  • Wrathful Judgement: Once per combat, double your damage against any demon or undead foe on a successful hit.
  • Blessed Rally: Instantly remove an ally’s Stunned or Broken condition with a shouted command and brief prayer.
  • Unbreakable Faith: Gain permanent immunity to lesser curses, petty illusions, and minor corrupting whispers (GM’s discretion for what qualifies as “lesser”).
 
Legend
  • Miracle of Reprieve: Once per adventure, call upon your deity to halt a catastrophic threat or revive an ally who has just died (within a round).
  • Sanctify Battlefield: Consecrate the ground within a large radius: undead, demons, or chaos creatures entering must pass a Willpower Test or suffer ongoing harm ( 1d6 ).
  • Divine Champion: Temporarily become an avatar of your god, ignoring normal mortal limits (movement, fatigue, certain spells) for a single heroic deed.
 

Sage

Unlike other clergy who focus on rites or direct healing, the Sage pursues enlightenment through relentless study - even if it means risking censure by reading proscribed tomes. They see each volume, scroll, or archived fragment as a step closer to divine truth. Whether consulting a hidden collection of heretical texts or an ancient library of sacred manuscripts, the Sage can unearth critical information on nearly any topic. Their faith teaches that knowledge itself can be a holy instrument for guiding and protecting communities.  
“Always got his nose stuck in some dusty old scroll. Suppose if we need obscure answers, we know who to bother.”
  WFRP 4e Scholar   Equipment:
  • Annotated Codex: A hefty, personally compiled tome filled with sacred passages, scholarly commentary, and fragments of forbidden texts. Over the years, the Sage has carefully added marginal notes and cross-references, turning this volume into an invaluable trove of hidden lore.
  • Scriptorium Key: A simple yet symbolically weighty key granting access to restricted libraries and locked archives. It’s recognized by clerical authorities as proof of the Sage’s right to consult even the most secretive collections.
  • Blessed Quill: A meticulously crafted pen, sanctified through ceremonial rites, that allows the Sage to inscribe both mundane and mystical scriptures without risking corruption. Whether drafting new commentaries or copying delicate manuscripts, this quill is central to the Sage’s mission of preserving knowledge.
Armour: Simple Robes (no armour)
Sage by Tillerz using MJ
 

Tiers and Talents

Novice
  • Lorekeeper’s Glimpse: By briefly concentrating on an old tome or artifact, gain a sudden flash of hidden knowledge or context about it.
  • Eldritch Ward: Set a small warding circle in your study or campsite that harmlessly repels minor summoned creatures (Imps, Lesser Spirits) while you research.
  • Spiritual Insight: Once per day, enter prayerful meditation to glean a subtle clue or vision about your current scholarly pursuit.
 
Adept
  • Arcane Annotation: Magically “bookmark” a passage in any text; anyone you choose can read that note telepathically just by touching the same volume.
  • Forbidden Lexicon: Safely consult one cursed or heretical text without risking immediate corruption, extracting key insights in half the usual time.
  • Hidden Margins: Cross-reference multiple sources in your mind with uncanny speed, automatically spotting contradictions or illusions in written data.
Master
  • Revelation Circle: Perform a brief ritual to reveal illusions or shapechangers within a small circle, forcing them back to their true forms if they fail a Willpower Test.
  • Scriptural Exorcism: Recite holy or scholarly passages that hamper (or outright banish) a lesser spirit or haunting entity.
  • Truth Unbound: Speak a powerful verse that instantly dispels illusions of mortal origin in close range and forces hidden creatures out of stealth.
 
Legend
  • Cosmic Thesis: Pen a monumental treatise that taps into half-forgotten lore, granting you (and those who study it) access to a special school of magic or secret knowledge.
  • Holy Scriptorium: Summon a temporary, otherworldly library; for a few hours, you and allies can consult volumes from across the mortal realm (and beyond).
  • Word of Radiance: Utter a phrase so infused with divine scholarship that it can quell even powerful curses, illusions, or mind controls in one stroke.
 

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.  
“She comforted my dying grandpa and named our newborn the same day - holy folk live close to both ends of life.”
  WFRP 4e Priest / Nun   Equipment:
  • Prayer Book or Scripture
  • Censer or Incense Kit
  • Offering Bowl or Collection Box
Armour: Light Robes (may add Leather Jerkin under robes if desired)
Priest by Tillerz using MJ
 

Tiers and Talents

Novice
  • Beacon of Hope: A short prayer that negates a minor negative mental effect (e.g. a mild Fear) on one ally.
  • Bless Water: Consecrate a small vial or basin of water, useful for repelling weak undead or cleansing minor spiritual taint.
  • Comfort the Flock: Calm a gathering of frightened townsfolk or agitated peasants, preventing a riot or panic.
 
Adept
  • Shared Burden: Transfer a small portion of an ally’s current wounds or Fatigue onto yourself, easing their pain.
  • Spiritual Counsel: Commune with a minor saint or revered spirit once per day for cryptic advice or warnings about a local problem.
  • Hymn of Healing: During a rest, perform a gentle chant that speeds recovery from light injuries for all who listen.
Master
  • Sanctuary Ward: Erect a holy barrier on a location (a small building or campsite) that lesser demons or undead cannot enter unless they pass a Willpower Test.
  • Miracle Cure: By prayer, neutralize a deadly poison or advanced disease in one individual, though it leaves you briefly Exhausted.
  • Soul Retrieval: If an ally dies in your presence, hold their soul at the threshold for a few rounds, giving a brief chance for magical restoration.
 
Legend
  • Divine Intercession: Call upon your deity’s direct aid in dire need, perhaps summoning an angelic guardian or negating a powerful evil entity’s magic once.
  • Immovable Faith: Radiate a protective aura that halts large-scale panic or chaotic influences in an entire settlement for a day.
  • The Great Benediction: Bestow a tremendous blessing upon a community or army; for a short time, they resist curses, despair, and misfortune on a grand scale.
 
 

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, pottering, 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.  
“He can fix any pot, shoe, or contraption in a jiffy - long as you can pay his fee in coin or good ale.”
  Examples:  
  • Apothecary: Prepares and sells medicines, herbs, and potions.
  • Armourer: Crafts armour for knights and soldiers.
  • Baker: Prepares bread and baked goods, often working in regulated guilds.
  • Blacksmith: Forges metal items such as horseshoes, tools, and weapons.
  • Bowyer: Crafts bows and crossbows, often working closely with fletchers.
  • Butcher: Processes meat from livestock for consumption.
  • Carpenter: Builds and repairs wooden structures, furniture, and tools.
  • Chandler: Makes candles from wax or tallow.
  • Cobbler: Repairs and makes shoes, focusing on leather craftsmanship.
  • Cordwainer: Specialises in making shoes and leather goods.
  • Dyer: Colours fabrics using various dyeing techniques.
  • Fletcher: Makes arrows for archers, often working closely with bowyers.
  • Furrier: Crafts garments from fur, specialising in warm clothing.
  • Glassblower: Crafts glass items through blowing techniques.
  • Goldsmith: Crafts jewellery and other items from gold and precious metals.
  • Locksmith: Creates locks and keys for security purposes.
  • Mason: Works with stone to construct buildings, walls, and monuments.
  • Potter: Creates ceramic pots, dishes, and other clay items.
  • Saddler: Makes saddles and other horse-related gear.
  • Seamstress/Tailor: Designs and makes clothing; seamstresses typically focus on women's garments while tailors work on men's clothing.
  • Shipwright: Builds and repairs ships and boats.
  • Tanner: Processes animal hides to create leather products.
  • Weaver: Operates looms to produce textiles from threads.
  Equipment:
  • Tool Kit (hammer, chisel, needles, etc.)
  • Ledger for Commissions and Materials
  • Sturdy Apron or Work Gloves
Armour: Leather Jack
Crafter by Tillerz using MJ
 

Tiers and Talents

Novice
  • Resourceful Scavenger: Improvise useful small items or quick repairs from scraps on hand.
  • Perfect Stitch: Instantly mend minor tears or structural damage in gear - armor, cloaks, etc. - so it functions normally.
  • Keen Eye for Quality: With a glance, discern subtle flaws or hidden strengths in a crafted item (could detect counterfeits).
 
Adept
  • Rapid Prototype: In a hurry, assemble a functional (though temporary) contraption or weapon from raw materials.
  • Masterful Upgrade: Grant one crafted item a short-lived special property (e.g. silent, flameproof) for a single adventure scene.
  • Artisan’s Bond: Sense if an important item you crafted is being destroyed or corrupted, no matter the distance.
Master
  • Reinforce Masterpiece: Create a signature piece (weapon, armor, tool) that can channel a minor magical effect (e.g. glowing edge) once per day.
  • Crafting Renaissance: Simultaneously produce multiple small items if they share a base material (like forging multiple arrowheads in one go).
  • Perfect Replica: Duplicate a small item with uncanny accuracy, including magic resonance if you pass a relevant test.
 
Legend
  • Artisan’s Legacy: Once in your life, craft a truly legendary item whose unique power can shape tales for generations.
  • Living Creation: Animate a constructed figure (e.g., a small golem or wooden homunculus) that obeys simple commands for a short time.
  • Eternal Craft: Items you create resist aging, corruption, or decay, persisting for centuries in pristine condition.
   

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.  
“I saw her make a dozen dancing lights swirl round the square... or maybe I was just seeing things. Hard to say!”
  Equipment:
  • Set of Trick Props (mirrors, flash powder)
  • Smoke Pellets or Small Lantern
  • Deck of Cards or Tokens for Sleight-of-Hand
Armour: Light Clothing or Padded Armour
Illusionist by Tillerz using MJ
 

Tiers and Talents

Novice
  • Phantom Whispers: Project faint disembodied voices into a target’s ear to distract or mislead.
  • Illusory Disguise: Briefly cloak yourself in a misleading image; casual onlookers must pass a Perception Test to see through it.
  • Stage Trickery: Make a small object vanish or become invisible for a short time (enough to hide or reveal it dramatically).
 
Adept
  • Twisted Path: Create illusory terrain hazards that slow or confuse pursuing foes.
  • Mirror Ally: Project a moving double of an ally, forcing enemies to guess which is real.
  • Deceptive Ward: Place the illusion of a fierce guardian or magical trap that requires a Willpower Test to disbelieve.
Master
  • Phantasmal Horde: Summon illusions of multiple warriors or beasts, enough to terrify a group if they fail a Cool Test.
  • Touch of the Unreal: Briefly give an illusion partial tangibility, letting it interact physically (shove, block) before vanishing.
  • Dreamweave: Infiltrate a sleeping target’s dreams with elaborate illusions, planting suggestions that linger after they awaken.
 
Legend
  • Reality Twist: Invert perceptions in a wide area: illusions appear real, while real objects seem illusory, lasting a few rounds.
  • Shared Delusion: Link multiple minds into one grand illusion, so they collectively see and feel the false reality you craft.
  • Grand Mirage: Conceal an entire fortress or settlement behind a massive, seamless illusion for hours or days, fooling even magical scrying unless resisted.
   

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.  
“She fills the tavern each night with laughter and song. Sure cheers up the place - unless you cross her, they say.”
  Equipment:
  • Musical Instrument (lute, drum, flute)
  • Stage Costumes or Performer's Outfit
  • Small Traveling Chest for Props
Armour: Light Clothing (often no formal armour)
Performer by Tillerz using MJ
 

Tiers and Talents

Novice
  • Entrancing Opener: Start a performance that draws a small crowd; watchers must succeed at a Willpower Test to look away early.
  • Emotional Tune: Shift onlookers’ mood (from anger to calm, from fear to hope) with a quick refrain or stanza.
  • Improvised Act: Stall guards or pass a hidden message mid-performance; on a successful Charm or Entertain Test, they lose track of time briefly.
 
