There are four classes in Delver’s Deep, and each class has sub-classes known as paths. The classes are: The Warrior, The Adept, The Mage, and The Beacon.

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
2ndWhen using the attack action take an additional attack action
4th+1 physical recovery
Path of the Archer
2ndMove up to 2″ when you use the [RELOAD] action
4thIgnore 1 level of Cover when making attacks with ranged or thrown weapons.
Path of the Spellblade
2ndGain 1 pt. of FORT for every 3 pts. of WillLearn one school of Magica
4thReroll 1’s on Will checks to cast magicLearn one school of Magica
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+3 additional REF
2nd+2Choose path, -1 Dodge Check DC
3rd+2+3 additional REF
4th+2Path benefit, -1 Dodge Check DC
5th+3+3 additional REF
Paths Path Benefit Path Magic
Path of the Duelist
2ndGain 1 pt. of REF for every 3 points of FORT
4thWhen you hit an [ATTACK], spend one point of REF to move up to 2″
Path of the Assassin
2nd+1 attack damage for each success on a stacked REF based attack roll
4thChoose one weapon mastery
Path of the Monk
2nd+1 physical recovery for every 6 pts. of max REF
4thSpend points of WILL to add [REND] to [LIGHT] attacks
Path of the Spellthief
2ndGain 1 pt. of REF for every 3 pts. of WILLLearn one school of Magica
4thReroll 1’s on Sanity checks to cast magicLearn one school of Magica
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, learn one school of Magica
2nd+2Choose path, -1 Sanity Check DC
3rd+2+1 mental recovery, learn one school of Magica
4th+2Path benefit, -1 Sanity Check DC
5th+3+1 mental recovery, learn one school of Magica
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 to maintain a spell
Path of the Archmage
2nd+2 WillLearn two additional schools of Magica
4th+2 WillLearn two additional schools of Magica
Path of the Occult
2ndGain 1 pt. of FORT for every 3 pts. of WillLearn one school of Malika
4thReroll 1’s on Health checksLearn one school of Malika
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, Healer’s Kit
3rd+2+1 to any primary stat
4th+2Path benefit, Bolster
5th+3+1 to any primary stat
Paths Path Benefit Path Magic
Path of the Captain
2ndCommand
4thHold Fast!
Path of the Priest
2ndCondemnLearn one school of Magica
4thBlessingLearn one school of Magica
Path of the Alchemist
2ndPotion KitLearn one school of Malika
4thGrenadier’s KitLearn one school of Malika

The beacon subclasses get access to some special skills that allow them to buff their allies in combat.

Healer’s Kit
Once during rest use a healer’s kit on an ally to [RESTORE] all missing Health. Doing so consumes the healer’s kit.

Bolster.
Once during rest, spend three points of Will to reassure an ally to [RESTORE] all missing Sanity.

Command.
As an action, spend one point of Will to command an ally to take an action during your turn. The target must spend points as normal and each target can only benefit from this effect once on your turn.

Hold Fast!
As an action command any number of targets to take the Rally action. Spend one point of Will per target.

Condemn
Spend points of Will to mark an enemy for death. You and your allies have +1 to hit the target with any [ATTACK]. Spend one point of Will per ally.

Blessing
Spend three points of Will to bless an ally. Each target can only benefit from one blessing at a time. Blessings do not need to be maintained and last until the end of a scene.

d6BlessingEffect
1Blessing of OssiraGain Survivor trait
2Blessing of Aura-1 to Health Check DC
3Blessing of Kael+1 damage on melee weapon attacks
4Blessing of Saint Ossian+1 to weapon attacks
5Blessing of Saint Aurel-1 to Spellcasting Check DC for Magica
6Blessing of Saint Kaelorn+1 die to any skill check

Potion Kit
You can use a potion kit to make potions. Doing so consumes the potion kit. Once during downtime you can attempt to craft three additional potions of your choice. Roll 3d6. On a result of 4+ you are successful. Potions last until the end of a scene.

d6ResultEffect
1Powder of Quickness+2” to movement speed
2Red Rage+3 to Fortitude
3Cutpurse Cordial +3 to Reflex
4Scholar’s Friend+3 to Will
5Numbing Balm+1 Health
6Laudenum+1 Sanity

Grenadier’s Kit
You can use a grenadier’s kit to make grenades. Doing so consumes the grenadier’s kit. 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