Defiler
A Defiler is a master of deadly substances both caustic and
corruptive, using foul mixtures to create sickeningly permanent
effects. Any battlefield a Defiler enters is hauntingly marked with
cruel magic that scars the landscape and mutilates its victims.
Valued for scorched-earth warfare, members of the specialization
are summoned when morals and long-term consequences no
longer matter.
Defiler Spells
Artificer Level Spells
3rd grease, ray of sickness
5th protection from poison, ray of enfeeblement
9th hunger of Hadar, magic circle
13th blight, hallucinatory terrain
17th cloudkill, contagion
Bonus Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with the poisoner’s kit, and can use it as a spellcasting focus for your artificer spells. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.Defiler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Defiler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.Tainted Ground
At 3rd level, you learn to magically salt the earth around you, corrupting it and sickening creatures that enter the contaminated area. As an action, you can use a poisoner’s kit to befoul a 10-foot cube you can see within 60 feet of you, choosing one of the options listed below. The area becomes corrupted for 1 minute, until you use this feature again, or until it is dispelled by a dispel magic spell. An area affected by this feature remains forever scarred and unable to support any kind of plant or animal life after the effect ends. You are immune to the effects of Tainted Ground that you create. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 1st level or higher to use it again. At the start of each of your turns, the corruption spreads to one adjacent 10-foot cube of your choice. The new cube must have at least one face adjacent to another cube of Tainted Ground, and has the same effect as it. Corrosive Smog. Foul, heavy smoke fills the area, scouring the eyes and lungs and lightly obscuring the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 acid damage and must succeed on a Constitution saving throw against your artificer spell save DC or become blinded until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level. Draining Tar. Sticky black tar fills the area, coating any objects not being worn or carried within it. For every 1 foot a creature moves through this area, it must expend 4 feet of movement. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 necrotic damage. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level. Raging Inferno. Intense supernatural flames burn within the area, igniting flammable objects in the area that aren’t being worn or carried. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d10 fire damage. This damage increases when you reach higher levels in this class, to 2d10 at 5th level, 3d10 at 9th level, and 4d10 creatures at 15th level. Vile Radiation. Sickly bright light fills the area, befouling all it touches. When a creature enters the area for the first time on a turn or starts its turn there, it takes 1d6 radiant damage and must succeed on a Constitution saving throw against your artificer spell save DC or become poisoned until the start of its next turn. This damage increases when you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th level, and 4d6 at 15th level.Creeping Corruption
Starting at 5th level, you can use your Tainted Ground to channel your foul magics. When you cast an artificer spell while standing within an area of Tainted Ground, you choose any point covered by Tainted Ground. The spell is cast as if you were at the chosen point, but you must use your own senses. After you cast a spell of 1st level or higher in this way, you can cause the Tainted Ground to spreads to a number of 10-foot-cubes equal to the spell’s level. Each new cube must have at least one face adjacent to another cube of Tainted Ground.Reduced Casualties
Starting at 9th level, you learn how to protect others from your own powers. When you cast an artificer spell or create an area of Tainted Ground, you can designate any number of creatures you can see to be immune to its effects.Profane Empowerment
By 15th level, your exposure to horrific pollutants allows you to become one with the contaminants:- Creatures of your choice have resistance to the damage type dealt by your Tainted Ground while standing in it.
- If you start your turn within an area of Tainted Ground, your speed is increased by 10 feet until the end of the turn.
- When you cast an artificer spell that deals damage while standing in a patch of Tainted Ground, you can choose to change the spell’s damage type to the same type that the Tainted Ground deals.