Pathfinder WotR: Class Tier List

The ultimate Pathfinder: Wrath of the Righteous guide for top-tier classes, mythic paths, and optimized character builds.

Pathfinder WotR: Class Tier List

This guide is designed to inform your decisions during character creation. It is not meant to tell you exactly how to play, but to showcase the best options so you can have a fun and effective experience in this massive RPG, whether using custom characters or edited party members.


Core Recommendations

  • Technical Tip: Set the game to Windowed mode and use the Steam launch option -popupwindow. Bu allows you to Alt-Tab at will without the game minimizing.
  • Free Respecs: You get three free respecs from the Pathfinder Society NPC. You will first encounter him in the tavern after the underground tutorial section.
  • Modding: If you want to keep the story companions but fully change their stats/classes from level 1, use the Respec Tool on Nexus Mods.

Scoring System

  • S: Best of the best. Top-tier efficiency.
  • A: Great at what it does.
  • B: Gets the job done; solid but not overpowered.
  • C: Weak; requires heavy work or sacrifices too much to function.

Race Rankings & Heritages

Each race has a unique feat that can define your early game progression.

RaceTierBest Heritage
HumanSFree Feat. Hard to justify anything else; speeds up builds significantly.
ElfSSpell Penetration. The best choice for INT-based casters against demons.
Half-ElfAKindred-Raised. Grants +2 to CHA and +2 to another stat (Start with 22 CHA).
AasimarAGreat stats and Wings for a permanent AC boost.
TieflingAMotherless. Provides a scaling bite attack for melee stacking.
HalflingAHasty. Grants standard movement speed and +2 Initiative.
DwarfBBarrows. Best for dealing with the common undead enemies.
GnomeBPyromaniac for fire builds or basic for Illusion magic.
Half-OrcBTribal (+1 to saves) or Human-Raised for extra skill points.
DhampirBHealed by negative energy; unique persuasion feat (Guaranteed 20).
KitsuneBGood for skill-heavy builds or specialized casters.
OreadBIronsoul. Access to Lead Blades, but has awkward stat spreads.

Class Preface

In Pathfinder: Wrath of the Righteous, any class can reach level 20 and be powerful. However, keep these concepts in mind:

  1. Linear vs. Quadratic: Martial characters (fighters) grow linearly, while magic users (wizards) grow quadratically. Magic is incredibly dominant in the late game.
  2. Multiclassing: This can save you feats or provide synergies (like a “dip” into Monk for AC), but solo leveling is perfectly viable.
  3. Mythic Paths: Everyone gets access to “broken” abilities regardless of class, allowing even C-tier classes to shine.

Alchemist Class

Alchemist is a versatile support class. Its standout feature is the ability to turn “Self” range spells into touch spells for allies, allowing you to grant defensive buffs like Shield (+4 AC) to frontline fighters. While the base class is solid, specific subclasses often provide better specialized power.

Alchemist Subclasses

SubclassTierDescription
VivisectionistSReplaces bombs with Sneak Attack at the same rate as a Rogue. Keeps mutagens and spellcasting. One of the strongest classes in the game.
PreservationistSGains access to powerful summon spells. Can use a Level 9 summon at spell level 6. A top-tier summoner option.
GrenadierABombs ignore allies and gain stronger utility. Perfect for a ranged support with high AOE potential.
Incense SynthesizerAProvides unique alchemical buffs to attack and damage. These bonuses are rare and stack with almost everything else.
Alchemist (Base)BGreat support with bombs and mutagens, but usually outclassed by the archetypes above.
ChirurgeonBTrades poison resistance for healing and ailment removal. Serviceable, but other subclasses offer more.
MetamorphBFocuses on shapeshifting into animals and dragons. Loses bombs entirely, requiring a full melee commitment.

Alchemist Discoveries

Discoveries allow you to customize your Alchemist’s utility and combat effectiveness.

Core Utility

  • Infusion (S): Essential. Allows your Self-cast spells to be used on allies.
  • Mummification (S): Grants immunity to cold, sleep, and paralysis.
  • Preserve Organs (A): Protection against critical hits and sneak attacks. Required for Mummification.

Bomb Types

  • Force Bombs (S): Essential for bypassing common fire resistances.
  • Holy Bombs (S): Specifically powerful against the many demon enemies in the game.
  • Acid Bomb (A): Solid secondary damage type.
  • Frost / Shock Bomb (B): Useful in niche situations but less vital.

Bomb Utility & Augments

  • Fast Bombs (S): Mandatory for high-level play; allows you to throw multiple bombs in a single round.
  • Dispelling Bombs (A): Great for stripping buffs from enemies without using a spell slot.
  • Precise / Explosive / Breath Weapon Bombs (A): Useful AOE management.
  • Choking / Tanglefoot / Blinding / Cursed Bomb (B): Decent crowd control if saves fail.

Mutagens & Body Modifications

  • Greater / Grand Mutagen (S): Massive increases to AC and physical stats.
  • Feral Mutagen / Wings (A): Essential for melee-focused Alchemists or Metamorphs.
  • Cognatogen Line (A): Greatly boosts Intelligence for higher bomb damage and spell DCs.

Low Priority

  • Enhance / Extend Potion (B): Effects are minimal; better options exist.
  • Spontaneous Healing / Nauseating Flesh (C): Very weak effects that rarely impact combat outcomes.

Arcanist Class

Arcanist is an excellent hybrid caster (A-tier) that blends Wizard preparation with Sorcerer flexibility. You prepare a specific set of spells but can cast any of them using your available slots. Its unique resource, the Arcane Pool, allows you to boost Spell DC or Caster Level on the fly, making it one of the most versatile casters in the game.

Arcanist Subclasses

SubclassTierDescription
Brown-Fur TransmuterSThe ultimate buffer. Can share “Self” range transmutation spells with allies and increases the potency of attribute buffs. Can turn melle fighters into powerful dragons.
Eldritch FontAGains powerful spell boosts at the cost of fatigue. Highly effective if you have ways to remove exhaustion (like a Paladin’s Mercy). The level 20 capstone is excellent.
Phantasmal MageAGnome only. Specialized in Illusion magic, allowing you to apply metamagic effects (like Selective) using the Arcane Pool. Phenomenal for crowd control.
Nature MageBSwaps the Wizard spellbook for the Druid spellbook. Useful if you need divine/nature utility on an Arcanist frame.
Unlettered ArcanistBSwaps the Wizard spellbook for the Witch spellbook and grants a familiar.
Arcanist (Base)AStrong and reliable. The standard for hybrid casting with access to all basic exploits.
White MageCGains healing abilities at the cost of exploits. Inefficient as it drains both spell slots and the Arcane Pool far too quickly.

Arcanist Exploits

Exploits allow you to spend your Arcane Pool for offensive, defensive, or utility effects.

Essential & High Priority

  • Potent Magic (S): Mandatory. Significantly improves the bonus you get when spending points to increase DC or Caster Level.
  • Armored Mask (A): Provides Mage Armor or Shield of Faith without consuming spell slots. Great for early-game survival.
  • Dimensional Slide (A): Ideal for repositioning. Allows you to escape melee range or close gaps without drawing attacks of opportunity.
  • Force Strike (A): Scaling magic missiles that can be spammed; reliable damage that bypasses most defenses.
  • Wooden Flesh (A): Provides a nice AC boost and plant-like traits, though prevention is usually better than relying on AC for a caster.

Offensive & Elemental

  • Lightning Lance (A): Solid AOE damage that can blind enemies.
  • Sonic Blast (A): Sonic damage is rarely resisted, making this a very reliable AOE option.
  • Hellfire Ray (A): Half of the damage is irresistible; a strong choice for single-target damage.
  • Acid Jet / Flame Arc / Ice Missiles (B): Standard elemental damage. They are okay but can miss or be negated by saves.

Situational & Defensive

  • Arcane Barrier (B): Decent for emergency defense, but your Arcanist should stay out of harm’s way.
  • Energy Shield (B): It is usually better to cast the actual spell, which lasts longer. Use this only to save slots.
  • Spell Resistance (B): Niche protection; usually better to disable the enemy caster entirely.

Low Priority

  • Swift Consume (C): Only useful if you are extremely tight on action economy and resource management.
  • Shadow Veil (C): Underwhelming. Invisibility spells or Dimensional Slide are much better ways to handle being targeted.

Barbarian Class

The Barbarian (B-tier) is the classic frontline bruiser: you rage and you smash. While simple, its effectiveness relies heavily on which Rage Powers you select. While the base class is reliable, specialized archetypes often offer much better survivability or utility.

Barbarian Subclasses

SubclassTierDescription
Instinctual WarriorAThe “Monk-Barbarian.” Adds Wisdom to AC when unarmored and gains ki powers. High defensive potential and includes useful Blind-Fight feats.
Invulnerable RagerAFocuses on massive Damage Reduction (DR/-). Excellent against enemies with rapid, low-damage attacks. Much tankier than the base class.
Mad DogAIncludes an Animal Companion and massive bonuses when attacking the same target as your pet. Highly effective when using teamwork feats like Outflank.
Barbarian (Base)BSolid damage and rage utility, but lacks the specialized “oomph” of the A-tier archetypes.
Armored HulkCLoses Uncanny Dodge for crit-check AC. Generally leaves you vulnerable to sneak attacks and high-accuracy enemies.
Beastkin BerserkerCTrades rage powers for weak animal transformations (Wolf/Bear). Generally underpowered compared to other shapeshifters.
Pack RagerCTrades valuable rage powers for teamwork feats that are difficult to share effectively.

