Subclasses are a new addition to the franchise, introduced in Pillars of Eternity II: Deadfire. Subclasses offer a number of bonuses and penalties over the base class, altering the way they can be played. Once selected, a subclass cannot be changed.
Paladins and Priests have to choose an order and deity, making their subclasses mandatory (and devoid of penalties).
Index[ | ]
- Click a subclass link to jump to its entry in the table below.
List of subclasses[ | ]
Class | Subclass | Bonus | Penalty | Description |
---|---|---|---|---|
Berserker |
|
Giving themselves over entirely to their rage, berserkers lose themselves in their frenzy. They become oblivious to their own well-being, their carnage affecting both friend and foe. Though highly respected by their communities, berserkers often live solitary lives. Many are haunted by their own anger and the damage it causes to those around them. | ||
Corpse-Eater |
|
|
Often loathed by their enemies, corpse eaters consume the flesh of fallen foes to gain their power. No mere cannibals, the corpse eater must conduct their rites in the heat of battle. Outside of their communties, corpse eaters are often misunderstood as desecrators of the dead. In the minds of the corspe eaters, consuming the flesh of an opponent honors them and their sacrifice. | |
Mage Slayer |
|
|
Mage slayers are typically from isolated communities that have little exposure to academics of any sort and have a general distrust for magical arts. The exposure they do have is usually hostile, and mage slayers are trained to deal with them in the most efficient way possible. Swearing off the use of many magical devices, mage slayers inure themselves to magical effects to better fight spellcasters. | |
Furyshaper |
|
|
Furyshapers carry a burden of trauma in their past lives, suffering when those emotions inexplicably bleed into their current psyche. These rare individuals can manifest their emotions in a physical form, inflicting their rage, terror or madness onto the world. | |
Beckoner |
|
|
Beckoners specialize in invocations that summon spirits from the In-Between. They often come from cultures with a close connection to nature and reverence for their ancestors. | |
Skald |
|
|
While many chanters prefer to work their magic from the safety of the back lines, skalds depend on toe-to-toe combat to power their invocation. Skalds are found in many cultures with a proud martial tradition, celebrating the deeds of their neighbors, kin, and ancestors. | |
Stormspeaker (Tekēhu only - as Chanter) |
|
|
Storm-speakers are found in almost every Huana tribe. They are called upon not only to defend their tribes from violent weather, but also to utilize the fierce powers of weather against tribal foes. The storm-speakers themselves attribute the power of their tradition to the constant potential for violent weather in the Deadfire Archipelago. Some of the invocations they use allegedly date back to the great cataclysm that once devastated the Huana people. | |
Troubadour |
|
|
Troubadours are masters of the chant, able to adjust the speed of their chanting and the linger of their phrases to suit the needs of battle. More passive than many chanters, troubadours relish their support role in the midst of their comrades. Troubadours originated in Old Vailia, but are common in the Vailian Republics and many other lands. | |
Bellower |
|
|
Bellowers are often found in communities steeped in hardship, particularly among those that have experienced recent misfortune. Their tales better resemble a collection of ramblings and gibberish than coherant stories. Their name stems from the rare, violent, empassioned outbursts of fearsome magic. | |
Ascendant |
|
|
Ascendant ciphers train to use their powers when they are at full Focus. This can make their powers devastating when they are finally unleashed, but leaves them underpowered in other circumstances. Whether earned or not, ascendants have a reputation for being cocky and overconfident. | |
Beguiler |
|
Beguilers emphasize the mind-bending powers of ciphers, relying on deception and illusion to defeat their enemies. Some beguilers are known for their odd sense of humor, love of riddles, and fondness for Wael, god of dreams and secrets. | ||
Soul Blade |
|
|
Soul blades focus all of their energy on offensive powers and the use of their soul whip. Among ciphers, they are known for their aggression and short tempers, though not all soul blades have such a hostile disposition. | |
Psion |
|
|
Psions are quite rare, often beginning as prodigal young minds that slowly unlock secrets deemed incomprehensible to even the wisest scholars. Their powers require intense meditation, but can allow them to manipulate the conscious mind or move objects with incredible force. | |
Wild Mind (Serafen only) |
|
|