Adept
  • Crowd Choreography: Lead a throng of enthralled spectators in simple, unified actions (like forming a human chain to block a doorway).
  • Heartfelt Duet: Team up with an ally’s skill (magical incantation, martial flourish) to amplify its effect as a dramatic combo.
  • Encore Demand: When about to be interrupted or attacked mid-performance, force would-be aggressors to pass a Willpower Test or hesitate - buying you extra time.
Master
  • Restorative Performance: Through a stirring show, lightly soothe injuries or stress for any audience member watching until the show ends.
  • Spotlight of Truth: Reveal invisible or shapechanged creatures on-stage, as your performance’s aura forces illusions to flicker.
  • Spellbinding Tale: Recite a story so riveting that a powerful foe or NPC may pause aggression to listen (if they fail a Cool Test).
 
Legend
  • Soul Resonance: Deliver a performance that can break curses or banish lesser haunting spirits, as the art itself “purifies” the area.
  • Transcendent Masque: Lead a mass pageant that lifts the entire community’s morale, nullifying fear, despair, or petty hostilities for a short span.
  • Heroic Ballad: Compose a legendary piece that forever alters public opinion of a chosen hero (or yourself), granting them widespread renown and forging alliances.
 
 

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.  
“Strange runes on shields, swords that glow... blasts of steam all hours of the night - makes a racket, but it sure keeps trolls at bay!”
  Equipment:
  • Portable Forge Kit (folding anvil, tongs)
  • Heavy Hammer or Smith’s Hammer
  • Blueprint Scrolls or Sketches
Armour: Mail Shirt with Added Plates (Mail + Some Plate)
Battlesmith by Tillerz using MJ
 

Tiers and Talents

Novice
  • Arc-Spark Repair: Rapidly fix a damaged weapon or piece of armor mid-battle so it functions at basic capacity again.
  • Battlefield Workshop: Erect a mini-forge or anvil setup in minutes, letting you do rudimentary smithing out in the field.
  • Rattlebreaker Blow: Strike a clockwork or mechanical foe (including golems) in just the right spot to jam or slow it for 1 Round.
 
Adept
  • Armor Integration: Install a hidden compartment or retractable blade into armor or a shield for a surprise action.
  • Siege Tinkerer: Make on-the-spot adjustments to a siege engine, increasing range or reload speed for a single engagement.
  • Enhanced Alloy: Once per day, reinforce an ally’s melee weapon to cut through lesser magical or heavily armored foes more easily for one fight.
Master
  • Golem Frame: Build a clockwork exoskeleton that grants short bursts of superhuman Strength or Toughness.
  • Resonant Hammer: Forge a specialized hammer whose impact can shatter low-level wards or enchantments with a direct hit.
  • Defensive Bulwark: Swiftly assemble a durable metal barricade from scrap, protecting allies behind it.
 
Legend
  • Epic War Engine: Construct a colossal, steam- or rune-driven warmachine that can decide a major battle almost single-handedly.
  • Soulbound Armament: Forge a weapon/armor piece bound to your own essence, letting you summon or control it remotely.
  • Techno-Divine Merge: Fuse a holy relic with advanced engineering, creating an artifact whose power stands among the greatest wonders in the setting.
   

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.  
“Let me tell you, if there’s a weird noise at dawn and smoke by noon, that’s probably her new ‘breakthrough.’”
  Equipment:
  • Cogwork Toolkit (gears, clock parts)
  • Notebook of Invention Ideas
  • Basic Arcane Power Cell or Battery
Armour: Leather Jack or Padded Armour
Inventor by Tillerz using MJ
 

Tiers and Talents

Novice
  • Clockwork Familiar: Assemble a tiny mechanical pet or drone that can scout short distances or deliver messages.
  • Gearshift Trick: Quickly invert or change the function of a simple machine, like reversing a mill’s rotation to solve a puzzle.
  • Spark-Shield Gadget: Jury-rig a device that negates one small projectile or blow once per combat by emitting a flash or spark.
 
Adept
  • Arc-Lantern Drone: Create a floating lantern that can light an area or emit a brief dazzling pulse to blind nearby foes.
  • Portable Workshop: Deploy a fold-out station for advanced crafting or magical-mechanical assembly even in the wilderness.
  • Rapid Rewire: Temporarily override or “hack” a golem or clockwork guard, forcing it to obey one simple command.
Master
  • Impossible Contraption: Build a device that briefly defies normal physics (e.g., a short-range teleporter or reversed gravity zone).
  • Spell-Eater Engine: Invent a mechanism that can absorb a single incoming hostile spell, storing or nullifying its energy.
  • Automated Ally: Construct a sturdy mechanical companion (bigger than a Familiar) that assists with tasks or combat semi-independently.
 
Legend
  • Epoch Beacon: Devise an invention that can tweak local time, gravity, or elemental forces in a limited radius, reshaping reality for a short period.
  • Masterwork Automaton: Create a near-sentient mechanical being that can learn or adapt to complex problems.
  • World-Shaper Blueprint: Draft plans for a truly civilization-changing invention (e.g., a perpetual energy device or city-sized guardian), whose creation can alter history.
   

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.  
“He cobbled my wagon’s broken axle with nails, springs, and a metal gear. I’m grateful... but it squeaks in three different keys!”
  Equipment:
  • A Bag of Assorted Scrap and Parts
  • Multi-tool (screwdriver, wrench, small saw)
  • Spring-Loaded Gizmos or Traps
Armour: Leather Jerkin
Tinkerer by Tillerz using MJ
 

Tiers and Talents

Novice
  • Pocket Contraption: Keep spare cogs and wires handy, letting you rig a quick mechanical fix or small gadget anytime.
  • Jury-Rig Trap: Improvise a simple trap from everyday bits and bobs in only a few minutes.
  • Gadget Intuition: Spend one Round tinkering with an unknown device to discern its function or a weak spot.
 
Adept
  • Reconfigurable Gizmo: Own one multi-purpose device that can shift between two modes (e.g. collapsible crossbow ↔ lantern) once per day.
  • Crash-Proof Tinkering: Even if your device malfunctions, it never catastrophically harms you or allies (no explosions in your face).
  • Trick Tools: Conceal advanced picks or mini-bombs inside harmless-looking items (e.g. a walking cane).
Master
  • Field Overhaul: Significantly enhance an existing machine, vehicle, or siege engine under time pressure, granting it an additional function (hover, amphibious, etc.).
  • Tinkerer’s Spiderweb: In minutes, set up a network of wire and small noisemakers that alert you if intruders pass through.
  • Rapid Patch-Job: Fix a catastrophic mechanical failure (like a blown engine) in record time, staving off disaster.
 
Legend
  • Wunderkammer: Tote a traveling workshop so comprehensive you can craft or repair nearly any mechanical component on the road.
  • Clockstop Bomb: Create a special explosive that briefly halts or slows time within a small radius.
  • Tinkerer’s Masterpiece: Engineer a whimsical but reality-bending device (e.g. gravity inverter, portable illusions) that operates for a short window before wearing off.
 
 

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.    

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.  
“If there’s a secret in this town, that nosy devil’s likely to sniff it out. Best keep your skeletons buried deep.”
  WFRP 4e Investigator   Equipment:
  • Notebook and Pencil for Clues
  • Magnifying Lens
  • A Pocket Flask (often for bribing informants or nerves)
Armour: Light Armour (Leather Jack)   For details see Archetype: Private Eye
Private Eye by Tillerz using MJ
 

Tiers and Talents

Novice
  • Street Ally: Maintain contacts with urchins/beggars who can run messages, stand watch, or gather local gossip.
  • Case Files: Keep detailed notes on recurring criminals or mysteries, letting you recall key details at will.
  • Quick Undercover: Don a basic disguise or assume a plausible alias on short notice, fooling casual inspection.
 
Adept
  • Pressure Point: While conversing, spot a target’s emotional weak spot; once per scene, force a Charm/Intimidate bonus or cause them to slip revealing info.
  • Hidden Evidence Sense: Sift a crime scene in minutes, automatically locating one clue overlooked by others.
  • Cold Read: On first meeting someone, glean a significant personal detail (fear, hidden motive) by subtle observation.
Master
  • Roundabout Pursuit: Track a suspect through decoys and false leads, as you expertly anticipate their attempt at misdirection.
  • Ghost Infiltration: In a guarded building, use cunning pretexts and psychological ploys to slip through detection.
  • Mind Maze: Confuse a suspect or witness with clever, winding questions, causing them to inadvertently confess key info.
 
Legend
  • Sherlock’s Vision: Once per investigation, piece together a near-instant solution from seemingly trivial clues, astonishing onlookers.
  • Network of Eyes: Establish a citywide ring of watchers (kids, informants) who feed you sightings or rumors almost in real time.
  • Truth Scent: For a short duration, automatically see through illusions, shapeshifting, or blatant lies if you concentrate.
   

Researcher

While the Private Eye relies on questioning witnesses and fieldwork, and the Diviner taps into mystical insight, the Researcher uncovers hidden truths by meticulously studying documents, journals, and ledgers. Whether sifting through bureaucratic records or personal correspondence, they excel at finding clues others miss - spotting forged signatures, inconsistent timelines, or subtle allusions to betrayal. Their investigative prowess can expose conspiracies or unravel criminal networks, all from the quiet hush of an archive or library.  
“She’ll dig through a thousand dusty ledgers just to prove you nicked one copper coin. Honestly, it’s a bit unnerving.”
  WFRP 4e Lawyer   Equipment:
  • Sheaf of Blank Parchments and Inks
  • Document Satchel or Portfolio
  • Reference Tome (key subject matter)
Armour: None or Simple Robes (occasionally a Leather Jerkin if cautious)
Researcher by Tillerz using MJ
 

Tiers and Talents

Novice
  • Rapid Note-Taking: Skim large texts quickly, producing concise summaries in minutes.
  • Catalog Mind: Mentally cross-reference newly encountered info with everything you’ve read, finding links or contradictions.
  • Source Tracker: Instantly sense if a document has been recently altered, forged, or tampered with.
 
Adept
  • Secret Cipher: Encode or decode text at high speed, defeating all but the most arcane encryptions.
  • Keyword Summoning: Speak a vital clue out loud, triggering a faint recollection of any text you’ve studied that relates to it.
  • Apocryphal Comparison: Compare contradictory manuscripts side by side in your head, deducing the probable truth behind them.
Master
  • Fact Reconstruction: From mere scraps or references, reconstruct partial documents or lost passages.
  • Arcane Proofreading: Sense if a scroll or text has hidden magical wards or curses before you read it fully.
  • Scholarly Summons: Call forth a minor “research spirit” to advise you on obscure references for a short time.
 
Legend
  • Librarian’s Revelation: Gain a momentary mental glimpse of any book or record that contains the answer to your current question, no matter how well hidden.
  • Master Index: Memorize entire libraries word-for-word, reciting them when needed.
  • Ultimate Treatise: Publish or compile an indisputable analysis that can reshape academic or theological consensus, shaking the learned world.
   

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.  
“Said I’d trip on a rock before sundown. Sure enough, I went face-first into the gutter. Creepy how right she was.”
  WFRP 4e Mystic, Scryer (WoM), Witch Hunter   Equipment:
  • Scrying Focus (mirror, crystal ball)
  • Tarot or Rune Deck
  • Astrological Charts
Armour: Robes (no conventional armour)
Diviner by Tillerz using MJ
 

Tiers and Talents

Novice
  • Sixth Sense Pulse: Briefly feel which direction impending danger will come from.
  • Minor Psychometry: Touch an item to see a faint vision of its last owner or a recent key event.
  • Distant Hunch: Randomly glimpse a current event far away (e.g. an ally in peril) without clarity of location.
 
