Illrigger

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Illrigger

The Lords of the Nine Cities of Hell scheme and plot endlessly, eternally. Each seeks to bring the others to heel, and ascend to the Throne of Hell, uniting the nine cities and every infernal thing that lives there, leading an infinite army of devils across the timescape until all worlds burn.

Their elite shock troops, the terror-commandos of Hell, are the Illriggers. Knights of Hell, they are high charisma counter-paladins who master devils and cast their own unique spells.

The Order of Desolation

Acceptance into the Order of Illriggers makes you a comrade with every other illrigger, regardless of which Archdevil you serve. Each Archdevil has churches, underground fanes, secret societies, cults. All with leaders manically devoted to the Archdevil who grants them their power. But the association of Illriggers consider themselves each more alike to the others in the order than to the priests and warlocks who serve the 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. A temple or cult may believe that the presence of an Illrigger in their midst is a sign that their Archdevil approves on their actions, but the Illriggers are independent. They serve no order, no hierarchy, no authority but the Archdevil themselves and pride themselves on being separate from all other organizations. It is not unusual, therefore, for a member of the Order of Desolation to seek help, and find it, from other members of order first, even from Illriggers who serve other Archdevils before going to any church, cult, or temple to their own archdevil.

Class Features

As an Illrigger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Illrigger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Illrigger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, and Religion

Equipment

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

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 effected 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 level of exhaustion by spending 4 points from your pool. Alternatively, you can spend 4 points to bestow a level of exhaustion on a creature.

At 13th level, when a creature is effected 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.

The Illrigger
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 Infernal Conduit Improvement 4 3 3 1
14th +5 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

Spellcasting

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 +

your Charisma modifier

Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your illrigger spells.

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 (Moloch), Painkiller (Dispater) or Architect of Ruin (Asmodeus), 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 gain 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 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 aquaintance as though they were effected by a charm monster spell.

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 effected by the dominate monster spell.

If you target a creature that has a seal from your Baleful Interdict with this feature, the target makes its saving throw with disadvantage. Once you target a creature with this feature, it is immune to it for the next 24 hours.

Duke of Hell

Upon reaching 10th level, you gain the ability to summon a 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.

d12 Devil
1-7 Barbed Devil
8-11 Chain Devil
12 Bone Devil

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 knightly servants. This honor comes with a suite of powers to better serve your infernal master.

Shadowmaster

The shadowmasters serve Moloch and excel at stealth and guerilla combat, the armored assassins of Hell.

Authority Spells
Illrigger Level 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

When you pledge yourself to Moloch 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 Moloch

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 nonmagical 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 serve Dispater, leading from the front of every major infernal battle.

Authority Spells
Illrigger Level 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

When you pledge yourself to Dispater 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 Dispater

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 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

You serve Asmodeus, Lord of Acheron the Seventh City of Hell. Hell’s Architects are powerful spellcasters who use their seals to improve their arcane might.

Authority Spells
Illrigger Level 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 Asmodeus 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 Charsima score that is lower than yours, it makes its save with disadvantage.

Scion of Asmodeus

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.

Illrigger Spell List

1st Level
  • Charm Person
  • Command
  • 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
  • Counterspell
  • Dispel 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*

Aura of Desecration

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Life-defiling energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each creature in the aura (except you) takes 1d6 damage at the beginning of each of your turns, and you heal an amount equal to the total damage inflicted to all creatures.

Aura of Loathing

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Those who gaze upon your magnificence feel deeply inadequate. Creatures who begin their turn in the aura and who do not take precautions to avert their eyes suffer a penalty to their attack rolls equal to your charisma modifier.

Burning Halo

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You gift an enemy with a fiery halo that infects their mind with infernal thoughts, causing them to see allies as enemies. Chose a creature you can see within range. They must succeed on a Charisma saving throw or be charmed by you for the duration. While under your sway, a halo of fire floats above the target’s head. The charmed target must use their action before moving on each of its turns to make a weapon attack against a creature other than itself that you mentally select. The target can act normally on their turn if you choose no creature or if none are within range of their weapons.

The target can make a Charisma saving throw at the end of each of their turns. On a success, the spell ends

Furious Interdict

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Choose a target within range that has a seal placed on it. You consume the seal that is on the creature and each ally within 5 feet of the target can use their reaction to make a melee weapon attack against the target.

Hell's Lash

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the forked tongue of a serpent)
  • Duration: Concentration, up to 1 minute

You produce a whip of red energy that lashes out at a creature within range, creating a conduit between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 fire damage, and on each of your turns for the duration you can use your action to deal 1d10 fire damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

If the target has one of your seals on it, the damage from the hellish conduit is maximized.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.

Immobilizing Interdict

1st-level evocation


  • Casting Time: 1 reaction, which you take when you see a target within 30 feet of you begin moving
  • Range: 30 feet
  • Components: V
  • Duration: 1 round

When a target that has your seal placed on it begins to move while within range, you can consume your seal to cease his movement. When you do so, the target takes damage as normal for consuming your seal and must make a Charisma saving throw or be restrained until the end of its next turn.

Interdict Barrier

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

Choose a creature within range that has your seal on it. Until the spell ends, that creature must make a Charisma saving throw before making an attack against you. On a failed save, the creature loses the attack. On a successful save, the creature can make the attack as normal, but takes necrotic damage equal to your Charisma modifier.

Interdict Iteritas

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Choose up to three creatures within range. You can place a seal on each of these creatures as though you had expended a spell slot of 1st level.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose another creature within range to place a seal on for each spell slot above 3rd.

Rejuvenating Interdict

1st-level evocation


  • Casting Time: 1 reaction, which you take when you consume a seal
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

When you consume your seal, you or an ally, whoever made the attack that consumes the seal, regains a number of hit points equal to the damage dealt by the seal.

Summon Hell

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of sulfur)
  • Duration: Concentration, up to 1 minute

You manifest a mote of Hell on the Mundane world. A 15-foot radius sphere of darkness, brimstone, and blasting heat arrives, centered on a point within range and lasting for the duration of the spell. The cloud of hellfire echoes with the cries of damned souls that can be heard by anyone within 30 feet of the cloud.

No light, even magical light, can illuminate the area and any creatures fully within the area are blinded. The cloud warps the timescape and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 fire damage. Any creature that ends its turn in the area must succeed on a Wisdom saving throw or take 2d6 psychic damage as the voices of the damned crowd their mind.

Ultimatum

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of brimstone)
  • Duration: Instantaneous

You consume all seals you currently have placed on creatures. These creatures must make a Charisma saving throw. Each of these creature take an additional 5d10 necrotic damage on a failed save, or half as much damage on a successful one.

 

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