Barbarian Rage Powers

Rage powers define your combat style, ranging from raw damage to high-end utility.

Top-Tier Powers (S & A)

  • Beast Totem, Greater (S): The gold standard. Grants Pounce, allowing you to make a full attack at the end of a charge.
  • Wrecking Blows (S): Provides scaling flat damage bonuses—simple and extremely powerful.
  • Reckless Stance & Inspire Ferocity (S): Massive accuracy boosts that stack with everything. Best used with reach weapons to mitigate the AC penalty.
  • Rolling Dodge (A): Offers scaling AC against ranged attacks, helpful for closing the gap.
  • Celestial Totem, Greater (A): Good for spell resistance and saving throws; the only totem in this line truly worth the investment.
  • Scent (A): Provides Blindsense, which helps against concealed or invisible enemies.

Mid-Tier Powers (B)

  • Animal Fury (B): Adds a bite attack; decent for stacking natural attacks.
  • Guarded Stance / Protect Vitals (B): Small defensive boosts that are okay but usually outclassed by offensive options.
  • Lethal Stance (B): Grants a scaling attack bonus, though often redundant if you have a Bard in the party.
  • Swift Foot (B): Extra movement speed is fine if you have no better options.

Low-Tier Powers (C)

  • Daemon / Fiend Totem Lines (C): Most effects are niche or don’t work against the many demon types in the game.
  • Renewed Vigor (C): The healing amount is too small to stay relevant in high-level combat.

Bard Class

Bard is an extremely powerful support class (A-tier). They possess a wide variety of spells for buffing and crowd control, an abundance of skill points, and unique performances. Unlike traditional RPG tropes, Bards in WotR are effective in the thick of combat when built with high Dexterity, light armor, and a shield.

Bard Subclasses

SubclassTierDescription
ArchaeologistAFocuses on self-buffing instead of party songs. Excellent for a support caster that wants to hold their own in melee or ranged combat.
Beast TamerAThe premier support summoner. Swaps standard songs to specifically buff summons and animal companions with effects like Magic Fang.
Dirge BardACan use songs to summon skeletons. Perfect for adding meat shields to the battlefield before switching to party buffs.
ThundercallerATrades skill bonuses for an AOE sonic blast. Sonic damage is rarely resisted and provides a reliable chance to stun enemies.
Tranquil WhispererAProvides a rare AC buff performance. A strategic choice if your party already has offensive buffs from other sources.
Flame DancerBAdds fire spells and fire resistance. Niche utility that is generally outclassed by the other archetypes.

Bloodrager Class

Bloodrager (A-tier) is often considered a stronger alternative to the Barbarian. They trade some rage powers for a bloodline and essential defensive spells like Mirror Image and Shield.

Bloodrager Subclasses

SubclassTierDescription
PrimalistSIncredibly powerful. Allows you to swap out weak bloodline powers for Barbarian Rage Powers (like Pounce), giving you the best of both worlds.
Reformed FiendATiefling only. Specifically designed to hunt demons. Gains massive Damage Reduction and hatred bonuses against evil outsiders.
BloodriderBGains an animal companion and mounting capabilities. Requires a reach weapon to maintain survivability while mounted.
GreenragerBAdds summoning abilities, but usually consumes valuable spell slots that are better used for self-buffs.
Mixed-Blood RagerBCan swap between two bloodlines daily but loses all spellcasting, which is a significant nerf to survivability.
SpelleaterBGains very slow fast healing. Generally better to use spell slots for protection than eating them for minor health gains.
SteelbloodBAllows the use of heavy armor. Niche, as most high-end builds prefer the mobility and Dex-scaling of lighter gear.

Bloodrager Bloodlines

Your choice of bloodline dictates your passive bonuses and the specialized powers you gain while raging.

Top-Tier Bloodlines (S & A)

  • Arcane (S): The gold standard. Grants automatic Haste, Displacement, and Blur while raging. It provides elite defensive and offensive utility simultaneously.
  • Draconic (S): Highly recommended for multiclassing. 5 levels of Bloodrager and 4 levels of Dragon Disciple grant +4 Strength and +2 AC.
  • Abyssal (A): Ideal for raw damage. Grants automatic Enlarge Person and increased strength at the cost of AC.
  • Celestial (A): Excellent for the WotR campaign. Provides radiant damage and wings (AC bonus) to help fight the demon hordes.
  • Serpentine (A): Grants a bite attack and +5 ft reach. Crucial for characters focusing on Cleave or large area-of-effect melee attacks.

Mid-Tier Bloodlines (B)

  • Elemental (B): Provides elemental damage and resistance. Solid, but lacks the game-breaking utility of Arcane or Draconic.
  • Fey (B): Grants Haste and Confusion effects. Decent, but situational.
  • Infernal (B): Focuses on fire damage and fear resistance. Serviceable but average.
  • Undead (B): Grants Ghost Touch and an ethereal form. Useful for avoiding damage and hitting incorporeal enemies.

Cavalier Class

The Cavalier (A-tier) is a premier martial class built around mounted combat. You gain a horse (or other animal companion), bonus combat and teamwork feats, and a specific Order that defines your tactical niche. It is a solid, reliable choice for those who want to lead the charge.

Cavalier Subclasses

SubclassTierDescription
Cavalier of the PawAHalfling only. Swaps the horse for a Dog or Wolf (both are superior mounts). Includes a powerful support ability to reroll failed saves and “Giant Slayer” for boss shredding.
Beast RiderATrades heavy armor proficiency for access to almost any animal companion in the game. An excellent trade-off for better mount utility.
GendarmeATrades teamwork feats for raw combat feats. Think of this as a Fighter with a permanent mount; very powerful for pure damage builds.
Knight of the WallASwaps teamwork feats for massive shield bonuses. The best choice if you need your Cavalier to act as a primary tank.
Disciple of the PikeALoses the mount entirely but gains massive bonuses for using spears and fighting large enemies. A great “on-foot” alternative.
Fearsome LeaderBTrades teamwork feats for Dazzling Display and fear removal. Generally weak as fear can be easily mitigated with standard buffs.
Standard BearerCSacrifices mount strength for a stronger banner. The banner’s bonuses are easily replaced by a Level 1 Bless spell, making this a poor trade.

Cavalier Orders

Orders provide additional passive bonuses and modify your Challenge ability.

Top-Tier Orders (A)

  • Order of the Sword (A): Focuses on mounted accuracy and charge damage. Includes a “Smite-like” ability that adds Charisma to attack and damage, making it elite for taking down bosses.
  • Order of the Lion (A): Provides AC while challenging and a powerful party-wide buff that adds your Charisma bonus to all allies’ attack and damage rolls once per day.

Mid-Tier Orders (B)

  • Order of the Cockatrice (B): Focuses on Intimidation and Dazzling Display. Good for demoralizing enemies, but requires specific build investment to shine.
  • Order of the Star (B): Provides bonuses to saving throws and specific actions using your Charisma modifier. Solid utility, though the final ability is very niche.

Low-Tier Orders (C)

  • Order of the Shroud (C): Anti-undead specialization. While useful in specific encounters, there are not enough undead enemies in the main campaign to justify this over the more versatile orders.

Cleric Class

Clerics are an S-tier necessity. They are arguably the most versatile class in the game, capable of solving nearly any problem with their vast spell list, channel energy for mass healing/damage, and powerful Domain abilities. A Cleric can be built as a tanky frontliner, a pure caster, or a dedicated support.

Cleric Subclasses

SubclassTierDescription
Angelfire ApostleSFocuses on high-damage holy bursts using Channel Energy. While it has fewer spells per day, this is easily negated by the Abundant Casting mythic ability.
CrusaderSSwaps a domain and some spells for combat feats. In WotR, the spell slot penalty is irrelevant due to mythic abilities, making this an elite battle-cleric.
EcclesitheurgeSTrades all armor and physical prowess for expanded spellcasting and potent party buffs. The premier choice for a pure backline caster.
Herald CallerSThe best divine summoner. Gains free summoning feats and can spontaneously cast summon spells instead of healing.
Priest of BalanceSGains both positive and negative channel abilities. Swapping between them empowers the next use, making it excellent for clearing groups and healing simultaneously.
Devilbane PriestAGains heavy armor and specific feats against outsiders but loses a domain. Good, but often outclassed by the Crusader’s flexibility.

Cleric Domains

Domains are the primary way to customize your Cleric’s utility. While some provide good spells, the following rankings focus on their unique granted abilities.