Adept
  • Astral Window: Focus on a known individual or place, momentarily seeing or hearing what happens there in real time.
  • Fate’s Nudge: Subtly influence an ally’s luck on their next crucial roll once per session.
  • Probing Dreams: Appear in a sleeping target’s dream to gather surface secrets or plant subtle suggestions.
Master
  • Timestream Glimpse: Receive a vivid (though not guaranteed) vision of a possible future outcome if you choose a certain path.
  • Veil Piercer: Sense and locate nearby hidden supernatural entities (demons, ghosts) through brief second sight.
  • Karmic Balance: Temporarily invert one ill-fated moment for a target into mild fortune, or vice versa, once per day.
 
Legend
  • Omniscient Eye: For a handful of heartbeats, see across the entire battlefield or region, pinpointing all hidden foes.
  • Destiny Rewrite: Once in your life, alter a major event’s outcome (prevent a city’s destruction, save a key NPC) at great personal strain.
  • Echo of Eternity: Summon haunting afterimages of the past century in the area, replaying everything that happened there in ghostly form.
 
 

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.  
“Never seen such a whirlwind of steel and yelling. Don’t stand in his way - he’ll charge through a brick wall if need be.”
  WFRP 4e Pit Fighter, Slayer   Equipment:
  • Large Two-Handed Weapon (axe or maul)
  • Drinking Horn or Waterskin
  • Trophies from Past Battles
Armour: Minimal (Leather Leggings, Leather Bracers often fights bare-chested
Berserker by Tillerz using MJ
 

Tiers and Talents

Novice
  • Adrenaline Spike: Ignore your penalty from Critical Wounds or being at 0 Wounds for one round once per combat.
  • Berserk Leap: Launch yourself into melee, forcing foes to test Initiative or be caught Flat-Footed for the first exchange.
  • Furious Momentum: If you incapacitate an enemy, immediately move and engage another foe without spending an extra Action.
 
Adept
  • Roaring Charge: Once per fight, charge extra distance; enemies in your path must pass a Willpower Test or scatter aside.
  • Blood Frenzy: Each time you deal a Wound, gain a stacking +1 bonus to Melee Damage (or a similar effect) for the next strike only.
  • Savage Grapple: Use sheer rage to attempt grapples on foes even larger than you, ignoring size-based penalties.
Master
  • Titanic Blow: Deliver one melee strike that can break shields or partially destroy an enemy’s weapon on a successful hit.
  • Battle Rush: Temporarily become immune to Fear or Intimidate while raging.
  • Howling Rally: Whenever you slay a formidable foe, allies in earshot gain a surge of courage (removing one mental Condition).
 
Legend
  • Limitless Rage: Enter a berserk fury that does not end until all enemies are down or you are forcibly knocked unconscious.
  • Unstoppable Onslaught: Your attacks can smash down barricades or even damage monstrous enemies usually immune to mundane blows.
  • War God’s Glare: Your furious presence alone makes entire lesser warbands test Leadership or break morale.
   

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.  
“He’s by the gate at dawn, still there at dusk. Doesn’t smile much, but I trust him to keep trouble outside our walls.”
  WFRP 4e Watchman, Riverwarden, Cavalryman, Guard, Soldier, Knight   Equipment:
  • Spear or Sword
  • Shield with Unit Emblem
  • Basic Rations and Water Canteen
Armour: Mail Shirt (often with a Helmet)
Soldier by Tillerz using MJ
 

Tiers and Talents

Novice
  • Stand Firm: Once per encounter, adopt a brace that stops you from being pushed or knocked prone by normal means.
  • Drill Instructor: Rapidly teach basic combat stances to untrained allies, improving a militia’s discipline for a short engagement.
  • Shift Formation: Swiftly trade places with an adjacent ally in melee without either of you losing your action.
 
Adept
  • Phalanx Tactics: When you and an adjacent ally both have shields, you form a mini-shield wall that impedes enemy charges.
  • Swift Maneuver: Reposition your squad quickly on the battlefield, allowing a surprise flank or strategic retreat in half the usual time.
  • Victory Condition: Identify the single biggest weak point of the opposing force or monster (e.g., a brittle gate, a leader’s morale).
Master
  • Battle Veteran’s Rally: Restore discipline to a squad on the verge of routing or Broken; they may rejoin the fight immediately.
  • Counter-Strategy: Observe an enemy unit for a round, then adapt your own formation to negate their main advantage (e.g., cavalry charge).
  • Forced March: Lead allies through grueling travel at increased speed with reduced Fatigue, outpacing pursuers.
 
Legend
  • Grand Tactician: Command entire armies with near-flawless strategy, predicting enemy maneuvers if they fail an opposed Int test.
  • Legendary Last Stand: When cornered, your leadership allows outnumbered allies to hold off a far larger force for an improbably long time.
  • Conqueror’s Presence: Your renown unites fractious mercenaries or warbands under your temporary command for a grand campaign.
   

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.  
“He’ll rob you with a wink then buy you a round with your own coin. Daring rascal, but charming as a fox.”
  WFRP 4e Duellist   Equipment:
  • Fencing Sword or Rapier
  • Main Gauche or Parrying Dagger
  • Fine Cloak (for style and distractions)
Armour: Light Armour (Leather Jack)   For details see Archetype: Swashbuckler
Swashbuckler by Tillerz using MJ
 

Tiers and Talents

Novice
  • Fancy Disarm: Once per combat, attempt a flamboyant disarm that also distracts watchers. The target must pass a Dex or Agi Test or drop their weapon.
  • Dramatic Leap: Swing from a rope, chandelier, or banister to reposition mid-fight or cross a gap with flair.
  • Razor Wit: Hurl a scathing one-liner that forces an opponent to pass Willpower or suffer a brief penalty from embarrassment or rage.
 
Adept
  • Riposte Flurry: After successfully parrying, make a swift follow-up strike without using your next Action.
  • Graceful Tumble: Negate fall damage from short heights or tumble through an enemy’s space if you pass Athletics, surprising them.
  • En Garde Gambit: Lure a foe into attacking an “opening,” forcing them to roll at a penalty while you prepare a guaranteed counter.
Master
  • Duelist’s Dance: Engage multiple opponents at once, weaving among them so their attempts to flank you are nullified for a turn.
  • Signature Flourish: Execute a showy blade maneuver that enthralls or intimidates onlookers; lesser foes may pause or step back.
  • Swashbuckler’s Gambol: Dash across precarious surfaces (ropes, narrow ledges) at full speed without falling.
 
Legend
  • Mythic Saberplay: Perform near-impossible feats in a single flourish - deflect arrows, cut through manacles, vault across a gap - astonishing all who see.
  • Impossible Lunge: Close a large distance in one gravity-defying leap, delivering a decisive strike in the same motion.
  • The Final Riposte: If dealt a fatal blow, you get one final unstoppable counterattack before succumbing, potentially taking your killer with you.
 
 

Healer

These archetypes are dedicated to supporting allies by preserving health and fortifying well-being. Medic and Physician focus on direct medical and surgical care, while the new Warchef restores body and spirit through hearty, empowering meals.    

Medic

Medics are front-line lifesavers, darting into danger to stabilize injuries. Their swift, efficient care often decides who lives or dies in the heat of battle.  
“She patched me up under a hail of arrows - didn’t even flinch. I owe her my life and then some.”
  Equipment:
  • Field Medic Bag (bandages, salves)
  • Antiseptic or Alcohol
  • Simple Surgical Tools (scalpels, tweezers)
Armour: Leather Apron or None (depends on battlefield setting)
Medic by Tillerz using MJ
 

Tiers and Talents

Novice
  • Swift Aid: Stabilize a dying ally in one Action, preventing immediate death.
  • Pain Dampener: Temporarily negate an ally’s penalty from a serious injury for a few rounds.
  • Blood Stop: Quickly halt a Bleeding condition or keep an open wound from worsening in the field.
 
Adept
  • Emergency Surgery: Attempt a major lifesaving procedure despite battlefield chaos; if successful, the patient recovers significantly.
  • Adrenaline Syringe: Jolt an unconscious ally awake at minimal Wounds for a short burst of activity.
  • Chemical Burn Salve: Rapidly treat acid or severe burn injuries, preventing them from spreading or intensifying.
Master
  • Field Resurrection: If used immediately when a comrade “dies,” return them to fragile consciousness, buying time for further healing.
  • Toxin Purge: Flush a dangerous poison from someone’s system with advanced methods, though it leaves them drained.
  • Critical Trauma Fix: Perform near-miraculous healing on catastrophic wounds, restoring function to limbs or major organs if done swiftly.
 
Legend
  • Combat Lifesaver’s Aura: Anyone you stabilize or heal in combat is temporarily protected from further Bleeding or critical escalation for a few minutes.
  • Saintly Vitality: Transfer your own life force to multiple injured allies simultaneously, at real risk to yourself.
  • Death’s Denial: If an ally would die within arm’s reach, you can sacrifice a portion of your permanent health or fortune to save them from oblivion.
   

Physician

Physicians combine academic training and careful practice to treat patients in structured environments. They excel at careful diagnoses, surgeries, and long-term care.  
“He’s got a cure for every malady, or so folks say. Appears calm as a still pond, even when the plague’s knocking.”
  WFRP 4e Physician   Equipment:
  • Doctor’s Satchel (herbs, surgical tools, poultices)
  • Anatomical Reference Book
  • Clean Linen and Bandages
Armour: None or Padded Clothing (prefers mobility in clinics)
Physician by Tillerz using MJ
 

Tiers and Talents

Novice
  • Diagnostic Glance: Determine a common ailment or injury by quick visual inspection, rarely requiring elaborate tests.
  • Pain Numbing Tonic: Brew or apply a swift-acting salve that suppresses pain for a patient.
  • Ward Against Sickness: Provide prophylactics for your party, reducing chances of catching local diseases for a short expedition.
 
Adept
  • Surgical Mastery: Perform complex procedures (amputations, organ repairs) with higher success rates and fewer complications.
  • Rest Cure Specialist: Oversee a patient’s convalescence so effectively that their recovery time from moderate injuries is halved.
  • Herbal Vaccine: Formulate an antidote or protective measure against a particular local illness or venom with advanced knowledge.
Master
  • Regenerative Draft: Invent a potent remedy that significantly speeds healing of broken bones or missing tissue.
  • Emotional Mender: Provide counseling or mild enchantments that ease madness or curse-induced mental afflictions.
  • Miracle Graft: Reattach or regrow a severed limb over time, combining surgery with specialized potions and therapy.
 
Legend
  • Panacea Research: Develop a broad-spectrum cure for nearly any non-supernatural disease, distributing it widely if you choose.
  • Rites of Renewal: Perform an intensive daylong ritual that can cleanse an entire village of illness.
  • Flesh Sanctification: Achieve a near-holy level of healing that halts necromantic rot or advanced curses in living bodies.
   

