All Dungeon Fantasy Occupations
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There are a lot of occupation templates (the equivalent of "character classes") in the GURPS Dungeon Fantasy series. It can be hard to keep track of them all. So this is an annotated list of every template to help new players choose one. If I missed any, please let me know!
"Variants" are mutually exclusive versions of the base template; for example, you could be a barbarian or a survivor, but not both. "Lenses" can be freely added to the base template or any listed variant (e.g., either a barbarian or survivor could also be a berserker), and are usually compatible with any other lens.
The main list of templates should fit most settings and campaign assumptions; see the end for the oddball ones. I'm not doing a similar list for races, because the races aren't nearly as scattered. We use the list in DF3 plus the "Eastern" ones in Pyramid 3/89: Alternate Dungeons II.
Reference Examples: "DF7" is short for GURPS Dungeon Fantasy 7. "P82" is short for Pyramid 3/82. "DFD" refers to the GURPS Dungeon Fantasy Denizens book dedicated specifically to this template.
The artificer (DF4) is a tinker, a gadgeteer, a MacGuyver, who whips gizmos up on the spot and repurposes existing gear (e.g., turns a wagon into a boat). They're also decent alchemists who can identify magic items and brew up potions. They're the only template better than the thief when it comes to dealing with traps.
Variants: The alchemist (P82) specializes in just potion creation, throwing them into a fight and buffing friends much like a wizard uses spells.
The assassin (DF12) hides in the shadows, sneaking up on enemies to garrote them or stab them in the back. Unlike the ninja, they don't use fancy gear or learn mystical powers. Unlike the thief, they don't focus on acquiring loot or getting past obstacles. This is a warrior, just one who doesn't like fair fights.
The barbarian (DFD) is a huge, strong, tough fighter who tends relies on boatloads of hit points to stay alive -- though you can wear heavy armor or focus on agile defenses as well. They're also excellent outdoorsmen, knowing how to survive and spot threats in many situations.
Variants: The rage barbarian (DFD) channels anger into powerful shouts and spells. The savage warrior (DFD) focuses on fighting and war over the outdoors. Conversely, the survivor (DFD) is more of a naturalist.
Lenses: The berserker (DFD) is self-explanatory. The refined savage (DFD) is smarter. The sea raider (DFD)'s "outdoors" is the ocean. The shirtless savage (DFD) eschews armor. The short barbarian (DFD) isn't as easy to hit. The eastern barbarian (P89) may be demon-spawn and/or an archer.
The bard (DF1) is charming, smart, and manipulative. It's a support role with access to some incredible music-based powers (Mind Control, Speak With Animals, Terror, and more) and influential wizardly spells. Don't underestimate them.
Lenses: The rakugoka (P89) is a storyteller instead of a musician. The songshaper (P109) uses incantation magic (like the incanter). With GM permission, bards may have access to the way of echoes or the mirrored gaze (both from GURPS Magical Styles: Dungeon Magic) instead of their normal spell list.
(Note to our players: We use the new DFRPG template for building bards, not the DF1 template.)
The beastmaster (P60) is not a variant druid, but more of a buff, outdoorsy wizard focused heavily on Animal spells (plus a selection of similar animal-based powers). If you want to shapeshift and command armies of animals, and don't mind that fights vs. animals are uncommon, go for it.
The carnie (P114) is a very niche option that mixes social aptitude, roguish skill, and bizarre creepiness. If you want to play a sinister clown whose laugh can drive other insane, a deformed strongman with misproportioned limbs, or some other weird freak, this is the choice for you.
The chevalier (P122) is a mounted knight, a master of horsemanship both on the battlefield and off, with both tactical and veterinary training. Before taking this, make sure the game will include plenty of outdoor encounters, not just narrow-tunneled dungeons where you'll have to leave your most valuable asset tied at the entrance.
The commander (P122) takes leadership to nigh supernatural levels. Decide whether you're a tactical genius or a beloved and inspiring role model (or a bit of both). Either way, you back it up with decent knight-style combat skills and High Command abilities that let you aid and buff the rest of the party.
The cleric (DF1) is a holy spellcaster with a few god-granted powers. This role has been expanded quite a bit: DF3 added evil clerics, with powers that harm more than heal, and DF7 expanded the cleric role to an entire range of potential deities, each with a unique list of spells and holy (or unholy) powers. Spells tend to be support-based, though some gods change that drastically. See Pyramid for clerics of the elder gods (P43), order and chaos (P78), and commerce (P100).
