Table of Contents
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Spellcasting
- 1.4 Sorcerous Origin
- 1.5 Font of Magic
- 1.6 Metamagic
- 1.7 Fleshcraft
- 1.8 Ability Score Improvement
- 1.9 Sorcerous Restoration
- 2 Sorcerous Origins
- 2.1 Draconic Bloodline
- 2.2 Wild Magic
- 3 Images
This class is unchanged from Sorcerer, but it comes with a few caveats. First, the DM should restrict this class as much as possible. It can be allowed provided they are the only ones. Magic and magic-users are extremely scarce. Second, the only option for players is that of a Defiler. Preserver magic is impossible.
As a Defiler, you gain the following class features.
Hit Dice: 1d6 per Defilier
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Defilier level after 1st
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows and pistols
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
|Spell Slots per Spell Level|
|1st||+2||–||Spellcasting, Defilement, Sorcerous Origin||4||2||2||–||–||–||–||–||–||–||–|
|2nd||+2||2||Font of Magic||4||3||3||–||–||–||–||–||–||–||–|
|4th||+2||4||Ability Score Improvement||5||5||4||3||–||–||–||–||–||–||–|
|6th||+3||6||Sorcerous Origin feature||5||7||4||3||3||–||–||–||–||–||–|
|8th||+3||8||Ability Score Improvement||5||9||4||3||3||2||–||–||–||–||–|
|12th||+4||12||Ability Score Improvement||6||12||4||3||3||3||2||1||–||–||–|
|14th||+5||14||Sorcerous Origin feature||6||13||4||3||3||3||2||1||1||–||–|
|16th||+5||16||Ability Score Improvement||6||14||4||3||3||3||2||1||1||1||–|
|18th||+6||18||Sorcerous Origin feature||6||15||4||3||3||3||3||1||1||1||1|
|19th||+6||19||Ability Score Improvement||6||15||4||3||3||3||3||2||1||1||1|
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
At 1st level, you know four cantrips of your choice from the sorcerer spell list (Note: You will need to apply the Sorcerer filter to see spells available to the Defiler). You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of table above.
The Table above shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column in the table above shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer 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
Available at first level, there are two sides to this. First, regardless of spell cast, the Defiler leaves behind an obvious, physical trace on the environment around them. It usually manifests itself as a blackened/charred area at the caster’s feet. The area becomes more noticeable the higher the level of spell that is cast. To notice the corruption, any player or NPC can make a Perception check at 30 – 5 / level of the spell. So, to notice a level one spell has been cast only takes a DC 25 to notice. After level six, the corruption is much too noticeable, unless you try to disguise it, which isn’t easy. The affected area, thus the reason it becomes more noticeable, is increased by one meter radius per level. So a level six spell will char/blacken an area 6 meters in diameter.
This brings us to the 2nd use of this ability and that is the ability to diminish the physical effect. It requires an Arcana check at DC 15 + level of the spell. If successful, you can reduce the Perception check to DC 20 – 2 per level and the affected radius goes down to 1 ft / level. You must declare that you are trying to do this before you cast the spell, otherwise all physical effects happen to full effect.
This is notable because ALL beings (even the other player characters) will react adversely to a Defiler. No other class is as loathed or reviled as the Defiler. Regardless of your intention, NPCs will immediately act hostile to you (you can attempt to change this via Diplomacy). Players can choose the severity of their dislike, but if you are any non-evil, you must react negatively. Only evil players (LE, NE, or CE) will shrug and go “meh.”
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the table above.
You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
All in the name of casting with greater ease, the Defilers of old would tie their fingers together to make somatic gestures easier and thus spell casting easier as well. Another old technique was Fleshcrafting. This practice has recently been brought back among Defilers. In game terms it works in two ways.
The first use is grafting additional fingers onto their hands. This is done with a recently severed finger. How the Defiler comes upon this recently severed finger is their own business, but the finger has to have been removed from it’s original hand within four days. Grafting the new finger takes a Arcana roll DC 10 + caster level + highest level spell slot. For example, a level 5 Defiler will have a DC of 17, 10 + level 5 + level 2 spell slot (highest castable). The benefit of the additional finger applies to 1 Metamagic option that the Defiler has. They DO NOT gain a new Metamagic option, but the benefits of the extra finger applies to one (and only ONE) Metamagic option that the Defiler already has or has recently gained. Once designated, the extra finger will not benefit another Metamagic option, but another finger can be added to benefit a different Metamagic option.
Once designated, the extra finger will reduce the Sorcery Point cost of that particular Metamagic option. For example, if you have Enlarge Spell and a Fleshcrafted extra finger designated for that option, any spell can be cast using Enlarge Spell for no Sorcery Points, or essentially for free. If you designated a Fleshcrafted finger to the Metamagic option Quicken Spell, it now only costs 1 Sorcery Point.
The second use is creating Magic Tattoos. This is similar to the Cybermage’s Spell Wares, in that you have a tattoo that can “cast” a spell that is reusable. To do so, you have to give yourself a tattoo. To do that, you need to have proficiency in Tattoo Artist’s Tools. To tattoo the magic tattoo, you must roll a tool proficiency check at 15 + the spell slot level cast for the desired tattoo. For example, if you wanted to tattoo magic missile on your person, it would require a Tattoo Artist’s Tools check at DC 16. When done, it is “as is”, meaning if you tattooed it using a level 1 slot, it only has 1 missile. If you tattooed it using a level 2 slot, it would have 2 missiles, but it will also raise the DC to 17.
What the tattoo actually is is entirely up to you. However, for every 2 over the DC you roll, the “better” or more professional the tattoo looks. If you only meet the DC or one over, it looks like a prison tattoo. If you fail, well, you now have a permanent…something on your body. Ever see those videos or pictures of failed tattoos? Yeah, something like that.
