The Defect (5e Class)

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Defect

Restrictions
Warforged Only

An ancient form of combat automatons, lost to time

The Defect is based on it's namesake character in the game Slay the Spire by MegaCrit Games. The Defect was a combat automaton that was programmed to protect the Spire, but gained sentience and seeks to escape it.

Creating a Defect

Who is your creator? What is it that you were assigned to guard or protect? What triggered you to become sentient? Why did you leave? Create your backstory with your purpose for creation and your reason for abandoning it if you chose to abandon it.

Quick Build

You can make a Defect quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose Chain Shirt, Arcane Focus, and a Tinkerer's Tools

Class Features

As a Defect you gain the following class features.

Hit Points

Hit Dice: 1d8 per Defect level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Defect level after 1st

Proficiencies

Armor: All
Weapons: Unarmed Strikes,
Tools: Alchemist Tools, Tinkerer's Tools
Saving Throws: Intelligence, Constitution
Skills: Choose two from Religion, Acrobatics, Athletics, Survival, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Chain Shirt
  • (a) Arcane Focus (Crystal Ball) or (b) Component Pouch
  • (a) Tinkerer's Tools or (b) Dungeoneer's pack
  • If you are using starting wealth, you have 1d4*10 in funds.

Table: The Defect

LevelProficiency
Bonus
Spells KnownFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Orb Manipulation, Combat Design
2nd+22Core Upgrade, Spellcasting2
3rd+23Defragment, Focus3
4th+24Ability Score Improvement3
5th+34Dualcast42
6th+34Core Feature42
7th+35Capacitor43
8th+36Ability Score Improvement43
9th+46Barrage432
10th+47Consume432
11th+48Core Feature433
12th+48Ability Score Improvement433
13th+59Rainbow4331
14th+510Hyper Beam4331
15th+510Improved Capacitor4332
16th+511Ability Score Improvement4332
17th+611Core Feature43331
18th+611Biased Cognition43331
19th+612Ability Score Improvement43332
20th+613Echo Form43332


Orb Manipulation

Your ancient construction and programming have granted you the ability to manipulate raw magical energy in the form of Orbs. You can Channel an orb as a bonus action on your turn, and you may have three Channeled orbs at one time. Channeling an Orb causes an orb of magical energy to be suspended in the air near you. There are three different types of Orbs, and each orb has both a Passive ability and an Evoke ability. The Passive ability is activated at the end of your turn if it is Channeled. If you channel an orb while your Orb Slots are full, you Evoke the oldest one. When an orb is Evoked, it disappears after it's Evoke effect triggers

Orb Types
Lightning Orb: A ball of pure electricity.
  Passive:  A creature of your choice within 5 feet of you must make a Dex save against your Spell Save DC or take 1d4 + your Focus in Lightning Damage (Creatures that pass this save automatically pass subsequent saves against your lightning orbs until their next turn)
  Evoke: A creature of your choice within 5 feet of you must make a Dex save against your Spell Save DC or take 2d4 + your Focus in Lightning Damage (Creatures that pass this save automatically pass subsequent saves against your lightning orbs until their next turn)
Frost Orb: A defensive cluster of Ice
  Passive: A defensive barrier forms around you until the beginning of your next turn, absorbing incoming damage. This barrier has an HP equal to 2 + your Focus. The Passive and Evoke effect of all Frost orbs add additional HP to the current barrier, and do not create a secondary one or override the original. 
  Evoke: The barrier gains HP equal to 5 + your Focus until the beginning of your next turn.
Dark Orb: A orb of pure darkness.
  Passive: The orb grows in power, gaining one charge.
  Evoke: The orb seeks out the creature closest to you, dealing 1d6 plus your Focus in Force damage to that creature, then an additional 1d6 + Focus per charge on it. The creature may make a Constitution Saving throw against your Spell Save DC, taking half damage on a successful save. (Save DC is 8 + Intelligence + Proficiency Bonus)

Combat Design

Your sturdy design is made for combat, making most weapons unnecessary. Your Unarmed strikes with your Metal Claws do 1d4 + your Strength Modifier in Slashing damage instead of the normal bludgeoning damage. Additionally, your Metal Claws count as weapons for the purposes of spells and abilities, such as the Magic Weapon spell or Two Weapon Fighting offhand attacks.

Core Upgrade

At 2nd level, you chose a Core Upgrade. Choose between Fury Core, Static Core, Dark Core, or Frozen Core, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 11th, and 17th level.

Spellcasting

Beginning at 2nd level, your affinity with raw magical energy now allows you to cast spells. You know a total of 3 spells of your choice from the Defect spell list, which is listed below. Please refer to Defect Table for which levels you learn new spells. Your Casting modifier is Intelligence, and your Save DC is 8 + Intelligence + Proficiency Bonus.