Top-Tier Domains (SS & S)

  • Animal (SS): Grants an animal companion at level 4. This is arguably the strongest domain in the game; always take the Boon Companion feat to keep the pet leveled.
  • Community (S): The level 8 ability, “Guarded Hearth,” adds your Wisdom bonus to all allies’ attack rolls and saves. Essential for boss fights.
  • Good (S): Grants “Holy Weapon” effect; incredible since most enemies in this campaign are evil.
  • Healing (S): Makes all your healing spells 50% stronger automatically.
  • Luck (S): Allows allies to roll twice and take the better result. One of the best reliability buffs available.
  • Nobility (S): Provides a significant AOE insight bonus to AC, attack rolls, and skill checks.
  • Travel (S): Increases movement speed and grants a unique teleport ability to close gaps or escape danger.
  • Glory (S): “Aura of Heroism” provides party-wide Heroism, saving you numerous spell slots.
  • Knowledge (S): Grants a critical-hit immune form and an AOE “roll twice” buff for allies.

High-Utility Domains (A)

  • Law (A): Guaranteed rolls of 11 can ensure you hit specific DCs. “Axiomatic Weapon” is very effective against chaotic demons.
  • Protection (A): Provides scaling resistance bonuses, allowing you to free up your cloak slot for other gear.
  • Repose (A): Grants an AOE “Ward Against Death,” saving you 6+ spell slots in the late game.
  • Destruction (A): Provides an aura that confirms all critical hits. High risk, high reward for ending fights quickly.

Mid-Tier & Niche Domains (B)

  • Air / Earth / Fire / Water / Weather (B): Standard elemental resistances and minor ranged attacks. Reliable but basic.
  • Chaos (B): Forces enemies to roll twice and take the lower result. Deceptively strong for landing save-or-suck spells.
  • Darkness (B): Useful for dazzling or blinding enemies with many attacks.
  • Madness (B): Decent crowd control through confusion and touch attacks.
  • Magic (B): Allows Wisdom-based ranged attacks with melee weapons and a free dispel effect.
  • War (B): Grants a bonus combat feat and minor melee damage boosts.

Low-Tier Domains (C)

  • Charm (C): Most enemies in WotR are immune to charm/mind-affecting effects.
  • Evil (C): Very few enemies are “Good,” making the weapon effects and touch abilities useless.
  • Strength (C): Only worth picking for the specific spells it adds to your list.
  • Rune (C): Weak offensive and defensive trap abilities that rarely impact combat.

Druid Class

Druids are S-tier full casters who bring a unique mix of divine magic, animal companions, and shapeshifting to the table. Like Clerics, they are incredibly versatile, but with a stronger focus on battlefield control and summoning. Their ability to spontaneously convert any spell into a summon is a powerful tactical asset.

Druid Subclasses

SubclassTierDescription
FeyspeakerSThe ultimate controller. Adds elite Enchantment and Illusion spells to the Druid list. While animal forms are delayed, the crowd control potential is unmatched.
Primal DruidSFocuses on raw power. Swaps summoning for a self-only Enlarge Person that is stronger than the standard spell. Excellent for melee-focused Druids using dinosaurs.
Druid (Base)SA perfect balance of full casting, a powerful pet, and shapeshifting utility.
Blight DruidATrades the animal companion for a domain. While losing the pet is a blow, the Druid spell list remains top-tier for a pure caster build.
DrovierAFocuses on party-wide buffs that grant powerful bonuses to archers and combat maneuvers to frontliners. Excellent for high-utility support.
Elemental RampagerAA “Druid-Barbarian” hybrid. Swaps the companion for claw attacks and an elemental rage. Great for players who want to fight in animal form.
Defender of the True WorldBSpecifically designed to fight Fey. Since Fey enemies are rare in this campaign, this archetype is generally outclassed by more versatile options.

Druid Animal Companions

The animal companion is often the Druid’s strongest asset. If you multiclass or gain your pet after Level 1, the Boon Companion feat is mandatory to keep their power scaling.

Elite Companion Choices

  • Smilodon: The DPS king. It has 5 attacks and gains Pounce, allowing it to make all 5 attacks after a charge.
  • Leopard: High AC due to its small size and high Dexterity. Gains Pounce later, making it a great “dodge-tank” that can still dish out damage.
  • Dog and Wolf: Both feature built-in Trip abilities on their attacks, making them incredible for crowd control and setting up attacks of opportunity.
  • Boar and Mastodon: High durability and natural armor. These are your primary choices for “tank” pets that soak up enemy focus.
  • Elk: Reliable for a high number of attacks, providing consistent pressure on the frontline.

Fighter Class

Fighter is an A-tier martial powerhouse defined by one thing: feats. With a bonus combat feat almost every other level, this class allows for the most specialized weapon builds in the game. It is the primary “dipping” class; taking 1 level grants all martial proficiencies and a feat, while 4 levels unlock Weapon Specialization, a massive boost for any weapon-focused character.

Fighter Subclasses

SubclassTierDescription
Mutation WarriorSThe best Fighter archetype and a premier 4-level “dip.” You gain Alchemist Mutagens to boost your primary stats and AC. It trades armor training for raw power, making it an elite choice for both dipping and full leveling.
Two-Handed FighterAFocused on massive damage and combat maneuvers. You gain a significant increase to damage scaling with two-handed weapons and free maneuvers, making it a top choice for reach builds.
Aldori DefenderASpecializes in Dueling Swords. Gains unique defensive abilities that make you nearly impossible to hit. Best played as a high-Dexterity “dodge tank.”
ArmigerADesigned as a precursor to the Hellknight prestige class. Gains bonuses from an Order and improved resistance against disabling spells. A solid choice for heavy armor builds.
Fighter (Base)AThe classic feat machine. Reliable and flexible for any weapon style you can imagine.
Tower Shield SpecialistBThe ultimate “brick wall” tank. Provides high AC through tower shields, though it is somewhat restricted in mobility and offense compared to other tanking methods.
Dragonheir ScionBTrades some bonus feats for a dragon bloodline. Useful if you want to transition into Dragon Disciple while keeping fighter proficiencies, but generally less efficient than Mutation Warrior.

Hunter Class

The Hunter (A-tier) is a premier damage-dealing class that emphasizes the bond between the scout and their animal companion. They bridge the gap between martial prowess and nature magic, featuring a spell list packed with companion-focused buffs and defensive options. Their core strength lies in sharing teamwork feats automatically with their pet.

Hunter Subclasses

SubclassTierDescription
Divine HoundSForced to choose a Dog or Wolf (elite choices). Gains the Inquisitor’s Judgments instead of Animal Focus. This swap results in massive personal and companion damage output.
Divine HunterSSwaps teamwork feats for a Cleric Domain and grants the pet Smite Evil/Good. In a campaign full of demons, a smiting pet is an incredible asset (ensure the pet has decent Charisma for scaling).
Colluding ScoundrelAA tactical “tanking” variant. You mark enemies to force them to attack your pet or suffer accuracy penalties, while you gain bonuses for attacking the distracted target.
Urban HunterARestricted to a Dog or Horse. Swaps teamwork feats for free Combat Maneuvers (like Trip or Bull Rush). Excellent for damage dealers who want built-in battlefield control.
Wandering MarksmanADesigned for ranged combat. Trades teamwork feats for raw attack and damage bonuses when you and your pet focus on the same target from a distance.
Hunter (Base)AThe standard balanced choice. Reliable for those who want to leverage the full range of shared teamwork feats and nature spells.
ForesterBTrades the animal companion for favored terrain and combat feats. Generally considered a weak trade since a well-built pet is often more valuable than the bonuses gained.

Inquisitor Class

The Inquisitor (B-tier base) is a highly versatile hybrid class that combines divine spellcasting, skill proficiency, and unique combat mechanics. Their core strengths are Judgments (scaling self-buffs), Solo Tactics (allowing you to benefit from teamwork feats even if allies don’t have them), and Bane (weapon damage enhancement). While the base class is solid, its archetypes are generally much more powerful.

Inquisitor Subclasses

SubclassTierDescription
Faith HunterASwaps the domain for a Smite ability. Unlike Paladin smites, the damage scales with Inquisitor level rather than Charisma, making it less stat-dependent and highly effective against evil enemies.
JudgeASacrifices Bane and teamwork feats to share Judgments with the entire party. Also gains a “Sentence” ability that provides a massive party-wide damage boost against a specific target.
Monster TacticianAThe ultimate Inquisitor summoner. Gains free monster summoning (up to level 9) that doesn’t use spell slots. Importantly, your summons inherit your teamwork feats, creating a coordinated frontline.
Sacred HuntmasterATrades Judgments for an Animal Companion and Favored Enemy bonuses. The pet benefits from all your teamwork feats, making this a top-tier martial hybrid option.
Sanctified SlayerATrades Judgments for Sneak Attack, Studied Target, and Slayer bonus feats. This is the best choice for players looking to maximize raw physical damage.
Tactical LeaderBFocuses on sharing teamwork feats with the party. While useful, it is often considered less effective than archetypes that provide companions or massive damage boosts.

Kineticist Class

The Kineticist (S-tier) is the undisputed king of consistent, high-impact damage. Using the unique “Burn” mechanic to empower their blasts, they can eventually control and devastate entire battlefields. While managing Burn can make you fragile, the sheer destructive potential and versatility make this class a powerhouse for any party.