Variants: In a way, choosing a different god to worship is its own variant. But in addition to that, the saint (P36) petitions a deity for miracles directly rather than casting spells; they may be granted "learned prayers" which are almost as reliable as spells, but all power comes exclusively from the deity. The undead-hunter (P122) puts slightly more points toward anti-undead skills.
Lenses: The bussō's (P89) spell list includes more spirit-affecting spells but also several mandatory ones.
The demon-slayer (DF20) is a secular (not holy) fighter who specializes in understanding, spotting, fighting, and destroying demons. While that role may seem super niche, because it is, this template is a good enough warrior to be useful in any combat situation. (For a more versatile demon killer, see the holy warrior. If you bind and enslave demons, see the demonologist.)
The demonologist (DF9) does not necessarily worship demons; many take on this role to bind and banish those who cause mortals problems. But at heart their power comes from commanding bound demons as anything from shock troops to wizened advisors, along with casting a limited selection of spells. (If you specifically oppose demons, consider the demon-slayer or holy warrior.)
Variants: The infernal diabolist (P50) starts with fewer abilites and spells, but has the power to manipulate hellfire as well. (For fairness, Demonic Attunement (Infernal Diabolism) should cost 9 points/level instead of 10.)
The druid (DF1) is a master of Nature, with spells that govern animals, plants, weather, and similar things, along with some Nature-granted special powers. They can fight as well as support, and their abilities are strong outside, though they do weaken somewhat in man-made environments. Like the clerics, they were expanded somewhat in DF7.
Variants: The elemental druid (P68) relies on mana instead of Nature's Strength, with a spell list similar to the elementalist's. The high druid (P68) is a priest of Nature, who's basically a specialized cleric.
Lenses: The kannushi (P89) focuses more on nature spirits than on nature itself, with slightly different traits and spells.
(Note to our players: We use the rules for Nature's Strength from the DFRPG, as the ones in DF1 are unnecessarily harsh.)
The elementalist (DF9) could be considered a wizard who focuses exclusively on spells of one element or on a little of all four (Air, Earth, Fire, Water), in exchange for access to certain special powers drawn from a connection to those elements. They nearly always have bound elemental servants on call at all times.
Variants: An elementalist may instead use the Chinese or Indian elements (both DF9) with GM approval.
The holy warrior (DF1) is a fighter dedicated to serving a deity, and who receives holy powers (like a cleric, but without the spellcasting) in return. By default, they focus on wiping out demons and/or the undead, but DF3 and DF7 and Pyramid expanded the holy warriors just as much as it did clerics; you can be a holy warrior (or unholy warrior) of almost any kind of god or goddess. (If you don't want your abilities to be god-granted, consider the demon-slayer and undead-slayer instead.)
Variants: The warrior-saint (P36) is to the holy warrior as the saint is to the cleric; they mainly use learned prayers to help smite their enemies.
Lenses: The yamabushi (P89) is slightly more adapted for fighting people than demons or the undead.
The incanter (DF19) is a ritual caster without a spell list, who can create almost any effect. But to avoid onerous restrictions, they must create these ahead of time, binding them to their auras as one-shot spells, or crafting potions or scrolls for later use.
(Note to our players: The Adept power-up is not available in our games.)
The innkeeper (DF10) is a very tongue-in-cheek character type who can be rather useful thanks to good social skills, a broad range of knowledge, and years of bar fights. If you want a bard without the magic, a scholar who isn't fragile and academic, or a seventh son with experience, consider it.
The justiciar (P10) is a lawful investigator, who usually works for a guild or directly for the crown. They have keen investigative skills and abilities, both social and deductive, along with plenty of combat training that focuses on "capture" weapons (net, lasso, etc.) to bring bad guys in.
The knight (DF1) is a straightforward warrior with many advantage points for the purpose of letting you customize -- on top of being strong, agile, tough, trained with at least a few weapons, and knowledgable about tactics, armories, leadership, etc. Build anything from a terrifying thug to a noble field commander.
Variants: The shield-bearer (P118) is presented as a unique template, but is effectively a knight who focuses on defense and shield mastery. (In our games, the power-ups here are available as general combat power-ups.)
