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 Beacon.
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 | +1 physical recovery | |
| Path of the Spellblade | ||
| 2nd | Gain 1 pt. of FORT for every 3 pts. of Will | Learn one school of Magica |
| 4th | Reroll 1’s on Will checks to cast magic | Learn 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.
| Level | Stat Points | Features |
|---|---|---|
| 1st | +2 | +3 additional Reflex |
| 2nd | +2 | Choose path |
| 3rd | +2 | +3 additional Reflex |
| 4th | +2 | Path benefit |
| 5th | +3 | +3 additional Reflex |
| Paths | Path Benefit | Path Magic |
| Path of the Duelist | ||
| 2nd | Gain 1 pt. of REF for every 3 points of FORT | |
| 4th | -1 to Dodge Check DC | |
| 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 REF for every 3 pts. of WILL | Learn one school of Magica |
| 4th | Reroll 1’s on Sanity checks to cast magic | Learn 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.
| Level | Stat Points | Features |
|---|---|---|
| 1st | +2 | +1 mental recovery, learn one school of Magica |
| 2nd | +2 | Choose path |
| 3rd | +2 | +1 mental recovery, learn one school of Magica |
| 4th | +2 | Path benefit |
| 5th | +3 | +1 mental recovery, learn one school of Magica |
| 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 to maintain a spell |
| Path of the Archmage | ||
| 2nd | +2 Will | Learn two additional schools of Magica |
| 4th | +2 Will | Learn two additional schools of Magica |
| Path of the Occult | ||
| 2nd | Gain 1 pt. of FORT for every 3 pts. of Will | Learn one school of Malika |
| 4th | Reroll 1’s on Health checks | Learn 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.
| 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 | Healer’s Hit | |
| Path of the Priest | ||
| 2nd | Condemn | Learn one school of Magica |
| 4th | Blessing | Learn one school of Magica |
| Path of the Alchemist | ||
| 2nd | Potion Kit | Learn one school of Malika |
| 4th | Grenadier’s Kit | Learn one school of Malika |
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. Each target can only benefit from this effect once on your turn.
Healer’s Kit
Outside of combat, use a healer’s kit and restore up to three points of Health. You can carry multiple healer’s kits.
Condemn
Mark an enemy for death. You and your allies have +1 to hit the target with any [ATTACK].
Blessing
Outside of combat bless an ally to sooth their mind and restore up to three points of Sanity. Using this trait on an ally more than once reduces the number of points restored by one for each additional use.
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 |