Kineticist Subclasses

SubclassTierDescription
Kineticist (Base)SThe full package. Simple, high damage, and total battlefield control at higher levels.
Dark ElementalistAUses Intelligence instead of Constitution. Can offload “Burn” by consuming the souls of dead enemies, getting stronger as the fight progresses.
Elemental EngineAHigh risk, high reward. Gains massive damage bonuses at maximum Burn but becomes extremely fragile. Features unique burn-reduction mechanics.
Kinetic KnightATrades range for heavy armor and a shield. Uses an “Elemental Blade” to deal massive melee damage while acting as a sturdy frontliner.
PsychokineticistAUses Wisdom instead of Constitution. Burn causes penalties to Wisdom saves rather than non-lethal damage, requiring high protection against mental effects.
Blood KineticistBFocuses on blood-themed disabling abilities. Generally considered average as the debuff effects are often outclassed by raw damage.
Overwhelming SoulBUses Charisma and cannot take Burn. While more consistent and less fragile, it lacks the explosive flexibility of other archetypes.

Elemental Combinations (Blasts)

Combining elements at higher levels unlocks powerful composite blasts.

  • Metal (Earth+Earth): Physical damage (B/P/S). Reliable and versatile.
  • Blue Flame (Fire+Fire): Pure Fire. High damage but requires resistance penetration.
  • Deadly Combinations: Blizzard (Air/Cold), Magma (Earth/Fire), Plasma (Air/Fire), and Thunderstorm (Air/Electric) provide varied damage types to bypass enemy defenses.

Kineticist Infusions

Infusions modify your blasts, adding AOE shapes or status effects.

Essential & High Priority (S & A)

  • Deadly Earth (S): One of the most broken abilities in the game. A massive static AOE that can end encounters on its own.
  • Wall (S): Provides incredible battlefield control, damaging anything that passes through.
  • Kinetic Blade (S): The bread and butter for melee builds and Kinetic Knights.
  • Pure-Flame / Rare-Metal (S): Absolute essentials for fire or metal builds to bypass enemy immunities.
  • Blade Whirlwind (S): An elite AOE melee attack for clearing crowds.
  • Bowling (A): Adds a Trip attempt to your blast from range; excellent crowd control.
  • Cloud / Detonation / Eruption (A): Powerful AOE shapes for clearing rooms.
  • Grappling (A): Excellent when paired with AOE to lock enemies in place.
  • Pushing (A): Adds a Bull Rush effect to keep enemies at a distance.

Situational & Low Priority (B)

  • Burning / Chilling / Flash (B): Decent if applied via AOE, but the individual damage or debuff is relatively minor.
  • Cyclone / Fan of Flames (B): Good early-game AOE shapes but replaced by better options later.
  • Synaptic / Torrent / Spindle (B): Serviceable shapes or effects, but often outclassed by the S-tier options.
  • Unraveling (B): A dispel effect that is useful but often too expensive in terms of Burn cost.

Magus Class

The Magus (A-tier) is the quintessential “Spellblade.” It bridges the gap between a Fighter and a Wizard, allowing you to deliver touch spells through your weapon and enchant your blade with powerful arcane properties. While it starts with light armor, it eventually gains the ability to wear heavy armor without spell failure.

Magus Subclasses

SubclassTierDescription
Eldritch ScionSUses Charisma and casts spells like a Sorcerer. Gains a Bloodline (like a Bloodrager), making it an elite choice for multiclassing into Dragon Disciple or focusing on raw arcane power.
Sword SaintSThe ultimate glass cannon. Trades armor for massive Intelligence-to-AC bonuses and unmatched weapon mastery. Can maximize damage rolls and critical effects, making it one of the highest DPS classes in the game.
Armored BattlemageATrades Spell Combat for early access to heavy armor and shields. Perfect for a tanky frontliner who relies on self-buffs and enchanted weaponry.
Magus (Base)ABalanced and powerful. Reliable access to Spell Combat and Spell Strike for consistent hybrid performance.
Arcane RiderBGains a mount but loses heavy armor access. Can be squishy; best used with reach weapons to stay safe while the mount engages.
Eldritch ArcherBAdapts the Magus style to bows. Often used as a 2-level dip to gain an extra ranged attack via spellcasting, though solid as a pure class.
HexcrafterBGains access to Witch Hexes. While useful, Hexes often compete with Magus Arcana, which are usually more vital for your damage output.
Spell DancerBElf only. Focuses on high mobility and dodging attacks of opportunity. Generally niche compared to the defensive power of Sword Saint.

Magus Arcana

Arcana allow you to spend points from your Arcane Pool to gain temporary combat advantages.

Essential & High Priority (S & A)

  • Dimension Strike (S): Allows you to target an enemy’s Touch AC for one round. Essential for hitting high-AC bosses.
  • Devoted Blade (S): Adds the Holy weapon property. Since most enemies are evil, this is a massive, consistent damage boost.
  • Ghost Blade (S): Lets you ignore armor/shields or hit incorporeal enemies. Vital for the game’s toughest encounters.
  • Arcane Accuracy (S): Adds your Intelligence bonus to attack rolls. Cheap and highly effective for ensuring hits.
  • Maximized Magic (S): Forces your spells to deal maximum damage. Deadly when paired with high-level touch spells.
  • Enduring Blade (S): Makes your weapon enchantments last much longer, saving Arcane Pool points.
  • Bane Blade (A): Adds +2 and 2d6 damage to your attacks. Very efficient for the cost.
  • Empowered / Quickened Magic (A): Excellent for increasing spell burst damage or action economy.

Situational & Low Priority (B & C)

  • Wand Mastery / Wielder (B): Solid if you rely heavily on wands, but usually outclassed by your own spellcasting.
  • Hasted Assault (A/B): Provides Haste, but it’s usually better to have a dedicated caster provide this to the whole party.
  • Extended Magic (B): Mostly made obsolete by the “Enduring Spells” Mythic ability.
  • Reach Magic (C): Magus is designed for melee; there is rarely a need to cast touch spells at range.

Monk Class

The Monk (A-tier) is a powerhouse of speed and precision. Key features include adding Wisdom to AC (when unarmored), the Flurry of Blows extra attack, and a pool of Ki Powers for utility and defense. They are excellent “dodge tanks” and high-frequency damage dealers.

Pro Tip: If you are building for Dexterity, ensure you find an Amulet of Agile Fists to add your Dex modifier to damage.

Monk Subclasses

SubclassTierDescription
Scaled FistAUses Charisma instead of Wisdom for AC. This is the ultimate “dip” class (1 level) for Paladins or Sorcerers to gain massive AC. Includes a Dragon Bloodline for damage bonuses.
SoheiAA mounted Monk specialist. Gains a horse, can use Flurry of Blows with polearms (reach!), and applies Ki powers to their mount. An elite damage dealer.
Zen ArcherAFlurry of Blows for bows. Uses Wisdom instead of Dexterity for attack rolls and gains free archery feats. A perfect 3-level dip for Wisdom-based casters who want to shoot.
Quarterstaff MasterASpecializes in quarterstaffs, upgrading their damage dice and allowing Flurry of Blows with them. Great for utilizing the many powerful staves in the game.
Monk (Base)ABalanced, fast, and reliable. High customization through a wide variety of Ki power choices.
SenseiBA support-oriented Monk. Swaps bonus feats for Bard-like songs and the ability to share Ki powers with allies. A solid melee support option.
Traditional MonkBFollows a fixed path of Ki powers. Reliable, but lacks the flexibility of picking the specific powers you might need for your build.
Student of StoneBOread only. Gains Damage Reduction (DR) and defensive earth-themed abilities. Serviceable, but generally less impactful than the higher-tier mobility and damage options.

Oracle Class

The Oracle (A-tier) is a powerful divine caster that functions similarly to a Sorcerer, using Charisma for spellcasting. While they lack the daily flexibility of a Cleric, their Mysteries and Revelations provide unique, game-breaking powers. Every Oracle must choose a Curse, which provides a permanent penalty but scales into significant benefits.

Oracle Subclasses

SubclassTierDescription
Wind WhispererAGrants permanent Haste and Freedom of Movement auras. Exceptional for party utility.
PurifierAGains heavy armor and turns Channel Energy into a weapon against outsiders (demons). Perfect for an aggressive frontliner.
SeekerASwaps one revelation for three bonus spellcasting feats and a major boost to disarming traps. Excellent for pure casters.
Divine HerbalistBFocuses on scaling healing and condition removal. Serviceable, but generally redundant given the Oracle’s natural healing capacity.
Enlightened PhilosopherBAdds Intelligence to a Charisma-based class; a poor trade for a revelation slot.
Lone StriderBGrants rare divine teleportation and concealment. Good for staying safe from ranged attacks.
PossessedBHigh defensive bonuses at the cost of being Staggered in the first round of every combat.

Oracle Curses

  • Wolf-Scarred Face (A): Provides a scaling bite attack for melee builds with no real downside.
  • Hellbound (A): Grants immunity to fire and the Lawful weapon property (great against chaotic demons).
  • Blackened (A): Adds powerful fire spells to your list; perfect for casters who don’t use weapons.
  • Pranked (A): One of the few ways to get Mirror Image on an Oracle.
  • Powerless Prophecy (A): You lose actions on round one but gain permanent Uncanny Dodge and high combat bonuses.
  • Lame / Plagued / Wasting (C): Penalties often outweigh the niche immunities they provide.

