Introduction
Classes are the mechanical heart of Tales of the Valiant. Lineage, heritage, and background describe where your character came from; class decides what your turn looks like when the door opens and initiative starts making eye contact.
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This hub covers the full local class-guide set: the ToV Player's Guide classes, Player's Guide 2's Theurge, Vanguard, and Witch, focused subsystem guides, spell guides, and sourcebook updates from The Old Margreve, Book of Blades, Labyrinth Worldbook, and Player's Guide 2. For creature and ally options that matter to several builds, see the Monster Vault.
Pick the rhythm you want to play. Barbarian is rage and impact. Fighter is reliable martial control. Rogue is precision and skill dominance. Cleric and Druid solve problems with prepared spells. Theurge brings two spell traditions to the same table and refuses to apologize for the paperwork. Witch turns one key roll into a personal grudge.
Hot Take: Choose the class whose core turn you want to play every session. A strong option still becomes a bad fit when its resource loop, spell preparation, or tactical job bores you.
Rating Key
- ● Avoid
- ● Situational
- ● Good
- ● Fantastic
Ratings are guide-hub ratings, not immutable laws carved into a suspicious altar. Campaign style, table rules, and source access can move anything up or down.
Choosing a Class
Ask three questions before you pick:
- What do I want to do every round? Strike, protect, scout, heal, control, summon, blast, or support?
- How much tracking do I enjoy? Spell slots, known spells, prepared spells, class dice, techniques, stunts, stratagems, and implements all create different workloads.
- What does the party already cover? A strange party can work, but no healing, no frontline, and no scouting means the GM gets to smile in a way nobody likes.
Party Roles
Use this as a starting point, not a list of fixed party jobs. Subclass, spell, and talent choices can move a class into a second role.
| If the party needs... | Start with... | Why |
|---|---|---|
| Frontline defense | Barbarian, Fighter, Paladin, Vanguard | These classes are the most direct fits for holding space, taking pressure, and protecting allies. |
| Mobile martial or scout work | Monk, Ranger, Rogue | Pick one for movement, target access, exploration, and skill-forward problem solving. |
| Healing and support | Bard, Cleric, Druid, Paladin, Theurge, Vanguard | Cleric is the clearest recovery specialist. The other classes bring different mixes of healing, buffs, protection, control, or battlefield leadership. |
| Primary spellcasting | Bard, Cleric, Druid, Sorcerer, Theurge, Warlock, Witch, Wizard | These classes make spells central to their turn pattern, with different sources, preparation styles, and resource loops. |
| Gear and tactical coordination | Mechanist, Vanguard | Mechanist improves the party's equipment; Vanguard improves the party's positioning and coordinated turns. |
No party needs every row. The group needs enough answers that "we open the door" does not become an obituary with initiative order.
Player's Guide 2 at a Glance
Player's Guide 2 matters for this hub in four ways:
- It adds three full classes: Theurge, Vanguard, and Witch.
- It adds new subclasses across the existing roster, including Chaos/Four Winds/Kraken Barbarian, Allure/Mockery/Sound Bard, Death/Nature/Tempest Cleric, Elementalist/Fey/Stoneheart Druid, Scrapper/Stunt Archer/Twinblade Fighter, Cog Augur/Grenadier/Toymaker Mechanist, Affliction Eater/Elemental Voice/Seal Guardian Monk, Anathema/Safekeeping/Unbound Paladin, Arrow Binder/Shadow/Trailblazer Ranger, Con Arcanist/Nightblade/Trapsmith Rogue, Abominable/Cyclonic/Sacred Sorcerer, Archon/Elemental Regent/Fey Noble Warlock, and Arcanist/Necromancer/Summoner Wizard.
- It expands class subsystems: Fighter Martial Actions, Mechanist Augments, Sorcerer Metamagic, Warlock Invocations, Ranger Techniques, Rogue Tricks, and class-specific Heroic and Epic Boons.
- It adds broad support through spell guides, talent guides, lineage guides, and the heritage guide.
Treat PG2 as optional sourcebook material unless your table has already approved it. Nobody wants to discover their build is illegal after naming the sword.
Tales of the Valiant Classes
Barbarian ●
Barbarian is the direct frontliner: rage, durability, brutal hits, and enough subclass variety to be more than "angry with excellent abs." Player's Guide 2 adds Chaos, Four Winds, and Kraken paths, giving Barbarian better weirdness, mobility, and monster-flavored pressure.
The class stays simple at the table, but the subclass choice matters. Choose Barbarian when you want your plan to survive contact and then make contact regret applying for the job.
Bard ●
Bard is a support caster, face, skill engine, and flexible Arcane spell user. Player's Guide 2 adds Allure, Mockery, and Sound colleges, plus more spells and talents that reward clever support turns.
Bard rewards players who pay attention to everyone else's rolls. If you only want to cast your own biggest spell every turn, Bard will look at you with theatrical disappointment.
Cleric ●
Cleric prepares from the Divine list, brings strong support, and can build as armor-forward, cantrip-forward, or domain-driven control. Player's Guide 2 adds Death, Nature, and Tempest domains, which gives Cleric more pressure, primal flavor, and stormy table behavior.