A cipher who developed their powers without formal training. Never learning to properly focus their energy, the wild mind is capable of violent surges of fantastic power that manifest in unpredictable ways. | |
Animist |
|
|
Animists are the most common druids in Eora. Seeing life in all facets of the world, animists draw power from the complex web of connections between plants, animals, the weather and even humble rocks and soil. | |
Fury |
|
|
Furies embrace storms as the essential wild spirit of nature. Instead of spiritshifting into an animal form, furies transform themselves into a storm blight. Despite their name, furies are not known for being particularly violent, but are known for being loud, boisterous, and generally impossible to shut up. | |
Lifegiver |
|
|
While not pacifists, lifegiver groves tend to be the most peaceful gatherings of druids. They focus heavily on healing magic, but lack the ability to summon allies. They are commonly found in rural communities where feuds and tempers run high, such as the Dyrwood. | |
Shifter |
|
|
Shifters emphasize the spiritshifting capabilities of druids rather than their spellcasting abilities. Unlike other druids, shifters possess the ability to shift to any animal form. Shifters are known as isolated and antisocial druids, often living as hermits far from civilization. | |
Ancient |
|
|
Not all Ancients are venerable in form, but many have walked Eora for hundreds of years. Primal in nature, these zealots of Galawain tend to keep to themselves in forests and extreme environments, warding off would-be travelers and conjuring untamed magics. | |
Watershaper (Tekehu only) |
|
|
Unique to the Huana, watershaper druids possess a special affinity with water in all its forms. Watershaping is an ancient tradition, taught only to select members of the Mataru caste, and is believed to have been taught to the Huana by Ondra herself. | |
Black Jacket |
|
|
Fighters of the Black Jacket academies pride themselves on being skilled with a wide variety of weapons. Though the original school was founded in the Dyrwood, many sister academies have sprung up across the Eastern Reach and Old Empires. Former students of the Black Jacket often wear black brigandine as a sign of fellowship. | |
Devoted |
|
|
The Devoted are dedicated to the pursuit of a single weapon to the exclusion of all others. They are so attuned to the techniques of their chosen arms that other weapons feel bizarre and alien to them. Because of their extreme specialization, Devoted academies often consist of a single master or a tiny cadre of like-minded disciples. | |
Unbroken |
|
|
Unbroken fighters are glaciers of the battlefield: slow-moving, almost indestructible, and dangerous to circumvent. Often underestimated for their lack of mobility, the Unbroken have laid low countless foolhardy opponents on the battlefield. Unbroken academies tend to be somber, serious places, most common in similarly somber, serious nations such as Aedyr and Readceras. | |
Tactician |
|
|
Those who can rally their wit in the heat of a battle are known as "Tacticians." These warriors see all forms of combat as only pieces moving in play. Frequently assuming leadership positions within a structured military, Tacticians weaponize cleverness and sharpen experiences. | |
Helwalker |
|
All Helwalkers undergo a ceremonial death rite as part of their initiation. The experience allows them to start combat with extra Wounds and to draw physical strength from their Wounds at the cost of increased vulnerability. | ||
Nalpazca |
|
|
The Nalpazca are an order of monks who meditate on the differences between the material world and the perceived world through the use of mind-altering substances. Originating in Ixamitl, the nalpazca are respected in their homelands but often disregarded as fools when traveling abroad. Their extensive dabbling with the boundaries of reality can give others the impression that they are addled or simply insane. | |
Shattered Pillar |
|
Unlike other monastic orders, monks of the Shattered Pillar philosophy gain power from causing pain and harm. While not inherently sadistic, the order does attract many practitioners who delight in the suffering of others. | ||
Forbidden Fist |
|
|
Followers of cryptic teachings rooted in a dark past, these monks are among the few granted - or cursed - with knowledge of forbidden techniques. Their martial prowess was said to corrupt the very soul of the wielder. Believing that great and terrible events justify their use, these monks travel Eora weighting the balance between the purity of their soul and the necessity of conflict. | |
Sister of the Reaping Moon (Xoti only) |
|
A monastic order of Gaun, the reaping aspect of Eothas, Sisters of the Reaping Moon are most effective against opponents who are already at death's door. | ||
Bleak Walkers |
|
