Delver (5e Subclass)

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Rogues have an uncanny knack for stealing from those who they should never have crossed. Delvers are an especially notable brand of these kleptomaniacs, having stolen a source of power from a denizen of the Underdark. Perhaps you stumbled onto a relic of Dagon or Cthulhu and decided to pocket it, or perhaps you have come into the possession of the remains of an elder brain. Regardless of its source, your stolen power manifests as odd and dark eldritch arts.


The Delver is a 1/3 spellcaster, and upon reaching 3rd level, you learn 3 cantrips from the Delver spell list, detailed at the end of the archetype description. You learn 1 additional cantrip at 10th level. Additionally, you know 3 1st level spells from the Delver spell list and have two first level spell slots with which to fuel your spells. You gain additional spell slots as you gain levels in this class, as is shown on the Delver spellcasting table. All expended spell slots are replenished when you complete a long rest. You gain additional spells at specific levels as is shown on the Delver spellcasting table, and may select any spell in your spell list for which you have spell slots. For example, at 7th level, you may select any 1st or 2nd level spell from the Delver spell list. As you gain levels in this class, you may replace a single known spell for another from the Delver spell list.

Delver Spellcasting
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
  • Spellcasting Ability. Charisma is your spellcasting ability for your Delver spells, as your twisted personality is the source of your arcane power. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Delver spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Deep Mark

Starting at 3rd level, you become marked by eldritch magics, causing physical alterations to your body. You gain a swimming speed equal to your walk speed and gain the ability to breath water.

Gaze of the Depths

Starting at 9th level, your deep mark grows more prominent, altering your sight. You gain darkvision with a range of 60 feet. (Or an additional 30 feet if you already have darkvision.)

Strike from the Depths

Also starting at 9th level, when you target a single creature with a Delver spell, provided that creature be engaged with another creature or you are hidden from them, you may apply your sneak attack bonus as additional damage on that spell. This expends your single use of sneak attack for that turn, however.

Depths of the Mind

Starting at 13th level, your twisted mind allows you to gain advantage on all ability checks and saving throws to avoid the effects of any illusion or enchantment magic. Additionally, your spell save dc increases by 1 whenever you cast a spell from these schools of magic.

Dark Reality

Starting at 17th level, you gain the ability to cast the spell alter self at will. Additionally, you may take the form of a "Deep Sludge" which uses the statistics of the Water Elemental. This transformation allows you to retain your Intelligence, Wisdom, and Charisma scores and your personality and alignment for the duration of your transformation. This transformation lasts until you are reduced to 0 hit points in your Sludge form, 1 hour passes, or you revert to your normal form as an action. Any damage that would reduce you to 0 hit points while in this form instead revert you to your normal form, but all damage that exceeds the hit points provided by your transformation is transferred to your own hit points. You may use this part of this trait once before requiring a long rest to do so again.

Delver Spell List[edit]

Cantrips: acid splash, chill touch, dancing lights, eldritch blast, minor illusion, prestidigitation, ray of frost, thaumaturgy

1st: armor of agathys, arms of hadar, bane, charm person, command, detect magic, dissonant whispers, hex, inflict wounds, protection from evil and good, shield, witch bolt
2nd: alter self, blindness/deafness, blur, crown of madness, darkness, detect thoughts, invisibility, arcanist's magic aura, mirror image, pass without trace, phantasmal force, suggestion
3rd: bestow curse, blink, counterspell, dispel magic, fear, hunger of hadar, hypnotic pattern, tiny hut, major image, nondetection, slow
4th: arcane eye, confusion, control water, dimension door, black tentacles, greater invisibility, hallucinatory terrain, phantasmal killer, polymorph

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