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.
Tools of the Trade
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
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 |
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 foreverscarred 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 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.