Illrigger
https://www.gmbinder.com/share/-LZ1SWtWC1u323H6Ra7B (with custom edits)
Illrigger
The Order of Desolation
Spread across the world of Fehr’gia, there lies an interesting organization of powerful soldiers: the Order of Illriggers. This order, which houses the knights of the Archdevils, creates a unique community that accepts all Illriggers regardless of their patron. Each Archdevil has churches, underground fanes, secret societies, and even cults, all of which have leaders manically devoted to their powerful Archdevil. Despite the differences in each Archdevil’s sect, Illriggers find greater kinship with each other than to the priests and warlocks who serve their same master.
Members of the Order of Desolation — also known as the Desolate or the Knights of Desecration — are expected to be intelligent, resourceful, tactical, manipulative, and above all else, ready to do whatever is required to achieve their goals. Despite the common misunderstanding that the presence of an Illrigger is a condoning sign from an Archdevil, Illriggers typically act independently from their patron; Illriggers serve no order, no hierarchy, and no authority but the Archdevil themselves. As such, they tend to pride themselves on being separate from all other organizations, relishing in the freedom and independence they recieve. Despite this love for independence, it is not unusual for a member of the Order of Desolation to seek help, and find it, from other members of the Order. An Illrigger in need of assistance will often find help from Illriggers who serve other Archdevils before seeking aid from a church, cult, or temple dedicated to their archdevil.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) chain shirt or (b) leather armor
- (a) a priest's pack or (b) a dungeoneer's pack
- A holy symbol and five javelins
By 2nd level, you have learned to compel your patron Archdevil to grant you arcane magic to cast spells.
Preparing and Casting Spells
The illrigger table shows how many spell slots you have to cast your spells. To cast one of your illrigger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of illrigger spells that are available for you to cast, choosing from the illrigger spell list. When you do so, choose a number of illrigger spells equal to your Charisma modifier + half your illrigger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level illrigger, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell hell’s lash, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of illrigger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your illrigger spells, since their power derives from your ability to command the attention of your patron archdevil. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an illrigger spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + our Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your illrigger spells.
Illrigger Spell List
* Deliminates a Custom Spell1st Level
Charm PersonCommand
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Magic
Furious Interdict*
Hellish Rebuke
Hell's Lash*
Hex
Immobilizing Interdict*
Rejuvenating Interdict*
Shield of Faith
2nd Level
Burning Halo*Darkness
Enthrall*
Hold Person
Invisibility
Lesser Restoration
Protection from Poison
Ray of Enfeeblement
Suggestion
3rd Level
CounterspellDispel Magic
Fear
Fly
Summon Hell*
Interdict Iteritas*
Remove Curse
Revivify
Tongues
Vampiric Touch
4th Level
Aura of Loathing*Banishment
Blight
Death Ward
Dimension Door
Interdict Barrier*
5th Level
Aura of Desecration*Contact Other Plane
Dispel Evil and Good
Hold Monster
Ultimatum*
Forked Tongue
At 1st level, you gain proficiency in your choice of two of the following skills: Deception, Insight, Intimidation, or Persuasion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Infernal Conduit
There is a well of infernal power within you that replenishes after you take a long rest. With this well, you can transfer hit points between yourself and other creatures. You can transfer a number of hit points equal to your illrigger level x 4.
As an action, you can touch a willing creature to either heal yourself by dealing necrotic damage to that creature or heal the creature by dealing necrotic damage to yourself. You can draw a number of hit points to transfer in this way from your pool, up to the maximum amount remaining in your pool.
You can also target an unwilling creature. When you do so, the target must make a Constitution save. On a success, they are unaffected and immune to this feature for the next 24 hours. On a failure, the creature is affected as though they were willing.
If you are at maximum hit points and drain hit points from a creature, you gain temporary hit points equal to the amount you drained. You can not give another creature temporary hit points in this way.
At 9th level, you can choose to remove a first level spellslot from a creature by expending 8 hitpoints from your pool. Alternatively, you may restore a creatures spellslots in the same manner, spending 8 hitpoints from your pool. This creature can be yourself.