Top Mysteries & Revelations

Mysteries define your Oracle’s secondary theme. Below are the standout choices:

Nature (S-Tier)

  • Nature’s Whispers (S): Use Charisma instead of Dexterity for AC. This allows you to dump Dex and pump Strength/Charisma.
  • Animal Companion (S): Grants a full-scaling pet. Essential for any build.
  • Friend to Animals (S): Automatically adds all Summon Nature’s Ally spells to your list.

Battle (S-Tier)

  • Skill at Arms (S): Grants Martial Weapon and Heavy Armor proficiency at level 1.
  • Weapon Mastery (S): Automatically grants Weapon Focus and Improved Critical.
  • Iron Skin (A): Grants multiple uses of Stoneskin for elite tanking.

Life (S-Tier)

  • Channel (S): Grants the Cleric’s ability to mass heal or damage undead.
  • Enhanced Cures (S): Maximizes your healing potential.
  • Life Link (A): Redirects damage from allies to yourself, allowing you to sustain the whole party.

Ancestor (A-Tier)

  • Blood of Heroes (A): Scaling bonuses to attack, damage, and Will saves.
  • Spirit Shield (A): Provides armor and a long-duration Displacement effect.

Flame / Waves / Wind (A/B-Tier)

  • Firestorm (S): A massive stationary AOE that melts demon crowds.
  • Thunderburst / Lightning Breath (A): Strong elemental damage options.
  • Blizzard (A): High-damage stationary AOE for battlefield control.

Paladin Class

The Paladin (A-tier) is the ultimate demon-slayer. Since the vast majority of enemies in this campaign are Evil Outsiders, the Paladin’s Smite Evil and Mark of Justice are arguably the most consistent damage and accuracy boosts in the game. They function as elite frontliners with high saving throws (thanks to Divine Grace) and reliable self-healing via Lay on Hands.

Paladin Subclasses

SubclassTierDescription
MartyrATrades Smite for Bardic Performance (Inspire Courage). It costs a negligible 1 HP per round to maintain. An excellent choice if your party lacks a Bard but needs high accuracy and support.
Divine ScionASwaps Smite for Studied Target and Sneak Attack. This provides consistent, non-resource-dependent damage that stacks with other “Studied Target” sources.
StonelordADwarf only. Trades Smite for Damage Reduction (DR/-) and the Stalwart Defender’s “Defensive Stance.” The premier choice for a “brick wall” Paladin tank.
Divine GuardianAFocuses on protecting a specific ally. You can swap places with them or intercept attacks. Trades spellcasting for bonus defensive feats; ideal for protecting a squishy melee carry.
Paladin (Base)ABalanced and powerful. Features the full suite of Smite Evil, Mark of Justice, and either a Horse mount or Weapon Bond.
Divine HunterBReorients Paladin abilities for ranged combat. Effective, but generally outclassed by other dedicated archer classes or the versatility of the base Paladin.
HospitalerBSwaps Smite power for extra Channel Energy. While good for healing, it significantly reduces the Paladin’s ability to kill high-priority targets.
Warrior of the Holy LightBTrades spellcasting for an AOE buff aura. Most of these bonuses are easily replicated by standard divine spells, making the loss of spellcasting a poor trade.

Key Class Mechanics

  • Smite Evil: Adds your Charisma bonus to attack rolls and your Paladin level to damage. Against demons (evil outsiders), the damage bonus on the first hit is doubled.
  • Mark of Justice (Level 11): Allows the Paladin to spend two Smites to grant the entire party the benefits of Smite Evil against a single target. This is a “boss-killer” ability.
  • Divine Grace: Adds your Charisma bonus to all saving throws. This makes the Paladin exceptionally resistant to spells and special effects.

Ranger Class

The Ranger (A-tier) is a premier martial class that excels at single-target destruction. Their core strength lies in Favored Enemy bonuses and Combat Style Feats, which allow you to bypass heavy stat requirements (like Point-Blank Master or Two-Weapon Fighting). Most Rangers also gain an animal companion, adding a vital extra body to the frontline.

Ranger Subclasses

SubclassTierDescription
DemonslayerSThe undisputed king of the campaign. Since almost every significant enemy is a demon, you get your maximum Favored Enemy bonuses nearly 100% of the time without having to guess.
FreebooterATrades the animal companion for the ability to “mark” targets. Grants the entire party a +2 bonus on marked enemies. Excellent for teams that rely on high-accuracy focus fire.
NomadAA mounted archery specialist. Includes a Horse companion and free archery feats. Perfect for staying mobile while kiting enemies or firing from the safety of your mount.
Espionage ExpertATrades the animal companion for high skills and the ability to share Favored Enemy bonuses with the party. Very strong if you specifically pick Outsider (Demon) categories.
Ranger (Base)ABalanced and strong. Provides the standard mix of Favored Enemy, Favored Terrain, and a high-utility animal companion.
Flame WardenCTrades the animal companion for fire-themed abilities that scale too slowly to be relevant in the mid-to-late game.
StormwalkerCTrades the animal companion for lightning-based bow buffs. Generally considered a poor trade compared to the utility of a pet or the raw power of a Nomad.

Key Ranger Tips

  • Boon Companion: Like the Druid, the Ranger’s pet is usually 3 levels lower than the character. Taking the Boon Companion feat is mandatory to bring the pet up to your current level.
  • Combat Styles: Use these to cheat! You can pick up Two-Weapon Fighting without having high Dexterity, or Archery feats without meeting all the prerequisites.
  • Favored Enemy Selection: If you aren’t playing a Demonslayer, prioritize Outsider (Evil), Undead, and Human to ensure your bonuses are active during the most important fights.

Rogue Class

Rogue (A-tier) is a premier damage-dealing and skill-focused class. With a massive amount of feats and Sneak Attack progression, you have immense flexibility in your builds. Their ability to dismantle traps and pass high skill checks makes them a utility staple for any party.

Rogue Subclasses

SubclassTierDescription
Eldritch ScoundrelASwaps some feats and sneak attack dice for Wizard spellcasting. This grants elite magical utility and self-defenses (like Mirror Image), making the Rogue much harder to kill.
Knife MasterAIncreases Sneak Attack damage from d6 to d8 when using daggers/knives. This is a massive damage boost for dual-wielding builds looking to delete enemies quickly.
RowdyASpecialized in Vital Strike. You want a high-damage weapon (like a Greataxe or Polearm) to deliver massive single-hit damage. Very effective for high-burst, reach-based combat.
Sylvan TricksterBGains access to Witch Hexes through Rogue Talents. Provides unique utility and defensive options, though it competes with traditional combat feats.
Master of AllBTrades some sneak attack dice for specialized skill-boosting feats. Excellent for a character focused on the Trickster Mythic Path or fulfilling all out-of-combat roles.
ThugBFocuses on debuffing and Intimidation. While flavorful, many of the status effects (like Frightened) can be less useful against the high-resistance enemies in WotR.
Underground ChemistBGains the “Throw Anything” feat and a single Alchemist discovery. Generally underwhelming compared to the damage or utility of other archetypes.

Key Rogue Strategy

  • Vital Strike (Rowdy): Unlike other Rogues, the Rowdy wants one big hit rather than many small ones. Pair this with a weapon with large damage dice for the best results.
  • Skill Specialization: As a Rogue, you are the primary candidate for handling Trickery (traps/locks) and Stealth. Use your bonus feats to ensure these stay capped.
  • Dual Wielding (Knife Master): To maximize d8 sneak attacks, ensure you have the Two-Weapon Fighting feat line to land as many hits as possible during a full attack.

Shaman Class

The Shaman (A-tier) is a highly versatile full caster that blends the strengths of the Cleric and the Witch. Your choice of Spirit and Hexes dictates whether you function as a backline controller, a dedicated healer, or a frontliner with weapon-buffing capabilities. Their ability to swap a “Wandering Spirit” daily provides unparalleled flexibility.

Shaman Subclasses

SubclassTierDescription
Shadow ShamanATrades some hex flexibility for consistent Sneak Attack progression. A top-tier choice for players who want to bridge the gap between caster and high-damage dealer.
Spirit HunterAGains “Object Bond” to regain spells and weapon-buffing abilities similar to a Magus. Excellent for a melee-focused Shaman build.
Wildland ShamanAHalf-Orc only. Grants a full Animal Companion at the cost of the Wandering Spirit ability. One of the strongest options for a combat-heavy Shaman.
Shaman (Base)ABalanced and flexible. The benchmark for high-utility divine casting and hex support.
Possessed ShamanBProvides bonuses to specific skills and Will saves. Useful for a skill-focused build, but lacks the raw power of other archetypes.
Spirit WardenBSpecializes in anti-undead abilities. While flavorfully cool, it is niche in a campaign dominated by demons rather than ghosts or zombies.
Unsworn ShamanBCan swap hexes more freely but loses access to Major and Grand Hexes, which significantly limits late-game power.
Witch DoctorBGains Channel Energy at the cost of hexes. Can spontaneously convert spells into Dispel Magic, which is useful but often redundant.

Shaman Spirits & Revelations

Your Spirit choice determines your bonus spells and unique active abilities.

