Delver Class
Steely-eyed explorers who delve Trailblazer. You are adept at
the forgotten places of the earth. exploring inhospitable, lost,
They always have the right tool or unknown places. You have
or know-how to get out of a jam. advantage on the following
tasks:
Weapons: Club, crossbow,
dagger, javelin, mace, shortbow, • Climbing
shortsword, spear, staff • Swimming
Armor: Leather armor, • Foraging
chainmail, shields • Understanding unknown
languages
Hit Points: 1d6 per level
• Avoiding or escaping natural
terrain hazards
Languages. You know two
additional common languages.
Trusty Gear. Choose one type
of gear or weapon you can
Scavenger. When you expend
wield. You gain 1 + half your
the last of a consumable item,
level (round down) on checks or
roll a d6. On a 5 or 6, you regain
attack rolls made with that type
that item as if you hadn't used it.
of gear or weapon.
DELVER TALENTS
2d6 Effect (reroll 10-11 if Scavenger success range is 3-6)
2 You gain 2 gear slots and an additional Trusty Gear
3-6 +1 to melee or ranged attacks and damage
7-9 +2 to Strength, Dexterity, or Constitution stat
10-11 Add one more point to your Scavenger success range
12 Choose a talent or +2 points to distribute to stats
10
Wyrdling Class
Those who have been called Languages. You know
down into the dark, have Primordial.
listened to the gibbering of vile
abominations, and have felt the Corruption. Roll one talent on
rapturous presence The Lost the Corruption Table.
walking with them in the abyss.
Hideous Biology. You can
Weapons: Club, crossbow, hideously stretch your body to
dagger, pseudopod, shortbow, fit through inch-wide cracks.
shortsword, spear It takes you 3 rounds to pass
through an obstacle in this way.
Armor: Leather armor,
chainmail, shields Pseudopod. You can sprout a
clawed, horrid pseudopod from
Hit Points: 1d6 per level your body. See its details below.
WYRDLING TALENTS
2d6 Effect
2 Gain two new Corruption talents
3-6 +2 to Strength, Dexterity, or Charisma stats
7-9 Gain a new Corruption talent
10-11 Gain +1 to attacks and damage rolls with your pseudopod
12 Choose a talent or +2 points to distribute to stats
PSEUDOPOD
Weapon Cost Type Range Damage Properties
Pseudopod - M/R C/N 1d6 F, La
Finesse (F). You may use your STR or DEX when attacking with this weapon.
Lash (La). When you make a ranged attack with this weapon, it does not leave your grasp.
12
CORRUPTION
d10 Effect (you may reroll duplicates)
Mad Certainty. You are immune to effects that target your
1
mind or spirit, including The Chittering (pg. 26).
Vicious Pseudopod. Your pseudopod sprouts barbs.
2
Increase its damage die by one step (reroll if its die is d12).
Segmented Pseudopod. Your pseudopod's range
3
increases to double near.
4 Fish Gills. You can breathe underwater.
5 Dorsal Hump. You permanently gain 1d6 hit points.
6 Thickened Skin. You gain +1 to your armor class.
7 Fish Eyes. You cannot be surprised (goblins reroll).
Abominable Hunger. Once a day, regain 2d6 HP by
8
devouring humanoid flesh.
Creepy Stillness. You gain ADV on DEX checks to hide and
9
sneak.
10 Evolution. Distribute +3 points between your stats and HP.
Titles
DELVER TITLES
Level Lawful Chaotic Neutral
1-2 Explorer Intruder Investigator
3-4 Researcher Opportunist Observer
5-6 Antiquarian Larcenist Pathfinder
7-8 Archaeologist Tomb Robber Trailblazer
9-10 Professor Defiler Pioneer
WYRDLING TITLES
Level Lawful Chaotic Neutral
1-2 Chosen One Chosen One Chosen One
3-4 Cursed Blessed Seeker
5-6 Haunted Consecrated Listener
7-8 Tortured Revered Watcher
9-10 Crazed One Exalted One Learned One
14
Sorcerer Spells
Chaotic wizards can choose TIER 3
from the below spells in addition
• Betrayal
to standard wizard spells.
• Defile
TIER 1 • Mazzim's Mesmerism
• Blight • Unlife
• Eyebite
• Mischief
TIER 4
• Dismember
• Protection From Good
• Dominate
TIER 2
• Envenom
TIER 5
• Feeblemind
• Phantoms
• Subjugate
• Whither
• Wrack
15
EYEBITE MAZZIM'S
Tier 1, wizard (C)
MESMERISM
Duration: Instant Tier 3, wizard (C)
Range: Near Duration: Focus
One creature you target takes Range: Near
1d4 damage, and it can't see you You weave a mind-numbing
until the end of its next turn. miasma of dark magic around
your targets.
FEEBLEMIND
All humanoid creatures of LV 5
Tier 5, wizard (C) or less in range must pass a CHA
Duration: 10 rounds check vs. the last spellcasting
check you made at the start of
Range: Near
their turn.
One humanoid creature of LV 9
or less within range has its INT Creatures who fail stand
and CHA reduced to 1 for the motionless and agape, staring at
duration. It can't cast spells. unseen images.
18
MISCHIEF
Tier 1, wizard (C)
Duration: 5 rounds
Range: Near
You magically beguile one
humanoid of level 2 or less
within near range.
The target is overcome with a
compulsion to commit harmful
mischief for the spell's duration.
Each round, it tries to commit
a sneaky, cruel act that would
hinder or inconvenience its
nearest ally. PROTECTION
FROM GOOD
The spell ends if you or your
allies do anything to hurt the Tier 1, wizard (C)
target that it notices. Duration: Focus
Range: Close
PHANTOMS For the spell’s duration, lawful
Tier 2, wizard (C) beings have disadvantage
on attack rolls and hostile
Duration: Instant
spellcasting checks against the
Range: Near target. These beings also can’t
You conjure a terrifying illusion possess, compel, or beguile it.
that appears in the mind of one
target of LV 3 or less in range. When cast on an already-
possessed target, the possessing
The target must immediately entity makes a CHA check vs.
make a morale check. the last spellcasting check. On a
failure, the entity is expelled.
19
The Ghoulish Library of Leng
33
31 30
29
34 32
S
36
35
1 2
18 3
S
4
7 8
5 6
17
16
15 14
19 20
21
One square = 5' S Secret door: bookshelf swings open
N
27
25
26
24
28 S
2 23
11 13
12
10
22
22
B Barricaded (DC 18 STR) L Locked (DC 20 DEX, 18 STR)