At 13th level, when a creature is affected by your infernal conduit, you learn the emotional state and surface level thoughts of the creature. Additionally, you have advantage on Wisdom (Insight) checks made against the creature for the next hour.
Underhanded Technique
At 2nd level, you adopt a deceptive style of fighting as your specialty. Choose one of the following options. You can't take an Underhanded Technique option more than once, even if you later get to choose again.
Bravado
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.Lies
While wielding a melee weapon with two hands, you may choose to use your Strength or Charisma modifier for the attack and damage rolls.Schemes
While you wield a melee weapon in one hand and no other weapons, you may use your reaction to attack an adjacent enemy who hits you with a melee weapon attack.Treachery
Your melee weapon attacks deal an extra 1d6 damage when an ally creature is within 5 feet of your target.Spellcasting
At 2nd level, you gain the ability to cast spells. (See Spellcasting)Baleful Interdict
Upon reaching 2nd level, you learn to use the power granted by your Archdevil to censure other creatures. As a bonus action, you can expend a spell slot to place a seal on a target within 30 feet of you.
When you or an ally hit a sealed creature with a weapon attack, you can consume the seal to deal necrotic damage to the target, in addition to the weapon's damage. This extra damage is 2d6 for a 1st-level spell, plus 1d6 for each spell-level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is a celestial or fiend, to a maximum of 6d6. If you are within 30 feet of the creature when you consume your seal, you regain a hit point for each die of damage your seal inflicts.
Your seal evaporates after one minute, if not consumed. Only the illrigger who placed the seal knows it’s there, it appears in the illrigger’s sight as a glowing glyph on the creature’s forehead.
Hellsight
Starting at 3rd level, you have advantage on Wisdom (Perception) checks to notice disguised, hidden, or invisible creatures.
Knight of Hell
Also at 3rd level you pledge your soul to the service of an archdevil and are welcomed into the Order of Desolation, becoming an illrigger. You gain the Invoke Authority feature and choose either Shadowmaster , Painkiller or Architect of Ruin , all detailed at the end of the class description.
Furthermore, you are a noble in the lists of Hell and will be accorded fine treatment and hospitality anywhere in hell you travel, even to cities ruled by enemy Archdevils. More cosmopolitan cities in the timescape--like Alloy, the City of Brass--will also respect your noble rank.
Authority Spells
Each of the Lords of Hell grant different spells to their elite death commandos. You gain access to these spells at the levels specified in the Invoke Authority description. Once you gain access to an oath spell, you always have it prepared. Authority spells don’t count against the number of spells you can prepare each day.
If you gain an authority spell that doesn’t appear on the illrigger spell list, the spell is nonetheless an illrigger spell for you.
Invoke Authority
You invoke the authority granted you by your Archdevil lord, channelling baleful energy to fuel magical effects. Each Invoke Authority option provided by your Archdevil explains how to use it.
When you use your Invoke Authority, you choose which option to use. You must then finish a short or long rest to use your Invoke Authority again. Some Invoke Authority effects require saving throws. When you use such an effect from this class, the DC equals your illrigger spell save DC.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Marquis of Hell
Starting at 6th level, you can exert your hellish authority over celestials and fiends. Using your action, you can choose a celestial or fiend within 30 feet of you and force it to make a Charisma saving throw against your illrigger spell save DC. On a failure, the target is charmed by for the next hour. While charmed in this way, the target regards you as a friendly acquaintance as though they were affected by a charm monster spell. Once you target a creature with this feature, it is immune to it for the next 24 hours.
At 18th level, your hellish authority allows you to command the creature to obey you completely. On a failure, the target is dominated as though they were affected by the dominant monster spell.
Duke of Hell
Upon reaching 10th level, you gain the ability to summon a Barbed Devil to serve you for one hour. Doing so uses your action and can only be done once a week. The Devil is bound to you and must obey your commands to the best of its ability. It acts on the same initiative as you, and may both act and move on the turn you summon it. If you die or fall unconscious, the devil returns to Hell.
Improved Baleful Interdict
By 11th level, whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 necrotic damage.