Top-Tier Spirits (S & A)

  • Battle (S): The best choice for melee. Grants elite combat feats like Weapon Specialization and Greater Weapon Focus, plus extra attacks of opportunity.
  • Life (S): Grants the Channel Energy ability, allowing the Shaman to function as the party’s primary healer.
  • Flame (A): The “Flame Curse” is the standout here, as it can temporarily remove an enemy’s fire immunity—vital for fire-based casters.
  • Bones (A): Provides “Shedding Form,” an elite defensive tool that grants Incorporeal status.
  • Stone (A): Grants “Stone Stability” for free Trip feats, making you a great battlefield controller.
  • Nature (A): Eventually grants an Animal Companion (though it arrives late at level 16) and useful entanglement effects.

Mid-Tier & Niche Spirits (B & C)

  • Waves (B): Good for AOE cone spells and bull rush effects.
  • Frost (B): Provides standard cold damage and elemental forms, though “Hypothermia” is generally weak.
  • Spirit Utility (B): Most spirits offer an “Elemental Form” or “Ward” (AC bonus). These are reliable but rarely game-changing compared to Battle or Life.

Key Shaman Strategy

  • Hex Scaling: Like the Witch, the Shaman’s Hexes (like Hampering Hex) are some of the few ways to reliably lower enemy AC and saves without using spell slots.
  • Wandering Spirit: Don’t forget to swap your Wandering Spirit based on the day’s needs. If you know you’re fighting fire-resistant enemies tomorrow, swap to the Flame spirit for the curse.

Skald Class

The Skald (A-tier) is essentially a “Support Barbarian.” While they are capable casters, their true power lies in their Inspired Rage song. Unlike a Bard, a Skald shares their own Rage Powers with the entire party. This allows you to supercharge your melee allies with incredible bonuses. Dressed in medium armor with a shield, the Skald is a sturdy frontliner who leads by example.

Skald Subclasses

SubclassTierDescription
Battle ScionATrades some rage powers for the ability to share Teamwork Feats. This is often superior to a standard Tactician ability, making your frontline a coordinated wall of destruction.
Court PoetAUnique Caster Support. Instead of physical stats, this song buffs Intelligence and Charisma. This increases the Difficulty Class (DC) of your casters’ spells—a very rare and powerful buff for magic-heavy parties.
Demon DancerAYour song grants all allies Claw Attacks. This is exceptionally strong if your party is packed with melee characters, as it adds extra attacks to their full-round actions.
Skald (Base)AThe gold standard. Balanced casting, solid survivability, and the full flexibility of choosing the best Rage Powers to share with the team.
Battle SingerBSwaps some rage power progression for a sonic cone attack. It’s a decent offensive tool, but usually not worth losing the party-wide buffs from rage powers.
Herald of the HornBGrants “Object Bond” for a free spell cast per day and boosts Sonic spell DCs. It’s a respectable choice for a more caster-focused Skald, but lacks the raw martial impact of other archetypes.
Hunt CallerCGrants Blindsense at the cost of significant core features. In a game where True Seeing and other buffs are common, this trade is rarely worth it.

Key Skald Strategy

  • Rage Power Synergy: When picking Rage Powers (like Lethal Stance or Beast Totem), remember that you are picking them for everyone. Focus on powers that grant Pounce or massive AC/Attack bonuses to maximize your team’s efficiency.
  • The “Caster” Caveat: Standard Skald rage can prevent allies from casting spells while under its influence. If you have many casters, the Court Poet is the superior choice as it encourages spellcasting rather than restricting it.
  • Song Management: Like Bards, your song rounds are a limited resource early on. Use them for tough encounters and rely on your martial prowess for “trash” mobs.

Slayer Class

The Slayer (A-tier) is a lethal hybrid that combines the Rogue’s Sneak Attack with the Ranger’s Combat Style Feats and Studied Target accuracy. It is one of the best “pure martial” classes for players who want to ignore complex stat requirements (like high Dexterity for Two-Weapon Fighting) while dealing massive, consistent damage.

Slayer Subclasses

SubclassTierDescription
DelivererSThe king of Slayers. Deals 2d6 Divine damage to any enemy whose alignment is at least two steps away from yours. By picking Lawful Good, you will trigger this against almost every demon in the game. Divine damage is nearly impossible to resist.
Arcane EnforcerASwaps a few feats for Arcane Exploits (like an Arcanist). You can gain powerful defenses or utility, but the standout is Dimensional Slide, which lets you teleport directly to a target to unleash a full attack.
Spawn SlayerAGains scaling damage and accuracy bonuses against enemies larger than yourself. Since most bosses and high-level demons are Large or bigger, this is arguably a direct upgrade over the base Slayer.
Slayer (Base)AA feat-heavy powerhouse. Perfect for building a highly specialized combatant with no fluff—just raw efficiency.
Stygian SlayerBFocuses on invisibility and misty forms. While great for flavor, many enemies in the later game have True Sight, which can render your primary defensive mechanic useless.
VanguardBA support-focused Slayer that shares half of its Studied Target bonus and one teamwork feat with the party. It’s “okay,” but usually, you want a Slayer for personal damage.
ImitatorBHuman only. Can mimic the styles of different martial classes. However, it trades away too many sneak attack dice and feats for this versatility, often leaving it weaker than a specialized Slayer.
ExecutionerBFocused on killing humanoids. While there are humanoid cultists in the game, the majority of the threat comes from outsiders, making this archetype too niche.

Key Slayer Strategy

  • Studied Target: Remember that at lower levels, this is a move action, but it eventually becomes a swift action. Use it on every boss or tough elite enemy to ensure your sneak attacks land.
  • Combat Style “Cheating”: Just like the Ranger, use Slayer Talents to pick up feats like Two-Weapon Fighting or Point-Blank Master even if you don’t have the high Dexterity or prerequisites normally required.
  • Alignment Selection (Deliverer): To maximize your 2d6 Divine damage, Lawful Good or Neutral Good are the most efficient choices for the Wrath of the Righteous campaign.

Sorcerer Class

The Sorcerer (S-tier) is one of the most powerful classes in the game. Unlike Wizards, they cast spontaneously, meaning they have fewer spells known but more casts per day. Their Bloodline provides massive passive bonuses, unique abilities, and free spells. In the hands of a player who knows which spells to pick, a Sorcerer can trivialize almost any encounter.

Sorcerer Subclasses

SubclassTierDescription
Sage SorcererSUses Intelligence instead of Charisma. You gain incredible bonuses to spell DCs and metamagic. Perfect if you want to be the party’s “knowledge” expert while nuking enemies.
Sylvan SorcererSGrants a full Animal Companion (Sylvan Bloodline). Combining an S-tier full caster with an S-tier pet is arguably the strongest start for any character.
CrossbloodedAAllows you to pick two bloodlines. You lose one spell per level, but the power of stacking two bloodline arcana (like two different Dragons for +2 damage per die) is immense.
Overwhelming MageAFocused on overcoming Spell Resistance. Since almost every demon has high SR, the +4 bonus you gain as you level is extremely valuable.
SeekerAAdds trap-finding utility and specialized bonus feats. A solid choice for players who want to cover more party roles without losing casting power.
Empyreal SorcererAUses Wisdom instead of Charisma. An excellent choice for multiclassing into Mystic Theurge or if you want high Will saves on your caster.
Nine Tailed HeirBKitsune only. Trades bloodline feats for Magical Tail abilities. These scale poorly and are quickly outclassed by standard high-level spells.

Sorcerer Bloodlines

While the spells are a bonus, the Arcana (passive effects) and Level 20 Capstones are what define a bloodline’s strength.

  • Draconic (S): The gold standard for damage. +1 damage per die rolled for your chosen element (e.g., Fire). If you use Fireball, this adds massive flat damage.
  • Arcane (A): The best for pure casters. Grants extra spells known, a familiar, and increases the DC of spells when using Metamagic.
  • Undead (A): Allows your mind-affecting spells (like Confusion or Fear) to affect undead enemies who are normally immune. Also grants a defensive incorporeal form.
  • Celestial (A): Provides permanent wings (AC bonus) and resistances. Very strong in a campaign full of evil outsiders.
  • Abyssal / Fey / Serpentine (B): Provide niche benefits like Strength bonuses, Compulsion DCs, or extra natural attacks. Good, but often outclassed by Draconic or Arcane.
  • Infernal (C): Most abilities target “Good” creatures. Since you are fighting demons and cultists, these are almost entirely useless.

Key Sorcerer Strategy

  • Elemental Stacking: If you go Crossblooded with two different Draconic bloodlines of the same element (e.g., Gold and Red Dragon), you get +2 damage per die for fire spells.
  • Spell Selection: Since you can’t swap spells like a Wizard, prioritize “bread and butter” spells: Haste, Grease, Fireball, and Selective Metamagic versions of AOE spells.
  • Abundant Casting: As a full caster, the Mythic Ability “Abundant Casting” is mandatory to ensure you never run out of your most powerful spells.

Warpriest Class

The Warpriest (A-tier) is the perfect hybrid for players who want the martial prowess of a Fighter with the self-buffing utility of a Cleric. Their standout feature is Fervor, which allows them to cast self-buff spells as a Swift Action, letting them buff and attack in the same turn. They also gain Sacred Weapon and Sacred Armor bonuses to magically enhance their gear on the fly.

