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Defier Class

This document provides an overview of the Defier class for Dungeons & Dragons. Some key points: - Defiers have mastery over both arcane and divine magic, pursuing knowledge and power without regard for good or evil. - They are experts in subterfuge, persuasion, and intimidation and can blend in with many groups. Everything they do is calculated to gain power or favors. - As they level up, Defiers gain features like Mind Focus which allows them to enhance a weapon with mental energy for additional damage and effects. They also choose a Defier Station focusing their skills in a certain area. - The document provides gameplay details on the Defier's available options

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0% found this document useful (0 votes)
110 views9 pages

Defier Class

This document provides an overview of the Defier class for Dungeons & Dragons. Some key points: - Defiers have mastery over both arcane and divine magic, pursuing knowledge and power without regard for good or evil. - They are experts in subterfuge, persuasion, and intimidation and can blend in with many groups. Everything they do is calculated to gain power or favors. - As they level up, Defiers gain features like Mind Focus which allows them to enhance a weapon with mental energy for additional damage and effects. They also choose a Defier Station focusing their skills in a certain area. - The document provides gameplay details on the Defier's available options

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1/13/2019 The Homebrewery - NaturalCrit

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.

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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.

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You gain access to an additional Soul Custom at 6th level and While prone, the creature can repeat the saving throw at
9th level. You can choose to learn one Greater Soul Custom the end of each of its turns. It can also repeat the saving
at 13th level. throw each time it takes damage. On a success, the control
stops and it frees itself. You can only have 1 Fell active at any
Soul Customs given time. If you fell a second creature, the previous one is
Choose from the following: able to stand from prone.
Ordinance of Ice - Your Mind Focus damage type is Cold. You can use this feature a number of times equal to your
Ordinance of Heat - Your Mind Focus damage type is Fire. Intelligence modifier (a minimum of once). You regain any
Ordinance of Scorch - Your Mind Focus damage type is expended uses when you finish a long rest.
Lightning.
Ordinance of Boom - Your Mind Focus damage type is Mind Mist
Thunder. Upon reaching 11th level, you use the extreme power of your
Greater Soul Customs mind to create mists around you to better navigate the
Choose from the following: battlefield unharmed. All Attacks of Opportunity made
Ordinance of Thought - Your Mind Focus damage type is against you have disadvantage.
Psychic.
Ordinance of Destruction - Your Mind Focus damage type Calm Mind
is Acid. When you reach 14th level, your focus becomes such second
Ordinance of Power - Your Mind Focus damage type is nature that you are rarely rattled by anything. You can no
Force. longer become Frightened, and you have advantage on saving
Ordinance of Death - Your Mind Focus damage type is throws against magical charm effects.
Necrotic.
Ordinance of Light - Your Mind Focus damage type is Infused Thought
Radiant.
Ordinance of Hatred - Your Mind Focus damage type is At 17th level, your knowledge and powerful brain exercises
Poison. have taught you to have ultimate mind control. You have
Upon becoming 20th level, you've become so attuned to advantage on all intimidation and persuasion checks.
your weapons that your Mind Focus requires a lesser
sacrifice to power the infused magic. Whenever you use your Improved Mind Focus
Mind Focus ability, you take damage equal to your character Upon becoming 20th level, your mind is so focussed and in
level instead of lowering your maximum hit points by that tune with the universal powers of the divine and arcane, that
amount. your Mind Focus requires less oblation. Whenever you use
your Mind Focus ability, you take damage equal to your
Defier Station character level instead of lowering your maximum hit points.
At 3rd level, you commit to a station of the mind. Choose
Station of the Sly, Station of the Harbinger, or Station of the Defier Stations
Tortured Mind, all detailed at the end of the class description.
The station you choose grants you features at 3rd level, and At 3rd level, you commit to a station of the mind. Choose
again at 7th, 1Oth, 15th, and 18th level. Station of the Harbinger, or Station of the Tortured Mind, or
Station of the Sly, all detailed at the end of the class
Ability Score Improvement description. The station you choose grants you features at
3rd level, and again at 7th, 1Oth, 15th, and 18th level.
When you reach 4th level, and again at 8th, 12th, 16th and
19th level, you can increase one ability score of your choice Station of the Harbinger
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 The Station of the Harbinger is seemingly the most powerful
using this feature. of the stations, having roots in divine and arcane practices
and created specifically to rid the realms of the scourge of the
Extra Attack evil beasthood. Harbingers seek immortality for immortality's
sake. Special study of Beasts, Dragons, and deities become
Beginning at 5th level, you can attack twice, instead of once, obsession to try and learn power and perhaps ways to
whenever you take the Attack action on your turn. elongate life itself.
Fell Psychic Power
At 6th level, you've become proficient in environmental When you join this station at 3rd level, you learn to alter your
control. You can knock creatures prone. As a bonus action, Mind Focus to channel the hardened power of your Mind,
you can attempt to fell an enemy no more than one size larger bringing pain to the souls of your enemies. Whenever you
than you within 20ft. The target must succeed on a Strength deal mental damage with your Mind Focus die, you also deal
or Dexterity saving throw (its choice) or become prone (DC additional psychic damage equal to your Intelligence
equal to 8 + your proficiency bonus + your Intelligence modifier.
modifier).