Cleric remains one of the best all-purpose picks because it can change daily spell loadouts. Preparation is not glamorous, but neither is being unprepared when the undead knock politely.
Druid ●
Druid is a prepared Primordial caster with Wild Shape, Draw Power, Nature's Gift, terrain answers, and some of the best "the map is now different" spells in the game. Player's Guide 2 adds Elementalist, Fey, and Stoneheart, expanding the class toward blasting, enchantment/trickery, and sturdy earth magic.
Choose Druid if you enjoy flexible preparation and campaign-scale utility. Also take notes. The plants may have opinions.
Fighter ●
Fighter is the clean martial chassis with the broadest Improvement budget and a deep Stunts system. Player's Guide 2 expands Martial Actions and adds Scrapper, Stunt Archer, and Twinblade support, which gives the class more positional and style-based builds.
Fighter is easy to start and hard to exhaust. The tactical ceiling lives in Stunts, talents, and knowing when to spend your action economy instead of just swinging because the button was nearby.
Mechanist ●
Mechanist is the equipment-augmenting martial support class. It fights, improves gear, and turns party equipment into a problem the enemy did not budget for. Player's Guide 2 adds Cog Augur, Grenadier, and Toymaker, plus expanded Augment Effects.
Choose Mechanist when you want a martial class with a workshop brain. Its turns pair attacks with upgrades that make the party's kit suspiciously better.
Monk ●
Monk is an unarmored skirmisher/controller powered by Technique Points. It wins through mobility, defense, repeated pressure, and high-value rider effects. Player's Guide 2 adds Affliction Eater, Elemental Voice, and Seal Guardian, which push the class toward cleansing, elemental expression, and protective control.
Monk rewards players who understand positioning. If you stand still and trade hits forever, the class will file a complaint with your character sheet.
Paladin ●
Paladin is a heavy-armor half caster with Divine Smite, aura support, healing, and durable frontline pressure. Player's Guide 2 adds Anathema, Safekeeping, and Unbound oaths, expanding the class into anti-sacred menace, protective guardian, and oath-breaking freedom themes.
The class is strongest when it protects the party while threatening burst damage. If the Paladin is standing next to you, congratulations: your saving throws found religion.
Ranger ●
Ranger is a skirmisher, scout, and marked-target striker with Primordial spell support. Player's Guide 2 adds Arrow Binder, Shadow, and Trailblazer, giving the class more ranged control, stealth pressure, and exploration leadership.
Ranger works best when the campaign values movement, terrain, scouting, and target priority. Its play pattern makes terrain and a chosen target matter every round.
Rogue ●
Rogue is the skill expert and precision striker. Sneak Attack, Tricks, mobility, defensive features, and Reliable Talent make it the class most likely to turn "impossible" into "give me a second." Player's Guide 2 adds Con Arcanist, Nightblade, and Trapsmith, which cover Arcane trickery, shadow pressure, and prepared hazards.
Rogue rewards the player who asks questions about the room. It notices the hinge, steals the key, and leaves through the window while still contributing precision damage.
Sorcerer ●
Sorcerer is an Arcane caster that bends spells through Metamagic and renewable class resources. Player's Guide 2 adds Abominable, Cyclonic, and Sacred origins, plus more Metamagic and spell support.
Choose Sorcerer if you want fewer spells than Wizard but more ways to make those spells misbehave. It is a focused toolkit with a tiny lever labeled "make this rude."
Theurge ●
Theurge is a Player's Guide 2 full caster that blends Arcane and Divine magic through a libram, prepared spells, rituals, Spell Nexus, and Spellcraft dice. It is the class for players who want to solve the spell list problem by bringing two spell lists and a notebook with alarming tabs.
Subclasses include Conduit, Illuminary, and Source Spinner. Theurge has a high ceiling, but it asks for planning. If you enjoy preparation, dual-list spell choices, and resource sequencing, this class is excellent.
Vanguard ●
Vanguard is a Player's Guide 2 martial leader built around war banners, stratagems, command presence, and party protection. It is the class for players who want to control the fight without casting spells.
Subclasses include Bulwark, Herald, and Marshal. Vanguard works best when positioning matters and the party likes coordinated turns. It suits the player who is already tracking everyone's next move.
Warlock ●
Warlock is a Wyrd caster with Pact Magic, Eldritch Blast, pact identity, and invocations. Player's Guide 2 adds Archon, Elemental Regent, and Fey Noble patrons, plus new invocations and spells.
Warlock is durable, customizable, and short-rest hungry. Choose it if you want a strong default turn and a build full of weird switches.
Witch ●
Witch is a Player's Guide 2 WIS-based Wyrd caster with known spells, Hex dice, Shadow Craft rituals, Spirit Binding implements, Heroic Boons, Epic Boons, and coven subclasses. It is a controller and ritual specialist that wins by making the one important roll fail at the exact wrong time.
Subclasses include Crimson Cord, Night Song, and Twilight Soul. Witch combines spellcasting, implements, and curses in a haunted utility engine with the social energy of a locked cabinet that whispers back.
Wizard ●
Wizard is the prepared Arcane specialist with rituals, Rote Spells, spellbook depth, and the best long-term spell toolbox. Player's Guide 2 adds Arcanist, Necromancer, and Summoner traditions, giving Wizard more explicit support for broad Arcane mastery, death magic, and conjured allies.
Wizard rewards planning harder than almost any class. A Wizard who knows what tomorrow looks like has already solved part of today's problem.
Sourcebook Coverage
The individual class guides separate Player's Guide material from optional sourcebook options. Sourcebook entries are labeled in the articles so you can check table legality quickly.
| Source | What It Adds |
|---|---|
| Player's Guide | Core class chassis, core subclasses, core spells, talents, equipment, lineages, heritages, and backgrounds |
| Player's Guide 2 | Theurge, Vanguard, Witch, expanded subclasses, boons, spells, talents, lineages, heritages, magic items, Martial Actions, Augments, Metamagic, invocations, and other class support |
| The Old Margreve | Forest-focused subclasses, spells, lineages, heritages, backgrounds, talents, magic items, mounts, allies, and wilderness support |
| Book of Blades | Martial backgrounds, heritages, talents, weapon-facing options, and class hooks for martial-heavy builds |
| Labyrinth Worldbook | Labyrinth spells, void options, magic talents, heritages, lineages, rituals, and high-weirdness utility |
Useful hubs:
Class Comparison at a Glance
| Class | Role | Complexity | Spell List | Armor | PG2 Hook |
|---|---|---|---|---|---|
| Barbarian | Frontliner / Damage | Low | None | Unarmored | Chaos, Four Winds, Kraken |
| Bard | Support / Caster / Skills | Medium | Arcane | Light | Allure, Mockery, Sound |
| Cleric | Healer / Divine Controller | Medium | Divine | Medium/Heavy | Death, Nature, Tempest |
| Druid | Controller / Shapeshifter | High | Primordial | Medium | Elementalist, Fey, Stoneheart |
| Fighter | Frontliner / Stunt Martial | Low-High | None | Heavy | Martial Actions, Scrapper, Stunt Archer, Twinblade |
| Mechanist | Martial / Support | Medium | None | Medium | Augments, Cog Augur, Grenadier, Toymaker |
| Monk | Skirmisher / Controller | Medium | None | Unarmored | Affliction Eater, Elemental Voice, Seal Guardian |
| Paladin | Frontliner / Support | Medium | Divine | Heavy | Anathema, Safekeeping, Unbound |
| Ranger | Skirmisher / Scout | Medium | Primordial | Medium | Arrow Binder, Shadow, Trailblazer |
| Rogue | Striker / Skill Expert | Medium | Subclass-based | Light | Con Arcanist, Nightblade, Trapsmith |
| Sorcerer | Arcane Caster / Metamagic | High | Arcane | None | Abominable, Cyclonic, Sacred |
| Theurge | Dual-List Full Caster | High | Arcane + Divine | None | Full PG2 class |
| Vanguard | Martial Leader / Protector | Medium | None | Heavy | Full PG2 class |
| Warlock | Wyrd Caster / Invocations | Medium | Wyrd | Light/Medium | Archon, Elemental Regent, Fey Noble |
| Witch | Wyrd Controller / Ritualist | High | Wyrd | Light | Full PG2 class |
| Wizard | Arcane Prepared Caster | High | Arcane | None | Arcanist, Necromancer, Summoner |
Build Your Tales of the Valiant Character
The Tales of the Valiant character builder is live - build a Beastkin, a Kobold, or whatever your table is missing, free, right now.
Start BuildingToV vs. D&D 5e: Key Differences
Coming from 5e? These are the changes most likely to catch you off guard:
- Feats → Talents. Divided into Martial, Magic, and Technical categories. Different classes access different lists.
- ASIs → Improvements. You can take +2, +1/+1, or +1 to a stat plus a Talent. Ability score caps can be exceeded by Epic Boons at 20th level.
- Race/Subrace → Lineage/Heritage. Lineage is biology; Heritage is culture. Any Lineage can take most Heritages.
- Spell Levels → Spell Circles. Functionally identical, just renamed.
- Spell Lists. Instead of class-specific spell lists, ToV has four shared lists: Arcane, Divine, Primordial, and Wyrd. Classes draw from one or more of these.
- Inspiration → Luck. A pool of points (not a single charge) that add to rolls or allow rerolls. Gained by failing rolls.
- Subclasses at 3rd level. Every class selects its subclass at 3rd level, instead of Clerics and Sorcerers choosing at 1st or 2nd level.
Final Notes
Use this page as the hub, then jump into the class-specific guides for specific build decisions. The index gives you the table role and PG2 hooks; the individual guides handle ratings, subclasses, talents, spells, multiclassing, and examples.
Pick the class whose turn pattern you want to repeat. Power matters, but twenty levels is a long time to spend piloting a class whose main feature makes you sigh.