Focus

Beginning at 3rd level, you have a unique trait to your programming called Focus, which increases the power of your Orbs in many ways, as detailed in their respective descriptions. Your Focus starts at Zero, and resets to Zero at the end of each combat

Defragment

At 3rd level, you gain the ability to increase your Focus. As an action, you can tune your body and increase your Focus by 2 until the end of combat. You can use this feature a number of times equal to your proficiency bonus per long rest.

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.

Dualcast

Beginning at 5th level, your gain the ability to amplify the power of your orb. As an action, you can evoke your oldest orb twice

Compacitor

At 7th level, you become more skilled at manipulating multiple orbs. The maximum number of Orbs that you can have up at once increases to 6.

At 14th level, your maximum number of orbs increases again to 9.

Barrage

At 9th level, you can manipulate your orbs to attack a creature directly. As an action, you can use your orbs to make a melee spell attack on a creature within 5 feet of you, dealing 1d4 Force damage per orb that you have channeled at the time.

Consume

Starting at 10th level, You can now focus your attention on a lesser number of orbs in order to increase their effectiveness. As an action, you may increase your Focus by 3.

Each time you use this action, reduce the maximum number of Orbs that you can control by 1 until you finish a long rest.

Rainbow

Starting at 13th level, your level of expertise with manipulating your Orbs has increased significantly. As an action, you may channel 1 Lightning orb, 1 Frost Orb, and 1 Dark orb in that order from oldest to newest.

You may use this ability a number of times equal to your proficiency bonus per long rest.

Hyper Beam

At 14th level, gain the ability to channel the raw magical energy through your core into a concentrated blast. Each creature in a 15 Foot by 30 Foot area in front of you must make a Dex save against your spell save DC, taking 8d8 Force damage on a failed save, half as much on a successful one.

Doing this however takes a lot our of you, and weakens your ability to Manipulate your Orbs. Whenever you use this ability, reduce your Focus by 3. You may use this ability a number of times equal to your proficiency bonus per long rest.

Biased Cognition

Beginning at 18th Level, you learn to kick your Focus into overdrive. As an action, you may increase your Focus by 5. At the start of each of your turns for 1 minute, reduce your Focus by 1.

Once you use this feature, you may not do so again until you finish a long rest.

Echo Form

At 20th Level, your ability to manipulate raw magical energy manifests in a manner that allows you to perform incredible feats of spell work.

Once per day, as an Action, you can enter this magically awakened state for 1 Minute. While this effect is active, the first spell you cast each turn of 1st level or higher is cast a second time. You may choose different targets for the second casting of that spell.

Fury Core

A core with little magical energy, but many combat protocols. This Core path focuses on close combat, ripping your enemies to shreds with your reinforced metal body.

Additional Spells

You gain the following spells at the appropriate level. These spells do not count against your spells known.

2nd
Longstrider
6th
Blur
11th
Haste
17th
Steel Wind Strike (Your claws can be used for the material components)


Claw

Beginning at 2nd Level when you choose this Core Upgrade, you learn the in's and outs of getting close and personal, making your claws much more lethal in a drawn out fight.

Whenever you deal damage to a creature with your claws, you gain +2 to damage rolls when dealing damage with your claws. This effect can be stacked multiple times, and the increase lasts until the end of current combat, or until you are knocked unconscious.

Extra Attack

Beginning at 6th level, When you take the Attack action on your turn, you may make a second attack as a part of the same action.

Go for the Eyes

At 11th Level, you learn to be more tactical with your Claw attacks. As an action, you may make an attack on a creature with your Claws. If you hit, they take damage as normal, and are Blinded until the end of your next turn.

Rip and Tear

At 17th Level, your ferocity reaches its peak, allowing you to tear through your opponents with ease.

Whenever you use your bonus action to make an Unarmed Strike with your Claws, you may make a second attack with them as part of the same bonus action

Static Core

This core upgrade allows you to focus exclusively on your Lightning Orbs, become a tempest of electricity

Additional Spells

You gain the following spells at the appropriate level. These spells do not count against your spells known.

2nd
Thunderwave
6th
Shatter
11th
Lightning Bolt
17th
Destructive Wave


Ball Lightning

Beginning at 2nd Level when you choose this Core Upgrade, you are now able to infuse your claw attacks with your Lightning Orbs. Once per turn as an action, you make an attack with your claws. If it hits, channel 1 Lightning Orb

Static Discharge

Beginning at 6th level, your body and armor becomes infused with raw lightning magic. Whenever you take damage, channel 1 Lightning Orb.

Electrodynamics

At 11th Level, the raw lightning energy that you manipulate grows in intensity, allowing it to strike multiple enemies at once.

