Differences from 5E


Although the 5e Core Rules is very adaptable for players and GMs to customize, there are specific things that need to change to suit the lore of the Elder Scrolls.

The most obvious change is to revise the races and classes, but there are other changes to include to create an immersive conversion. Some of the revisions are fairly subtle but others create significant differences.


Most notably, many of the classes are been tweaked or revised, and new classes have also been introduced to fit the classic TES setting.

Renamed Classes

Renamed classes are classes that are very close if not the same as those found in 5e with the exception of its name.

  • Crusader: With the preview of Delvebound v1.5, the crusader class will no longer be a custom class, but instead will be a renamed version of the 5e paladin class.
  • Priest: The priest has been introduced into the v1.5 preview to offer a better capable healer class that closely resembles the 5e cleric.

Revised Classes

The following classes are revised classes from 5e.

  • Mage: The mage takes a mixture of Wizard and sorcerer, blending them together with a focus on metamagic.
  • Ranger: Expanding on the ‘spell-less ranger’ concept, this version of the ranger gains techniques learned from the wilds that gives it just as much customization as the 5e warlock.
  • Sorcerer: A complete revision, the sorcerer is more so a completely new class expect by name. This sorcerer gains additional magicka points, but at the expend of stunted magicka regeneration. To offset that, the sorcerer also acts as a magical battery to recharge their spells.
  • Warden: Introduced as a preview in v1.4, the warden is much like the 5e druid, but wolf shape has been removed from the core class and has been replaced with a new feature called Mark of Balance.
  • Warrior: Much like the fighter class, the warrior functions much more like a fully flushed out version of the battlemaster with each subclass gaining a form of superiority dice.

New Classes

New classes are built either from existing 5e material and expanded on, or from the ground up.

  • Necromancer: Bringing about the unholy powers of death, the necromancer class expands on the 5e arcane tradition of necromancy into a full class, as inspired by ESO.
  • Nightblade: Something of a mix of warlock spellcasting and stealth, the nightblade is makes its use of luck as a core mechanic for its 1.5 update.
  • Rogue: While there is a ‘rogue’ class in 5e, the class we have that is shared this namesake does not bare the same semblance of the former.
  • Spellsword: The spellsword functions as an arcane counterpart or the 5e paladin. Based off of eldritch knight subclass, the spellsword expands on the idea of a martial type of mage.
  • Thief: The thief class functions very similar to the 5e rogue with a few alterations to it.

Previewed Classes

This section has additional classes that are not fully published but are available for play testing.

  • Mystic: A deem overhaul of the UA 3.0 mystic class, this attempt offers balance changes and minor tweaks and a few new class features to help keep the class on par with other classes power levels.
  • Votary: An entirely new class, the votary sits somewhere between ranger, crusader, rogue, and warrior. A holy inquisitor set within the Utaak Mythos, the votary focuses on exploiting weaknesses and hunting foes.
  • Warlock: Much like the 5e warlock, with thematic changes to suit the TES setting. Some of the class features have been renamed, new invocations have been added, and then subclass theme has changed from pacts to Daedric spheres of influence. As it currently stands, the warlock is a Daedric focused class.

Abilities and Attributes

The Abilities have been revised to become Attributes to match the terminology of the Elder Scrolls. Many of the Attributes have simply been renamed, but some have changed significantly.


One of the most defining elements of the game design for Delvebound is its use of the Variant: Spell Point system instead of spell slots for spellcasting.

Spell Points

Magicka is within every spirit and is the energy within all living things. Instead of gaining spell slots to cast your spells, you gain spell points referred to as magicka. Each spell has a point cost based on its level. Cantrips don't require spell slots and therefore don't require spell points.

Schools of Magic

All spells are categorized into one of seven schools of magic: Alteration, Conjuration, Destruction, Illusion, Mysticism, Necromancy and Restoration.


Instead of copper, silver, electrum, and gold coins the land of Tamriel deals only in Septims, which are sometimes called Drakes. When translating prices in gold pieces from 5e to Septims, 1 gold piece is equal to 4 Septims.