Defier Class
Defier Class
Defier
T
he world is a complicated and most often scary
place. When the likes of fighters, magic users, CLASS FEATURES
and healers roam the land, there are those who As a Defier, you gain the following class features.
remain more a mystery. A new element has
arisen of late, a being, perhaps more than one, Hit Points
whose mastery of the arcane and divine rings Hit Dice: 1d6 per Defier level
supposition and terror as rumors spread. Hit Points At 1st Level: 6 + your Constitution modifier
Power, desire, and skill, this is the Defier. Hit Points At Higher Levels: 1d6 (or 4) + your Constitution
modifier per Defier level after 1st
WELCOME ALL TROUBLE
Proficiencies
Defiers have a pact with the divine and the arcane powers of Armor: Light armor, medium armor
the worlds. They pursue knowledge and power. Evil, good, or Weapons: Simple weapons
somewhere in between, the Defier is a mystery to most. Tools: Alchemist's supplies, Disguise Kit, Thieves' Tools
Having a keen sense of mind, they are trained in the arts of
persuasion and intimidation. They are rumored to make Saving Throws: Intelligence, Constitution
alliances with any manner of person or beast in hopes of Skills: Choose two skills from Arcana, History, Insight,
gaining favor, power, or even attributes through physical or Intimidation, Perception, and Persuasion
magical means.
With a focussed mind, they are experts in subterfuge, they
can both befriend and kill anyone at any time. Unpredictable
to be sure, they are feared because so little is known about
them.
AS FEARED AS THEY ARE REVERED
Most will avoid Defiers, and they are not quick to engage
others as well. Unless there is gain, they keep a discreet
distance. When they do interact, well versed and trained in
social interaction, they can easily speak with and engage in
proper conversation due the the chameleonesque nature of
their personality. Blending in with a band of rebels, a guild of
thieves, or a pontification of clerics, being a part of a group is
an easy transition when necessary.
CREATING A DEFIER
As you create your Defier, be mindful of the goals and
purposes to undertake. Are they out for vengeance? Do they
seek ultimate power and control? Was there a tragedy from
the past that took family or friends? What drives them
forward on their quest?
While a Defier is solitary in nature, they will travel with
groups and even make themselves useful. But everything is
done for a reason, and for ultimate gain. Whether it be good
or bad.
QUICK BUILD
You can make a Defier quickly by following these
suggestions. First, make Intelligence your highest ability
score. Make Wisdom your next highest if you plan to focus on
mystical power by following the Station of the Tortured Mind
or Harbinger. Choose a higher Constitution instead if you
wish to toy with toxoids via the Station of the Sly or use Mind
Focus on your weapons.
The Defier
Level Proficiency Bonus Mind Focus Damage Die Features
1st +2 - Animal Lust
2nd +2 1d4 Mind Focus
3rd +2 1d4 Defier Station
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Extra Attack
6th +3 1d6 Fell, Soul Custom
7th +3 1d6 Defier Station feature
8th +3 1d6 Ability Score Improvement
9th +4 1d8 Soul Custom
10th +4 1d8 Defier Station feature
11th +4 1d8 Mind Mist
12th +4 1d8 Ability Score Improvement
13th +5 1d10 Greater Soul Custom
14th +5 1d10 Calm Mind
15th +5 1d10 Defier Station feature
16th +5 1d10 Ability Score Improvement
17th +6 1d12 Infused Thought
18th +6 1d12 Defier Station feature
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Improved Mind Focus
* Station of the Tortured Mind does not use Extra Attack Mind Focus
Equipment At 2nd level, you learn to focus your mind more on your
You start with the following equipment, in addition to the weapon at the cost of your own verve. Choose one custom
equipment granted by your background: from the Soul Custom list below. You cannot change this
choice.
(a) a light crossbow and 20 bolts or (b) any simple weapon As a bonus action, you can draw power from your mind to
(a) studded leather armor or (b) scale mail armor create extra focus. It invokes tremendous mental pain,
(a) a scholar's pack or (b)* a burglar's pack temporarily reducing your maximum hit points a number
two daggers equal to your character level. These lost hit points are
Animal Lust regained after your next long rest, and cannot be healed or
restored otherwise.
