The Delver is an agile explorer and powerful offensive spellcaster. They are the masters of Elemental Magic, with a strong attunement to the forces of nature and a high level of magical energy.
In the Torchlight Society, Delvers are responsible for venturing into the perilous ancient ruin sites in search of valuable treasures and artifacts for research. They are trained in self-defense and know how to navigate dangerous areas.
While they are very powerful spellcasters, Delvers generally don't concern themselves with the theoretical aspects of magic, as long as they can use it to get what they're after. Some can become so well attuned with the elements that they can evoke certain elemental powers without casting a complete spell- a power known as Elemental Channeling.
Difficulty | ★☆☆ Simple |
Hit Point Increment | 5 or 1d8 + your CON modifier per Delver level |
Magical Skill Points | 3 |
Magic Studies |
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Natural Skills |
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You live for the adventure. Your agility and keen senses let you access areas that may be out of reach for your teammates. Your eyes are always open for hidden traps, secret entrances, and valuable items. You might scout ahead for potential dangers.
Your energetic presence can inspire others, but you sometimes let your emotions get the better of you. You can be intimidating when the situation calls for it.
The Delver comes alive in combat, using their immense elemental powers to inflict massive damage. Your Elemental Channeling abilities let you infuse the elements into your attacks. You have more energy than any other class, allowing you to cast many powerful destructive spells in succession.
You might practice your spellwork and hone your combat skills with new techniques. Your massive reserves of energy might require you to carry potions to replenish quickly.
When creating a leveled character that starts with this class, consult the Delver Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).
As a Delver, your adventures and experiences make you a more powerful mage. Your Base Energy increases with your level according to the table.
Level | Feature | Maximum Energy | Elemental Channeling Damage | Affinity Modifier | Caster Level |
---|---|---|---|---|---|
1 | Delver Specialties, Immense Energy, Spellcasting, Spell Studies | 24 (+4) | 1 | ||
2 | Natural Skill Improvement, Learning Experience | 27 (+7) | 1 | ||
3 | Elemental Path | 30 (+10) | +1 | 1 | |
4 | Spell Studies, Specialty Improvement | 40 (+10) | +1 | 2 | |
5 | Ability Score Improvement | 41 (+11) | +1 | 2 | |
6 | Learning Experience, Delver Bonus | 42 (+12) | +1 | 2 | |
7 | Elemental Channeling | 43 (+13) | 1d4 | +2 | 2 |
8 | Elemental Path Feature, Spell Studies | 64 (+14) | 1d4 | +2 | 3 |
9 | Natural Skill Improvement, Delver Bonus | 67 (+17) | 1d6 | +2 | 3 |
10 | Nature's Fury | 70 (+20) | 1d6 | +2 | 3 |
11 | Ability Score Improvement | 72 (+22) | 1d8 | +2 | 3 |
12 | Spell Studies, Learning Experience | 92 (+22) | 1d8 | +3 | 4 |
13 | Elemental Path Feature, Specialty Improvement | 95 (+25) | 1d10 | +3 | 4 |
14 | Delver Bonus, Natural Skill Improvement | 98 (+28) | 1d10 | +3 | 4 |
15 | Extreme Affinity, Spell Studies | 128 (+28) | 1d12 | +3 | 5 |
16 | Ability Score Improvement | 125 (+35) | 1d12 | +4 | 5 |
17 | Learning Experience, Delver Bonus | 142 (+42) | 1d12 | +4 | 5 |
18 | Elemental Path Feature, Natural Skill Improvement | 150 (+50) | 3d4 | +4 | 5 |
19 | Specialty Improvement, Delver Bonus | 160 (+60) | 3d4 | +4 | 5 |
20 | Duality, Spell Studies | 190 (+60) | 2d8 | +5 | 6 |
21 | Ability Score Improvement | 200 (+70) | 4d4 | +5 | 6 |
22 | Delver Bonus, Spell Studies | 240 (+70) | 2d10 | +5 | 7 |
23 | Natural Skill Improvement, Specialty Improvement | 255 (+85) | 5d4 | +6 | 7 |
24 | Elemental Path Feature | 270 (+100) | 3d8 | +6 | 7 |
25 | Extra Natural Skill, Natural Skill Improvement | 300 (+130) | 6d4 | +6 | 7 |
26 | Learning Experience, Spell Studies | 350 (+130) | 3d10 | +6 | 8 |
27 | Ability Score Improvement | 380 (+160) | 5d6 | +7 | 8 |
28 | Delver Bonus, Spell Studies | 440 (+160) | 4d8 | +7 | 9 |
29 | Ability Score Improvement | 480 (+200) | 3d12 | +7 | 9 |
30 | Ascension, Spell Studies | 600 (+250) | 2d20 | +7 | 10 |
At Level 1, gain 1 level in Sight (Perception) and Climbing (Athletics) as specialties. Choose two Natural Skills from the Delver's Natural Skills list.
