Class Features
As a Defiler, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Defiler level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Defiler level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Heavy Armor, Shields
- Weapons: Simple Weapons, Martial Weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Athletics, Deception, Intimidation, Insight, Persuasion, Religion, or Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) scale mail or (b) chainmail
- (a) 5 javelins or (b) any simple weapon
- (a) a dungeoneer's pack or (b) a priest's pack
- A tarnished holy symbol
Defiler
| Level | Proficiency Bonus | Features | Bale Die | Spells Known | Spells Slots | Slot Level |
|---|---|---|---|---|---|---|
| 1st | +2 | Pact Magic, Abyssal Acuity, Vitality Transfusion | 1d4 | 2 | 1 | 1st |
| 2nd | +2 | Fighting Style, Balefire Brand | 1d4 | 2 | 1 | 1st |
| 3rd | +2 | Profane Devotion, Fetid Resilience | 1d4 | 3 | 2 | 1st |
| 4th | +2 | Ability Score Improvement | 1d4 | 3 | 2 | 1st |
| 5th | +3 | Extra Attack | 1d6 | 4 | 2 | 2nd |
| 6th | +3 | Doomsayer | 1d6 | 4 | 2 | 2nd |
| 7th | +3 | Devotion feature | 1d6 | 5 | 2 | 2nd |
| 8th | +3 | Ability Score Improvement | 1d6 | 5 | 2 | 2nd |
| 9th | +4 | - | 1d6 | 6 | 2 | 3rd |
| 10th | +4 | Blackened Spellcraft | 1d6 | 6 | 2 | 3rd |
| 11th | +4 | Devotion Feature | 1d8 | 7 | 2 | 3rd |
| 12th | +4 | Ability Score Improvement | 1d8 | 7 | 2 | 3rd |
| 13th | +5 | - | 1d8 | 8 | 2 | 4th |
| 14th | +5 | Shadow Stalk, Fetid Resilience Improvement | 1d8 | 8 | 2 | 4th |
| 15th | +5 | Devotion feature | 1d8 | 9 | 3 | 4th |
| 16th | +5 | Ability Score Improvement | 1d8 | 9 | 3 | 4th |
| 17th | +6 | - | 1d10 | 10 | 3 | 5th |
| 18th | +6 | Indomitable Predator, Doomsayer Improvement | 1d10 | 10 | 3 | 5th |
| 19th | +6 | Ability Score Improvement | 1d10 | 11 | 3 | 5th |
| 20th | +6 | Eternal Damnation | 1d10 | 11 | 3 | 5th |
Pact Magic
At 1st level, you have forged a connection with a profane source of power, granting you access to dark powers and forbidden knowledge that allows you to cast spells like a Warlock.
Spell Slots
The Defiler table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Defiler Spells of 1st Level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.
For example, when you are 5th Level, you have two 2nd-level Spell Slots. To cast the 1st-level spell Inflict Wounds, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 1st Level, you know two 1st-level Spells of your choice from the Defiler spell list. You learn a new Defiler spell every time you gain a level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Defiler spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Defiler Spells you know and replace it with another spell from the Defiler spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Charisma is your Spellcasting ability for your Defiler Spells, so 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 Defiler spell you cast and when making an Attack roll with one.
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Spell save DC = 8 + Proficiency Bonus + Charisma modifier
Spell Attack modifier = Proficiency bonus + Charisma modifier
Spellcasting Focus
You can use a tarnished or vandalized holy symbol as a Spellcasting focus for your Defiler Spells.
A Dark Path
Defilers form bonds with dark powers and use various abilities some might consider manifestations of dark magic. This does not mean all Defilers are strictly evil-aligned. Much like a warlock with a fiendish patron, the way a Defiler chooses to use their powers defines their morality.
Abyssal Acuity
At 1st level, When you make an ability check using Intelligence, Wisdom, or Charisma you can choose to roll your Bale die, which begins as a d4 and grows as you gain levels as shown on the Defiler class table, and add the roll to your total check.
You can choose to use this feature after you roll the check but before you know whether you succeeded or failed.
You can use this feature once and regain the ability to do so when you finish a short or long rest. You can choose to use this feature while you have no uses remaining by reducing your current hitpoints by an amount equal to the number rolled on the Bale die.
Vitality Transfusion
At 1st level, using your profane connection, you can transfer vitality between yourself and others. You have a number of charges of this feature equal to your Defiler level + 1. As an action or in place of one of your attacks as part of the attack action you can reach out and touch a creature, expending a number of charges up to your Charisma modifier and rolling a number of Bale Dice equal to the number of charges expended.
You or the target creature (Your choice) takes necrotic damage equal to the total roll, and the creature who didn't take the necrotic damage regains hitpoints equal to the necrotic damage taken.