Beginning at 1st level, you have knowledge of the Animal Until your next long rest, that weapon flares with mental
Lust, a mysterious mental infusion that allows acute energy, granting you a + 1 bonus to attack rolls made with it.
awareness of your surroundings. Attacks from the weapon are considered magical, and it deals
You have advantage on Wisdom (Survival) checks to track an additional 1d4 damage. The damage type is based on a
Beasts and Dragons, as well as on Intelligence (History) chosen custom. This die changes as you gain Defier levels, as
checks to recall information about them. shown in the Mind Focus damage die column of the Defier
Upon reaching 6th level, you gain advantage on Wisdom table. These benefits are cumulative with weapon
(Insight) checks and Wisdom saving throws to see past the enchantments, and disappear should anyone but you attempt
deceptions and illusions of Beasts and Dragons. to use the weapon. Mind Focus can be used on multiple
weapons, costing additional hit point loss. If used on a
weapon already given an active Mind Focus, the old
ordinance immediately fades as the new one takes effect.
Ordinance weapons can be sheathed safely without fading.
Hellish Fury Spell Slots. The Tortured Mind Spellcasting table shows
At 7th level, your mind has become resistant to the life- how many spell slots you have. The table also shows what the
draining powers of even the most forceful. Whenever you are level of those slots is; all of your spell slots are the same level.
subject to a reduction in your maximum hit points by an To cast one of your spells of 1st level or higher, you must
enemy attack or spell, you take half the amount suffered expend a spell slot. You regain all expended spell slots when
(rounded up). you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-
Fell Boon level spell slots. To cast the 1st-level spell magic missle, you
Beginning at 1Oth level, your brain power becomes so great, must spend one of those slots, and you cast it as a 2nd-level
it defies gravity. Your Fell ability ignores immunity to the spell.
prone condition. If a creature cannot become prone, it is Spells Known of 1st Level and Higher. At 3rd level, you
restrained instead. know two 1st-level spells of your choice from any of the class
spell lists.
Plane Sight The Spells Known column of the Tortured Mind table
When you become 15th level, your mind has so focussed your shows when you learn more spells of your choice of 1st level
vision that you gain truesight up to 120 ft. and higher. A spell you choose must be of a level no higher
than what's shown in the table's Slot Level column for your
Mind Strike level. When you reach 13th level, for example, you learn a
At 15th level, your powers of persuasion are so tuned, you put new spell, which can be 1st, 2nd, or 3rd level.
your enemies off kilter. When a creature makes an attack of Additionally, when you gain a level in this class and station,
opportunity against you and misses, you can immediately use you can choose one of the spells you know and replace is
your reaction to make one melee attack against that creature with another spell from any spell list, which also must be of a
as you continue your movement. level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting
Mind Drain ability for your spells, so you use your Intelligence whenever
Upon reaching 18th level, you've learned the secret to sucking a spell refers to your spellcasting ability. In addition, you use
life force from your enemies minds. Before attacking, you can your Intelligence modifier when setting the saving throw DC
declare your next strike to be a Mind Drain. If you hit your for a spell you cast and when making an attack roll with one.
target, you regain hit points equal to half of the total damage Spell save DC = 8 + your proficiency bonus + your
dealt by that attack. If the attack misses, your Mind Drain is Intelligence modifier
still expended. Spell attack modifier = your proficiency bonus + your
You can use this feature a number of times equal to your Intelligence modifier
Intelligence modifier (a minimum of once). You regain any Tortured Mind Spellcasting
expended uses when you finish a long rest.
Defier Cantrips Spells Spell Spell
Level Known Known Slots Level
Station of the Tortured Mind
3rd 2 2 1 1st
Ages past, a vile evil rose to power in the form of mysterious
aberrations that devastated the living with such brutality that 4th 2 2 1 1st
it broke the minds of many a Defier who bore witness. A few 5th 2 3 1 1st
courageous, and possibly insane defiers saw that such 6th 2 3 1 1st
perversion could only be fought if you studied it, embraced it,
and used it against itself. These few sought to gain the 7th 2 4 2 1st
knowhow to control this power and use it for their own 8th 2 4 2 2nd
purpose.
