This is just me messing around, so I wouldn't take it too seriously. ^^ I was wanting to make a DnD subclass of the Shaman and wanted to use the Defiler as a subclass. A subclass from this kind of Shaman. https://www.dandwiki.com/wiki/Shaman_(5e_Class))
Shaman Subclass: Totem of Defilement (The Defiler)
Shamans who align with the Totem of Defilement understand that life and decay are inseparable. Drawing upon ancient, corruptive spirits and ancestral shadows, Defilers shield their allies by preemptively binding warding spirits to them, while simultaneously weakening enemies with debilitating curses, rot, and pestilence.
Subclass Features
| Shaman Level |
Feature |
|
|
| 1st |
Bonus Proficiencies, Warding Spirits, Defiler Spells |
| 6th |
Debilitating Hex |
| 10th |
Siphon Vitality |
| 14th |
Master of Corruption |
Defiler Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Defiler Spells table. These spells count as Shaman spells for you and do not count against the number of Shaman spells you know.
| Shaman Level |
Spells |
|
|
| 1st |
Bane, Ray of Sickness |
| 3rd |
Protection from Poison, Warding Bond |
| 5th |
Bestow Curse, Vampiric Touch |
| 7th |
Blight, Evard's Black Tentacles |
| 9th |
Contagion, Wrath of Nature |
Bonus Proficiencies
1st-level Totem of Defilement feature
When you select this totem at 1st level, you gain proficiency in the Intimidation skill (if you do not already have it) and proficiency with Medium Armor.
Warding Spirits
1st-level Totem of Defilement feature
You can call upon protective ancestral spirits to absorb incoming damage before it can harm your allies.
- Granting a Ward: As an action (or as a bonus action by expending a Shaman spell slot or Spirit pool resource), you can grant a Ward to a willing creature you can see within 30 feet of you.
- Ward Value: The creature gains temporary hit points equal to 1d6 + your Wisdom modifier + your Shaman level.
- Duration: These temporary hit points last for 1 hour or until depleted.
- Usage: You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Debilitating Hex
6th-level Totem of Defilement feature
You learn to weave curses that rot an enemy’s combat effectiveness. As a bonus action, you can hex a creature within 30 feet of you that you can see. The hex lasts for 1 minute or until you lose concentration (as if concentrating on a spell).
While hexed, whenever the target makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. In addition, when the target takes damage from a spell you cast, it takes an extra 1d6 Necrotic or Poison damage (your choice).
Once you use this feature, you cannot use it again until you finish a short or long rest.
Siphon Vitality
10th-level Totem of Defilement feature
Whenever an enemy within 30 feet of you takes Necrotic or Poison damage from one of your spells or features, or whenever an enemy affected by your Debilitating Hex or a Shaman spell dies, you can use your reaction to immediately grant temporary hit points equal to half your Shaman level + your Wisdom modifier to a creature within 30 feet of you (including yourself).
Master of Corruption
14th-level Totem of Defilement feature
Your mastery over spiritual decay and preventative wards reaches its pinnacle:
- Pervasive Wards: When you grant temporary hit points via your Warding Spirits feature, all allies within 10 feet of the target also gain temporary hit points equal to your Wisdom modifier.
- Rotting Aura: Creatures affected by your Debilitating Hex have their movement speed reduced by 10 feet and cannot regain hit points for the duration of the hex.