Lenses: The samurai (P89) has an iron will, strong leadership skills, and the ability to project chi strongly enough to stun foes. (Note that the swashbuckler can be a samurai as well.)
The mage-slayer (DF20) is an armor-and-weapons fighter who specializes in taking down spellcasting opponents. They can disrupt and even dispel spells, ignore magical defenses, and have extra protection against mental and magical attacks. A fairly specialized but potent alternative to the knight. (Originally released as the mage-hunter, P109.)
The martial artist (DF1) is a fighter who specializes in light (or no) weapons and prioritizes movement and dodging over toughness. They engage in chi-focusing rituals every day that give them access to cinematic supernatural powers and skills which let them push themselves beyond mortal limits.
(Note to our players: Their skill list includes Hypnotic Hands, Lizard Climb, Precognitive Parry, and Sensitivity, from GURPS Martial Arts, per P89. They may also choose Invisibility Art, Pressure Secrets, or Zen Archery as starting esoteric skills. Also be sure to see the Chi Mastery variant Talents at Dungeon Fantasy Power-Ups.)
The mentalist (DF14) is a master of psionics, a force that is not very well understood except that it's physically draining and tends to attract the attention of bizarre Elder Things. Still, it's worth it for the wide variety of powers: telepathy, telekinesis, ESP, and more. People may try to kidnap and study you, though.
Variants: The psychic slayer (P76) isn't quite as adept at general psionics, but can summon a potent psychic sword and (optionally) shield, which can be used to fight anyone but are best for hunting down and slaying Elder Thing-related monsters.
(Note to our players: Psionics are slightly less fatiguing in our game. Even when using multiple abilities, you lose no more than 1 FP per turn in combat, or 3 FP if you used one or more "stunt" power-ups. And all per-minute FP costs are actually per 10 minutes.)
The monster slaver (P47) is a fighter and outdoorsman who focuses on capturing prey via nets and traps, with a modest array of social skills and Wealth for selling them back in town. Whether there's a market for these beasts is up to the GM, though; not everything will sell.
The mystic knight (P13) has the magical ability to imbue their personal weapons and armor with special, momentary powers: make your arrow explode when it hits, have your shield float and block on its own, turn your sword into flame for a single strike, and so on.
Variants: Where the mystic knight was inspired by the knight template, the mystic archer and mystic swordsman (both P36) are based on the scout and swashbuckler, respectively.
The necromancer (DF9) is a stealthy spellcaster who specializes in creating, summoning, and speaking to the dead (from spirits to zombies), with a list of spells that also include quite a few curses. They tend to have undead friends and/or mindless minions "on call" at all times. (If you specifically destroy the undead, consider the holy warrior or undead-slayer.)
Variants: The gray necromancer (P50) channels both life and death, with fewer starting abilities but access to some buffs and healing. (For fairness, Deathliness (Gray Necromancy) should cost 9 points/level instead of 10.)
(Note to our players: Spend just 4 points on Expert Skill (Thanatology), using the remaining 8 points to buy additional advantages and/or spells. Also find the lens here.)
The ninja (DF12) is a stealthy rogue and fighter whose clan allegience demands a certain degree of secrecy. They use a wide range of equipment, arguably focusing on gadgets as much as the artificer, and have access to a selection of mystical skills and powers to make them sneakier and deadlier.
The scholar (DF4) is a master of knowledge, with the ability to acquire almost any mental skill or language with the right book and a few hours of study. They can also draw upon lore to cast any kind of spell or use any mystical skill, though only once or twice per session. Be one if you love versatility and research.
The scout (DF1) is both a master of the outdoors and the scariest archer around. In a fight, they're skilled enough to use a bow even when foes close to melee range, and out of a fight, they keep the party alive in the wilderness with navigation and trapping skill.
Lenses: The eastern scout (P89) offers options to be an urban scout, ride a horse, and/or to wield a crossbow or thrown weapon instead of a bow.
Seventh Son or Daughter
The Seventh Son of a Seventh Son (or Seventh Daughter of a Seventh Daughter) is not an official template, but we allow it in our games (find it here). They are "just regular folks," with skills befitting a traveling peasant hero, who were blessed at birth to be incredibly lucky and/or charming. Good if you want to play an "underdog" who really isn't.