Developing this new skill, they brought to an end the 9th 2 5 2 2nd
horrible aberrant powers, but not without personal payment. 10th 3 5 2 2nd
Understanding the potential power, and subsequent burdens 11th 3 6 2 2nd
of this new mastery, it allowed for the acquisition of
spellcraft. Thus began a new sect of Defiers. They called 12th 3 6 2 2nd
themselves the Station of the Tortured Mind. 13th 3 7 2 3rd
Pact Magic 14th 3 7 2 3rd
When you reach 3rd level, you can augment your combat 15th 3 8 2 3rd
techniques with the ability to cast spells from any class. See 16th 3 8 2 3rd
chapter 10 (PHB) for the general rules of spellcasting and
chapter 11 (PHB) for the spell lists. 17th 3 9 3 3rd
Cantrips. You learn two cantrips of your choice from ANY 18th 3 9 3 4th
spell list. You learn an additional cantrip of your choice at
10th level. 19th 3 10 3 4th
20th 3 10 3 4th
Jolann Pairsh - 7th Level Mind Focus. You learn to focus your mind more on your
weapon at the cost of your own verve. Choose one
Defier (Station of the custom from the Soul Custom list below. You cannot
change this choice. As a bonus action, you can draw
Sly) power from your mind to create extra focus. It invokes
Medium human, evil tremendous mental pain, temporarily reducing your
maximum hit points a number equal to your character
Armor Class 13 (studded leather) level. These lost hit points are regained after your next
Hit Points 57 (7d6+21) long rest, and cannot be healed or restored otherwise.
Speed 30 ft. Until your next long rest, that weapon flares with
mental energy, granting you a + 1 bonus to attack rolls
made with it. Attacks from the weapon are considered
STR DEX CON INT WIS CHA magical, and it deals an additional ld4 damage. The
11 (+0) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 11 (+0) damage type is based on a chosen custom. This die
changes as you gain Defier levels, as shown in the Mind
Focus damage die column of the Defier table. These
Saving Throws Con +6, Int +5 benefits are cumulative with weapon enchantments,
Skills Arcana +5, Deception +3, History +5, Stealth +4 and disappear should anyone but you attempt to use
Senses passive Perception 11 the weapon. Mind Focus can be used on multiple
Languages Common, Primordial weapons, costing additional hit point loss. If used on a
Challenge 7 (2900 XP) weapon already given an active Mind Focus, the old
ordinance immediately fades as the new one takes
Advanced Preparation. When you take a short rest to effect. Ordinance weapons can be sheathed safely
concoct a toxoid, you can now create two. Toxoids without fading.
must be different concoctions, and can be ingested
with overlapping effects that last until you finish your Prepare. You can take a short rest to concoct a single
next short or long rest. Each toxoid still takes a toxoid. Consuming a single toxoid requires a bonus
separate bonus action to imbibe. action, and the effects (including adverse effects) last
until you finish another short or long rest. Toxoids are
Animal Lust. You have knowledge of the Animal Lust, a designed for your biology and are fatal to anyone else.
mysterious mental infusion that allows acute Toxoids are unstable by nature, losing their potency
awareness of your surroundings. You have advantage over time and becoming inert if not used before you
on Wisdom (Survival) checks to track Beasts and finish your next short or long rest.
Dragons, as well as on Intelligence (History) checks to Toxoids. Slippery. You gain immunity to the grappled
recall information about them. You gain advantage on and restrained conditions. At 1Oth level, you also are
Wisdom (Insight) checks and Wisdom saving throws to immune to the paralyzed condition. Adverse effect:
see past the deceptions and illusions of Beasts and You gain a penalty to initiative equal to 2 times your
Dragons. Constitution modifier (minimum 2).
Concoctions. You begin to uncover forbidden Jockish. Your Strength score increases by an amount
alchemical concoctions that temporarily alter your equal to your Constitution modifier (minimum 2), as
mental and physical abilities. You know four does your Strength maximum. Adverse effect: Your
concoctions listed below in the Toxoids. Intelligence score decreases by 2.
Nerdy. Your Intelligence score increases by an amount
Fell (2/Long Rest). You've become proficient in equal to your Constitution modifier (minimum 2), as
environmental control. You can knock creatures prone. does your Intelligence maximum. Adverse effect: Your
As a bonus action, you can attempt to fell an enemy no Dexterity score decreases by 2.
more than one size larger than you within 20ft. The Heedful. Prerequisite: 7th level. You gain resistance to
target must succeed on a Strength or Dexterity saving psychic damage. Adverse effect: You gain vulnerability
throw (its choice) or become prone (DC equal to 8 + to necrotic damage.
your proficiency bonus + your Intelligence modifier).
While prone, the creature can repeat the saving throw Unending Breath. You can hold your breath indefinitely
at the end of each of its turns. It can also repeat the while you're not incapacitated.
saving throw each time it takes damage. On a success,
the control stops and it frees itself. You can only have Actions
1 Fell active at any given time. If you fell a second Extra Attack. You can attack twice, instead of once,
creature, the previous one is able to stand from prone. whenever you take the Attack action on your turn.