Warchef

Warchefs nourish the body and spirit with hearty, inspiring cuisine. By carefully selecting ingredients and perfecting recipes, they provide buffs that elevate morale, endurance, and overall performance for those who partake of their meals.  
“One taste of her stew, and you feel ready to wrestle an ogre. If that’s not magic, I don’t know what is.”
  WFRP 4e Apothecary   Equipment:
  • Cooking Pot and Spices Pouch
  • Durable Cleaver or Cooking Knife
  • Foldable Roasting Spit
Armour: Leather Apron or None (often too busy cooking to wear heavy armour)
Warchef by Tillerz using MJ
 

Tiers and Talents

Novice
  • Quick Ration Reinvention: Transform bland rations into a palatable, nutritious meal that helps stave off fatigue longer.
  • Stress-Busting Snack: Hand an ally a special treat that removes one minor mental ailment (like a -1 penalty from stress).
  • Signature Seasoning: You can make even poor-quality ingredients taste decent, slightly boosting morale.
 
Adept
  • Energy Feast: Prepare a hearty stew that gives allies a short-term burst of endurance or better travel stamina.
  • Culinary Diversion: Cook something so fragrant that nearby foes or creatures become curious or distracted, making stealth or negotiation easier.
  • Banquet of Unity: Serve a shared meal that quells petty arguments among the diners, granting a teamwork bonus for a scene.
Master
  • Legendary Flavor Surge: Bake or cook a dish that purges lesser curses or mild hypnotic effects upon consumption.
  • Spirit Cookery: Invoke local nature or ancestor spirits to bless a meal, granting unusual buffs (night vision, slight water-breathing) for a short time.
  • Gourmand’s Recovery: By preparing an elaborate multi-course feast, significantly accelerate the healing rate and morale of those who partake.
 
Legend
  • Epic Culinary Rite: Host a grand feast that compels even warring factions to a temporary truce while eating; no violence occurs at your table.
  • Mythic Provision: Prepare a single meal that sustains travelers for days without further food or water.
  • Transcendent Taste: The meal is so exquisite that a powerful supernatural being (dragon, fey king) may manifest, offering boons in gratitude.
 
 

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.    

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.  
“I once saw him crack a thick board just by tapping it - didn’t even muss his robes. That’s skill, friend.”
  WFRP 4e Pit Fighter   Equipment:
  • Meditation Beads or Prayer Wheel
  • Hand Wraps or Knuckle Guards
  • Herbal Teas for Focus
Armour: None (simple robes or light wraps)
Monk of the Fist by Tillerz using MJ
 

Tiers and Talents

Novice
  • Focused Punch: Smash wooden doors or barriers with a single concentrated blow if you succeed on a Strength Test.
  • Unarmed Catch: Attempt to catch a small thrown weapon (arrow, dagger) if you pass a Dex Test, negating the hit.
  • Centered Posture: Adopt a stance that halves knockback or knockdown effects for a short time.
 
Adept
  • Body Over Mind: Temporarily ignore the effects of hunger, thirst, or moderate fatigue for several minutes by channeling inner energy.
  • Deflect Force: When targeted by a Shove or Takedown, if you succeed on an opposed Test, you redirect the attacker’s momentum back at them.
  • Strike the Vein: A precise unarmed strike that, on a hit, reduces the target’s Movement or Agility for one round.
Master
  • Pressure Point Master: Briefly paralyze or numb a single limb of a foe on a successful unarmed attack if they fail a Toughness Test.
  • Kinetic Transfer: Soak part of a melee hit’s damage, then unleash that stored force as a shockwave on your next strike.
  • Whirlwind Fists: Make multiple unarmed attacks in a single action against opponents encircling you.
 
Legend
  • Dragon Fist: Deliver a blow so powerful it can crack stone or pierce supernatural hides, once per combat.
  • Untouchable Movement: Slide effortlessly through a hail of arrows or sprint across water for a brief period, ignoring normal terrain constraints.
  • Perfect Body: Your unarmed strikes count as magical; you can even break steel shackles or bars with enough concentration.
   

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.  
“She whispers, and suddenly wind howls or flames leap. Me? I’ll keep my distance, thanks.”
  Equipment:
  • Elemental Focus Symbol (e.g., stone talisman, water gourd)
  • Simple Staff
  • Meditation Incense
Armour: None or Light Robes
Monk of the Elements by Tillerz using MJ
 

Tiers and Talents

Novice
  • Elemental Jolt: Channel a spark of your chosen element (e.g. flame, breeze) into an unarmed strike, adding a minor special effect (like setting tinder alight).
  • Minor Surge: Shift a small patch of your element: blow away dust, freeze a cup of water, move a small stone.
  • Elemental Sense: Detect your chosen element in the area (e.g., sense water sources behind a wall).
 
Adept
  • Inner Element: Briefly cloak yourself in your element (e.g., wreathed in flame), intimidating foes or negating minor hazards of that type.
  • Harmony Step: Traverse your element in a seemingly impossible way (run across water, step on swirling air) for a turn.
  • Surge Leap: Use a burst of elemental force to leap an impressive distance or dash at high speed in one direction.
Master
  • Wrathful Torrent: Expel a wave/gust/quake of elemental power in a cone, potentially knocking down multiple targets.
  • Elemental Infusion: Temporarily grant an ally’s weapon the powers of your element (e.g., flaming blade, earthen maul) for one encounter.
  • Convergence Strike: Swiftly cycle multiple elemental stances to deliver a devastating blow that also inflicts a lingering elemental effect (burning, slowed, etc.).
 
Legend
  • Avatar’s Triumph: Momentarily embody all four elements in a spectacular display, altering local terrain or weather drastically.
  • Siphon Essence: Absorb a large mass of your element (bonfire, swirling storm) to supercharge your next ability or strike.
  • Nature’s Apex: Attain total mastery over your chosen element in a wide radius, ignoring normal limits (e.g., quell an entire forest fire single-handedly if Fire).
   

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.  
“Try to keep an eye on him - poof, he’s gone like the night itself. If that ain’t unnerving, I don’t know what is.”
  WFRP 4e Spy   Equipment:
  • Blackened Cloak or Hood
  • Climbing Hooks or Grapple
  • Smoke Bombs or Flash Pellets
Armour: None or Padded Armour (keeps movement quiet)
Shadowmonk by Tillerz using MJ
 

Tiers and Talents

Novice
  • Dark Slip: Instantly blend into any natural shadow nearby, requiring a Hard Perception to detect you.
  • Shade Strike: If attacking from darkness, ignore an enemy’s Parry or Dodge once per combat.
  • Quiet Footfalls: Even on debris or crunchy leaves, move silently so long as you advance at half speed.
 
Adept
  • Shadow Bind: Cause a foe’s shadow to cling to the ground for 1–2 Rounds, halving their Movement if they fail an opposed Willpower.
  • Ebon Clone: Form a smoky duplicate that mimics your movements, confusing enemies about which target is real.
  • Flicker Behind: Step from one shadow to another within close range, appearing behind an unwary foe.
Master
  • Night Terrors: Surround enemies with writhing umbral illusions that force a Cool Test or cause Fear in lesser foes.
  • Siphon Light: Extinguish nearby light sources, cloaking an area in deeper darkness that you can see through normally.
  • Shadow Blade: Materialize a blade of solidified darkness that can harm ghosts, demons, or intangible threats.
 
Legend
  • Umbral Dominion: Expand your personal shadow into a broad zone of magical darkness you alone can perceive in.
  • Eclipse Body: Become half-shadow for a brief time, taking reduced damage from non-magical attacks.
  • Death’s Shadow: Mark a foe’s shadow with a creeping doom; if they fail to remove it via magic or a ritual, it drags them into fatal darkness after a set period.
 
 

Mystic

Mystics, 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.  
“He sold me a trinket that glowed in the dark. Don’t know if it’s witchcraft or genius, but it sure works.”
  Equipment:
  • Engraving Toolkit (chisels, rune etching)
  • Small Chest of Gemstones or Arcane Dust
  • Ritual Chalk or Inks
Armour: Robes or Leather Jerkin
Enchanter by Tillerz using MJ
 

Tiers and Talents

Novice
  • Minor Bond: Temporarily enchant a trinket so it returns to your hand if dropped or stolen, once per day.
  • Living Threads: Cause clothing or small straps to move or tighten on their own, useful for minor distractions.
  • Soothing Enchantment: Imbue a ring or amulet with calm energy, helping the wearer resist mild fear or panic once per encounter.
 
Adept
  • Adaptive Armament: Enchant an ally’s weapon or armor with a chosen elemental property (e.g., flame, frost) for a few rounds.
  • Animate Tool: Animate a small utensil (hammer, quill) to perform simple tasks or float at your command.
  • Spellbound Ward: Place a short-lived magical lock on a chest or door, requiring a Willpower or Resolve Test to force open.
Master
  • Object Sentience: Grant a crafted item limited intelligence and the ability to telepathically advise its wielder.
  • Fickle Curse: Enchant an enemy’s gear so it occasionally malfunctions at crucial moments (they must pass a test or suffer a negative effect).
  • Grand Enchantment: Permanently imbue a moderate magical property in an item - like a ring granting Levitate or a sword that glows when undead are near.
 
Legend
  • World-Singer’s Forge: Enchant an entire location (tower, keep) so that intruders face illusions, wards, or minor elemental defenses.
  • Living Artifact: Create an item so powerfully enchanted it develops a personality and can learn or grow over time.
  • Eternal Enchantment: Imbue a signature item with a legendary, story-defining power (e.g., a sword that slays ancient dragons or an amulet that halts aging).
   

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.  
“Folks say she was born under a cursed star - her magic crackles like thunder. I lock my shutters when she’s about.”
  Equipment:
  • Focus Staff or Wand
  • Talisman for Channeling Raw Magic
  • Spell Components (crystals, special herbs)
Armour: Robes (avoids metal that interferes with spellcasting)
Sorcerer by Tillerz using MJ
 

Tiers and Talents

Novice
  • Chaotic Spark: Summon a small sphere of raw magic that crackles unpredictably, usable as a short-range attack.
  • Ill-Omened Gift: Weave a subtle jinx onto a target, causing minor misfortunes for a short while.
  • Surge Shield: Cloak yourself in unstable arcane static that shocks melee attackers if they fail a Toughness Test.
 
Adept
  • Wild Infusion: Amplify an ally’s spell momentarily, causing a bigger effect but also risking a small magical mishap.
  • Curse Eater: Absorb a lesser curse afflicting another; you store that raw power for your next spell, though it may backfire.
  • Spell Rebound: When targeted by a spell, attempt an opposed Willpower Test to reflect part of it back at the caster.
Master
  • Arcane Tempest: Unleash a storm of chaotic energies that randomly strike foes in a wide radius, ignoring some typical magical defenses.
  • Chaotic Evolution: Temporarily mutate your body (extra limbs, claws, gills) for an advantage relevant to the situation.
  • Rift Rend: Tear open a minor breach to the Aethyr, letting out horrors or damaging the local fabric of reality.
 
Legend
  • Apocalyptic Cascade: In a dramatic act, release a wave of raw magic so vast it warps the landscape or city for miles.
  • Fusion of Power: Merge arcane energies with a willing fellow caster, allowing you to cast near-legendary spells beyond normal limits.
  • Warp the Fates: Rewrite one major event’s outcome with dangerously unpredictable side effects to the timeline.
   

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.  
“All them tomes and potions? He’s either the smartest man in town or the one most likely to blow us all sky-high.”
  WFRP 4e Wizard   Equipment:
  • Spellbook
  • Writing Kit (quills, inks, blank scrolls)
  • Arcane Implements (candles, chalk, measuring rod)
Armour: None or Light Robes
Wizard by Tillerz using MJ
 

Tiers and Talents

Novice
  • Cantrip Mastery: Freely shape small magical tricks (cleaning, lighting a candle, minor illusions) without normal casting checks.
  • Scroll Eater: Memorize a spell from a scroll without using it up, for one day, though a miscast risk remains.
  • Spell Dampener: Slightly weaken an enemy caster’s next spell if you identify it in time (Opposed Language (Magick) or Channelling Test).
 
