Dragon's Dogma 2 vocations — all classes and unlock requirements

Compare all 10 vocations, see which ones Pawns can use, and follow the verified quest or NPC route for every later unlock.

By Game Guide PortSource reviewed:

Applies to: Base-game vocations · current six-skill-slot interface · unlock routes reported from the 2024 release

Quick answer

Dragon’s Dogma 2 has 10 vocations. Fighter, Archer, Mage and Thief are available at the start. Warrior and Sorcerer can be used by the Arisen and main Pawn; Mystic Spearhand, Magick Archer, Trickster and Warfarer are Arisen-only. Change an unlocked vocation at a Vocation Guild. The six later unlocks come from Vocation Frustration, Sigurd, Put a Spring in Thy Step, Luz and The Sotted Sage, with story-progress alternatives noted below.

Official artwork showing multiple Dragon’s Dogma 2 vocations
Official Dragon’s Dogma 2 image · ©CAPCOM · Source ↗

Evidence split: Capcom’s current manual establishes the vocation list, combat roles and Arisen-only restriction. The named quests and NPC routes come from PowerPyx’s March 21, 2024 walkthrough and are marked as media-reported. Unlock routes have not been replayed on Title Update 4.0.

All 10 vocations and who can use them

VocationWeapon / purposeArisenMain PawnFirst unlock
FighterSword or mace + shield; close defenseYesYesStarting choice
ArcherBow; aimed ranged attacksYesYesStarting choice
MageStaff; healing, enchantment and magickYesYesStarting choice
ThiefDaggers; fast close attacks and evasionYesYesStarting choice
WarriorGreatsword or hammer; heavy front lineYesYesVocation Frustration
SorcererArchistaff; high-impact offensive magickYesYesVocation Frustration or later story progress
Mystic SpearhandDuospear; physical and magick mixYesNoSpeak to Sigurd
Magick ArcherMagickal bow; ranged magick and supportYesNoPut a Spring in Thy Step
TricksterCenser; illusions and enemy controlYesNoSpeak to Luz at Reverent Shrine
WarfarerAll weapon types; flexible combinationsYesNoThe Sotted Sage

Capcom confirms the four starting vocations, Warrior and Sorcerer, and the four special Arisen-only vocations. It describes Warfarer as using all kinds of weaponry. Official web manual · Checked October 15, 2026. The quest and NPC column follows PowerPyx’s unlock guide · Checked October 15, 2026.

Which starting vocation should you choose?

Want a guard and close control?

Choose Fighter. A shield gives a direct answer to incoming pressure.

Want deliberate ranged aiming?

Choose Archer. It rewards line of sight and weak-point shots.

Want healing and elemental support?

Choose Mage. It can heal the party as well as cast offensive magick.

Want speed and an evasive core action?

Choose Thief. It trades the shield for movement and rapid dagger attacks.

There is no permanent lock-in: the official manual says you can change vocation at a Vocation Guild. Choose the controls you want to learn first, then let the main Pawn cover the missing role. Official starting-vocation descriptions · Checked October 15, 2026.

How to unlock the six later vocations

  1. Warrior and Sorcerer: PowerPyx reports both as rewards from Vocation Frustration. It also reports Sorcerer becoming available through later story progress after Feast of Deception.
  2. Mystic Spearhand: speak to Sigurd. The walkthrough reports encounters during Readvent of Calamity, at Dragonsbreath Tower or through later story progress. His exact location can therefore depend on quest state.
  3. Magick Archer: complete Put a Spring in Thy Step on Agamen Volcanic Island. The dedicated guide gives the full Gautstafr escort.
  4. Trickster: speak to Luz at Reverent Shrine. The main story directs you there during Flickering Shadows, but the reported unlock is the conversation itself.
  5. Warfarer: complete Lamond’s The Sotted Sage at Geyser Hamlet by supplying three Newt Liqueurs.

Media walkthrough for all six routes · Checked October 15, 2026. These are route reports, not wording taken from Capcom’s manual.

Changing vocation, skills and Augments

  1. Visit a Vocation Guild and select an already unlocked vocation.
  2. Spend DCP to unlock a new vocation or learn skills as they become available with vocation rank.
  3. Equip weapon skills that match the new weapon; owning a skill does not automatically place it on the bar.
  4. Recheck armor, carried weight and party roles after the change.
  5. Equip up to six learned Augments. They remain available across vocations.

The official guild manual says DCP comes from defeating enemies and completing quests, and that the Arisen and main Pawn accrue it separately. It also distinguishes automatically active core skills from weapon skills that must be equipped. Official Vocation Guild manual · Checked October 15, 2026.

Why a Pawn cannot equip every unlocked vocation

Mystic Spearhand, Magick Archer, Trickster and Warfarer are explicitly Arisen-only in Capcom’s manual. Unlocking one does not add it to the main Pawn’s change-vocation list. For Pawn planning, use Fighter, Archer, Mage, Thief, Warrior or Sorcerer and combine the role with cross-vocation Augments.

The current official manual confirms vocation identity, but it does not publish every quest-state fallback in the unlock table. If an NPC is absent, advance or resolve the linked quest state before assuming the vocation is permanently missed.

Sources

Recheck when Capcom adds a vocation, changes an unlock route or alters Pawn eligibility.

How this guide was checked

Capcom’s current web manual establishes vocation identities, roles and Arisen-only limits. PowerPyx supplies the quest and NPC unlock routes; those routes are labeled as media walkthrough evidence.

Not independently play-tested. This is not a claim that every platform or game version was tested. Source review: Oct 15, 2026.