As an action, you may channel 3 Lightning orbs. For 1 minute, whenever a Passive or Evoke ability of a Lightning Orb activates, it hits all enemies within 5 feet of you instead.

Additionally, while this ability is active, Creatures take half damage on a successful save against the lightning orbs instead of no damage.

Storm

At 17th level, your affinity with the raw Lightning energy has increased immensely. Whenever you channel a Lightning Orb, channel two instead.

Additionally, as an action, you may evoke all lightning orbs that are currently channeled at once. Once you use this feature, you cannot use it again until you finish a long rest

Frozen Core

A defensive subroutine focusing on Frost Orbs, turning you into a nigh indestructible shield.

Additional Spells

You gain the following spells at the appropriate level. These spells do not count against your spells known.

2nd
Ice Knife
6th
Snilloc's Snowball Swarm
11th
Protection from Energy
17th
Cone of Cold
Coolheaded

Beginning at 2nd Level when you choose this Core Upgrade, your affinity with your Frost Orbs increases. At the beginning of your turn, if you do not have any Orbs channeled, Channel 1 Frost Orb.

Glacier

At 6th Level, you gain the ability to draw upon the raw magical energy even further. As an action, you may channel 2 Frost orbs.

You may use this action a number of times equal to your proficiency bonus per long rest.

Chill

At 11th Level, you learn to adapt better to the number of enemies in combat.

As an action, you may channel a number of Frost Orbs equal to the number of hostile creatures within 30 feet of you. If this number exceeds the total number of Orbs that you may have channeled at one time, evoke the rest.

Blizzard

At 17th level, you learn how to make your Frost orbs go on the offensive. As an action, creatures of your choice within 30 feet of you must make a Con Save. Creatures that fail this save takes 2d4 + your Focus in Cold damage per Frost Orb that you have channeled, half as much on a success. This damage ignores resistances to Cold damage.

Once you use this ability, you cannot do so again until you finish a long rest

Dark Core

This subroutine tunes you into the raw dark magical energy in much more focused manner, becoming an inevitable force of Dark magic.

Additional Spells

You gain the following spells at the appropriate level. These spells do not count against your spells known.

2nd
Hex
6th
Darkness
11th
Fear
17th
Shadow of Moil
Darkvison

Beginning at 2nd Level when you take this Core Upgrade, you gain 60 feet of Darkvision, and can see in magical Darkness

Doom and Gloom

Beginning at 6th level, your ability to control the raw dark magic increases. As an action, you can send a rush of dark magical energy at a creature. That creature and all creatures within 5 feet of it must succeed a Constitution Saving Throw or take 4d6 Force damage. You then channel 1 Dark orb.

Once you use this feature, you cannot do so again until you finish a long rest or expend a spell slot of 1st level or higher.

Fear the Dark

Beginning at 11th level, whenever you deal damage to a creature with a Dark Orb, that creature must make a Wisdom save against your Spell Save DC or be Frightened of you for one minute. Creatures who are Frightened of you automatically fail the Constitution Saving throw against your Dark Orbs

Darkness Supreme

Beginning at 17th level, your ability to control the dark magical energy reaches its peak. You may now use your action to channel a Dark Orb, and then give all currently channeled dark orbs 1 additional Charge.

Once you use this feature, you cannot do so again until you finish a long rest, or expend a spell slot of 1st level or higher.

Defect Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

Absorb Elements, Chaos Bolt, Chromatic Orb, Comprehend Languages, Detect Poison and Disease, Detect Evil and Good, Detect Magic, Expeditious Retreat, Faerie Fire, Floating Disk, Grease, Identify, Jump, Longstrider, Magic Missile, Shield

2nd Level

Arcane Lock. Calm Emotions. Continual Flame. Darkvision. Detect Thoughts. Dragon's Breath. Enlarge/Reduce. Hold Person, Levitate, Locate Object, See Invisibilty, , Magic Weapon

3rd Level

Call Lightning, Counterspell, Dispel Magic, Fly, Glyph Of Warding, Leomund’s Tiny Hut, Major Image, Melf's Minute Meteors, Sending, Spirit Guardians, Thunder Step, Tongues

4th Level

Arcane Eye, Fabricate, Fire Shield, Freedom of Movement, Locate Creature, Resilient Sphere, Summon Construct, Secret Chest, Faithful Hound

5th Level

Animate Objects, Awaken, Legend Lore, Scrying, Hold Monster, Circle of Power

Multiclassing

If running a Slay the Spire based campaign, I would recommend requiring the Prismatic Shard relic in order to multiclass this class

Prerequisites. To qualify for multiclassing into the Defect class, you must meet these prerequisites: Intelligence score of 13 or higher, and meet the Warforged Only race restriction.

Proficiencies. When you multiclass into the Defect class, you gain the following proficiencies: Unarmed Strikes, Light and Medium Armor

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