Adept
  • Ritual Savant: Halve the casting time of a known ritual once per day.
  • Arcane Lockpick: Form intangible picks of pure magic to bypass a locked or warded chest/door if it’s not too powerful.
  • Spell Synergy: Combine two of your known spells into one cast, if you pass a more difficult Casting Test; partial effects of both apply.
Master
  • Pocket Sanctuary: Create a small, extra-dimensional space where you or allies can hide or rest for a short period.
  • Threads of Fate: Weave your magical aura into an ally’s action, granting it unusual side effects (e.g. turning a sword slash into a fiery arc).
  • Arcanum Shift: Instantly alter an active spell’s elemental or conceptual nature (turning a Fireball into a swarm of magical darts, etc.) on the fly.
 
Legend
  • Tower of the Mind: Conjure a grand, warded tower of illusions and real barriers that stands as a safe haven for you and invited guests.
  • World Runes: Place potent glyphs around a region that produce dramatic terrain shifts (reverse gravity, freeze rivers, etc.) if triggered.
  • Godspell: Once in your life, cast a spell that accomplishes the seemingly impossible (restoring a ruined city, banishing a demon prince, etc.).
 
 

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.  
“You need a document stamped or a permit granted? Butter him up with pastries and watch him shuffle papers in your favor.”
  WFRP 4e Advisor, Warden, Bailiff   Equipment:
  • Ledgers and Official Seals
  • Writing Tools (ink, quill)
  • Filing Case or Scroll Organizer
Armour: None or Light Padded Clothing
Clerk by Tillerz using MJ
 

Tiers and Talents

Novice
  • Paper Shield: Stall a foe or official by overwhelming them with sudden paperwork or forms they must “process,” buying you time.
  • Lex Legalese: Recite obscure statutes or bylaws to force a city guard or bureaucrat to hesitate before acting.
  • Filing Genius: When given a messy archive, locate crucial documents or ledgers in half the usual time.
 
Adept
  • Stamp of Authority: Use an official seal to gain short-term compliance from lesser civil servants or guards.
  • Contract Trap: Draft an agreement with hidden binding clauses, magically or legally compelling the signatory.
  • Desk Warrior: Improvise objects from your office (quills, ledgers) as distractions or light weapons in a pinch.
Master
  • Hidden Clause: Insert a secret addendum into a major treaty or law, granting you (or your patron) a key advantage later.
  • Swift Requisition: Instantly secure needed papers, minor resources, or extra clerical staff from local administration.
  • Scribe’s Declaration: Post or circulate an official notice so convincingly worded it can quell public unrest or rally popular support.
 
Legend
  • Bureaucratic Coup: Quietly reorder an entire realm’s bureaucracy to answer to you, as you hold hidden control of records and appointments.
  • Unbreakable Edict: Draft a formal decree with such weight that even powerful nobles, wizards, or lesser lords fear to violate it.
  • The Grand Archive: Assemble a monumental library of records that spans centuries and kingdoms, letting you uncover secrets that can shake nations.
   

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.  
“She’s got a tongue so smooth she can make a troll and a knight see eye to eye - for a day or two, at least.”
  WFRP 4e Envoy   Equipment:
  • Signet Ring or Seal of Office
  • Fine Writing Set (for treaties)
  • Gift Box (ornamental tokens, wines, etc.)
Armour: Courtly Clothing (no true armour)
Diplomat by Tillerz using MJ
 

Tiers and Talents

Novice
  • Neutral Ground: Establish a temporary “zone of peace” in a tense location; hostile parties must pass Willpower or hold off fighting.
  • Subtle Cues: Give discreet signals to allies, coordinating them in negotiations without tipping off the opposition.
  • White Lie: Calmly frame a serious transgression as a minor misunderstanding, buying time to defuse hostility.
 
Adept
  • Word Treaty: Force two opposing sides to accept a short-term truce while you mediate; if they refuse, they risk social or political backlash.
  • Diplomatic Shuffle: Reassign individuals or rearrange a gathering with polite authority, placing allies advantageously.
  • Royal Gift: Present a symbolic offering so skillfully that a hostile party’s attitude shifts from openly hostile to at least neutral.
Master
  • Ironclad Accord: Forge a robust treaty that confers tangible benefits (safe passage, new trade rights) and is recognized by local rulers.
  • Diplomatic Immunity: Gain temporary safe passage through an enemy kingdom or warzone based on recognized treaties or cunning oratory.
  • Clause Redeemer: If negotiations fail, you can evoke a fallback clause that reopens talks or compels a new arrangement.
 
Legend
  • Global Pact: Orchestrate an unprecedented alliance among multiple major factions or nations, forging a historic peace or joint crusade.
  • Word of Cessation: In a large-scale conflict, speak with such authority that both sides pause hostilities for at least a few hours.
  • Emissary of Destiny: Your diplomatic intervention can topple tyrants or install new leaders, dramatically reshaping entire political landscapes.
   

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.  
“Flash of jewels, big entourage... Let’s hope his noble blood is kinder than the last lord we had.”
  WFRP 4e Noble   Equipment:
  • Signet Ring (Royal Crest)
  • Purse of Coin or Jewels
  • Ceremonial Scepter or Sword
Armour: Light Mail under Noble Garb or Full Plate in War Times
Consort by Tillerz using MJ
 

Tiers and Talents

Novice
  • Courtly Grace: Even in poor attire, you radiate regal poise, compelling courtesy from most commoners or lesser nobles.
  • Ancestral Memory: Occasionally channel a past ruler’s knowledge, gleaning historical insight about your land or lineage.
  • Heraldic Command: Display your crest or seal to rally guards or peasants; they hesitate to disobey a direct royal order.
 
Adept
  • Royal Pardon: Once per adventure, free a prisoner or absolve a minor crime in territories loyal to your family.
  • Aristocratic Favor: Call in a favor from a connected noble house, acquiring manpower or political cover.
  • Grand Entrance: Arrive at any gathering with such pomp that everyone present halts to acknowledge you.
Master
  • Bloodline Oath: Conduct a solemn ceremony binding allies to your cause; they gain a boon when fighting to uphold that oath.
  • Noble Summons: Command lesser nobles or knights to muster troops for a short campaign or quest on your behalf.
  • Sway the Court: Tilt a major trial or council’s outcome by leveraging your family’s historical clout and alliances.
 
Legend
  • Coronation Rite: Acquire near-mythical authority recognized by magical or divine forces (e.g., become the rightful High King/Queen).
  • Sovereign Decree: Proclaim a new law or policy that instantly takes effect across your domain, shocking foes who rely on old statutes.
  • Dynasty Founder: Cement your bloodline in legend, forging an empire or union that endures for generations.
 
 

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.  
“She’ll drink you under the table and steal your purse for good measure - but if you need a sea route, she’s your lass.”
  WFRP 4e Huffer, Smuggler   Equipment:
  • Cutlass
  • Compass or Map
  • Rope and Grappling Hook
Armour: Leather Jerkin (practical on deck)
Pirate by Tillerz using MJ
 

Tiers and Talents

Novice
  • Salty Swagger: Charm or intimidate seafarers, dockworkers, and tavern patrons by flaunting your roguish ways.
  • Stormscent: Sense an oncoming storm hours before typical signs appear, letting you prepare or avoid trouble.
  • Anchor Swing: Swing dramatically aboard a ship or across a gap on a rope/chain, ignoring normal movement penalties.
 
Adept
  • Broadside Barrage: Coordinate a volley of ship cannons or ranged attacks with lethal precision, surprising foes.
  • Sea Wolf’s Nose: Detect if someone is lying about cargo, shipping routes, or maritime knowledge.
  • Hidden Cache: Conceal or retrieve contraband in a specially built nook on your vessel that’s nearly impossible to find.
Master
  • Pirate’s Gambit: Fake a retreat or surrender at sea, then spring a brutal counterattack.
  • Voice of the Captain: Command rowdy sailors or minor pirates to obey a direct order instantly if they fail a Will Test.
  • Tide Tamer: Briefly influence local ocean currents around your ship for daring maneuvers or faster travel.
 
Legend
  • Song of the Siren: A mesmerizing shanty so captivating that even hostile crews might become neutral or enthralled if they fail a Will Test.
  • Nautical Legend: The sea itself seems to favor you: storms part, sea monsters hesitate to attack your vessel.
  • Pirate King’s Horde: Acquire (or know the location of) a legendary hidden treasure that can change your fortunes or buy entire fleets.
   

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.  
“Lock your doors and hide your silver. He’s got a knack for slipping in and out like a breeze on a hot night.”
  WFRP 4e Thief   Equipment:
  • Lockpicks and Thieves’ Tools
  • Small Crowbar
  • Grapple or Climbing Kit
Armour: Soft Leather (to keep quiet)
Thief by Tillerz using MJ
 

Tiers and Talents

Novice
  • Sleight Mastery: Perform standard pickpocketing almost automatically unless a victim is on high alert.
  • Silent Takedown: If you strike from stealth, you may choose to knock out rather than kill if the foe fails a Toughness Test.
  • Opportunistic Snatch: While engaged in melee, grab a small item off a foe or table if you pass an Agility Test without penalty.
 
Adept
  • Redirect Pursuit: When chased, leave a subtle false trail or decoy, causing pursuers to test Navigation or lose your track.
  • Locksmith’s Intuition: Glance at a lock and sense how complex it is, speeding your pick attempts.
  • Weighted Throw: Toss a small object to create a noise or distraction, imposing a penalty on watchers’ Perception.
Master
  • Perfect Pocketing: Hide or retrieve a palm-sized item instantly, unseen, even if being watched (contested only by very high Perception).
  • Trap Sense Overdrive: Automatically sense a mechanical trap’s presence in a room or chest after a brief inspection, though disarming it is another matter.
  • Grand Heist Planning: During a short stakeout, uncover a location’s vulnerabilities, letting you orchestrate a near-flawless infiltration or robbery.
 
Legend
  • The Phantom’s Touch: Steal something legendary or seemingly impossible to snatch (a king’s crown mid-ceremony) if you succeed an extreme test.
  • Shadow Community: Rally thieves and rogues across a city to coordinate a massive, complex operation under your leadership.
  • Hoodwink Destiny: “Steal” an ill omen or curse intended for you or an ally, redirecting it onto a chosen foe (or simply negating it).
   

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.  
“Don’t ask me how she does it - quiet as the grave, and when she’s done, no one’s the wiser... except the undertaker.”
  WFRP 4e Outlaw, Racketeer   Equipment:
  • Poisoner’s Kit (vials, oils)
  • Throwing Knives
  • Disguise Gear (hood, face paint)
Armour: Very Light Armour (Leather Jerkin or Padded)
Assassin by Tillerz using MJ
 

Tiers and Talents

Novice
  • Pinpoint Vulnerability: Study a target for one round; your next strike can cause a debilitating wound if they fail a Toughness Test.
  • Poison Brew: Improvise a mild toxin from local plants or substances if you have a few minutes and minimal materials.
  • Silent Step: In dim light or shadows, move at normal speed without making noise.
 
Adept
  • Double Feint: Make two rapid strikes in succession; the second is harder to defend against.
  • Venom Library: Learn to craft or identify many poisons, customizing their onset or symptoms.
  • Heartstopper: If you catch a target unaware, force them to test Toughness or drop unconscious immediately.
Master
  • Death Shroud: Immediately vanish into the environment after a successful kill, leaving witnesses unsure of your position.
  • Marked for Death: Place a subtle brand on a target, letting you sense their direction and general condition as long as they’re in the same region.
  • Vanish in the Crowd: Evade pursuit in broad daylight by merging seamlessly into a busy street, requiring extraordinary rolls to spot you.
 