If you use this feature on an unwilling creature you must make a Melee Spell Attack. Critical hits made with this feature are treated as normal hits instead. If you miss with an attack using this feature you do not expend charges.
You regain expended uses of this feature when you finish a long rest.
If you or a willing creature has resistance to necrotic damage when you use this feature on yourself or them you (or the willing creature) can choose to ignore your (or their) resistance.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Defense
While wearing armor you gain a +1 bonus to your Armor Class.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Great Weapon Fighting
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you have two free hands when you make the attack roll, the d6 becomes a d8. At the beginning of each of your turns, you can deal 1d4 bludgeoning damage to one creature you are grappling.
Blind Fighting
You gain Blindsight out to a range of 10’
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Profane Warrior
You learn two cantrips of your choice from the Warlock spell list. They count as Defiler spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Warlock spell list.
Balefire Brand
Additionally at 2nd level, you gain the power to mark certain creatures as your foe to slay. As a bonus action you can choose one creature you can see within 30' of you and cause it to become branded by this feature, for 1 minute, until you lose concentration (As if you were concentrating on a spell), or until you use this feature again, you are subject to the following effects:
- You have disadvantage on attack rolls against creatures other than the branded creature.
- You add half your proficiency bonus (Rounded up) to attack rolls you make against the branded creature
- You deal additional Necrotic damage equal to your Bale Die each time you hit the branded creature with a weapon attack.
- While you maintain concentration on this feature you can use a bonus action on a subsequent turn to transfer the brand to a different creature you can see within 30'. You can also transfer the brand as a reaction when the branded creature is reduced to 0 hitpoints.
You can concentrate on your brand and a spell simultaneously, making a single concentration check for both, losing concentration on both effects on a failure. Your Balefire Brand can also be dispelled by a Dispel Magic or Remove Curse spell. Your brand is treated as a spell with a level equal to half your Defiler level (Maximum of 9th) for the purposes of Dispel Magic.
Once you use this feature you cannot do so again until you finish a short or long rest. While you have no uses remaining you can expend a Pact Slot to use it again.
As you gain levels in this class the duration of the brand increases, increasing to 10 minutes at 5th level, and to 1 hour at 9th level.
Profane Devotion
At 3rd level you devote yourself to a foul master or dark cause, granting you features at 3rd, 7th, 11th, and 15th level.
Devotion Spells
Each devotion has a list of associated Spells. You learn these Spells at the levels specified in the devotion description. Devotion spells don't count against the number of spells you can know but are considered Defiler spells for you even if they are not on the Defiler spell list
Fetid Resilience
At 3rd level, due to the profane power flowing through your veins you are immune to diseases and have resistance to necrotic damage.
When you reach 14th level you become immune to being Charmed, Frightened, or Possessed against your will.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Martial Versatility
At 4th level, Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to deflilers. This replacement represents a shift of focus in your martial practice.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Doomsayer
Starting at 6th level, your presence spells doom for those around you. Whenever a creature within 10 feet of you must make a saving throw, you can choose to inflict a penalty to the creature's saving throw equal to your Charisma modifier (a minimum of -1 penalty). You must be conscious to inflict this penalty.
The range of this feature increases to 30' at 18th level.
Blackened Spellcraft
At 10th level, you can exchange your life force for power. As a bonus action you can roll your Bale Die, reduce your current hitpoints by the roll and regain an expended pact slot.
You can use this feature once, and regain the ability to do so again when you finish a long rest. When you reach 15th level you can use this feature twice per long rest rather than once.
Shadow Stalk
At 14th level, as a bonus action you can teleport up to 60' to an unoccupied space you can see within 5' of a creature branded by your Balefire Brand.
Indomitable Predator
At 18th level, each time you deal damage using your Balefire Brand feature you regain hitpoints equal to the damage dealt.
Eternal Damnation
At 20th level, your Balefire Brand dooms creatures affected by it. When a creature branded by your Balefire Brand starts their turn they take Psychic damage equal to three rolls of your Bale Die.
In addition, the branded creature must subtract your Bale Die from any damage rolls it make as the entropic energy of your brand saps their strength.
Devotee of Blood
You have devoted yourself to a vampire lord or have otherwise sought to draw on the dark powers of blood magic.
Devotion Spells
You gain the following spells at the listed Defiler levels.
Blood Spells
| Defiler Level | Spells |
|---|---|
| 3rd | Inflict Wounds |
| 5th | Wither and Bloom |
| 9th | Vampiric Touch |
| 13th | hadow of Moil |
| 17th | Enervation |
Sanguine Brand
When you choose this devotion at 3rd level, a creature branded by your Balefire Brand feature cannot regain hitpoints while it is branded.
Crimson Balance
Additionally at 3rd level, when you hit a creature branded by your Balefire Brand feature with a weapon attack you can choose to roll your bale die an additional time, reduce your current hitpoints by the roll and deal additional necrotic equal to the roll. This additional damage is not doubled as part of a critical hit.