Knights of Hell
Becoming a Knight of Hell involves pledging yourself to the infernal authorities. At 3rd level, your devotion has been noticed by an archdevil, who chooses you to become one of their knightley servants. This honor comes with a suite of powers to better serve your infernal master.
Shadowmaster
The shadowmasters excel at stealth and guerilla combat, the armored assassins of Hell.Authority Spells
3rd: Disguise self, Expeditious retreat
5th: Alter self, Darkness
9th: Blink, Gaseous form
13th: Confusion, Freedom of movement
17th: Modify memory, Passwall
Invoke Authority
Once you pledge yourself to Kazban, The Infernal Jester at 3rd level, you gain the following two Invoke Authority options.
Cloud of Brimstone. As a bonus action, you can teleport up to 30 feet.
Compel the Graceless. As an action, you can target a creature within 30 feet of you. The target must make a Wisdom save. On a failure, the target must attack their closest ally. If the target has a Dexterity score that is lower than yours, it makes its save with disadvantage.
Scion of Disruption
At 7th level, you can choose a second option from the Underhanded Technique class feature.
Blessing of Shadow
Once you reach 15th level, the seals from your Baleful Interdict feature conceals you from your target. You are invisible to creatures that have a seal placed on them.
Shadowform
Starting at 20th level you may use an action to become a Greater Shadow for one minute. You gain damage resistance to acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons.
You gain Incorporeal Movement and a fly speed of 50. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Your weapon attacks deal necrotic damage and successful attack drain 1d4 strength from the target. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
You regain the use of this ability after a long rest.
Painkiller
The heavily armored death troopers of hell, the Painkillers, leading from the front of every major infernal battle.
Authority Spells
3rd: Bane, Inflict wounds
5th: Blindness/deafness, Scorching ray
9th: Haste, Lightning bolt
13th: Fire shield, Wall of fire
17th: Flame strike, Dispel evil and good
Invoke Authority
Once you pledge yourself to Mohkar, The Iron King At 3rd level, you gain the following two Invoke Authority options.
Devastator. As an action, you can cause your seals to flair with hellish energy. You deal an extra 1d6 necrotic damage with your melee weapon attacks while your seal remains on them.
Compel the Weak. As an action, you can target a creature within 30 feet of you. The target must make a Wisdom save. On a failure, the target must attack their closest ally. If the target has a Strength score that is lower than yours, it makes its save with disadvantage.
Bonus Proficiencies
Also upon becoming a painkiller at 3rd level, you gain proficiency with heavy armor.
Scion of Iron.
Starting at 7th level, whenever you deal damage to a target by consuming your seal, you gain advantage on your next weapon attack roll against that creature before the end of your next turn.
Blessing of Fury
Once you reach 15th level, whenever you take the Attack action against a creature with one of your seals placed on it, you can make an additional attack against that creature.
Devil Knight
Starting at 20th level you can use your action to transform yourself into a devil for one minute. Your size becomes large. Your Strength becomes 26 (+8) and your Constitution becomes 24 (+7). You emanate an aura of fear forcing every creature that starts their turn within 20 feet of you to make a Wisdom saving throw against your spell save DC or be frightened for 1 minute. Affected targets can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Your type becomes fiend (devil) and while you are in this form, Hell is your home plane. You replenish this ability after a long rest.
Architect of Ruin
Hell’s Architects are powerful spellcasters who use their seals to improve their arcane might.
Authority Spells
3rd: Identify, Magic missile
5th: Augury, Silence
9th: Animate dead, Slow
13th: Divination, Polymorph
17th: Conjure elemental, Dominate person
Invoke Authority
When you pledge yourself to Kerique as an Architect of Ruin at 3rd level, you gain the following two Invoke Authority options.
Infernal Arcanist. When you cast a spell that has a casting time of 1 action, you can use your Invoke Authority to cast it as a bonus action.
Compel the Credulous. As an action, you can target a creature within 30 feet of you. The target must make a Wisdom save. On a failure, the target must attack their closest ally. If the target has a Charisma score that is lower than yours, it makes its save with disadvantage.
Scion of Society
Starting at 7th level, creatures that have a seal on them make saving throws against your spells with disadvantage.
