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.

LevelStat PointsFeatures
1st+2+1 physical recovery
2nd+2Choose path, choose one weapon mastery
3rd+2+1 physical recovery
4th+2Path benefit, choose one weapon mastery
5th+3+1 physical recovery
Paths Path Benefit Path Magic
Path of the Bulwark
2ndGain an additional point of AC when using armor
4thReroll 1’s on Health checks
Path of the Master
2ndMake up to two attacks when using the attack action
4thMake up to three attacks when using the attack action
Path of the Spellblade
2ndGain 1 pt. of FORT for every 2 pts. of WillLearn one school of magic
4thReroll 1’s on Will checks to cast magicLearn 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.

LevelStat PointsFeatures
1st+2+1 additional Reflex
2nd+2Choose path
3rd+2+1 additional Reflex
4th+2Path benefit
5th+3+1 additional Reflex
Paths Path Benefit Path Magic
Path of the Duelist
2ndGain 1 pt. of FORT for every two points of REF
4thChoose a weapon mastery
Path of the Assassin
2ndChoose a weapon mastery
4th+1 attack damage for each success on a stacked Reflex based attack roll
Path of the Spellthief
2ndGain 1 pt. of Will for every 2 pts. of REFLearn one school of magic
4thReroll 1’s on Sanity checks to cast magicLearn 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.

LevelStat PointsFeatures
1st+2+1 mental recovery
2nd+2Choose path
3rd+2+1 mental recovery
4th+2Path benefit
5th+3+1 mental recovery
Paths Path Benefit Path Magic
Path of the Sorcerer
2nd+1 mental recoveryReroll 1’s on Will checks to cast a spell
4th+1 mental recoveryReroll 1’s on Focus checks
Path of the Arachmage
2nd+2 WillLearn two additional schools of magic
4th+2 WillLearn two additional schools of magic
Path of the Occult
2ndGain 1 pt. of Health for every two pts. of WillLearn one school of black magic
4thReroll 1’s on Health checksLearn 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.

LevelStat PointsFeatures
1st+2+1 to any primary stat
2nd+2Choose path
3rd+2+1 to any primary stat
4th+2Path benefit
5th+3+1 to any primary stat
Paths Path Benefit Path Magic
Path of the Captain
2ndCommand
4thRally
Path of the Priest
2ndHealer’s KitLearn one school of magic
4thSermonLearn one school of magic
Path of the Alchemist
2ndPotion KitLearn one school of black magic
4thGrenadier’s KitLearn 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.

d6ResultEffect
1Powder of Quickness+2” to movement speed
2Red Rage+2 to Fortitude, deal 1 additional damage on FORT attacks
3Cutpurse Cordial +2 to Reflex, reduce dodge check DC by 1
4Scholar’s Friend+2 to Will, reduce Will check to cast magic by 1
5Numbing Balm+1 Health, reduce Health check DC by 1
6Laudenum+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.

d6ResultEffect
1Dragon’s Breath Bomb1d6 fire damage and object, creatures, and the area of effect ignite
2Winter’s Chill1d3 ice damage and creatures in the area are frozen. Water in the area freezes solid
3Noxious Fumes1d3 poison damage and creatures in the area are poisoned (DC 5+)
4Thunderpot1d3 Sonic damage and medium or smaller creatures in the area are thrown out of the area
5FlashpotCreatures that can see the area are blinded (DC 5+)
6SmokepotFills the area with total cover