Dreaded for their mercilessness and cruelty, paladins of the Bleak Walkers believe that extreme brutality in warfare brings conflict to a swift close. To maintain their reputation for unrelenting savagery, the Bleak Walkers never give quarter and never abdandon the field, even if their employers command them to. | ||
Darcozzi Paladini |
|
The oldest known paladin order in the world, the Darcozzi Paladini were founded as the guards of the Darcozzi Palace in Grand Vailia over 2000 years ago. Since the shattering of Grand Vailia, the Darcozzi Paladini have transformed into the protectors and ambassadors of the immense Darcozzi family as well as Old Vailian culture. The Darcozzi Paladini are widespread and occasionally even come into conflict with each other due to the machinations of the Darcozzi family. Paladins of the order are renowned for their wit and love of life. | ||
Goldpact Knights |
|
Mercenaries with a solemn reverence for the sanctity of contracts, Goldpact Knights fulfill their obligations with unemotional, unswerving commitment and without moral judgment. | ||
Kind Wayfarers |
|
A charitable order of knights-errant who assist troubled travelers and celebrate kindness, condemning deception and malice even when dealing with their enemies. The ranks of the Kind Wayfarers are filled with kith of all races and from all cultures. They can be found in any part of the Old Empires, Eastern Reach, and even the Deadfire. | ||
The Shieldbearers of St. Elcga |
|
A paladin order of Aedyran warriors who emphasize honesty and diplomacy over cruelty and aggression. The Shieldbearers were founded in honor of an elven noble who helped unite the Aedyr and Kulklin kingdoms after a long war. | ||
The Steel Garrote |
|
The Steel Garrote is a feared paladin order dedicated to Woedica. They work with powerful individuals and business interest to hunt down those who violate contracts, especially if said contracts were endorsed by a priestess of the Exiled Queen. They were founded in the Aedyr Empire and are active throughout the region - branching out as far as the Dyrwood and the Vailian Republics. | ||
Frermàs mes Canc Suolias (Pallegina only) |
|
The Frermàs mes Canc Suolias, or the Brotherhood of the Five Suns, is a paladin order of the Vailian Republics. The "Five Suns" refer to the five Vailian ducs bels, or "great dukes". The Brotherhood is loyal to the collective will of the ducal congress, rather than to any particular duc or ducess, and members are forbidden from active intervention in the congress's debates. | ||
Berath |
|
Berath is the god of death, doors, and the wheel of reincarnation itself. Portrayed as either a genderless deity or twinned male and female incarnation, Berath seldom speaks with their followers. Their priests are expected to be rational and unemotional, treating death with a dispassionate dignity. | ||
Eothas |
|
Eothas is the god of light, redemption, hope, and rebirth. The god was believed to have been destroyed at the end of the Saint's War, but many of his priests and followers continued to worship him. His return to Eora at Caed Nua is not yet known to most mortals. Priests of Eothas are honest and kind in their dealings, condemning all expressions of cruelty and falsehood. | ||
Magran |
|
Magran is the goddess of war, fire, and struggle. She is invoked and revered by warriors of all culture, but especially by the people of the Dyrwood, who believe the goddess helped them defeat St. Waidwen during the Saint's War. Magran favors bold action and quick wits over emotion and diplomacy. | ||
Skaen |
|
Skaen, known also as the Quiet Slave, is the god of secret hatred, resentment, and violent rebellion. He is usually depicted as a small, bald man covered in lash scars whose ears and nose have been cut off. He appears outwardly submissive, with downcast eyes. However, his eyes glitter black with quiet hatred, and his fist is clenched. He is known to manifest in a horrific incarnation known as the Effigy to followers desperate enough to perform certain unspeakable rites. In Dyrwood, Skaen's faithful often double as torturers and executioners, delighting in the fall of high-status prisoners. | ||
Wael |
|
Wael is the god of dreams, secrets, mysteries, and revelations. Inscrutable even to the other gods, Wael has no determinate gender or consistent appearance. Its symbol is the eye, though the look and number of the eyes often change. People pray to Wael both to protect their secrets as well as to unravel the mysteries in front of them. Followers of Wael are known for many Strange and unusual practices, possibly for good reasons, possibly for no reason at all. | ||
Woedica |
|
