There are four classes in Delver’s Deep, and each class has three sub-classes known as paths. The classes are: The Warrior, The Adept, The Mage, and The Symbol.
The Warrior
The warrior is the quintessential mercenary, relying principally on skill at arms to best the enemy.
Level | Stat Points | Features |
---|---|---|
1st | +2 | +1 physical recovery |
2nd | +2 | Choose path, choose one weapon mastery |
3rd | +2 | +1 physical recovery |
4th | +2 | Path benefit, choose one weapon mastery |
5th | +3 | +1 physical recovery |
Paths | Path Benefit | Path Magic |
Path of the Bulwark | ||
2nd | Gain an additional point of AC when using armor | |
4th | Reroll 1’s on Health checks | |
Path of the Master | ||
2nd | Make up to two attacks when using the attack action | |
4th | Make up to three attacks when using the attack action | |
Path of the Spellblade | ||
2nd | Gain 1 pt. of FORT for every 2 pts. of Will | Learn one school of magic |
4th | Reroll 1’s on Will checks to cast magic | Learn one school of magic |
The Adept
The adept is a skirmisher, specializing in striking vulnerable targets and fading away before they are caught in a close melee.
Level | Stat Points | Features |
---|---|---|
1st | +2 | +1 additional Reflex |
2nd | +2 | Choose path |
3rd | +2 | +1 additional Reflex |
4th | +2 | Path benefit |
5th | +3 | +1 additional Reflex |
Paths | Path Benefit | Path Magic |
Path of the Duelist | ||
2nd | Gain 1 pt. of FORT for every two points of REF | |
4th | Choose a weapon mastery | |
Path of the Assassin | ||
2nd | Choose a weapon mastery | |
4th | +1 attack damage for each success on a stacked Reflex based attack roll | |
Path of the Spellthief | ||
2nd | Gain 1 pt. of Will for every 2 pts. of REF | Learn one school of magic |
4th | Reroll 1’s on Sanity checks to cast magic | Learn one school of magic |
The Mage
The mage is the primary source of magic, bringing both damage and utility, but will often need to rely on their allies to keep them from harms way.
Level | Stat Points | Features |
---|---|---|
1st | +2 | +1 mental recovery |
2nd | +2 | Choose path |
3rd | +2 | +1 mental recovery |
4th | +2 | Path benefit |
5th | +3 | +1 mental recovery |
Paths | Path Benefit | Path Magic |
Path of the Sorcerer | ||
2nd | +1 mental recovery | Reroll 1’s on Will checks to cast a spell |
4th | +1 mental recovery | Reroll 1’s on Focus checks |
Path of the Arachmage | ||
2nd | +2 Will | Learn two additional schools of magic |
4th | +2 Will | Learn two additional schools of magic |
Path of the Occult | ||
2nd | Gain 1 pt. of Health for every two pts. of Will | Learn one school of black magic |
4th | Reroll 1’s on Health checks | Learn one school of magic |
The Beacon
The beacon is the centerpiece of the group, buffing and helping allies to provide unity in the face of adversity.
Level | Stat Points | Features |
---|---|---|
1st | +2 | +1 to any primary stat |
2nd | +2 | Choose path |
3rd | +2 | +1 to any primary stat |
4th | +2 | Path benefit |
5th | +3 | +1 to any primary stat |
Paths | Path Benefit | Path Magic |
Path of the Captain | ||
2nd | Command | |
4th | Rally | |
Path of the Priest | ||
2nd | Healer’s Kit | Learn one school of magic |
4th | Sermon | Learn one school of magic |
Path of the Alchemist | ||
2nd | Potion Kit | Learn one school of black magic |
4th | Grenadier’s Kit | Learn one school of black magic |
The beacon subclasses get access to some special skills that allow them to buff their allies in combat.
Command.
Use an action to command an ally to take an action during your turn. You can command your allies to move, make attacks, defend, reload weapons, brace, defend, or focus. Taking actions in this way does not require your ally to spend stat points to complete the action, but does not allow them to make active rerolls.Each target can only benefit from this effect once on your turn.
Rally
Use an action to rally an ally against harmful effects. Your ally can make a check against any ongoing effect (such as from a spell or from madness) without expending stat points. Each target can only benefit from this effect once on your turn.
Healer’s Kit
Outside of combat, use a healer’s kit to attempt to heal your allies wounds. Roll 1d6 for each point of Health they are missing. On a 4+ that point of Health is restored. You can carry multiple healer’s kits.
Sermon
Outside of combat give an inspiring speech to your comrades. Each ally that can hear you can roll 1d6 for each point of Sanity they are missing. On a 4+ that point of Sanity is restored. This trait can be used multiple times, but each time it is used the DC to restore sanity increases by 1.
Potion Kit
Your character starts with three potions. Roll on the potion table to determine which potions you start with. Once during downtime you can attempt to craft three additional potions of your choice. Roll 3d6. On a result of 4+ you are successful.
d6 | Result | Effect |
---|---|---|
1 | Powder of Quickness | +2” to movement speed |
2 | Red Rage | +2 to Fortitude, deal 1 additional damage on FORT attacks |
3 | Cutpurse Cordial | +2 to Reflex, reduce dodge check DC by 1 |
4 | Scholar’s Friend | +2 to Will, reduce Will check to cast magic by 1 |
5 | Numbing Balm | +1 Health, reduce Health check DC by 1 |
6 | Laudenum | +1 Sanity, reduce Sanity check DC by 1 |
Grenadier’s Kit
Your inventory expands to six slots total and your character starts with three grenades. These grenades do not count towards your inventory. Roll on the grenade table to determine which grenades you start with. Once during downtime you can attempt to craft three additional grenades of your choice. Roll 3d6. On a result of 4+ you are successful.
d6 | Result | Effect |
---|---|---|
1 | Dragon’s Breath Bomb | 1d6 fire damage and object, creatures, and the area of effect ignite |
2 | Winter’s Chill | 1d3 ice damage and creatures in the area are frozen. Water in the area freezes solid |
3 | Noxious Fumes | 1d3 poison damage and creatures in the area are poisoned (DC 5+) |
4 | Thunderpot | 1d3 Sonic damage and medium or smaller creatures in the area are thrown out of the area |
5 | Flashpot | Creatures that can see the area are blinded (DC 5+) |
6 | Smokepot | Fills the area with total cover |