Legend
  • Legendary Kill: Even a heavily guarded or monstrous foe can be slain in one decisive strike if you ambush them successfully.
  • Cloak of Night: Become intangible under moonlight or in deep shadows for short bursts, bypassing locks or walls.
  • End the Bloodline: A cursed technique ensuring if you assassinate a key figure, their lineage is doomed unless a powerful ritual counters it.
 
 

Gunpowder

Gunpowder specialists harness the raw power of blackpowder and advanced ranged weaponry to dominate the battlefield. Whether armed with pistols, muskets, or specially crafted explosives, they blend precision marksmanship with engineering prowess. Gunslingers thrive on fast draws and lethal accuracy, Bombardiers shape the fight with thunderous blasts and controlled demolitions, and Sharpshooters eliminate threats from incredible distances.  

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.  
“I blinked, and that pistol was already pointed square at my chest. He’s got reflexes like lightning.”
  WFRP 4e Bounty Hunter, Duelist   Equipment:
  • Pistol(s) with Ammunition
  • Gunpowder Horn or Pouch
  • Quick-Loading Tools
Armour: Leather Jack or Brigandine
Gunslinger by Tillerz using MJ
 

Tiers and Talents

Novice
  • Trick Reload: Reload a pistol or musket in half the normal time, once per combat.
  • Powder Sense: Smell blackpowder or explosives within a short distance, detecting hidden charges.
  • Gun Kata Basics: Combine a melee strike with a single firearm shot in the same action, if you succeed on a Coordination Test.
 
Adept
  • Ricochet Shot: Bounce a bullet off a wall or object to hit a target behind partial cover, if you pass a Ballistic Skill test at a penalty.
  • Guns Blazing: Fire two single-shot pistols simultaneously at close range.
  • Smoke Screen Shot: Launch a special round that engulfs an area in dense smoke, granting you or allies a stealth advantage.
Master
  • Bullet Storm: Fire multiple shots at different targets if you have enough loaded firearms or fast reload, in a single flurry.
  • Dazing Shot: Aim at a target’s helmet or head, forcing them to pass Toughness or be Stunned.
  • Gun Counter: Parry a melee strike with a point-blank firearm blast, forcing the attacker to test Dodge or suffer a counter-hit.
 
Legend
  • Instant Reload: Once per combat, reload all your firearms instantly, unleashing a devastating volley in the same turn.
  • Impossible Ballistics: Curve bullets around corners or over obstacles with uncanny aim.
  • Bullet Time: Perceive a few rounds in slow motion, letting you dodge projectiles or make improbable trick shots with ease.
 

Bombardier

A Bombardier is a demolition expert who uses explosives to shape the battlefield on their own terms. They meticulously prepare charges, analyze structural weak points, and time fuses for devastating precision. Whether crumbling fortress walls or routing enemy formations, their specialized knowledge of blast effects is second to none.  
“Every few nights, we hear a boom from his workshop. Town’s never been safer from raiders, but my nerves are shot!”
  Equipment:
  • Satchel of Bombs or Grenades
  • Fuse and Timing Mechanisms
  • Fireproof Gloves
Armour: Leather Jack with Protective Padding
Bombardier by Tillerz using MJ
 

Tiers and Talents

Novice
  • Fuse Trick: Ignite or snuff a bomb’s fuse at will from close range, letting you control detonation timing precisely.
  • Powder Pouch: Carry a specialized container that greatly reduces your bombs’ chance of accidental misfire.
  • Crude Shrapnel: Improvise a bomb stuffed with nails or scrap metal for extra fragmentation.
 
Adept
  • Delayed Charge: Plant an explosive that detonates on a condition (a door opening, a tripwire, etc.).
  • Shaped Blast: Focus a bomb’s explosion in a forward cone, reducing friendly-fire behind it.
  • Cluster Grenade: Throw an explosive that breaks into several smaller charges mid-air, saturating a wider area.
Master
  • Bomb Drone: Rig a small mechanical carrier or pet to deliver an explosive precisely where you command.
  • Explosive Alchemy: Create bombs that deal not just concussive damage but also elemental or chemical effects (e.g., acid, frost).
  • Breaching Charge: Special shaped charge that breaks fortified doors or walls, even those warded by moderate magic.
 
Legend
  • City Shaker: Design an enormous bomb capable of collapsing massive gates or city walls in a single thunderous blast.
  • Chain Reaction: Ignite multiple bombs set across a battlefield or fort in a choreographed sequence, inflicting mass devastation.
  • Bombardier’s Artillery: Construct a personal, collapsible mortar or cannon you can fire with uncanny accuracy at extreme range.
 

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.  
“She can pluck the tail feathers off a crow three fields away. Pray you’re not on her bad side.”
  WFRP 4e Hunter, Coachman   Equipment:
  • Longbow or Rifle
  • Quiver or Powder and Shot Pouch
  • Spyglass for Target Scouting
Armour: Light Armour (Leather)
Sharpshooter by Tillerz using MJ
 

Tiers and Talents

Novice
  • Trick Arrow/Bolt: Use a specialized arrow (rope arrow, whistler, smoke arrow) for utility or distraction.
  • Pin Shot: If you hit a target’s limb near a wall or floor, they must pass a Strength Test or be pinned in place.
  • Distracting Shot: Fire an arrow near a foe’s head or feet to impose a penalty on their next action if they fail a Will Test.
 
Adept
  • Rapid Nock: Loose two arrows in quick succession at separate targets if you pass a Ballistic Skill Test.
  • Mark Target: Spend an Action focusing on one foe, ignoring up to a step of cover penalty on your next shot.
  • Spot Weakness: Observe a monster or war machine for a turn, letting you target a chink in armor or structural flaw next shot.
Master
  • Impossible Aim: Ignore extreme range penalties or shoot a coin-sized spot if you pass a challenging Ballistic Skill test.
  • Feint Shot: Fake an initial shot, tricking the enemy into dodging or parrying the wrong moment, then fire the real arrow.
  • Arrowstorm: Unleash a barrage of arrows that saturate a medium area, forcing multiple enemies to dive for cover.
 
Legend
  • Legendary Bullseye: Perform a nearly miraculous shot (cut a rope to drop a chandelier, hit a foe far beyond normal vision).
  • Momentum Piercer: Fire a shot so powerful it penetrates multiple foes standing in a line.
  • Grand Volley: In one legendary action, shoot multiple arrows that each find different targets with near-flawless accuracy.
 
 

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.  
“Graveyard’s been restless since he arrived. Folk swear they see shadows moving past midnight.”
  Equipment:
  • Bone Wand or Staff
  • Grimoire of Dark Rites
  • Pouch of Grave Soil or Ash
Armour: None or Tattered Robes
Necromancer by Tillerz using MJ
 

Tiers and Talents

Novice
  • Speak with Bones: Interrogate a corpse’s skeleton to glean brief impressions of how it died or a lingering memory.
  • Flicker of Unlife: Animate a small pile of bones (a hand, skull) to do simple tasks or distract foes.
  • Chill of the Grave: Emit a deathly chill that saps minor vigor from living creatures near you if they fail a Toughness Test.
 
Adept
  • Unholy Mend: Reassemble a damaged undead minion on the spot, instantly restoring it to minimal functionality.
  • Bone Shackles: Summon skeletal arms from the ground to grapple or restrain a foe if they fail an opposed Strength Test.
  • Spirit Drain: Absorb the residual life force from a fresh corpse, recovering some lost energy or resilience yourself.
Master
  • Festering Hordes: Rapidly animate multiple corpses for a short burst (like a wave of zombies) though controlling them is risky.
  • Grasp of the Damned: Conjure a giant spectral claw that can crush or hold a target in place.
  • Death’s Caress: Attempt a necrotic touch on a non-heroic foe that drastically lowers their health if they fail Toughness.
 
Legend
  • Mausoleum Dominion: Seize near-total control of a large graveyard or crypt, commanding skeletons or ghosts within.
  • Soul Rend: Target a being’s spirit directly, bypassing typical armor or wards to inflict grave damage.
  • Undying Will: If your body is destroyed, you can anchor your soul to a prepared phylactery or undead host, returning at a steep cost.
   

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.  
“She raised a swirl of dust into a mini-tornado - just to chase off some bandits! I’ll stay on her good side, thanks.”
  Equipment:
  • Elemental Focus (stone, vial of water, flame jar)
  • Channeling Rod
  • Ritual Components for Summoning (salt, sand, chalk)
Armour: Robes or Padded Armour
Elementalist by Tillerz using MJ
 

Tiers and Talents

Novice
  • Minor Summon: Call forth a tiny elemental wisp (flame sprite, dust mote, water droplet) to scout or deliver a short message.
  • Elemental Boon: Briefly gain a small benefit of your chosen element (e.g., a slight fiery aura, watery fluidity).
  • Ground Spark: Make a small elemental burst from the ground (fire spout, mini quake) that startles foes or lights flammables.
 
Adept
  • Elemental Bind: Trap a lesser elemental in a focus gem for later release or study if it fails an opposed Will Test.
  • Rapid Shift: Swap between two known elemental spells/effects on the fly without fully re-casting.
  • Elemental Ward: Conjure a short-lived barrier keyed to your element (fire shield, swirling wind) to block or reduce specific damage.
Master
  • Merge Form: Partially transform into your element, letting you bypass certain terrain hazards (e.g. walk through flames if Fire).
  • Twin Summons: Call two lesser elementals at once (e.g. a wind spirit and a rock elemental) for a single scene.
  • Storm Convergence: Create a localized elemental storm (sandstorm, thunderstorm, etc.) that shapes the entire battlefield.
 
Legend
  • Primordial Avatar: Become a powerful embodiment of one element, altering weather or geological features across a wide area.
  • Elemental Swarm: Summon numerous small elementals to overwhelm or harass an enemy force.
  • Plane Bridge: Tear open a rift to an elemental realm, letting that raw power flood into the mortal world - friend or foe.
   

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.  
“Demons and devils at his beck and call? That’s a fine reason to keep my shutters barred tight at night.”
  Equipment:
  • Summoning Circle Chalk
  • Black Candles and Incense
  • Iron-Bound Tome of Demonic Names
Armour: Robes or Light Leather (if expecting combat)
Summoner of Demons by Tillerz using MJ
 

Tiers and Talents

Novice
  • Contract of Sparks: Rapidly forge a one-off pact with a minor imp for a single small favor (scouting, delivering a curse).
  • Searing Brand: Mark a foe with a small, burning sigil that prevents them from hiding or blending in socially (it glows faintly).
  • Tainted Whispers: Create subtle dread in an enemy’s mind, causing them to test Willpower or become more fearful.
 
Adept
  • Demonic Envoy: Summon a lesser demon for negotiations or intimidation, though it may demand a price.
  • Flaming Chains: Conjure ethereal hellfire chains to bind one target who fails an opposed Strength or Will test.
  • Infernal Beacon: Erect a blazing pillar of black flame that can either guide your fiendish allies or cloak the area in oppressive gloom.
Master
  • Abyssal Exchange: Sacrifice a fragment of your soul for a brief but massive boost to spellcasting or summoning.
  • Hellmouth Rift: Open a swirling portal that attempts to devour weaker foes or spit out demonic arms to grapple them.
  • Demon Crown: Temporarily enslave a lesser demon lord (if it fails an opposed Willpower), commanding its might with dire backlash if you fail.
 