As a Delver, you practice maximizing the power of your spells. This experience has given you a larger energy reserve than most other mages.
Your maximum energy increases with your level according to the Delver table. (The number shown in parentheses is your total maximum energy at that level, taking into account the normal energy increase based on your caster level.)
You recover twice as much energy during resting. (Each hour of resting restores energy equal to your caster level times 2.)
Starting at level 1, you may begin learning and casting spells. Increase your Caster Level to 1 and assign values to your Magical Skills.
As a Delver, you have 3 points to spend on any combination of Elemental and Divine Magic.
At each level where you receive this bonus, you may learn new spells from the spell list. This usually, but not always, occurs at each level where your caster level increases.
As a Delver, your training includes all Elemental spells at Level 1. From Level 4 onwards, it focuses on spells on your Elemental Path.
You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.
At each level you receive this bonus, increase each of your natural skills by one level.
This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.
TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.
At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.
Knowledges can't be increased beyond 10 at any level.
At level 3, you gain an affinity for one of the four elements. Choose a Delver archetype from the list below. Your choice will shape how your spellwork improves as you level up.
Add your Affinity Modifier to skill checks to cast spells within your school of magic.
You receive additional features from your archetype at levels 8, 13, 18, and 24.
At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.
Ability scores can't be increased beyond 20 using this feature until your overall level reaches 15, and no ability score can be increased beyond 30 at any level.
After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.
At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.
If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..
At each level you receive this bonus, choose one of the following stat increases to gain a bonus in:
At Level 7, you begin to feel the power of the elements within your body when your emotions run high. You learn the form of the Elemental Channeling cantrip associated with your elemental path. This special spell allows you to channel elemental energy into your attacks using your magical energy.
This power inflicts additional damage equal to your Elemental Channeling Damage. The amount of damage increases with your level according to the Delver table.
At level 10, you gain the ability to enter a state of heightened physical strength and fury using your magical energy. You can enter Rage as a single action.
As a Delver, your Rage has unlimited daily uses. Entering Rage consumes 10 energy, and each frame you sustain Rage consumes an additional 2 energy. (Energy is consumed during reaction frames if you act during those frames.) Your Rage continues for as long as you have the energy to sustain it. You can end Rage at any time as a free action. (Rage is not a spell. You don't need to roll to cast it nor use an action frame to sustain it.)
While raging, you gain the following effects:
At Level 15, your affinity with your element becomes so strong that you can easily cast highly advanced spells. Your Affinity Modifier affects the casting difficulty of spells on your elemental path.
(When casting a spell on your elemental path, add your Affinity modifier to your Elemental Magic skill level when calculating the casting difficulty. For example, if you're on the Path of Wind with an Elemental skill level of 4 and your Affinity modifier is +3 at level 15, your skill level effectively becomes 7 for Evocation spells.)
At level 20, you gain the ability to expand your focus to a second element. Choose a second Delver Archetype.
When you use your Elemental Channeling powers, you choose one or both of your elements to channel into the attack. If you choose both, roll the additional damage for each type separately in the order of your choice.
From this level onwards, whenever you receive the Spell Studies feature bonus, you can choose spells from either element's path.