You can use this feature a number of times equal to
your Intelligence modifier (a minimum of once). You Dagger (2). Melee or Ranged Weapon Attack: +5 to hit,
regain any expended uses when you finish a long rest. reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4 +2)
Innate Spellcasting. Spellcasting ability is intelligence piercing damage.
(spell save DC 13, +4 to hit with spell attacks). Hand Axe (2). Melee or Ranged Weapon Attack: +5 to
1/day: levitate hit, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d6
Mingle with the Wind. You can cast the levitate spell +1) slashing damage.
once with this trait, requiring no material components,
and you regain the ability to cast it this way when you
finish a long rest. Constitution is your spellcasting
ability for this spell.
8
https://homebrewery.naturalcrit.com/print/rk9cnzl9X?dialog=true 8/9
1/13/2019 The Homebrewery - NaturalCrit
Muriell Ock - 7th Level Hallowed Quickness. When casting a cantrip, can make
one weapon attack as a bonus action.
Defier (Station of the Mind Focus. You learn to focus your mind more on your
Tortured Mind) weapon at the cost of your own verve. Choose one
custom from the Soul Custom list below. You cannot
Medium human, neutral change this choice. As a bonus action, you can draw
power from your mind to create extra focus. It invokes
Armor Class 14 (studded leather) tremendous mental pain, temporarily reducing your
Hit Points 57 (7d6+21) maximum hit points a number equal to your character
Speed 30 ft. level. These lost hit points are regained after your next
long rest, and cannot be healed or restored otherwise.
STR DEX CON INT WIS CHA Until your next long rest, that weapon flares with
mental energy, granting you a + 1 bonus to attack rolls
9 (-1) 15 (+2) 16 (+3) 20 (+5) 18 (+4) 13 (+1) made with it. Attacks from the weapon are considered
magical, and it deals an additional ld4 damage. The
Saving Throws Con +6, Int +8 damage type is based on a chosen custom. This die
Skills Deception +4, Intimidation +4, Persuasion +4, changes as you gain Defier levels, as shown in the Mind
Stealth +5 Focus damage die column of the Defier table. These
Senses passive Perception 14 benefits are cumulative with weapon enchantments,
Languages Abyssal, common and disappear should anyone but you attempt to use
Challenge 7 (2900 XP) the weapon. Mind Focus can be used on multiple
weapons, costing additional hit point loss. If used on a
Animal Lust. You have knowledge of the Animal Lust, a weapon already given an active Mind Focus, the old
mysterious mental infusion that allows acute ordinance immediately fades as the new one takes
awareness of your surroundings. You have advantage effect. Ordinance weapons can be sheathed safely
on Wisdom (Survival) checks to track Beasts and without fading.
Dragons, as well as on Intelligence (History) checks to Prime Thought. Your mind becomes a core to your pact
recall information about them.You gain advantage on with your chosen deity. You use your mind as a
Wisdom (Insight) checks and Wisdom saving throws to spellcasting focus for your all your spells.
see past the deceptions and illusions of Beasts and
Dragons. Spellcasting. Spellcasting ability is intelligence (spell
save DC 16, +7 to hit with spell attacks).
Fell (5/Long Rest). You've become proficient in Cantrips (at will): acid splash, vicious mockery
environmental control. You can knock creatures prone. 1st level: burning hands, magic missile, shield,
As a bonus action, you can attempt to fell an enemy no thunderwave
more than one size larger than you within 20ft. The
target must succeed on a Strength or Dexterity saving Actions
throw (its choice) or become prone (DC equal to 8 + Extra Attack. You can attack twice, instead of once,
your proficiency bonus + your Intelligence modifier). whenever you take the Attack action on your turn.
While prone, the creature can repeat the saving throw
at the end of each of its turns. It can also repeat the Dagger (2). Melee or Ranged Weapon Attack: +5 to hit,
saving throw each time it takes damage. On a success, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4 +2)
the control stops and it frees itself. You can only have piercing damage.
1 Fell active at any given time. If you fell a second
creature, the previous one is able to stand from prone. Hand Axe (2). Melee or Ranged Weapon Attack: +5 to
You can use this feature a number of times equal to hit, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d6
your Intelligence modifier (a minimum of once). You +1) slashing damage.
regain any expended uses when you finish a long rest.