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.
| 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 | When using the attack action take an additional attack action | |
| 4th | +1 physical recovery | |
| Path of the Archer | ||
| 2nd | Move up to 2″ when you use the [RELOAD] action | |
| 4th | Ignore 1 level of Cover when making attacks with ranged or thrown weapons. | |
| 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 REF |
| 2nd | +2 | Choose path, -1 Dodge Check DC |
| 3rd | +2 | +3 additional REF |
| 4th | +2 | Path benefit, -1 Dodge Check DC |
| 5th | +3 | +3 additional REF |
| Paths | Path Benefit | Path Magic |
| Path of the Duelist | ||
| 2nd | Gain 1 pt. of REF for every 3 points of FORT | |
| 4th | When 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 | |
| 4th | Choose one weapon mastery | |
| Path of the Monk | ||
| 2nd | +1 physical recovery for every 6 pts. of max REF | |
| 4th | Spend points of WILL to add [REND] to [LIGHT] attacks | |
| 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, -1 Sanity Check DC |
| 3rd | +2 | +1 mental recovery, learn one school of Magica |
| 4th | +2 | Path 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 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, Healer’s Kit |
| 3rd | +2 | +1 to any primary stat |
| 4th | +2 | Path benefit, Bolster |
| 5th | +3 | +1 to any primary stat |
| Paths | Path Benefit | Path Magic |
| Path of the Captain | ||
| 2nd | Command | |
| 4th | Hold Fast! | |
| 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.
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.
| d6 | Blessing | Effect |
|---|---|---|
| 1 | Blessing of Ossira | Gain Survivor trait |
| 2 | Blessing of Aura | -1 to Health Check DC |
| 3 | Blessing of Kael | +1 damage on melee weapon attacks |
| 4 | Blessing of Saint Ossian | +1 to weapon attacks |
| 5 | Blessing of Saint Aurel | -1 to Spellcasting Check DC for Magica |
| 6 | Blessing 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.
| d6 | Result | Effect |
|---|---|---|
| 1 | Powder of Quickness | +2” to movement speed |
| 2 | Red Rage | +3 to Fortitude |
| 3 | Cutpurse Cordial | +3 to Reflex |
| 4 | Scholar’s Friend | +3 to Will |
| 5 | Numbing Balm | +1 Health |
| 6 | Laudenum | +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.
| 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 |