Blessing of Fire
Once you reach 15th level, when a creature that has one of your seals on it makes a melee attack against you, you can use your reaction to deal 1d6 fire damage per spell-level expended to place the seal.
Hellmage
At 20th level, you can use your action to assume the form of an Archmage of Hell for one minute. While in this form, you may use your reaction to absorb a spell that targets only you. The spell has no effect, and you regain a spell slot equal to the level of the spell cast on you.
Soul Furnace
The terrifying collectors of life's essence, Soul Furnaces feed off of other's power and use it to empower themselves.
Authority Spells
3rd: Burning Hands, Shield
5th: Enlarge Reduce, Flame Blade
9th: Intellect Fortress, Protection from Energy
13th: Fire Shield, Stoneskin
17th Destructive Wave, Antilife Shell
Invoke Authority
When you pledge yourself to Mordegrinn as a Soul Furnace at 3rd level, you gain the following two Invoke Authority options.
Consume Essence. When a creature would die within 5 feet of you, you may use your invoke authority to restore up to half of your Infernal Conduit Pool.
Compel the Grieving. As an action, you can target a creature within 30 feet of you. The target must make a Wisdom save. On a failure, the target must attack their closest ally. If the target has a Constitution score that is lower than yours, it makes its save with disadvantage.
Scion of Gluttony
Starting at 7th level, whenever you use your Infernal Conduit to drain health from a creature with one of your seals on them, you gain a bonus effect for 1 minute based on the creatures type and the spell-level expended to place the seal. You may only benefit from 1 effect of Scion of Gluttony at a time. These effects cannot raise any of your stats above 24. This consumes the seal. As you are absorbing a fragment of the creatures soul, you choose to adopt features of the target creature. These features will not have any mechanical effects aside from the bonuses listed below and normally last for the duration. If your dm allows, you may choose to keep any of the flavored features past the duration.
Creature | Bonus. |
Aberration | +1 int Per Seal Level |
Beast | +1 dexterity per Seal Level. |
Dragon/Monstrosity | +1 Constiuion per Seal Level. |
Giants | Your base size becomes Large, and +1 Strength/per Seal level. |
Fey/Fiends/Celestials | +1 Charisma per Seal Level. |
Ooze/Plant | +1 Wisdom per Seal Level |
Undead/Humanoids | You gain +4 Temp Hit points per Seal level. |
Blessing of Fortitude
Once you reach 15th level, when a creature that has one of your seals on it makes a melee attack against you, you may reduce the damage taken by 1d4.
Flesh and Steel
At 20th level, you can use your action to assume the form of an Warmachine of Hell for one minute. While in this form, all damage taken is halved, and you cannot gain exhaustion.
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | ||
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Forked Tongue, Infernal Conduit | — | — | — | — | — | ||
2nd | +2 | Underhanded Technique, Spellcasting, Baleful Interdict | 2 | — | — | — | — | ||
3rd | +2 | Hellsight, Knight of Hell | 3 | — | — | — | — | ||
4th | +2 | Ability Score Improvement | 3 | — | — | — | — | ||
5th | +3 | Extra Attack | 4 | 2 | — | — | — | ||
6th | +3 | Marquis of Hell | 4 | 2 | — | — | — | ||
7th | +3 | Knight of Hell feature | 4 | 3 | — | — | — | ||
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — | ||
9th | +4 | Infernal Conduit Improvement | 4 | 3 | 2 | — | — | ||
10th | +4 | Duke of Hell | 4 | 3 | 2 | — | — | ||
11th | +4 | Improved Baleful Interdict | 4 | 3 | 3 | — | — | ||
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — | ||
13th | +5 | ─ | 4 | 3 | 3 | 1 | — | ||
14th | +5 | Infernal Conduit Improvement | 4 | 3 | 3 | 1 | — | ||
15th | +5 | Knight of Hell feature | 4 | 3 | 3 | 2 | — | ||
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | ||
17th | +6 | ─ | 4 | 3 | 3 | 3 | 1 | ||
18th | +6 | Marquis of Hell Improvement | 4 | 3 | 3 | 3 | 1 | ||
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | ||
20th | +6 | Knight of Hell feature | 4 | 3 | 3 | 3 | 2 |