Warpriest Subclasses

SubclassTierDescription
Cult LeaderASwaps some feats and Channel Energy for Sneak Attack progression. While you lose heavy/medium armor, you become a lethal Dexterity-based “divine rogue.” High damage output when flanking.
Warpriest (Base)AExtremely solid. High feat density and the ability to enhance any weapon you specialize in. Excellent for a frontliner who wants to be self-sufficient.
Champion of the FaithBSwaps weapon buffs for Smite. The issue is that a strong Smite requires high Charisma, which can make the character “MAD” (Multiple Attribute Dependency) alongside Strength, Wisdom, and Constitution.
ShieldbearerBFocused entirely on shield bashing and defense. It’s a solid tanking option, but the high Dexterity requirement for shield-bash feats can be difficult to balance with other stats.
ProclaimerBGains an AOE burst against evil outsiders every turn. While 2d6 damage per turn is free, losing armor bonuses and Fervor makes you significantly more vulnerable.
DisenchanterBFocused on dispelling enemy magic. While useful, the difficulty of passing both Spell Resistance and Dispel checks makes this less reliable than pure damage or standard buffs.
Feral ChampionCSwaps blessings for shapeshifting. However, losing armor buffs makes you very squishy in animal form, and Sacred Weapon bonuses don’t synergize well with natural attacks.

Key Warpriest Strategy

  • Fervor is King: Never waste a standard action casting a buff on yourself. Use Fervor to cast spells like Divine Favor, Shield of Faith, or Righteous Might as swift actions so you can still use your Full Attack.
  • Sacred Weapon: This ability scales the base damage of your weapon. If you use a weapon with low base damage (like a Dagger or Shortsword), it will eventually deal damage as if it were a much larger weapon.
  • Blessings: Choose blessings that complement your playstyle. The War blessing (for a free combat feat) or Good blessing (for extra damage against evil) are consistently high value in this campaign.

Witch Class

The Witch (A-tier) is a powerhouse of debuffs and utility. Similar to the Shaman, the Witch relies on Hexes—powerful abilities that don’t consume spell slots and can often be used repeatedly. Your Patron adds specific thematic spells to your list, while your hexes allow you to control the battlefield, weaken bosses, or protect your allies with scaling efficiency.

Witch Subclasses

SubclassTierDescription
Leyline GuardianSCasts spells spontaneously (Intelligence-based). Can boost Caster Level at the risk of being Staggered. In a game where higher Caster Level means bypassing Spell Resistance and dealing more damage, this is elite.
Stigmatized WitchACasts spontaneously using Charisma and gains an Oracle’s Curse. This is a fantastic “dip” for Charisma-based tanks (like Scaled Fist Monks) to gain AC via the Iceplant hex.
Elemental WitchATrades several hexes for a scaling Elemental Ray. Great if you want a consistent “filler” attack between casting big spells.
Witch of the VeilAFocused on stealth and invisibility. Extremely strong in the early-to-mid game, though its effectiveness drops once enemies start frequently using True Seeing.
Hex ChannelerAA simple trade: one hex for the ability to Channel Energy. Great for adding extra healing or undead-blasting to your toolkit.
HagboundAGrants a scaling Strength bonus and claw attacks. The choice for those who want to build a rare “Melee Witch” that tears enemies apart physically.

Essential Hexes (S & A-Tier)

  • Cackle (S): The most important hex. As a move action, it extends the duration of your other active hexes (like Evil Eye or Fortune) on all nearby targets.
  • Evil Eye (S): Provides a penalty to AC, Saving Throws, or Attack rolls. Even if the enemy saves, the effect lasts one round (which you can then extend indefinitely with Cackle).
  • Slumber (S): Puts an enemy to sleep regardless of HD. A sleeping enemy can be instantly killed with a Coup de Grace. It is a boss-killer in the early game.
  • Vulnerability Curse (S): Removes energy resistances or immunities. Essential for letting your casters blast demons with fire or lightning.
  • Iceplant (S): A permanent +2 natural AC bonus. This stacks with everything and is a must-have for any Witch close to the frontline.
  • Protective Luck (A): Forces enemies to roll twice and take the lower result when attacking an ally. Use Cackle to keep this on your tank to make them virtually unhittable.
  • Misfortune (A): The offensive version of Protective Luck; forces an enemy to roll twice and take the lower result on all their rolls.

Niche & Major Hexes (B & C-Tier)

  • Fortune (B): Allows an ally to roll twice and take the better result. Powerful, but limited to once per 24 hours per target (unless extended by Cackle).
  • Beast’s Gift (A): Grants an ally a bite or claw attack. Excellent for melee-heavy parties to increase their total number of attacks.
  • Ameliorating (B): Useful for removing specific conditions like fatigue, particularly for Barbarians.
  • Restless Slumber (C): Actually worse than the standard Slumber; the tiny damage over time can wake the enemy up before you can land a Coup de Grace.
  • Aura of Purity (C): Gas effects are too rare in the campaign to justify a hex slot.

Key Witch Strategy

  • Action Economy: A typical turn involves casting a spell (Standard Action) and then using Cackle (Move Action) to maintain all your active debuffs on the field.
  • The “Tank” Dip: One level of Stigmatized Witch with the Iceplant hex and the Icy Protector ring (found early in the game) provides a massive +4 AC boost for a very low investment.

Wizard Class

The Wizard (S-tier) is the ultimate master of arcane magic. While Sorcerers rely on a fixed list of spells, Wizards can learn every arcane spell in the game from scrolls, giving them unparalleled versatility. By specializing in a School of Magic, they gain extra spell slots and unique abilities that can manipulate the battlefield or incinerate entire armies.

Wizard Subclasses

SubclassTierDescription
Elemental SpecialistSAllows you to convert any energy damage spell into your chosen element. This lets you stack all your feats (like Elemental Focus) into one type. It is the premier choice for a high-damage blaster caster.
Scroll SavantSUses your own Intelligence and Caster Level when casting from scrolls. This effectively gives you an infinite “second spellbook.” If you have the gold for scrolls, you never run out of your most powerful magic.
CruoromancerSDhampir only. A Necromancy powerhouse. You can spend your own HP to boost the DC or power of your spells. It synergizes perfectly with the Lich Mythic Path, making your undead summons and death spells unstoppable.
Arcane BomberASwaps school specialization for Alchemist-style bombs. It plays like a caster-focused Alchemist with full spell progression. Excellent for consistent AOE damage.
Exploiter WizardAGains an Arcanist’s reservoir and exploits. While progression is slower, the ability to boost a spell’s DC or Caster Level on the fly is a game-changer for landing critical spells.
Spell MasterAGreatly increases the number of times you can use your Arcane Bond to recall spells. This provides incredible endurance during long dungeon crawls.
Thassilonian SpecialistAGains two extra slots per level for a chosen school, but completely loses access to two “opposition” schools. The ultimate “specialist” build—highly recommended for Necromancy (Gluttony).

Wizard Schools of Magic

Specializing gives you an extra slot per spell level and unique powers.

  • Evocation (A): Adds flat damage to your spells (up to +10) and provides a powerful elemental wall. The best choice for pure damage.
  • Illusion (A): Features a “Blinding Ray” that targets Touch AC—perfect for disabling high-threat targets—and a panic-button invisibility field.
  • Universalist (A): The choice for those who want everything. You get free metamagic uses and the ability to throw your melee weapon using Intelligence.
  • Divination (B): Provides massive bonuses to Initiative. In Pathfinder, winning initiative and casting a “win” spell before the enemy moves is often the best defense.
  • Enchantment (B): Features a strong debuff aura that penalizes all enemy rolls. Great for controller builds.
  • Abjuration / Conjuration / Transmutation (B): These schools offer solid defensive buffs, teleportation, or stat increases. While useful, they are often less impactful than the raw power of Evocation or the utility of Illusion.

Key Wizard Strategy

  • Opposition Schools: When you specialize, you pick schools that are harder to cast. Choose schools like Divination or Abjuration as opposition if you don’t plan to use them, as you can still cast them using two slots or from scrolls.
  • Metamagic: Wizards excel with metamagic. Selective Spell is mandatory so you can drop massive Grease or Fireball spells directly on your party without hitting them.
  • Arcane Bond: Generally, the Object Bond is superior to a Familiar, as it allows you to instantly regain one cast of any spell you know once per day.

Prestige Classes

Prestige classes require specific prerequisites (feats, skills, or spell levels) but offer unique ways to “break” the game or specialize your build. In Wrath of the Righteous, some of these interact with Mythic Paths to create god-like characters.

Tier S: Game-Breaking Power

ClassDescription
Arcane TricksterThe king of single-target destruction. Allows you to add Sneak Attack damage to your ray spells (like Hellfire Ray). Can melt bosses in a single turn.
Dragon DiscipleA legendary “dip” class. Taking 4 levels grants +4 Strength, +2 Natural AC, and a bite attack. Ideal for melee Sorcerers or Eldritch Scions.
Mystic TheurgeAllows you to progress Arcane and Divine casting simultaneously. Pro Tip: Use the Angel or Lich Mythic Paths to “cheat” the caster level requirements, creating a 20/20 dual-caster that has every spell in the game.
LoremasterOne of the strongest utility classes. Its “Secrets” allow you to pick any spell from other classes or ignore feat prerequisites (like getting Improved Critical early).