Legend
  • Legion’s Call: Summon a squad of fiends under tenuous control, enough to besiege a fortress for a short time.
  • World Blight: Corrupt the land in a wide radius, twisting flora and fauna, possibly spawning lesser demons.
  • Demonic Apotheosis: Partially transform yourself into a powerful demon, unleashing colossal destructive might (and risking your sanity).
 
 

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.  
“She greets me with a smile every morning, always knows what I need before I do - like she’s reading my mind.”
  WFRP 4e Townsman   Equipment:
  • Ledger and Coin Box
  • Display Stands or Foldable Shelves
  • Lockbox with Spare Keys
Armour: None or Leather Jerkin (shop security)
Shopkeep by Tillerz using MJ
 

Tiers and Talents

Novice
  • Shelf Surprise: Once per session, “discover” a small but relevant item in your store’s backroom or among your traveling wares.
  • Friendly Regular: A loyal customer who routinely visits and can share local rumors or help you with menial tasks.
  • Storefront Charm: Cultivate such goodwill that petty thieves or vandals think twice before harming your shop.
 
Adept
  • Emergency Stock: Keep a hidden stash of crucial supplies (ammo, medical gear) that you can access instantly in a crisis.
  • Credit Extension: Offer an irresistible payment plan that convinces even skeptical buyers to accept your deal.
  • Sales Pitch Maneuver: In tense social scenarios, distract or defuse hostility by shifting the focus onto your fine merchandise.
Master
  • Commerce Web: Build a trade network with other merchants, ensuring you can restock rare goods quickly.
  • Layaway of Fate: Let an ally “buy” an expensive item on credit, forging a mystical IOU that ensures they’ll repay you via future deeds or quests.
  • Opportunistic Renaming: Rapidly rebrand your shop’s sign and layout to suit local demand or evade troublesome authorities.
 
Legend
  • Franchise Dominion: Expand into a recognized chain of shops across the land, ensuring you have supply caches wherever you go.
  • Universal Merchant Token: Wield a sigil recognized by major guilds and even supernatural beings, guaranteeing safe trade passage in most domains.
  • Legendary Curio Exchange: Acquire and sell bizarre or unique magical artifacts from other planes or hidden realms, turning your store into a cosmic bazaar.
   

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.  
“He could sell boots to a fish if he thought there was profit in it. Must have silver for a tongue.”
  WFRP 4e Merchant   Equipment:
  • Trade Goods (spices, textiles)
  • Sealed Contracts or Permits
  • Money Belt or Lockbox
Armour: Often None (focus on mobility), possibly Leather Jack for protection
Merchant by Tillerz using MJ
 

Tiers and Talents

Novice
  • Trade Instinct: Instantly sense if an offered deal is fair or if an item is grossly over/undervalued.
  • Contract Hound: Smell out promising or shady business deals from subtle hints or rumors.
  • Charm of Sale: Temporarily turn a reluctant buyer into a willing customer with a strong pitch.
 
Adept
  • Shipping Routes: Know the fastest or safest route between trade hubs and easily plan caravans.
  • Cart Fleet: Maintain a small but reliable caravan (extra wagons or animals) that can handle tough terrain with fewer penalties.
  • Price Freeze: Negotiate a locked-in price for a commodity with a local guild or noble, preventing them from hiking the cost on you.
Master
  • Market Insider: Spread rumors or small manipulations that shift local demand or supply to your advantage.
  • Diplomatic Trader: Negotiate pacts or trade truces with warring factions, giving your caravan safe conduct.
  • Resource Magnet: Attract traveling vendors from afar to your outpost, obtaining exotic goods or rare items regularly.
 
Legend
  • Economic Overhaul: Reshape an entire region’s economy around your deals, potentially becoming its de facto commercial ruler.
  • Royal Commission: Earn personal endorsement from a monarch or deity, granting you exclusive rights to certain goods.
  • Monopoly Edict: Seize near-total control of a vital resource or trade route, forcing kingdoms to bargain on your terms.
   

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.  
“He rolls in with a cart of trinkets and yarns about far-off lands - by dawn, he’s off again, chasing the next village.”
  WFRP 4e Pedlar   Equipment:
  • Backpack of Various Wares
  • Rolling Cart or Pack Animal
  • Small Tent or Canopy
Armour: Light Clothing or Leather Jerkin
Peddler by Tillerz using MJ
 

Tiers and Talents

Novice
  • Silver-Tongued Pitch: Sell even common trinkets as if they’re special, easily impressing everyday folk.
  • Pocket Stall: Unfold a portable display of wares almost anywhere, drawing curious onlookers.
  • Vagabond’s Maps: Keep a mental note of lesser-known side roads or shortcuts gleaned from your travels.
 
Adept
  • Magical Trinket Hustle: Spot small enchanted items sold cheaply and resell them later at profit (or gain a minor magical advantage).
  • Rest Stop Attraction: Set up a roadside mini-market that compels passing travelers to stop, letting you gather news or trades.
  • Discreet Buyer: Acquire stolen or contraband goods quietly, though discovery could land you in trouble.
Master
  • Flash Sale Frenzy: Whip up a crowd’s excitement to quickly offload surplus stock in moments.
  • Crossroads Rendezvous: Seemingly appear at every crucial crossroads or festival right on time, gleaning secrets from travelers.
  • Hard Bargain Breaker: Intervene in someone else’s contract or vow, cunningly voiding or rewriting it if you can subvert both parties’ trust.
 
Legend
  • Whispering Wares: Learn about legendary or otherworldly objects rumored across realms, offering them in your next stall.
  • Miracle on Wheels: Your traveling cart can traverse hazardous terrains (swamps, deserts, haunted roads) almost unimpeded, as if fate guides you.
  • Global Peddler: Once per day, instantly appear in any known settlement’s market, bypassing normal travel constraints to hawk your goods or gather rumors.
 
 

Warden (of the Wild)

   

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.  
“Saw her calm a rabid wolf by just holding out her hand. If that’s not nature’s blessing, I don’t know what is.”
  Equipment:
  • Staff Carved with Animal Motifs
  • Herbal Poultices or Seeds
  • Wooden Holy Symbol of Nature
Armour: Robes or Leather Jerkin (natural materials)   For details see Archetype: Druid
Druid by Tillerz using MJ
 

Tiers and Talents

Novice
  • Seedling Growth: Rapidly sprout edible or shelter-providing plants in barren soil, aiding survival.
  • Beast Soothing: Calm an aggressive animal unless it’s extremely enraged or warped by chaos.
  • Root Snare: Cause vines or roots to erupt under a foe’s feet, forcing an opposed Agility or Strength to break free.
 
Adept
  • Barkskin Mantle: Briefly coat your skin in bark-like protection, reducing damage from minor attacks.
  • Vine Traverse: Animate vines to swing or climb in dense foliage, ignoring typical climbing hazards.
  • Tidal Bloom: Summon aquatic plants or algae to hamper swimming enemies or help purify a water source.
Master
  • Treeform: Merge with a tree to hide or travel short distances between connected root systems.
  • Forest Guardian Summons: Call a local treant or awakened beast to aid in defending your area.
  • Purifying Gale: Command breezes to disperse toxic gas or chase away lesser undead around you.
 
Legend
  • Ancient Grove: Permanently create a lush grove that heals the weary and wards off darkness.
  • Worldwood Gate: Open a mystical passage between two distant ancient forests, allowing quick travel.
  • Calamitous Wrath: Unleash a mighty natural disaster (earthquake, tremendous storm) against a dire threat, though it may have lasting consequences.
   

Shaman

The archetype of the Shaman represents a mystical and spiritual figure deeply attuned to the natural world and the spirits that inhabit it. Drawing upon ancient traditions and rituals, Shamans commune with nature spirits, ancestors, and otherworldly beings to gain insight, wisdom, and power. They often serve as healers, diviners and guides within their communities, using their connection to the spirit realm to protect and empower themselves and others.  
“He drums and chants, and storms roll in overhead. Spirits or luck? Either way, I’m not mocking him.”
  Equipment:
  • Spirit Fetishes or Totems
  • Drum or Rattle for Rituals
  • Small Pouch of Sacred Herbs
Armour: Simple Hide or Leather Armour
Shaman by Tillerz using MJ
 

Tiers and Talents

Novice
  • Commune with Ancestors: Briefly speak to forebears for advice or cryptic warnings about local issues.
  • Ritual Drums: Beat a rhythmic pattern that attracts or placates nearby minor spirits, securing relative peace.
  • Ghost Ward: Place a protective totem that wards off lesser haunts or wandering shades within a small zone.
 
Adept
  • Spirit Channel: Merge with a lesser spirit, gaining its ephemeral senses or knowledge for a few minutes.
  • Totem Guardian: Animate a carved wooden totem to serve as a small guardian or lookout.
  • Vision Quest: Enter a trance to gain deeper spiritual insight into a regional mystery or hidden resource.
Master
  • Ancestral Host: Summon multiple helpful ancestor spirits to swirl around you, guiding allies or harassing foes.
  • Spiritmeld: Phase partly into the spirit realm, letting you slip through some physical barriers or avoid mundane attacks.
  • Soul Binding: Imprison a wandering ghost or lesser spirit in a talisman for future interrogation or forced aid.
 
Legend
  • Great Spirit Council: Call upon powerful nature spirits or ancestor champions, forging major pacts or alliances.
  • Ethereal Storm: Whip up a wild spiritual tempest that confuses the living and banishes lesser undead.
  • Shamanic Ascension: Briefly become a demigod-like conduit of spiritual energy, able to reshape fate in your vicinity.
   

Ranger

Rangers 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.  
“She prowls the woods like she was born there, silent as a fox. Keeps the worst beasts away from our fields.”
  Equipment:
  • Bow and Quiver
  • Hunting Knife
  • Survival Kit (flint, fishing hooks, snares)
Armour: Leather Jerkin (sometimes with a Mail Shirt for heavier duties)   For details see Archetype: Ranger
Ranger by Tillerz using MJ
 

Tiers and Talents

Novice
  • Quiet Step: Move stealthily through natural terrain at normal speed without penalty.
  • Wild Compass: Instantly sense north or the path back to your last campsite.
  • Warning Shot: Fire an arrow near a hostile beast or person, forcing them to pass a Willpower Test or flee/hesitate.
 
Adept
  • Camouflage Cloak: In your favored environment (forest, tundra, desert, etc.), become nearly invisible if you stay still or move slowly.
  • Terrain Bond: Ignore difficult ground or normal movement penalties in your favored terrain.
  • Vital Track: While tracking a wounded target, you sense how close it is to collapsing or dying, letting you plan a final strike or capture.
Master
  • Whispering Winds: Send short verbal messages across moderate distances on the breeze, heard only by those you name.
  • Pack Tactics: When fighting alongside animals or allied hunters, coordinate attacks as if sharing a telepathic link.
  • Hunter’s Pin: Fire a special arrow/bolt that momentarily roots a foe if they fail an Agility Test, interrupting escapes.
 
Legend
  • Guardian of the Wilds: Rally local fauna (wolves, birds, etc.) to defend your position in times of dire threat.
  • Terrain Mastery: Adapt instantly to any natural environment, ignoring its normal hazards (quicksand, extreme cold, etc.).
  • Legendary Shot: Snipe a distant target across extreme ranges or through dense cover with an impossible arrow flight.
 
