Archetypes
The six playable archetypes in Dungeons & Dragons & Dices — starting stats, signature relics, and how each one plays.
Archetypes
Six characters. Each starts with different stats, a signature relic that's exclusive to that archetype (can never be found in shops or rewards), and an optional starting consumable. The same relic and consumable pool is available to all — build identity comes from starting conditions pushing you toward certain strategies.
Quick comparison
| # | Name | HP | Rerolls | Dice | Signature Relic |
|---|---|---|---|---|---|
| 1 | The Gambler | 70 | 3 | 5 | Loaded Dice |
| 2 | The Strategist | 85 | 1 | 6 | Sequence Master |
| 3 | The Bruiser | 100 | 2 | 5 | Go Big |
| 4 | The Trickster | 65 | 3 | 5 | Penny Pincher |
| 5 | The Elementalist | 75 | 2 | 5 | Elemental Lens |
| 6 | The Wanderer | 80 | 2 | 5 | Adaptable |
1. The Gambler
Risk it all.
| Stat | Value |
|---|---|
| HP | 70 |
| Rerolls | 3 per turn |
| Dice | 5 |
Signature relic — Loaded Dice: Pairs give +12 chips, but each unmatched die costs −2 chips.
Special: Every reroll has a 20% chance to upgrade a die to show 6.
Starting consumable: Double or Nothing — double this turn's damage, then lose 10 HP.
How it feels: The extra reroll lets you chase pairs aggressively. The −2 per unmatched die punishes settling for bad hands — commit to matching or eat the penalty. Double or Nothing is your big-swing moment for boss rooms.
2. The Strategist
Precision over volume.
| Stat | Value |
|---|---|
| HP | 85 |
| Rerolls | 1 per turn |
| Dice | 6 |
Signature relic — Sequence Master: +3 chips per die in your longest consecutive run (3 dice = +9, 4 = +12, 5 = +15, 6 = +18).
Special: Once per combat, lock one die to a chosen value before rolling.
How it feels: Six dice plus Straight scaling rewards sequence-chasing builds. Only 1 reroll forces careful decisions — every lock counts. The pre-roll die lock is a once-per-fight trump card for boss openers.
3. The Bruiser
Chase the big numbers.
| Stat | Value |
|---|---|
| HP | 100 |
| Rerolls | 2 per turn |
| Dice | 5 |
Signature relic — Go Big: Each 6 gives +8 chips, each 5 gives +4 chips. Three or more 6s doubles all chip damage this turn.
Starting consumable: Titan's Roar — next roll's 6s count as two 6s for scoring.
How it feels: Chase 5s and 6s relentlessly. Triple-6 turns are explosive finishers. The 100 HP lets you trade hits while you set up your big-number rolls.
4. The Trickster
Turn weakness into weapons.
| Stat | Value |
|---|---|
| HP | 65 |
| Rerolls | 3 per turn |
| Dice | 5 |
Signature relic — Penny Pincher: Each 1 or 2 gives +5 chips and generates +1 gold.
Special: Can hold 3 dice at once. Gets a free Flip (invert a die: 1↔6, 2↔5, 3↔4) each turn.
Starting consumable: Flip.
How it feels: Low rolls stop being bad rolls — they become damage and income. Flip lets you convert high values to low when you want matching low pairs, or the reverse. Economy-focused — shops are your main power ramp.
5. The Elementalist
Combos, always combos.
| Stat | Value |
|---|---|
| HP | 75 |
| Rerolls | 2 per turn |
| Dice | 5 |
Signature relic — Elemental Lens: +5% elemental dice chance per die. Elemental combo damage +20%.
Special: When elemental dice appear, they appear in pairs — two at once instead of one. The elemental system is unlocked from the start (no tutorial floor guarantee needed).
How it feels: The most reliable combo engine in the game. Pairs of elemental dice mean 2-element combos hit regularly and 3-element combos land often. Pair with the Elementalist skill tree keystone and Combo Amplifier relics for maximum output.
6. The Wanderer
Every piece matters.
| Stat | Value |
|---|---|
| HP | 80 |
| Rerolls | 2 per turn |
| Dice | 5 |
Signature relic — Adaptable: Each unique value in your roll gives +3 chips and +2 gold. At combat start, gain +1 reroll per different relic owned (max +3).
Special: Starts with +15 gold. Shops always have at least one relic for sale.
How it feels: Variety scoring, gold generation, and relic scaling feed each other. The more relics you collect, the more rerolls you start combat with, the more hands you build, the more gold you earn, the more relics you buy. Economy routing matters.
Related: Build Archetypes · Relics · Dice & Rolling