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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

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Prime Thought Prepare


At 3rd level, your mind becomes a core to your pact with your At 3rd level, you can take a short rest to concoct a single
chosen deity. You use your mind as a spellcasting focus for toxoid. Consuming a single toxoid requires a bonus action,
your all your spells. and the effects (including adverse effects) last until you finish
another short or long rest. Toxoids are designed for your
Hallowed Quickness biology and are fatal to anyone else.
Beginning at 7th level, when you use your action to cast a Toxoids are unstable by nature, losing their potency over
cantrip, you can make one weapon attack as a bonus action. time and becoming inert if not used before you finish your
next short or long rest.
Infusement
At 10th level, you can temporarily infuse your weapon with Advanced Preparation
the seed of a powerful spell. As an action, you can imbue your Upon reaching 7th level, when you take a short rest to
weapon or a piece of ammunition with one spell you can cast, concoct a toxoid, you can now create two. Toxoids must be
then make a single attack with that weapon. If that attack different concoctions, and can be ingested with overlapping
hits, the target takes weapon damage, and is subject to the effects that last until you finish your next short or long rest.
effects of the spell. The spell must have a casting time of 1 Each toxoid still takes a separate bonus action to imbibe.
action and must target only that creature. If the attack Once you reach 15th level, you can now create three
misses, the spell misses, and you still expend a spell slot. toxoids during a short rest.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain any Mindful Immunity
expended uses when you finish a long rest. At 1Oth level, your body has begun to adapt to toxins and
venoms, ignoring their corroding effects. You gain immunity
Divine Arcana to poison.
Upon reaching 15th level, your thoughts are so powerful, that
divine and arcane powers merge to give you extraordinary Metabolic Thought
ability. If an enemy attack misses you, you can use your Beginning at 15th level, your mind is at a higher place of
reaction to immediately cast a spell at that creature. The spell thought. You become resistant to the negative effects of some
must have a casting time of 1 action and must target only that your own toxins. Upon imbibing a toxin, you can choose to
creature. ignore the adverse effect of that for its duration.
Once you use this feature, you must finish a short or long Once you use this feature, you must finish a long rest
rest before you can use it again. before you can use it again.
Offensive Bane Mindful Constitution
When you reach 18th level, your deity further empowers your When you reach 18th level, the effects you've subjected your
particular spellcraft. When you damage a foe with a spell, the body to have strengthened your physiology and biology.
target suffers the effect of the bane spell for 1 minute. Your Constitution score increases by 2, as does your
Constitution maximum.
Station of the Sly
When the mind mixes with the power of alchemy, results can
be fantastic. Granting possible great powers, it can also be a
painful (even fatal) experience. Those that learn and master
the great science will undoubtedly find themselves balanced,
hardened, changed, enhanced, and maybe experience untold
mental horrors. Through concentration, study, and alchemy,
these scientists were able to discover powerful toxoid recipes.
Over generations of experimentation, an offshoot station of
Defiers emerged, one that focused on brewing toxic elixirs to
modify their capabilities in battle, and over time become
something beyond themselves. They are called the Station of
the Sly.
Concoctions
You begin to uncover forbidden alchemical concoctions that
temporarily alter your mental and physical abilities.
Beginning at 3rd level, you choose to learn three
concoctions. Your recipe options are detailed at the end of
this station description in the form of toxoids. You gain an
additional recipe at 7th level, 1Oth level, 13th level, 15th level,
and 20th level.
Additionally, when you gain a recipe at levels 7, 10, 13, 15,
and 20, you can choose one of the concoctions you know and
replace it with another recipe.
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Toxoids Author Rob Twohy -


