Fighter
The wall between the party and the dark.
- Second Wind to patch themselves up mid-fight
- Action Surge for a second action when it counts
- Champion: lands critical hits more often
The tavern
Eight classes wait in the tavern. Four go down the stairs. Who you leave behind is your backup party, and you may need them sooner than you think.
The wall between the party and the dark.
Keeps the party standing, and the dead lying down.
Sacred Flame · Cure Wounds · Bless · Guiding Bolt · Spiritual Weapon · Spirit Guardians
Fragile, and the reason whole rooms go quiet.
Magic Missile · Burning Hands · Sleep · Web · Fireball · Lightning Bolt · Wall of Fire
Finds the trap before the trap finds you.
Rage first. Questions later.
Joins the tavern once you reach floor 3.
A hunter whose favoured prey is the dead.
Hunter's Mark · Cure Wounds · Lesser Restoration
Holy steel, and a light the whole party stands in.
Bless · Cure Wounds · Lesser Restoration
Brings the storm, and the forest, underground.
Healing Word · Entangle · Thunderwave · Moonbeam · Call Lightning · Ice Storm
Joins the tavern once you reach floor 5.
What waits below
The Necromancer's cultists haunt the first floors, with skeletons and the shambling dead at their call. Deeper down, things wait that are better met than described.



And at the bottom, the Necromancer, who has plans for your fallen.