The Defect (5e Class)

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Defect[edit]

Restrictions
Construct races Only

An ancient form of combat automatons, lost to time[edit]

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[edit]

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: Light and Medium
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

Level Proficiency
Bonus
Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Orb Manipulation, Combat Design
2nd +2 2 Core Upgrade, Spellcasting 2
3rd +2 3 Defragment, Focus 3
4th +2 4 Ability Score Improvement 3
5th +3 4 Dualcast 4 2
6th +3 4 Core Feature 4 2
7th +3 5 Capacitor 4 3
8th +3 6 Ability Score Improvement 4 3
9th +4 6 Barrage 4 3 2
10th +4 7 Consume 4 3 2
11th +4 8 Core Feature 4 3 3
12th +4 8 Ability Score Improvement 4 3 3
13th +5 9 Rainbow 4 3 3 1
14th +5 10 Hyper Beam 4 3 3 1
15th +5 10 Improved Capacitor 4 3 3 2
16th +5 11 Ability Score Improvement 4 3 3 2
17th +6 11 Core Feature 4 3 3 3 1
18th +6 11 Biased Cognition 4 3 3 3 1
19th +6 12 Ability Score Improvement 4 3 3 3 2
20th +6 13 Echo Form 4 3 3 3 2


Orb Manipulation[edit]

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

You may only channel Orbs during combat, and all Orbs dissappear when the combat ends.

Orb Types
Lightning Orb: A ball of pure electricity.
  Passive:  A creature of your choice within 15 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 15 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 1 + 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 3 + 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[edit]

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[edit]

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[edit]

Beginning at 2nd level, your affinity with raw magical energy now allows you to cast spells.

Spell Slots: The Defect table shows how many spell slots you have to cast your Defect spells of 1st level and higher. To cast one of these defect 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 Chaos Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Chaos Bolt using either slot.

Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the defect spell list.

The Spells Known column of the Defect table shows when you learn more defect spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 defect spells you know and replace it with another spell from the defect spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Intelligence is your spellcasting ability for your defect spells, since the power of your magic relies on your ability to manipulate the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a defect spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your Defect spells.

Focus[edit]

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[edit]

At 3rd level, you gain the ability to increase your Focus. As an action, you can tune your body and increase your Focus by 1 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[edit]

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[edit]

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

Capacitor[edit]

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[edit]

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[edit]

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 2.

Each time you use this action, reduce the maximum number of Orbs that you can control by 1 until the end of combat.

Rainbow[edit]

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[edit]

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 out 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[edit]

Beginning at 18th Level, you learn to kick your Focus into overdrive. As an action, you may increase your Focus by 4. 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[edit]

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[edit]

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[edit]

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[edit]

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

Additional Spells[edit]

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 15 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[edit]

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

Additional Spells[edit]

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[edit]

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

Additional Spells[edit]

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[edit]

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 Invisibility, 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[edit]

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 construct 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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