Sorcerer
Base Class: Sorcerer

Defilers are sorcerers who have decided to take a faster, darker approach to master the use of magical spells. In most cases, defilers are outlaws (even in the eyes of the corrupt sorcerer-kings), so they keep their magical abilities undercover. Unlike preservers who have a loose organization in their underground, outlaw defilers tend to be loners, keeping their ambitions and powers to themselves.

A sorcerer-king tolerates a select few defilers in his or her employ, to carry out day-to-day magical tasks that he or she has no patience for. These defilers are always at the beck and call of their master, and the sorcerer-king him or herself oversees the training of new recruits. The sorcerer-king’s defilers are feared and hated far and wide. Wherever they travel they leave behind a swath of ashen destruction.

Alignment Restriction: Non-Good

With every spell cast, a defiler leeches the life-energy out of the plants and soil around him, leaving a lifeless zone. Because of this, defilers can only have non-good alignments.

Defilement

Starting when you choose this origin at 1st level, any time you cast a spell, you drain the lifeforce and vitality from living things around you. All nonmagical plantlife within range withers, dies, and turns to ash.  The range of the defilement depends on the level of spell you cast as shown on the Defilement Range table below.

Defilement Range

Spell Level Range
1st 5 ft.
2nd 5 ft.
3rd 10 ft.
4th 10 ft.
5th 15 ft.
6th 20 ft.
7th 30 ft.
8th 45 ft.
9th 60 ft.

When in verdant areas such as forests or jungles, the range is halved. On the same token, when the defiler is in an area sparse with vegetation such as sandy wastes or arid mountains, the range doubles.

Magical plants and plant creatures in the defilement range must make a Constitution saving throw versus your spell save DC or take 2d12 necrotic damage per spell level, on a failed saving throw, or half as much necrotic damage on a successful one. A creature whose hit points are reduced to 0 from this effect are turned to ash.

If there is no plant life within your defilement range when you cast one of your sorcerer spells (for example, you are in the middle of the Salt Flats, alone and surrounded by undead), you can choose to use your own lifeforce instead, taking an amount of necrotic damage equal to 2d12 for each level of the spell, immediately after you cast it. When you take necrotic damage in this way, this damage ignores resistance and immunity. Otherwise, the spell fails and the slot is spent.

Magical Defense

At 1st level, you become naturally resistant to magical effects. When you take damage from a spell attack that does not cause radiant damage, the damage you take from the attack is reduced by a number equal to your levels in this class.

And at 3rd level, when you take damage from a spell attack that does not cause radiant damage, you can use your reaction to expend one Sorcery Point to reduce the spell’s damage by an additional 1d10 + your Charisma modifier.

Touch of the Defiler

At 6th level, you can drain the life force from creatures and convert it into stored magical energy. Once per turn, you can use your action to target a creature with a melee spell attack. On a hit, the target takes 3d6 necrotic damage, its maximum hit points are reduced by an amount equal to the necrotic damage taken, and you regain one Sorcery Point. This feature has no effect on undead or constructs. And the attack deals double damage against nonmagical plants and plant creatures.

You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses after you finish a long rest.

Defiler Immortality

At 14th level, you gain resistance to bludgeoning, piercing, and slashing damage made by non-magical attacks, and you are immune to disease and poison damage and the poisoned condition.

In addition, you suffer none of the drawbacks of old age, you can’t be aged magically, and you no longer need food or water.

Spell Granting

Beginning at 18th level, you can grant spells of 4th level or lower to a willing creature. To do so, you must cast the spell on the creature. The spell has no effect on the creature but is stored within the creature, and when you cast a spell in this manner, it still causes defilement.

Once stored, the creature can use its action to cast the spell as if it was the original caster, requiring no components. The creature’s spellcasting ability is Charisma.

Once you use this feature you can’t use it again until you complete a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes