Dungeoneerers
Jobs, not destinies
Jobs, not destinies
In the Deep, the traditional roles of Fighter, Wizard, and Cleric dissolve. There are no gods to grant prayers, and magic is a volatile resource found in the rubble, not memorized in a tower.
The Delver replaces the Ranger, trading nature lore for the physics of climbing and navigation.
The Warden replaces the Fighter, trading dueling prowess for the ability to hold a narrow tunnel against a swarm.
The Ratcatcher replaces the Thief, shifting focus from urban crime to mechanical disarming and pest control.
The Steward replaces the Cleric, proving that in the deep, a hot meal and a well-packed bag save more lives than a prayer.
The Antiquarian replaces the Wizard, transforming magic from a superpower into a dangerous tool that must be scavenged, deciphered, and risked.