Illrigger
The Illrigger Revised p. 9 (Third Party)
- Hit Die
- 10
- Proficiencies
- Constitution, Charisma, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, Religion, Stealth
- Skill Choices
- 2
- Armor
- Light Armor, Medium Armor, Shields
- Weapons
- Simple Weapons, Martial Weapons
- Tools
- None
- Spellcasting Ability
- Charisma
- Slot Recovery
- Long Rest
- Starting Wealth
- 5d4x10
Progression
| Level | Prof. | Traits | Spells Known | Infernal Conduit Dice |
|---|---|---|---|---|
| 1 | +2 | Starting Illrigger, Multiclass Illrigger, Multiclass Features, Baleful Interdict, Forked Tongue | — | — |
| 2 | +2 | Combat Mastery, Interdiction | — | — |
| 3 | +2 | Diabolic Contract, Invoke Hell · Rasgo de subclase | 3 | — |
| 4 | +2 | Ability Score Improvement | 4 | — |
| 5 | +3 | Extra Attack | 4 | — |
| 6 | +3 | Infernal Conduit | 4 | 3 |
| 7 | +3 | Rasgo de subclase | 5 | 4 |
| 8 | +3 | Ability Score Improvement | 6 | 4 |
| 9 | +4 | — | 6 | 5 |
| 10 | +4 | Blood Price | 7 | 5 |
| 11 | +4 | Terrorizing Force · Rasgo de subclase | 8 | 6 |
| 12 | +4 | Ability Score Improvement | 8 | 6 |
| 13 | +5 | — | 9 | 7 |
| 14 | +5 | Superior Interdict | 10 | 7 |
| 15 | +5 | Rasgo de subclase | 10 | 8 |
| 16 | +5 | Ability Score Improvement | 11 | 8 |
| 17 | +6 | Infernal Majesty | 11 | 9 |
| 18 | +6 | — | 11 | 9 |
| 19 | +6 | Ability Score Improvement | 12 | 10 |
| 20 | +6 | Master of Hell | 13 | 10 |
Los espacios de conjuro no son de la clase base: el compendio cuelga aquí la progresión de su subclase lanzadora, que empieza más tarde.
Features by level
Nivel 1
Starting Illrigger
As a 1st-level Illrigger, you begin play with 10 + your Constitution modifier hit points.
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Tools: none
- Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
You begin play with the following equipment, in addition to any equipment provided by your background.
- (a) two martial weapons or (b) one martial weapon and a shield
- (a) chain shirt or (b) leather armor, a longbow, and 20 arrows
- (a) a priest's pack or (b) a dungeoneer's pack
- five javelins
Alternatively, you can forgo this starting equipment and the equipment granted by your background, instead starting with 5d4 × 10 gp.
Multiclass Illrigger
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose illrigger as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least the following ability score(s) to take a level in this class, or to take a level in another class if you are already an illrigger.
- Charisma 13, and
- Strength 13, or Dexterity 13
Proficiencies Gained: When you gain your first level in a class other than your initial class, you gain only some of your new class's starting proficiencies, here are the proficiencies you gain when you take your first level as an illrigger.
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Tools: none
Multiclass Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Channel Divinity: If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
Extra Attack: If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
Unarmored Defense: If you already have the Unarmored Defense feature, you can't gain it again from another class.
Spellcasting: Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared: You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1 st-level ranger spells based on your levels in the ranger class. As a 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spell casting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class.
Spell Slots: You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the aforementioned ranger 4/ wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.
Pact Magic: If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.
Baleful Interdict
You gain the ability to censure creatures with the power of Hell. Once on your turn, you can place a magical seal on a creature within 30 feet of you. You can either place this seal when you hit that target with a weapon attack (no action required), or you can use a bonus action to place this seal on a target you can see within range. This seal lasts for 1 minute or until burned (see "Burning Seals" below). A creature with one or more of your seals is referred to as an interdicted creature. Seals you place are invisible to other creatures, and when you can see an interdicted creature, the seals appear to you as glowing glyphs on the creature's body. You can only place a limited number of seals before resting, and you regain all seals when you finish a short or long rest. The number of seals you can place increases as you gain illrigger levels, as indicated in the Seals column of the Illrigger table. If an interdicted creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them. Each seal's duration continues to elapse when an interdicted creature dies and when that seal is moved to a new creature.
