- Forsworn classes define your three-character party: Knight, Paladin, Assassin, Wizard, Monk, and Ranger.
- Subclasses dramatically change playstyle, but two of the three per class must be unlocked via Mastery or achievements.
- Best starter party: Knight, Paladin, and Wizard covers tanking, healing, and AoE damage.
- Monk and Ranger are unlockable classes with stacking effects and burst damage respectively.
- Party level-ups grant blessings, some of which are class-specific and build-defining.
Forsworn Classes Overview
Forsworn is a turn-based roguelike that blends CRPG combat—clearly inspired by Baldur's Gate 3 and Divinity: Original Sin 2—with run-based structure. You always field a party of three against outnumbering enemy waves, so your class composition is the single most important decision in any run.
Each class is color-coded for easy identification, comes with its own skill kit, gear options, and passive blessings, and can be paired with any two other classes. Only one of each class is allowed per party.
Video Highlights:
- Full breakdown of all six classes and their combat roles
- Explanation of action points, ultimate gauges, and subclass unlocks
- Analysis of Mastery progression and gear systems
- Honest take on map RNG and elite encounters
The Knight is available from the start and is a forgiving jack-of-all-trades. Pair it with the Paladin and Wizard for a well-rounded opening party before experimenting with unlockable classes.
All Six Classes Compared
| Class | Role | Strengths | Weaknesses | Availability |
|---|---|---|---|---|
| Knight | Jack-of-all-trades | Versatile, reliable, easy to use | No standout specialty | From start |
| Paladin | Tank / Support | Healing, smites, strong defenses | Healing skills costly with long cooldowns | From start |
| Assassin | Debuffer / Burst | Poison and bleed, stealth burst hits | Fragile without setup | From start |
| Wizard | Ranged AoE | Best AoE in the game, elemental effects | Very fragile | From start |
| Monk | Sustained DPS | Flurry attacks, stacking recurring effects, some healing | Requires buildup turns | Unlockable |
| Ranger | Burst / Range | Serious burst damage, excellent range | Needs finesse and planning | Unlockable |
Knight
- Beginner-friendly all-rounder
- Reliable in any party slot
- Great first-run pick
Wizard
- Top-tier AoE damage
- Slings elemental effects everywhere
- Keep it protected at all times
Paladin
- Potent tank with healing
- Smiting offense built in
- Premium in-battle sustain
Healing classes carry their recovery skills on expensive, long-cooldown abilities. Avoid bad trades—damage persists across maps within a run.
Subclass System and Unlocks
Every class has three subclasses, each with its own ultimate skill and passive identity that can significantly change how the class plays.
| Unlock Method | Requirement | Notes |
|---|---|---|
| Starting subclass | Available immediately | Baseline playstyle and ultimate |
| Second subclass | Mastery level 6 | Earned by bringing the class on runs |
| Third subclass | Class achievement | Often extremely difficult challenges |
Notable subclass examples:
- Wizard (starting): Passive damage buff while casting different elements without repeating two spells in a row.
- Wizard (alt): Time manipulation abilities.
- Paladin (starting): Three toggleable auras providing small party buffs.
- Paladin (alt): Free active skills each turn—situational but very strong with planning.
Third subclasses are gated behind brutally hard achievements—such as winning an elite battle before any enemy acts, or maxing four rare tier-four spells in a single run. Most players will realistically access only two subclasses per class.
Building Your Party: Step-by-Step
Pick a Core Triangle
Choose a frontline (Knight or Paladin), a damage engine (Wizard, Assassin, or Ranger), and a flexible third slot. A tank plus healer plus AoE layout is the safest framework.
Secure Your Healing Plan
Since in-battle healing is scarce, route your act map around rest sites—40% party heals are your main recovery source in a run.
Upgrade Skill Tiers
Use upgrade sites to spend upgrade tokens on tiering up skills. Tier four versions often add entirely new effects, like the Wizard's lightning ball granting shields per enemy hit.
Equip Set Gear
Gear is fixed set pieces, not randomized loot. Rings, amulets, and trinkets with effects like low-HP ultimate generation seal your build's final touches.
Invest in Mastery
Mastery levels unlock extra gear slots at thresholds, skill-swapping at level 10, and powerful Remembrances at level 15.
Unspent action points roll over into the next turn. Deliberately banking AP to unleash a bigger coordinated combo is a core advanced strategy.
Class Goals Checklist
Run and Progression Milestones:
- Clear first run with Knight, Paladin, Wizard
- Unlock the Monk class
- Unlock the Ranger class
- Reach Mastery 6 on a favorite class
- Open both locked gear slots via Mastery
- Fill ultimate gauges efficiently (10% per AP spent)
Soul shard meta-progression is extremely grindy—shards earned per run are split among all three characters, so expect slow permanent upgrades like +1 damage or +3 HP.
FAQ
Q: How many Forsworn classes are there in total?
There are six classes: Knight, Paladin, Assassin, and Wizard available from the start, plus the Monk and Ranger which unlock through play. Each class also has three subclasses that alter its playstyle.
Q: What is the best starting party in Forsworn?
The Knight, Paladin, and Wizard is the most reliable opening composition. It combines a versatile frontliner, a tank with healing, and the game's strongest AoE damage dealer.
Q: How do I unlock the second subclass for a class?
Bring the class on runs to earn Mastery XP. At Mastery level 6, a second subclass unlocks. The third subclass requires completing a difficult class-specific achievement.
Q: Can I run a party with duplicated classes?
No. Your party can be any combination of three classes, but only one of each class is allowed per run.