 

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.  
“He crawls into holes I wouldn’t poke my nose into if you paid me. Always returns with a new scar and a bizarre tale.”
  Equipment:
  • Lantern or Bullseye Lamp
  • 10-Foot Pole or Collapsible Rod
  • Rope and Grapnel
Armour: Leather Jack or Mail Shirt (for better protection underground)
Dungeon Delver by Tillerz using MJ
 

Tiers and Talents

Novice
  • Danger Sniff: Sense if a chamber or corridor holds immediate lethal traps or monstrous threats.
  • Torch Tactics: Use shifting light and shadow to confuse certain dungeon creatures or highlight hidden inscriptions.
  • Cache Spotter: Identify likely hidden compartments or stashes in ruined halls once per expedition.
 
Adept
  • Collapsing Escape: Time your run so you slip through a collapsing tunnel or triggered trap just before it seals.
  • Tunnel Vision: Navigate labyrinthine corridors without losing your bearings, even in near darkness.
  • Flicker Strategy: Extinguish or relight torches in a pattern that baffles foes relying on darkvision or normal sight.
Master
  • Survival Pocket: Stash crucial supplies in a hidden nook for retrieval later, letting you outlast disasters deep underground.
  • Nullify Rune: If you detect a magical trap glyph, you can quickly disrupt it with a specialized technique.
  • Gauntlet Runner: Perform a swift dash through a sequence of mechanical traps with improbable grace, emerging unscathed if you succeed an Agility-based test.
 
Legend
  • Ancient Key: Acquire or craft a skeleton key rumored to open almost any arcane or mechanical lock.
  • Maze Master: Mentally map multi-level dungeons to guide your entire party, rarely backtracking.
  • Vault Vanquisher: Defeat or disable the deadliest puzzle-locks or wards that once kept entire armies at bay.
   

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.  
“She’ll climb the highest peak or wade the deepest bog, just to draw a perfect map. Calls it progress; I call it crazy.”
  Equipment:
  • Drawing Tools (ink, quills, compasses)
  • Blank Parchment Rolls
  • Measuring Chain or Surveyor’s Tools
Armour: Simple Clothing or Leather Jerkin
Cartographer by Tillerz using MJ
 

Tiers and Talents

Novice
  • Quick Sketch: Draw a small but accurate map of any area just traversed from memory.
  • Geographic Lore: Instantly recall known hazards or notable landmarks in a region you’ve studied or traveled.
  • Landmark Eye: Detect subtle signs of old borders or hidden marker stones that reveal historical or political boundaries.
 
Adept
  • Secret Trail: Plot an off-road path to bypass major threats or tolls, saving time or avoiding patrols.
  • Magnetic Sense: Rarely lose direction, even underground or amidst magical distortions, as if you feel an internal compass.
  • Map Projection: Conjure a faint illusory map in the air from your sketches, helping allies plan routes or spot vantage points.
Master
  • Atlas of Myths: Compare real maps with legendary ones, unveiling hidden ruins or illusions that official charts omit.
  • Remote Survey: By deeply focusing on local geography, glean approximate layouts and obstacles in the next valley or subterranean level.
  • Cartographic Warning: Inscribe magical runes on your map that warn you if the terrain itself changes drastically (earthquake, new magical effect).
 
Legend
  • Worldshift Chart: On a rare ritual, redraw part of a local region on your map and slightly reshape the terrain to match, at least temporarily.
  • Skyward Glimpse: Summon a spectral vantage from above, letting you see the land as if from high in the sky.
  • Ultima Map: Compose a definitive map of an entire continent, including hidden valleys or illusory realms, profoundly impacting travel and politics.
   

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.  
“Digging up dusty bones and relics all day? Weird hobby, but we’d never know our own history without folks like her.”
  Equipment:
  • Excavation Tools (trowel, brush, small shovel)
  • Reference Journal
  • Gentle Wrappings for Artifacts
Armour: Light Armour (Leather) or None, depending on site danger   For details see Archetype: Archaeologist
archaeologist
Archaeologist by Tillerz using MJ
 

Tiers and Talents

Novice
  • Stratigraphic Eye: By examining walls or floors, approximate the site’s era or layered history.
  • Dig Tactician: Quickly organize a small team or party to excavate safely, avoiding collapses or typical dig hazards.
  • Artifact Resonance: When you tap an ancient relic, sense if it holds latent magic or curses before fully examining it.
 
Adept
  • Guardian Glyph Reading: Recognize typical warding runes or protective scripts in tombs, enabling you to caution allies.
  • Hidden Chamber Instinct: Notice subtle architectural tells for concealed rooms, passages, or secret vaults.
  • Historical Insight: Summarize a ruin’s likely culture and purpose from minimal clues (carvings, design motifs).
Master
  • Haunting Echo: Briefly see or hear a psychic imprint of past inhabitants in a tomb, gleaning key historical or plot details.
  • Relic Emulation: Handle a powerful artifact carefully to temporarily harness a fraction of its magic.
  • Arcane Sealbreaker: Unravel advanced magical locks or wards if you have the relevant knowledge or a key artifact.
 
Legend
  • Time-Lost Find: Uncover a relic of epoch-shifting importance (e.g., a staff that controls dragons or a lost civilization’s crown).
  • Reconstruct the Past: Summon illusions depicting how this ancient site looked or functioned centuries ago, revealing secrets.
  • Lost City Revelation: Pinpoint the location of a legendary lost city or empire, rewriting world history with your discovery.
 
 

Witch

Witches harness their magical expertise and abilities to perform spells, create potions, and connect with supernatural entities. They might provide divination services, heal the ill, cast hexes, or even place curses on adversaries, depending on their unique skills and interests. Witchcraft is fundamentally a magic of reciprocity; any attempt to inflict harm on others will ultimately lead to suffering for the perpetrator as well. Therefore, while witch magic is potent, it must be wielded with care.   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.  
“The concoctions she brews smell like something died in there, but they’ll cure a fever faster than any doc.”
  WFRP 4e Alchemist, Herbalist, Mundane Alchemist (WoM)   Equipment:
  • Portable Alchemy Kit (mortar, vials)
  • Small Alembic or Distillation Apparatus
  • Collection of Herbs or Reagents
Armour: None or Leather Apron
Alchemist by Tillerz using MJ
 

Tiers and Talents

Novice
  • Potion Distiller: Brew standard curative or enhancing potions in half the usual time, provided you have basic ingredients.
  • Alchemical Trick Bomb: Combine mundane chemicals into a flashbang or smoke bomb for a quick escape or distraction.
  • Ingredient Infusion: Slightly enhance a simple meal’s nutritional or minor healing properties by adding special herbs.
 
Adept
  • Adaptive Mixture: Modify an existing potion on the fly to shift its effect (e.g., from healing to stamina) with a quick skill test.
  • Catalytic Reaction: Trigger a chain reaction in carefully placed chemicals, creating unusual effects (like a sticky web or foul stench cloud).
  • Alchemical Coating: Coat a weapon or armor piece with a short-lived special property (e.g. acid edge, frictionless surface).
Master
  • Reactive Panacea: Brew a single dose that automatically adapts to cure poisons, curses, or diseases once swallowed.
  • Essentia Drain: Extract a magical creature or plant’s essence to create a unique, one-off potion with an unusual effect (invisibility, giant strength, etc.).
  • Controlled Transmutation: Temporarily turn a small amount of one substance into another (wood to steel, lead to silver) for a scene.
 
Legend
  • Philosopher’s Stone Shard: Craft a lesser fragment of the famed Stone, letting you do partial transmutations or significantly extend a life.
  • Elixir of Miracles: Create a single-dose potion with a near-limitless possible effect (flight, shapeshifting, etc.) but rare ingredients are required.
  • World Cauldron: Conduct a grand brewing ritual capable of curing an entire region’s plague, summoning storms, or sparking an era of bounty.
   

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.  
“They say he cut a deal with something not of this world. I’d rather not ask the price he paid.”
  Equipment:
  • Dark Pact Grimoire
  • Ritual Knife
  • Black Candles or Fetish Objects
Armour: None or Light Robes (may hide Leather beneath)
Warlock by Tillerz using MJ
 

Tiers and Talents

Novice
  • Hex Tether: Form a slight link to a foe, letting you send mild nightmares or illusions into their mind if they fail Willpower.
  • Eldritch Presence: Create a low-level aura of dread around you, unsettling small animals or lesser foes.
  • Pact Sense: Sense the presence of other Warlocks or cursed individuals within a medium radius.
 
Adept
  • Eldritch Brand: Inscribe a glowing sigil on a target (ally or enemy) that your Patron can observe or manipulate.
  • Fell Bargain: Borrow a lesser magical effect from your Patron (like a low-tier spell from another Lore) at the cost of minor corruption or a future favor.
  • Shadow Servitor: Conjure a small intangible familiar from your Patron’s domain to scout or deliver messages.
Master
  • Devouring Curse: Place a slow-acting curse on an enemy that saps their luck or vitality over several days unless cleansed.
  • Pact Surge: Channel raw power from your Patron to negate one incoming spell or supernatural effect.
  • Forbidden Revelation: Glimpse a cosmic secret that dispels illusions or illusions-based magic but afflicts you with short-term mental strain.
 
Legend
  • True Pact Ascension: Merge with your Patron’s essence for a short time, gaining terrifying cosmic power at potential cost to your soul.
  • Hellish Edict: Issue a command that lesser fiends or cursed beings globally cannot disobey unless they pass a formidable Willpower test.
  • The Warlock’s Crown: Usurp a portion of your Patron’s domain or power, temporarily rewriting local reality to reflect your dark will.
   

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.  
“She can see tomorrow’s troubles as if they were yesterday’s news. Not sure if that’s a blessing or a curse.”
  WFRP 4e Oracle (Lustria)   Equipment:
  • Divination Tools (bones, runes, or crystal)
  • Incense and Scrying Bowl
  • Meditative Blanket or Cloak
Armour: None or Light Robes
Oracle by Tillerz using MJ
 

Tiers and Talents

  I have seen things: "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, but your are safe from it right now. Cannot be used again until the delayed event has been resolved.  
Novice
  • Destiny Flicker: Glimpse an ally’s next serious obstacle, letting you warn them or grant a small boon to avoid it.
  • Omen Surge: In a tense moment, utter a cryptic prophecy that unnerves enemies (forcing them to test Cool) or inspires allies.
  • Foretelling Glimpse: Peek at a trivial future outcome (like which door leads to a dead end) to make the best small choice.
 
Adept
  • Future Bond: Create a fleeting telepathic link with one ally so they can see your minor predictions, improving coordination.
  • Dreamwalk: Enter an NPC’s dream, gleaning secrets or delivering messages without physical travel.
  • Timeless Voice: Reach out to a possible future version of yourself for hints, though the advice may be cryptic or partial.
Master
  • Fate Lock: Temporarily fix a major event in place so lesser magics or illusions cannot alter it (e.g., preventing illusions from faking someone’s death).
  • Prophetic Barrier: Summon ephemeral wards shaped by glimpses of multiple possible futures, negating or redirecting one massive blow or spell.
  • Truth Sight: For a scene, see through illusions, shapeshifting, or glamours automatically.
 
Legend
  • Rewrite Fate: Once, reorder the immediate future’s cause-and-effect for everyone in sight, producing dramatic changes (though cosmic forces may demand a price).
  • Blind God’s Whisper: Access an otherworldly entity’s knowledge that can reveal cataclysmic truths or a hidden path.
  • The Grand Prophecy: Pronounce a far-reaching prophecy that shapes nations, crowning heroes or toppling tyrants in the years to come.


Cover image: Archetypes by Tillerz using MJ

Comments

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Mar 13, 2024 07:43

Really love this article with lots of fantastic options.
My favorites are ...

  • Battlesmith
  • Gunslinger
  • Swashbuckler
  • '


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