Burning Seals. When an interdicted creature you can see within 30 feet of you takes damage from any source other than a seal burned by an illrigger, you can burn any number of seals you placed on them to deal 1d6 fire or necrotic damage (your choice) to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn't require an action from you, but you can't do so while incapacitated. Once a seal is burned, it immediately vanishes. Once you reach 5th level in this class, your connection to your archdevil strengthens. Each burned seal deals an extra 1d6 damage, for a total of 2d6. The damage of each seal increases again by 1d6 when you reach 11th level (for a total of 3d6) and 20th level (for a total of 4d6) in this class, as indicated in the Seal Damage column of the Illrigger table.
Interdict Save. Class features you gain later can add additional effects to your Baleful Interdict and require your target to make a saving throw to resist them. The saving throw DC for these effects uses your interdict save DC, which is calculated as follows:
Interdict save DC = 8 + your proficiency bonus + your Charisma modifier
Burn vs. Expend. Burning a seal is part of the main gameplay loop of this class. The illrigger places a seal by using a bonus action or hitting a creature with an attack, then burns the seal for additional damage (as described in the Baleful Interdict class feature). Many interdict boons activate when you burn a seal; these burned seals deal the normal damage to the interdicted creature in addition to any effects granted by the boon. Other interdict boons instead require you to expend a seal. In this case, the illrigger expends an unplaced seal from their pool of available seals. This may require using an action, bonus action, or reaction, but not always (such as in the case of the Hellspeaker's Charm Enemy feature, where you can expend seals to increase the number of targets). Each active interdict boon details if any kind of action is required to expend the seal and activate the boon's benefit. Part of the illrigger's resource management is maximizing efficiency between burned seals (and their extra damage) and expended seals (and their unique effects).
Forked Tongue
You can instinctively speak, read, and write Infernal. In addition, you can speak two other languages of your choice, but you can't read or write them. When you finish a long rest, you can draw on your archdevil's knowledge to replace one of these two languages. When you do, choose another language whose name you know; you magically forget the previous language and gain this new one instead. Once you replace a language in this way, you must finish a long rest before you can do so again. Starting at 9th level, this feature grants you another language, for a total of three (in addition to Infernal). Furthermore, you gain advantage on Wisdom (Insight) checks made to ascertain the intentions or sincerity of creatures.
Nivel 2
Combat Mastery
Your archdevil grants you uncanny skill in a certain form of combat. Choose one of the following illrigger combat masteries:
Combat Mastery: 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.
Combat Mastery: Brutal
When you hit a creature who is no more than one size larger than you with an attack you make with a melee weapon you are wielding with two hands, you can move the target 5 feet horizontally. If you choose, you can then spend your movement to move into the space they left.
Combat Mastery: Inexorable
You gain a +1 bonus to saving throws for each hostile creature within 5 feet of you, to a maximum bonus of +5.
Combat Mastery: Lies
You can choose one type of melee weapon, such as a battleaxe, greatsword, or spear. When you attack with that type of weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can choose a new weapon type, which replaces your previous choice, when you finish a long rest.
Combat Mastery: Lissome
When you hit a creature with a melee weapon attack, you can spend your movement to move 5 feet without provoking opportunity attacks.
Combat Mastery: Unfettered
When you use your Baleful Interdict to place or burn a seal, its range is 60 feet instead of 30 feet. When you gain the Infernal Conduit feature at 6th level, its range is 30 feet instead of touch. In addition, making a ranged attack while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.
Interdiction
You can infuse your seals with hellish magical power, enhancing their effects.