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.
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.
Though dragons may be extinct (there’s still the Dragon of Tyr, Nicos, but no one knows of his existence), their blood flows through the various races of Athas and it is those with this blood who gain magic abilities. The are other ways, but this innate magic ability fuels the Defiler. It is also rumored that powerful Defilers begin transforming into dragons (as Nicos certainly did, but shhh…again no one knows).
At 1st level, you can choose only one type of dragon as your ancestor: Athasian or the species of dragon that is the Dragon of Tyr. The damage type associated with this dragon is the same as a Red Dragon (Fire) and will be used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
At level 20, you begin your transformation into a dragon. Every 30,000xp past the max of 355,000 that you gain, you can choose to take an epic boons, specifically the Boon of Transformation. (all other epic boons are detailed on pg. 231 of the DMG). Choosing this boon means you undergo another transformation that brings you closer to your full dragon form. Once you reach have gone through 3 transformations (having gained 90k xp and taken the Boon of Transformation a total of 3 times), the current Dragon of Tyr (Nicos, remember we’re keeping it secret) will be aware of your presence and actively seek you out. What he does after he finds you is between you and the Dragon of Tyr, but there hasn’t been a Dragon of Tyr in over 1600 years since Rikus the Great slew him on the Great Alluvial Sand Wastes outside of Tyr (wink, wink).
Boon of Transformation (epic boon)
Taking this boon unlocks more of your draconic heritage. It can be taken multiple times, up to a total of ten times. Taken the first time, you gain a breath weapon (fire) that deals 10d6 (Dex saves as normal for breath weapons) and 1 additional spell known per level, except cantrips. The second time you take it, you gain an additional +2d6 to your breath weapon and you gain 1 additional spell slot per level up to level 8. The third time you take it, you gain another +2d6 and an additional 9th level slot. On your fourth time, the cycle starts over, meaning 1 additional spell known per level, additional spell slots per level up to 8th, an additional 9th level spell slot, and +2d6 to your breath weapon each time.
Additionally, on your 6th time, or two times through the cycle, your body is no longer humanoid. You have the body of an Adult Red Dragon (you’re still an Athasian dragon, but they are the same physiologically as a Red Dragon) as well as all their physical stats. Your Intelligence, Wisdom, and Charisma remain the same. However, you have no wings. You can fly by any other means and if you change back to a humanoid form you’ll still have wings (that you gained at lvl 14), but you have no wings in your dragon form.
On your 9th time taking this boon, you assume the form of an Ancient Red Dragon, wings and all. You cannot take your 10th boon and assume the position of Dragon of Tyr until you defeat the current Dragon. Luckily, upon defeating him, you gain 30,000 xp.
On your 10th time taking this boon, provided you have defeated and replaced the Dragon of Tyr, you gain all the benefits from the cycle in one boon, meaning you gain +6d6 to your breath weapon, you gain 1 spell known per level, and you gain one additional spells slot per level all the way up to 9th. It’s good to be the Dragon.
Because of the restrictive access to magic, you’ve had to improvise greatly in gaining access to magic and you were lucky enough to be born with it. As such, your magic tends to ebb and flow and is generally chaotic. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
|01-02||Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.||51-52||A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.|
|03-04||For the next minute, you can see any invisible creature if you have line of sight to it.||53-54||You are immune to being intoxicated by alcohol for the next 5d6 days.|
|05-06||A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet o f you, then disappears 1 minute later||55-56||Your hair falls out but grows back within 24 hours.|
|07-08||You cast fireball as a 3rd-level spell centered on yourself.||57-58||For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.|
|09-10||You cast magic missile as a 5th-level spell.||59-60||You regain your lowest-level expended spell slot.|
|11-12||Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow||61-62||For the next minute, you must shout when you speak.|
|13-14||You cast confusion centered on yourself.||63-64||You cast fog cloud centered on yourself.|
|15-16||For the next minute, you regain 5 hit points at the start of each o f your turns.||65-66||Up to three creatures you choose within 30 feet o f you take 4d10 lightning damage.|
|17-18||You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.||67-68||You are frightened by the nearest creature until the end of your next turn.|
|19-20||You cast grease centered on yourself.||69-70||Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.|
|21-22||Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.||71-72||You gain resistance to all damage for the next minute.|
|23-24||Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.||73-74||A random creature within 60 feet o f you becomes poisoned for 1d4 hours|
|25-26||An eye appears on your forehead for the next minute. poisoned for 1d4 hours. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.||75-76||You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet o f you is blinded until the end of its next turn.|
|27-28||For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.||77-78||You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.|
|29-30||You teleport up to 60 feet to an unoccupied space of your choice that you can see.||79-80||Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.|
|31-32||You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.||81-82||You can take one additional action immediately.|
|33-34||Maximize the damage of the next damaging spell you cast within the next minute.||83-84||Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.|
|35-36||Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.||85-86||You cast mirror image.|
|37-38||1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet o f you and are frightened of you. They vanish after 1 minute.||87-88||You cast fly on a random creature within 60 feet o f you.|
|39-40||You regain 2d10 hit points.||89-90||You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.|
|41-42||You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.||91-92||If you die within the next minute, you immediately come back to life as if by the reincarnate spell.|
|43-44||For the next minute, you can teleport up to 20 feet as a bonus action on each o f your turns.||93-94||Your size increases by one size category for the next minute.|
|45-46||You cast levitate on yourself.||95-96||You and all creatures within 30 feet o f you gain vulnerability to piercing damage for the next minute.|
|47-48||A unicorn controlled by the DM appears in a space within 5 feet o f you, then disappears 1 minute later.||97-98||You are surrounded by faint, ethereal music for the next minute|
|49-50||You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.||99-100||You regain all expended sorcery points.|
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.