The shaman (DF9) is a spirit-worker, with spells involving the soul, astral travel, seeing ghosts, etc., plus a selection of sensory and protective powers. But their real strength comes from a number of allied spirits, ranging from informative contacts to potent combatants. A tricky character, but with potential.
The sorcerer (P82) resembles a wizard with a much smaller selection of spells. But these spells are innate and inherent, which makes them easy to cast, even repeatedly -- and many sorcerers come from a line of magical beings, giving them unexpected advantages.
(See an important note about sorcerer delvers on this page.)
The swashbuckler (DFD) is a fighter who focuses on agility and speed over strength and toughness, and prefers to master a single weapon rather than learn several. They can be a bit squishy, but are also capable of delivering devastating blows due to special training.
Variants: The aristocrat (DFD) is a wealthy, charismatic leader. The buccaneer (DFD) knows the sea and fights dirty. The duelist (DFD) is all about speed and deadlinesss. The rogue (DFD) is cunning and sly, with some thief-like training.
Lenses: You may be old 'n' bold (DFD) with smarts at the cost of frailty. Or philosophical (DFD) for access to certain martial artist skills. Or portly (DFD) to be stronger but slower. Or staff-swinging (DFD) for wood over steel. Or wordly (DFD) for broad experience. The samurai (P89) has an iron will, strong leadership skills, and the ability to project chi strongly enough to stun foes. (Note that the knight can be a samurai as well.)
The thief (DF1) is a versatile rogue who helps get the party past locked doors and traps, and prefers to attack from the shadows (or behind) in a fight. They're also excellent at getting to difficult places via climbing, squeezing, or parkour. Thieves can range from noble explorers to greedy thugs, but are always highly skilled.
The undead-slayer (DF20) is a secular (not holy) fighter who specializes in understanding, spotting, fighting, and destroying undead. While that role may seem super niche, because it is, this template is a good enough warrior to be useful in any combat situation. (For a more versatile undead killer, see the holy warrior. If you bind and enslave the undead, see the necromancer.)
The wizard (DF1) is the classic spellcaster, with no special powers except for access to the widest range of spells available in the game. They are therefore remarkably versatile, able to focus tightly on one concept or spread themselves broadly across many mystical rituals. And yes, they can wear armor.
Variants: GURPS Magical Styles: Dungeon Magic has templates that specialize in a specific list of spells (though you are not strictly limited to these), trading breadth for power. The fluidist is a master of air, water, and movement, with thief-like abilities. The iron mage is a war-wizard, with martial training and spells to improve gear and buff fighters. The underworld mage curses foes, manipulates darkness, and deals with spirits and the undead. The thaumaturgeticist follows a self-improvement cult who absolutely love using magical energy to blow things up. An echoist tends to be civil and truthful, with knowledge of shared minds (especially dreams) and sound. The pentaclist pursues magical wisdom and knowledge, and is amazing at countering other mages. The mirror-mage wields deception, from illusions and body shifting to outright mental control. (The elementalist is effectively a variant wizard, but one complex and unique enough to get a separate template.)
Lenses: The life-force wizard (P68) draws on Nature's Strength (like a druid) instead of mana level, but still uses the wizardly spell list, not the druidic one.
The wrestler (P111) focuses on leveraging Lifting ST and Wrestling to grapple opponents and then strangle, pin, or detain them. Special advantages and skills make it viable to go fully unarmed, but they have a modest selection of weapon options as well. The end result is one part barbarian, two parts martial artist, all butt-kicker.
These are variant templates that require very specific campaign assumptions to use. If you're a player in one of our games, don't take these.
Demolisher and Musketeer
These are two different templates (both P36) that require the GM to allow gunpowder in the campaign. The demolisher is a dwarf-only flinger of crude black powder bombs, while the musketeer uses higher-tech black-powder rifles and muskets.
This "jack of all templates" (P72) is designed to emulate video games in which the characters can be "reskilled" on a whim. Usually, either everyone in the campaign is an imitator or no one is.
Master of the Light
Okay, this one was just a straight-up joke, but it's a good one if you've read DF15. :)
Races as Templates
Normally you choose your race separately from your occupational template, but there are variants that blend the two: the Elf and Dwarf (both P50), plus several "monster races" (P72) for playing a reverse-dungeon-crawl campaign.
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