Elves are a historically oppressed people, distinguishable by their lithe frames and pointed ears. Though most survive in the poorest fringes of human cities, others live as nomads known as the Dalish. Elves receive a bonus of 25% to Ranged Defense.
Warrior/Rogue - You were raised in the wilderness to be a hunter, relied upon by the Lavellan clan for food and protection. The clan wandered the northern Free Marches and had little need to interact with humans?until the clans Keeper sent you to the Chantrys conclave as a spy. What happened there, she said, would impact not only the Dalish but indeed all elves. She could not have known how right she was.
Mage - Enslaved long ago by humans, most elves still live as second-class citizens within human cities. Elves who reject this life are known as the Dalish: nomadic wanderers who strive to keep the ancient elven religion and traditions alive. You grew up in the wilderness, a member of the Lavellan Dalish clan and apprentice to its leader and guide, the Keeper. The clan wandered the northern Free Marches, and you had little need to interact with humans -- until the Keeper sent you to the Chantry's conclave as a spy. What happened there, she said, would impact not only the Dalish but indeed all elves. She could not have known how right she was.
Dwarves are short, stocky, and most spend their entire lives underground. Those living in exile on the surface are commonly merchants or smugglers. Because dwarves have no connection to the Fade, they cannot be mages, but receive a 25% bonus to Magic Defense.
Warrior/Rogue - The dwarves of Thedas are known for their once-vast underground empire and guilds of merchants and warriors held in high esteem by the other races of Thedas. Not you. A cast-off "surfacer," unwelcome among the dwarves or most humans, you have scraped by as part of a criminal fraternity known as the Carta, smuggling magical ore known as lyrium. As part of the ruthless Cadash crime family, you spent your life on the streets of various Free Marcher city-states -- until you were sent to the Chantry conclave as a spy and everything changed.
Humans are the most numerous and powerful race in Thedas. They are also the most divided politically and seem to thirst for conflict. Human characters receive a bonus ability point at the start of the game.
Warrior/Rogue - As the youngest child of the Trevelyan noble house, you grew up in the Free Marcher city of Ostwick and have enjoyed a life of privilege. With close family ties to the Chantry, and many relatives among the priesthood and the templars, you were always expected to follow a similar path in service of the Maker -- regardless of how you feel about the matter personally. Willing or unwilling, you were sent to the Chantry's conclave to assist relatives who sought to make peace between the templars and mages. It didn't go well.
Mage - Born to the Trevelyan noble family of Ostwick in the Free Marches, you were originally intended for a life of privilege?until magical abilities surfaced at a young age and you were forced into a life of confinement within Ostwick's Circle of Magi. Protected but stifled, educated but isolated, the Circle would have been your entire future had the mages not rebelled against Chantry rule. Like it or not, you had to fight for your life against templars hunting down all "free" mages. You joined the delegation of mages attending a Chantry conclave in hopes of negotiating peace with the templars. It didn't go well.
The Qunari are a race of horned giants who follow a strict religious text known as the Qun. Those who have abandoned its principles are known as Tal-Vashoth and often work as mercenaries. Qunari characters receive a bonus of 10% to melee defense.
Warrior/Rogue - As part of the Valo-kas mercenary company, you have earned a living by your own wits and the strength of your blade, ignoring the fearful looks you receive from those around you. Most recently the company was sent to the Chantry conclave as hired swords meant to keep the peace between mages and templars?a task that has gone horribly wrong.
Mage - Followers of the strict religious philosophy of the Qun, the Qunari appeared like a tidal wave to the north of Thedas three hundred years ago. You are Tal-Vashoth, a Qunari who has rejected the Qun and never even lived in Qunari lands. As part of the Valo-kas mercenary company, you have earned a living by your own wits and the strength of your blade, ignoring the fearful looks you receive from those around you. Most recently the company was sent to the Chantry conclave as hired swords meant to keep the peace between mages and templars -- a task that has gone horribly wrong.
Those who can tap into the raw energy of the Fade and block the whispering temptations of demons are truly exceptional. When they turn that mental focus onto the field of war, they can be truly terrifying opponents. Rains of fire, walls of ice, or even the ability to heal allies make up a mage?s toolkit. Most employ considerable skills rendering foes not only weakened, but also vulnerable to physical attacks, setting up opportunities for their teammates to exploit.
Knight Enchanter - These rare mages received special dispensation from the Chantry to serve in battle. They summon blades from the Fade and are experts in protection and defense.
Necromancer - These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.
Rift Mage - These mages draw upon the force of the Fade, either pulling matter from the Fade to attack or twisting the Veil itself into a weapon to stagger or crush their enemies.
Armed with bows, daggers, and any number of dirty tricks, the rogue?s primary focus is damage: tearing foes down one at a time with systematic efficiency. Rogues commonly use a mixture of stealth and mobility to reach positions of advantage, be it a sniper?s perch away from enemy blades or behind an unsuspecting mage. Deadly and resourceful, rogues can tip the balance of any strategic assault.
Artificer - These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be.
Assassin - Any rogue can kill a target, but assassins make death into an art form. They specialize in quick, deadly kills that let them slide back into the shadows undetected, or indirect kills that eliminate targets while the assassin is safely away.
Tempest - These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm.
Battle-hardened and masters of close combat, warriors are pivotal to any group entering battle. As front-line fighters, they absorb the brunt of opponent attacks, steal enemy focus, and create an opening for deadly ranged assaults from other classes. While some warriors prefer visceral, sweeping damage, many are silverite-clad bulwarks, weathering any blows they don?t deflect with their shields.
Champion - These powerful defenders protect their allies from harm, standing strong against devastating blows with expert training and fierce determination. Enemies can't kill them?and usually can't survive them.
Reaver - As the battle gets bloodier, these vicious and deadly warriors get even more brutal. Hurting them just makes them mad, a mistake most enemies don't live to repeat.
Templar - These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power.