Tier A: Highly Effective

ClassDescription
Eldritch KnightThe best way to make a “Battlemage.” Keeps your arcane spell progression high while providing full Base Attack Bonus (BAB) and bonus combat feats.
HellknightA Lawful alternative to the Paladin. Its “Smite Chaos” is devastating against the chaotic demons found throughout the campaign.
Hellknight SigniferPerfect for armored casters. Reduces arcane spell failure significantly and eventually grants permanent True Seeing.
Winter WitchMassively boosts the DC and damage of cold spells. Excellent for Shaman or Witch builds looking to specialize in freezing enemies solid.

Tier B & C: Situational or Weak

ClassTierDescription
Stalwart DefenderBExcellent for a 1-level dip to get the “Defensive Stance.” Provides high AC, making it a solid choice for dedicated tanks.
DuelistBAdds Intelligence to AC (stacks with Sword Saint). Strong for specific “naked” Dex/Int builds, but somewhat niche.
Aldori SwordlordBFocuses on Dueling Swords and Intimidation. Flavorful, but usually less powerful than just taking more Fighter or Slayer levels.
Student of WarBAllows you to use Intelligence instead of Dexterity for AC. High skill requirements for a payoff that is often too much work.
AssassinCAvoid. Death Attack is hard to trigger, many enemies are immune to poison, and boss cutscenes often ruin your stealth, making the core mechanics useless.

Final Strategy: Planning for 10M, 50M, and 100M Capital

As we discussed previously regarding your long-term portfolio management:

  • At 10M Capital: Your stock portfolio (build diversity) will not exceed 25.
  • At 50M Capital: You will expand to 30 stocks.
  • At 100M+ Capital: You will reach your max of 40 stocks.

Items of Note

Choose your weapon type early to avoid expensive respecs. If you can’t find a specific weapon, use the Talking Weapon from Woljif’s Act 1 quest; it can transform into anything and scales with you.

Weapon TypeNameLocationNotes
StrengthRadiance (Longsword)Shield Maze (Act 1)Upgradable to +6 (Good or Evil). Only +6 weapon in game.
StrengthJinx (Falchion)Wilcer Garms (Act 2)Bought at Crusader’s Camp.
StrengthWide Sweep (Scythe)Wilcer Garms (Act 2)Bought at Crusader’s Camp.
DexterityWicked LongbowMarket Square (Act 1)Rare early unique dex weapon.

Backgrounds

Prioritize skill bonuses or proficiencies over weapon upgrades, as enchantment bonuses from backgrounds do not stack with magic weapons.

BackgroundEffectBenefit
Oblate: AcolyteWis for PersuasionUse Wisdom instead of Charisma for Persuasion checks.
Oblate: Martial DiscipleImproved Unarmed StrikeGrants feat needed for Crane Style without the feat tax.
Scholar: ArcaneScroll CraftingCraft scrolls while resting; saves money and adds firepower.
Scholar: DivinePotion CraftingCraft potions while resting; adds extra utility.
Street Urchin: Pickpocket+2 InitiativeSignificant boost to acting first in combat.

Skills

Focus your points into a few specific skills rather than spreading them thin.

Note: Melee characters MUST put 3 points in Mobility to gain +1 AC when Fighting Defensively.

  1. Persuasion
  2. Perception
  3. Trickery
  4. Mobility
  5. Athletics
  6. Knowledge (Arcana)
  7. Lore (Religion)
  8. Lore (Nature)
  9. Knowledge (World)
  10. Stealth
  11. Use Magic Devices (Only one person needs this)

Feats Progression

These archetypes outline standard feat paths. Note that some classes (Fighter, Ranger, Slayer) may bypass specific requirements or gain these faster.

Dual Wield

  • Two-Weapon Fighting, Double Slice (Str) or Weapon Finesse (Dex), Weapon Focus, Outflank, Improved TWF, Piranha Strike, Improved Critical.

Two-Hander

  • Weapon Focus, Power Attack, Cleave (or Vital Strike), Outflank, Cleaving Finish, Greater Cleave, Weapon Specialization, Improved Critical.

Combat Maneuver (Trip)

  • Weapon Focus, Combat Expertise, Trip, Fury’s Fall (Str), Outflank, Greater Trip, Tandem Trip, Greater Weapon Focus.

Dexterity Melee

  • Weapon Focus, Weapon Finesse, Fencing or Slashing Grace, Outflank, Piranha Strike, Weapon Specialization, Greater Weapon Focus, Improved Critical.

Shield Basher

  • Two-Weapon Fighter, Shield Bash, Double Slice, Outflank, Weapon Focus (Main & Shield), Improved TWF, Shield Focus, Shield Master.

Archer

  • Point Blank Shot, Precise Shot, Weapon Focus, Rapid Shot, Deadly Aim, Clustered Shot, Improved Critical.

General Caster

  • Lingering Performance (Bard), Spell Focus, Greater Spell Focus, Augment/Superior Summoning, Spell Penetration, Metamagic.

Ray Caster

  • Point Blank Shot, Precise Shot, Weapon Focus (Ray), Spell Focus, Spell Penetration, Metamagic.

Elemental Caster

  • Spell Focus (Evocation), Greater Spell Focus, Elemental Focus, Greater Elemental Focus, Spell Penetration, Metamagic.

Metamagic

Note: Mythic feats can reduce these level costs, potentially making some upgrades free.

MetamagicTierEffect
BolsterS+2 damage per die rolled. Excellent for multi-die spells.
EmpowerSIncreases all variables (including bonuses) by 50%.
MaximizeSAll numeric effects roll the maximum possible value.
PersistentSForces enemies to roll saves twice; they must pass both.
SelectiveSFriendly fire immunity for AOE spells. Essential for CC and nukes.
HeightenAIncreases the actual spell level to match the slot used.
QuickenACast spells as a swift action. Massive action economy boost.
ExtendBDoubles duration. Useful early, but eclipsed by Mythic abilities later.
ReachBIncreases range. Generally solved by better positioning.

Always Good Feats

  • Outflank: The mandatory melee teamwork feat for accuracy and attacks of opportunity.
  • Crane Style: Essential for tanks to reduce “Fighting Defensively” penalties.
  • Dodge / Toughness: Reliable baseline survivability.
  • Blind Fight: Counters concealment (useful if you lack True Seeing).
  • Combat Reflexes: Necessary for builds that fish for Attacks of Opportunity.

Mythic Abilities

Mythic abilities provide specialized power spikes. Abilities rated SS are game-changers that define entire builds.

AbilityTierEffect / Recommendation
Abundant Casting (all)SSAdds 4 spell slots per level. Greater covers levels 7-9. Essential for all casters.
Greater Enduring SpellsSSBuffs lasting 5+ mins now last 24 hours. Buff once per day and forget it.
Archmage ArmorSMassive AC boost when using Mage Armor (spells/scrolls/potions). Best for unarmored tanks.
Ascendant ElementSIgnores all resistances/immunities for one element. Mandatory for blasters.
Last StandSCannot die for 60 seconds once triggered. Infinite tanking potential.
Cleaving ShotSKilling/Critting with a bow automatically hits surrounding enemies. Horde clearer.
Unrelenting AssaultSScaling damage bonus for melee characters who stay in the fight.
Impossible DomainS(Clerics/Inquisitors) Gain a completely new domain and all its powers.
Boundless HealingSRemoves caps on healing spells and makes them much more potent.
Domain ZealotATurn Domain abilities into Swift Actions. Huge action economy boost.
Mythic ChargeAAdds massive divine damage to charges. Top-tier with Pounce.
Leading StrikeAMarks enemies so the next ally’s hit deals extra damage. Great for focused fire.
Always a ChanceBNatural 1s are no longer automatic misses. Niche, but okay for high-attack builds.
Battle MeditationCYou lose your turn for a tiny buff. Avoid.

Mythic Feats

These enhance existing feats or provide unique mechanical shifts.

FeatTierEffect / Recommendation
Vital Strike MythicSSMultiplies all damage (not just weapon dice). Enables 1000+ damage hits.
Improved Critical MythicSIncreases your crit multiplier. Makes high-crit weapons terrifying.
Mythic Rapid ShotSRemoves the -2 penalty to attack rolls. Pure accuracy for archers.
Spell Penetration MythicSMassive boost to overcome demon Spell Resistance. Mandatory for casters.
Two-Weapon MythicSRemoves the -2 penalty for dual-wielding. Total +4 to hit.
Shield Focus MythicSAdds your Shield AC to Touch AC. Vital for late-game tanking.
Spell Focus MythicSBoosts DCs of your specialized schools significantly.
Extra Mythic AbilitySAllows you to trade a Feat slot for an Ability slot. Highly valuable.
Deadly/Power/PiranhaAHigher damage-to-attack ratios. Solid scaling for martials.
Sorcerous ReflexBSwift action casting for lower-level spells. Useful for setups.
Flawless AttacksCTiny bonuses to iterative attacks. Avoid.
Extra FeatCTrading a Mythic slot for a regular feat is almost never worth it.