These toxoids can be learned at the same time you meet its rob.twohy@gmail.com
prerequisites.
Hard. You gain resistance to bludgeoning damage. Adverse More from Rob Twohy at the DMs
effect: You gain vulnerability to piercing damage. Guild - click here
Firm. You gain resistance to piercing damage. Adverse
effect: You gain vulnerability to slashing damage.
Solid. You gain resistance to slashing damage. Adverse
effect: You gain vulnerability to bludgeoning damage.
Slippery. You gain immunity to the grappled and
restrained conditions. At 1Oth level, you also are immune to
the paralyzed condition. Adverse effect: You gain a penalty to
initiative equal to 2 times your Constitution modifier
(minimum 2).
Quick. Your speed increases by 3 times your Constitution
modifier (rounded to the nearest 5 ft increment). Adverse
effect: You gain 1 level of exhaustion.
Speedy. You gain a bonus to initiative equal to 2 times your
Constitution modifier (minimum 2). Adverse effect: You gain
1 level of exhaustion.
Jockish. Your Strength score increases by an amount equal
to your Constitution modifier (minimum 2), as does your
Strength maximum. Adverse effect: Your Intelligence score
decreases by 2.
Nimble. Your Dexterity score increases by an amount
equal to your Constitution modifier (minimum 2), as does
your Dexterity maximum. Adverse effect: Your Wisdom score
decreases by 2.
Nerdy. Your Intelligence score increases by an amount
equal to your Constitution modifier (minimum 2), as does
your Intelligence maximum. Adverse effect: Your Dexterity
score decreases by 2.
Thoughtful. Your Wisdom score increases by an amount
equal to your Constitution modifier (minimum 2), as does
your Wisdom maximum. Adverse effect: Your Strength score
decreases by 2.
Mighty. Prerequisite: 7th level. Your weapon attacks score
a critical hit on a roll of 19-20. At 12th level, you score a
critical hit on an 18-20. Adverse effect: All healing you receive
is halved.
Sacred. Prerequisite: 7th level. You gain resistance to
necrotic damage. Adverse effect: You gain vulnerability to
psychic damage.
Iced. Prerequisite: 7th level. You gain resistance to cold
damage. Adverse effect: Your gain vulnerability to fire
damage.
Heedful. Prerequisite: 7th level. You gain resistance to
psychic damage. Adverse effect: You gain vulnerability to
necrotic damage.
Heated. Prerequisite: 7th level. You gain resistance to fire
damage. Adverse effect: You gain vulnerability to cold
damage.
Restorative. Prerequisite: 7th level. You regenerate hit
points equal to your level divided by 2 (rounded up) at the
start of your turn as long as you are above 0 hit points.
Adverse effect: Your speed decreases by half (rounded down).
Powerful. Prerequisite: 10th level. You gain an additional
action on each of your turns. That action can be used only to
take the Attack (one weapon attack only) action. Adverse
effect: You have disadvantage on all ability checks and saving
throws.

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Three level 7 Defiers


Kroop DeSaaj - 7th Level Hellish Fury. Your mind has become resistant to the
life-draining powers of even the most forceful.
Defier (Station of the Whenever you are subject to a reduction in your
maximum hit points by an enemy attack or spell, you
Harbringer) take half the amount suffered (rounded up).
Medium human, good Mind Focus. You learn to focus your mind more on your
weapon at the cost of your own verve. Choose one
Armor Class 14 (studded leather) custom from the Soul Custom list below. You cannot
Hit Points 50 (7d6+21) change this choice. As a bonus action, you can draw
Speed 30 ft. power from your mind to create extra focus. It invokes
tremendous mental pain, temporarily reducing your
STR DEX CON INT WIS CHA maximum hit points a number equal to your character
level. These lost hit points are regained after your next
12 (+1) 15 (+2) 18 (+4) 18 (+4) 16 (+3) 16 (+3) long rest, and cannot be healed or restored otherwise.
Until your next long rest, that weapon flares with
Saving Throws Con +5, Int +7 mental energy, granting you a + 1 bonus to attack rolls
Skills Deception +6, Insight +7, Intimidation +6, made with it. Attacks from the weapon are considered
Perception +7, Stealth +5 magical, and it deals an additional ld4 damage. The
Senses passive Perception 13 damage type is based on a chosen custom. This die
Languages Common, Elvish changes as you gain Defier levels, as shown in the Mind
Challenge 7 (2900 XP) Focus damage die column of the Defier table. These
benefits are cumulative with weapon enchantments,
Animal Lust. You have knowledge of the Animal Lust, a and disappear should anyone but you attempt to use
mysterious mental infusion that allows acute the weapon. Mind Focus can be used on multiple
awareness of your surroundings. You have advantage weapons, costing additional hit point loss. If used on a
on Wisdom (Survival) checks to track Beasts and weapon already given an active Mind Focus, the old
Dragons, as well as on Intelligence (History) checks to ordinance immediately fades as the new one takes
recall information about them.You gain advantage on effect. Ordinance weapons can be sheathed safely
Wisdom (Insight) checks and Wisdom saving throws to without fading.
see past the deceptions and illusions of Beasts and Psychic Power. You learn to alter your Mind Focus to
Dragons. channel the hardened power of your Mind, bringing
pain to the souls of your enemies. Whenever you deal
Fell (4/Long Rest). You've become proficient in mental damage with your Mind Focus die, you also deal
environmental control. You can knock creatures prone. additional psychic damage equal to your Intelligence
As a bonus action, you can attempt to fell an enemy no modifier.
more than one size larger than you within 20ft. The
target must succeed on a Strength or Dexterity saving Unending Breath. You can hold your breath indefinitely
throw (its choice) or become prone (DC equal to 8 + while you're not incapacitated.
your proficiency bonus + your Intelligence modifier).
While prone, the creature can repeat the saving throw Actions
at the end of each of its turns. It can also repeat the Extra Attack. You can attack twice, instead of once,
saving throw each time it takes damage. On a success, whenever you take the Attack action on your turn.
the control stops and it frees itself. You can only have
1 Fell active at any given time. If you fell a second Hand Crossbow. Ranged Weapon Attack: +5 to hit,
creature, the previous one is able to stand from prone. range 30/120 ft., one target. Hit 5 (1d6 +2) piercing
You can use this feature a number of times equal to damage.
your Intelligence modifier (a minimum of once). You
regain any expended uses when you finish a long rest. Rapier (2). Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 6 (1d8 +2) piercing damage.

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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
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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.

DEFIER| Rob Twohy 9


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