Priests and Priestesses of the Exiled Queen express their faith as lawyers and judges in towns and urban centers. The most prominent among them have served as advisers in royal court. They are of particular importance in the Empire of Aedyr, where business contracts require their endorsement. Woedica's devotees are typically found in the upper classes, but any tradition-minded person who longs for a vanished past will find a place in her faith. "When Woedica takes back her throne" is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods. | ||
Harvester of Gaun (Xoti only) |
|
An aspect of Eothas, Gaun emphasizes the natural ending of mortal life. He is most often portrayed as a farmer with a lantern and sickle, implements his priests utilize in ceremonies and combat. The sickle represents the time of harvest, i.e. the natural end of life, and the lantern represents a light that guides dead souls to the Beyond. | ||
Ghost Heart |
|
|
Ghost Hearts are rangers whose animal companions have died but remained in the In-Between as spirits to serve their masters. Ghost Hearts can summon the spirit of their companion in combat for a limited duration. | |
Sharpshooter |
|
|
Sharpshooters focus their attention entirely on ranged combat, relying on their animal companions to provide defense for them. Their Penetration and Accuracy with ranged weapons is superior, but they take more time to recover between attacks and have poor Deflection. | |
Stalker |
|
|
Stalkers have an especially strong bond with their animal companions and excel when when they are close to each other but suffer as soon as they are separated by any distance. | |
Arcane Archer |
|
|
A rare few find themselves gifted in both physical ability and the more cerebral, arcane talents. Arcane Archers are among those few, and apply their innate aptitude with magic by temporarily infusing spells into their projectiles. More commonly seen among travelling performers or during archery contests, these skilled individuals are both admired and reviled for their abilities. | |
Gunhawk (Maia only) |
|
|
Gunhawks are a type of ranger unique to Rauatai who use hawk companions to complement their sharpshooting skills. | |
Assassin |
|
|
Assassins train to strike opponents who are completely unaware of their presence, often killing a hapless victim in a single blow. However, assassins are even more fragile than other rogues, making them vulnerable in toe-to-toe fights. | |
Streetfighter |
|
Streetfighters excel when the odds are against them, becoming especially deadly when they are outnumbered and bloodied. | ||
Trickster |
|
|
Tricksters dabble in illusion magic to augment their rogue abilities. Using magic, tricksters can find their way out of almost any situation, but their Sneak Attack is less powerful than other rogues'. | |
Debonaire |
|
As charming as they are devious, these rogues use cleverness and diplomacy to achieve their goals. Often acting only in self-interest, they have been known to contract high-society thefts, unveil scandals, or even perform the occasional white-glove assassination. | ||
Conjurer |
|
|
Conjurers specialize in spells that summon weapons and physical objects, but are unable to cast Evocation or Illusion spells. | |
Enchanter |
|
|
Enchanters focus on magic that bedazzles or confuses foes, but are unable to cast Illusion or Transmutation spells. | |
Evoker |
|
|
Evokers devote all of their energy toward destructive energy magic, but are unable to cast Transmutation or Conjuration spells. | |
Illusionist |
|
|
Illusionists master spells that disguise and conceal, but are unable to cast Conjuration or Enchanting spells. | |
Transmuter |
|
|
Transmuters excel at all magic that alters the wizard or their enemies, but are unable to cast Enchantment or Evocation spells. | |
Blood Mage |
|
|
Devoted to the belief that blood fuels the power of the soul, Blood Mages walk a painful and self-destructive path to arcane mastery. Though reputable animancers have discredited their beliefs, those few that have witnessed blood magic cannot deny that gratuitous self-harm can indeed preface unbelievable - often terrible - magical events. |
Notes[ | ]
- To allow restricted subclasses in the character creator, set the "HideInCharacterCreation" field to false in the associated SubclassGameData object, in characters.gamedatabundle - or use console commands.
- To switch subclasses using the console, enter the following console commands, replacing italicised parameters with the associated GameData IDs:
IRoll20s
SetClassLevel characterId characterClassId level resetOtherClassValues
(only if changing classes, setresetOtherClassValues
to false to add a multiclass)
- e.g.
SetClassLevel Player_Name(Clone) Wizard 1 false
- e.g.
SetSubclass characterId characterClassId characterSubclassId
- e.g.
SetSubclass Player_Name(Clone) Wizard Wizard_Evoker
- e.g.
- If you want to reapply abilities and talents, enter the following commands:
RemoveAllAbilities character
ApplyProgressionTable character tableId
- e.g.
ApplyProgressionTable Player_Name(Clone) PT_Wizard
- e.g.