At level 30, your attunement to the elements reaches a level hardly seen before in any mage. Upon entering Rage, you may choose one of your elemental paths and Ascend.
While Ascended, you gain the following benefits in addition to the normal effects of Rage:
Ascension costs 20 energy per frame while active. At the end of combat or when the power is deactivated, you take one level of Exhaustion. If Ascension ends due to running out of energy, you take two levels of Exhaustion instead.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Your experience traversing dungeons gives you excellent physical prowess and a sense of danger.
Gain 1 point in an Athletics, Agility, or Perception specialty of your choice.
(Specialties have a maximum value of 3.)
The most valuable loot always tends to be the heaviest. Increase your carry weight by 1.
You can trivially enter a space large enough to fit a creature 2 sizes smaller than you.
Your expertise in infiltrating dungeons has improved your stealth abilities.
Your speed while sneaking is increased by 2, and you gain a +2 circumstance bonus to Sneak (Stealth) checks while in dim light or darkness.
You have some experience opening locked doors and chests.
Gain 1 point in the Lockpicking (Sleight of Hand) specialty.
Delvers are used to hunting for shiny objects in dark caves. You gain low-light vision (you can see in dim light as though it were bright light.)
Prerequisite: Elemental Path
Add your Affinity modifier to Banishment spell checks.
Prerequisite: Delver Level 4
Delvers get a reputation for being "grunts", but they're often very clever. You can take additional time to prepare your attack at the start of a battle.
At the beginning of any combat or encounter, you may choose to take a -10 penalty on your Initiative roll. If you do, your gain one additional frame during your first turn.
Prerequisite: Delver Level 5
You can place up to three Sigil spells simultaneously.
Prerequisite: Delver Level 8
While raging, your turn length increases by one frame.
Prerequisite: Delver Level 8
Every once in a while, you find something on a job that you just have to keep for yourself. What they don't know won't hurt them, right?
You can hide one item of negligible weight at a time on your person. Anyone searching you takes a -5 penalty to discover that item.
Prerequisite: Nature's Fury
Your Speed is increased by an additional 4 feet while raging.
Prerequisite: Delver Level 10
As a Delver, you've trained to surprise enemies and eliminate them quickly.
You gain a Sneak Attack that deals an additional 1d6 damage.
Prerequisite: 5 Stealth, Delver Level 15
Increase your Sneak Attack damage to 2d6.
Prerequisite: Delver Level 12
Most spells require only the use of one hand. By using both hands for simple spells, you've learned to make them more powerful.
Whenever you cast an Elemental or Banishment spell using both hands, it is automatically amplified to the next-highest factor. The casting difficulty remains unchanged, but the energy cost reflects the amplified level.
Prerequisite: Duality
Your attunement to the power of nature expands to include even more elements.
Choose a third archetype from among the two you don't yet have, and gain all benefits from it.
Prerequisite: Delver Level 27
You have mastered all four elements. Gain your focus abilities in any Elemental spell, and gain all benefits for all four archetypes.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
⬆ | Dungeon Explorer | ✪30 | Details ▶ | |
⬆ | Treasure Hauler | ✪25 | Details ▶ | |
Tight Fit | ✪50 | Details ▶ | ||
Rock Climber | ✪50 | Details ▶ | ||
In and Out Unseen | ✪40 | Details ▶ | ||
Covert Entry Specialist | ✪25 | Details ▶ | ||
Low Light Vision | ✪80 | Details ▶ | ||
Burn the Undead | ✪60 | Elemental Path | Details ▶ | |
Prepared Strike | ✪50 | Delver Level 4 | Details ▶ | |
Sigil Caster | ✪40 | Delver Level 5 | Details ▶ | |
Furious Fighter | ✪100 | Delver Level 8 | Details ▶ | |
Hidden Item | ✪70 | Delver Level 8 | Details ▶ | |
Mad Dash | ✪40 | Nature's Fury | Details ▶ | |
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Element of Surprise | ✪80 | Delver Level 10 | Details ▶ |
Dualcaster | ✪100 | Delver Level 12 | Details ▶ | |
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Avatar | ✪250 | Duality | Details ▶ |