In addition, while you are at or below half your hitpoint maximum you have advantage on attack rolls and regain hitpoints equal to your Charisma modifier each time you deal necrotic damage to a creature branded by your Balefire Brand feature.
Bloodhound
At 3rd level, you have a keen nose for the smell of blood. You gain proficiency in the Perception skill and have advantage on perception checks involving smell.
In addition, you can sense the location of creatures within 30' of you that are below their hitpoint maximum. You still suffer disadvantage on attack rolls against the creature if you cannot see it but you can target it with effects and spells that would normally require sight while you can sense it with this feature.
Hemomantic Adept
At 7th level, your body is inoculated to the transfer of life energy. You gain the following benefits:
- You gain a number of additional charges of your Vitality Infusion feature equal to your Charisma modifier.
- You add your Charisma modifier to the Necrotic damage dealt by your Vitality Infusion feature.
Undying
At 11th level, your experiments with blood magic have left you unnaturally durable. When you would be reduced to 0 hitpoints you can expend four charges of your Vitality Infusion feature to be reduced to 1 hitpoint instead.
You can choose to expend a Pact slot rather than a charge of your Vitality Infusion when you use this feature, when you do so you are instead reduced to a number of hitpoints equal to 5 x the level of the pact slot rather than 1.
Bloodlust
Upon reaching 15th level, when you finish a short rest and have less charges remaining for your Vitality infusion feature than your Charisma modifier, you regain enough charges to bring you up to an amount equal to your Charisma modifier.
Exsanguinate
At 15th level, As an action you can reach out for a creature you can touch and attempt to sap all lifeforce from that creature. That creature must make a Constitution saving throw or take Necrotic damage equal to six rolls of your Bale Die + your Defiler level. A creature takes half damage on a successful save and you regain hitpoints equal to the necrotic damage dealt.
This feature ignores any resistances, immunities, or damage reductions the creature would have to necrotic damage.
Once you use this feature you cannot do so again until you finish a long rest.
Devotee of The Reaper
You have devoted yourself to upholding the cycle of life, death, and rebirth, destroying any who would tarnish the cycle.
Devotion Spells
You gain the following spells at the listed Defiler levels.
Reaper Spells
| Defiler Level | Spells |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Branding Smite |
| 9th | Revivify |
| 13th | Sickening Radiance |
| 17th | Dispel Evil and Good |
Death's Brand
When you choose this devotion at 3rd level, a creature branded by your Balefire Brand feature cannot benefit from a spell, feature, or effect that would allow it to be reduced to an amount of hitpoints rather than 0 when it is reduced to 0 hitpoints (Such as the Death Ward spell, or an Orc's Relentless Endurance).
Eyes of The Reaper
Additionally at 3rd level, As a bonus action you can open your eyes to the veil. For 1 minute you gain darkvision out to a range of 60' and can see invisible creatures and creatures on the ethereal plane within that same range. While this feature is active you can target and attack creatures on the ethereal plane as if they were on your plane.
You can use this feature a number of times equal to your Charisma modifier, regaining expended uses on a long rest.
Executioner
At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. When you score a critical hit you deal additional radiant damage equal to one roll of your Bale die, this damage is not doubled as part of the critical hit.
Additionally, you deal Radiant damage rather than Necrotic with your Balefire Brand and Vitality Infusion features.
Aura of The Reaper
At 7th level, when a creature within 10' of you is reduced to a number of hitpoints equal to your Charisma modifier or less you can choose to have the creature be reduced to 0 hitpoints instead, if the creature is an undead you can choose to use this feature when it is reduced to a number of hitpoints equal to double your Charisma modifier or less.
The range of this feature increases to 30' at 18th level.
Reaper's Efficiency
At 11th level, your weapon attacks score a critical hit on a roll of 18, 19, or 20 on the d20 and the additional radiant damage from your Executioner feature increases to two rolls of your Bale die.
In addition, whenever an undead creature would force you to make a saving throw you do so with advantage. If you succeed the saving throw the creature who forced you to make the saving throw takes Radiant damage equal to two rolls of your Bale die.
All Meet their End
At 15th level, when you score a critical hit on a creature branded by your Balefire Brand they must make a Constitution saving throw or be Stunned until the end of their next turn.
Devotee of Tyranny
You have devoted yourself to a tyrannical lord or yourself have become one. You seek to enforce order with an iron fist and punish any who would oppose you and your cause.
Devotion Spells
You gain the following spells at the listed Defiler levels.
