Chapter 3: Classes
The rules within each class allow you to bring a wealth of character concepts to life. Perhaps you want to create an observant but impulsive mystic who can see the pain in someone's eyes but can't follow the instructions to bake them a cake. Or perhaps you want your character to be a bullet-spewing veteran who shrugs off bullets when she activates her force field. Maybe they'll be a cool-headed witchwarper whose far-off gaze seems to look past our reality into potential timelines long lost. The choices you make for your character within their class—such as a mystic's choice of connection, a soldier's choice of fighting style, or a witchwarper's anchor—bring these visions to life within the context of the rules and the world.
The entries on the pages that follow describe six classes in Starfinder. Each entry contains the information you need to play a character of that class, as well as how to develop them from their humble beginnings at 1st level to the dizzying heights of power at 20th level. In addition to the class entries, you might need to reference the following sections, which detail additional character options and how to advance your character in level.
- Leveling Up tells you how to make your character stronger when you get enough Experience Points to reach a new level.
- Archetypes gives you thematic options that allow you to further customize your character's abilities. Though these rules are not recommended for beginners, the archetypes in this book allow you to gain abilities from other classes starting at 2nd level.
Reading Class Entries
Playing the Class
Key Attribute
For instance, this is the attribute modifier you'll use to determine the Difficulty Class (DC) associated with your character's class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key attribute is used to calculate spell DCs and similar values.
Most classes are associated with one key attribute modifier, but some allow you to choose from two options. For instance, if you're a witchwarper, you can choose either Intelligence or Charisma as your key attribute.
Additionally, when you choose your character's class, they gain an attribute boost to their key attribute modifier, increasing that attribute modifier by 1. For more about attribute boosts, see Step 6: Finish Attribute Modifiers.
Hit Points
Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry. For more about calculating your character's Constitution modifier and determining their Hit Points, see Step 7: Record Class Details.
Initial Proficiencies
Each class entry specifies your character's initial proficiency rank in Perception, saving throws, attacks, defenses, and class DC. You gain the trained proficiency rank in several skills. The exact number depends on your class, and some classes specify certain additional skills that you're trained in. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.
A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic. If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4. For more about proficiency ranks, see Step 9: Calculate Modifiers.
Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class's entry. These classes rarely use their class DC.
If something isn't listed in your character's class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic.
Advancement Table
Class Features
Class Feats
Skill Feats
General Feats
Skill Increases
If your character is at least 7th level, they can use a skill increase to become a master of a skill in which they're already an expert. If they're at least 15th level, they can use an increase to become legendary in a skill in which they're already a master.
Attribute Boosts
Ancestry Feats
Archetypes
You gain an archetype by selecting archetype feats instead of your normal feats. First, find the archetype that best fits your character concept. Then select that archetype's dedication feat, using one of your class feat choices. Once you've taken the dedication feat, you can select any feat from that archetype, as long as you meet its prerequisites. Most archetype feats are taken in place of class feats, and so these are called archetype class feats.
An archetype feat is subject to any restrictions on the class feat it replaces. For example, if you had an ability at 6th level that granted you a bonus class feat, but that class feat had to be 4th level or lower and have the vesk trait, you could use that class feat to take an archetype class feat, but only one of 4th level or lower with the vesk trait.
Dedication Details
Multiclass Dedications
Additional Feats
Feats that Grant Feats
Spellcasting Archetypes
Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the witchwarper's master spellcasting feat is called Master Witchwarper Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the mystic archetype allows you to pick a connection when you take its dedication feat. If you pick a connection granting divine spells, the archetype then grants you spell slots you can use only to cast divine spells you prepare as a mystic, even if you are a witchwarper with occult spells in your repertoire.
Basic Spellcasting Feat: Usually available at 4th level, these feats grant a 1st-rank spell slot. At 6th level, they grant you a 2nd-rank spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-rank spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”
Expert Spellcasting Feat: Typically taken at 12th level, these feats make you an expert in spell attack modifiers and spell DCs and grant you a 4th-rank spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-rank spell slot, and at 16th level, they grant you a 6th-rank spell slot. Archetypes refer to these benefits as the “expert spellcasting benefits.”
Master Spellcasting Feat: Usually found at 18th level, these feats make you a master in spell attack modifiers and spell DCs and grant you a 7th-rank spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-rank spell slot. Archetypes refer to these benefits as the “master spellcasting benefits.”