Tyranny Spells
| Defiler Level | Spells |
|---|---|
| 3rd | Cause Fear |
| 5th | Suggestion |
| 9th | Fear |
| 13th | Compulsion |
| 17th | Dominate Person |
Dominator's Brand
When you choose this devotion at 3rd level, a creature branded by your Balefire Brand feature gains a penalty to any ability check it makes equal to your Bale die so long as it can see or hear you.
Wolf Among Sheep
Additionally at 3rd level, Once per turn, when you hit a creature with a weapon attack you can force that creature to make a Wisdom saving throw or be frightened of you until the end of its next turn.
In addition, you have advantage on attack rolls against creatures who are frightened of you.
Blackthorn's Acolyte
At 3rd level, you inspire fear in the hearts of those around you. You gain proficiency in the intimidation skill, if you already have this proficiency you instead gain proficiency in one skill of your choice from the defiler's skill list.
In addition, so long as a creature can see you, you can add your Strength modifier to any Intimidation checks you make against that creature.
Heart Grasp
At 7th level, like a shark scenting blood you pounce when a creature shows fear. When you successfully frighten a creature using your action you can make one weapon attack or use your Vitality Infusion feature as a bonus action.
Terror Made Manifest
At 11th level, you are an incarnate of fear. Creatures cannot be immune to the frightened condition when you inflict it upon them. If a creature would normally be immune to the frightened condition when you inflict it upon them they instead roll the saving throw against being frightened with advantage.
The Taste of Fear
At 15th level, while a creature is frightened of you, it's movement speed is reduced to 0 and attack rolls against it have advantage so long as it can see or hear you.
Devotee of The Infernal
You have devoted yourself to the forces of one of the various hells.
Devotion Spells
You gain the following spells at the listed Defiler levels.
Infernal Spells
| Defiler Level | Spells |
|---|---|
| 3rd | Burning Hands |
| 5th | Scorching Ray |
| 9th | Fireball |
| 13th | Fire Shield |
| 17th | Immolation |
Hellfire Brand
When you choose this devotion at 3rd level, a creature branded by your Balefire Brand feature loses any resistance it has to Necrotic or Fire damage.
Additionally, you can choose when you deal damage with your Balefire Brand for the additional damage to be fire or necrotic damage.
Brimstone Chain
At 3rd level you can summon a chain forged of dark steel and brimstone as a bonus action or in place of an attack as part of the attack action and throw it at a creature you can see within 30'. Make a melee spell attack against the creature, on a hit the creature is pulled up to 30' closer to you if it was one size larger than you or smaller, or pulled up to 10' closer to you if it was more than one size larger than you.
If you score a critical hit with this feature the creature's movement speed is reduced by 10' until the end of your next turn.
Forked Tongue
Additionally at 3rd level, when you use Abyssal Acuity on a Persuasion or Deception check you don't expend the use of the feature nor do you reduce your hitpoints if you had already expended your use of Abyssal Acuity.
Additionally, you learn to read, write, and speak Infernal or a different language of your choice if you already know Infernal.
Infernal Conduit
At 7th level, when a creature you can see within 30' is reduced to 0 hitpoints you can use your reaction to grant a creature of your choice temporary hitpoints equal to your Bale Die + your Charisma modifier. The temporary hitpoints last until the end of the creature's next turn and so long as it has the temporary hitpoints its movement speed doesn't provoke attacks of opportunity.
Fiendish Constitution
At 11th level, you gain resistance to poison and fire damage, and you have advantage on saving throws against spells and other magical effects.
Defiler Spell List
Adding more spells to the defiler spell list: The defiler draws spells from the Warlock and Paladin spell lists, if you use a document that adds additional spells consider adding spells that appear on the Warlock or Paladin spell lists that fit thematically with the Defiler to its spell list.
1st Level
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Armor of Agathys
Arms of Hadar
Cause Fear
Charm Person
Hellish Rebuke
Hex
Protection from Evil and Good
Command
Compelled Duel
Detect Evil and Good
Detect Poison and Disease
Searing Smite
Wrathful Smite
2nd Level
Crown of Madness
Darkness
Earthbind
Enthrall
Hold Person
Invisibility
Mind Spike
Mirror Image
Misty Step
Ray of Enfeeblement
Shadow Blade
Spider Climb
Suggestion
Locate Object
Magic Weapon
Protection from Poison
3rd Level
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Bestow Curse
Enemies Abound
Fear
Hunger of Hadar
Major Image
Remove Curse
Spirit Shroud
Summon Lesser Demons
Summon Shadowspawn
Summon Undead
Vampiric Touch
4th Level
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Banishment
Blight
Charm Monster
Hallucinatory Terrain
Raulothim's Psychic Lance
Shadow of Moil
Summon Aberration
Summon Greater Demon
5th Level
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Enervation
Hold Monster
Infernal Calling
Mislead
Negative Energy Flood
Banishing Smite
Circle of Power
Destructive Wave
Dispel Evil and Good
Geas