Interdict Boons Known. You learn one interdict boon of your choice from the "Illrigger: Interdict Boons" spell list. As you gain levels in this class, you gain additional boons of your choice, as shown in the Interdict Boons table. Each new boon must be of a level you can learn. When you reach 7th level, for example, you learn one new boon of 2nd or 7th level. Whenever you gain an illrigger level, you can choose a boon you know and replace it with another boon you can learn.
Using Interdict Boons. Some boons allow you to expend unplaced seals to fuel abilities, while others empower all your seals or grant you benefits against interdicted creatures. The boons that grant passive (or "always on") benefits, such as the 2nd-level Swift Retribution boon, are marked with a "Passive" tag. You don't need to expend a seal or take an action to benefit from the passive boons you know. All other boons, such as the 2nd-level Abating Seal boon, must be activated on a turn (for example, by expending a seal). You can activate only one non-passive boon per turn, regardless of how many you know.
Interdict Boons:
| level | Boons |
|---|---|
| 1st | - |
| 2nd | 1 |
| 3rd | 1 |
| 4th | 1 |
| 5th | 1 |
| 6th | 1 |
| 7th | 2 |
| 8th | 2 |
| 9th | 2 |
| 10th | 2 |
| 11th | 2 |
| 12th | 2 |
| 13th | 3 |
| 14th | 3 |
| 15th | 3 |
| 16th | 3 |
| 17th | 3 |
| 18th | 4 |
| 19th | 4 |
| 20th | 4 |
Nivel 3
Diabolic Contract
You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Nivel 4
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Nivel 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Nivel 6
Infernal Conduit
You can strengthen your allies at the cost of yourself—or drain your enemy's life force for your own gain. You have a pool of Infernal Conduit dice, which are d10s. The number of Infernal Conduit dice in your pool increase as you gain illrigger levels, as shown in the Infernal Conduit Dice table. As an action, you can touch another creature and spend one or more dice from your pool. The target must make a Constitution saving throw against your interdict save DC. A creature can willingly fail this saving throw. Roll the spent dice and choose one of the following effects:
Invigorate. On a failed save, the target regains hit points equal to the total you rolled, and you take necrotic damage equal to that total. On a successful save, the target regains half as many hit points, and you take necrotic damage equal to that total. Save or fail, this necrotic damage can't be reduced in any way, and if this damage reduces you to 0 hit points, you fall unconscious and are stabilized.
Devour. On a failed save, the target takes necrotic damage equal to the total you rolled, and you regain hit points equal to that total. On a successful save, the target takes half as much damage, and you regain hit points equal to the damage the target took. Save or fail, or if the target chose to fail their saving throw against this effect, the necrotic damage can't be reduced in any way. When you reach 11th level in this class, the target also gains a level of exhaustion on a failed save against this effect. This level of exhaustion can be reduced as normal, and a creature can't suffer more than three levels of exhaustion combined from all illriggers' Infernal Conduit features.
You regain any spent Infernal Conduit dice when you finish a long rest.
Nivel 10
Blood Price
You can strengthen your defenses at the cost of your vitality. Whenever you fail a saving throw, you can spend one of your Hit Dice, rolling it and adding the number rolled to the result of the save.
Nivel 11
Terrorizing Force
Your attacks are empowered with devastating might. When you gain this feature, choose a damage type: cold, fire, necrotic, or poison. When you hit with a weapon attack, you deal an extra 1d8 damage of the chosen type. You can choose a different damage type when you finish a long rest.
Nivel 14
Superior Interdict
Damage from your seals ignores any damage resistances the target has. In addition, you can use a bonus action to regain a seal if you have none remaining. Once you regain a seal in this way, you can't do so again until you finish a long rest.
Nivel 17
Infernal Majesty
Your archdevil bestows on you the ability to don a measure of their power. As a bonus action, you channel the might of Hell, gaining the following benefits for 10 minutes:
- You gain resistance to fire, cold, and necrotic damage.
- Wings appear on your back, granting you a flight speed of 60 feet.
- When you use your Blood Price, you can cause an enemy you can see within 10 feet of you to take damage equal to the number rolled on your Hit Die.
- When you hit with a weapon attack, your Terrorizing Force deals an extra 2d8 damage instead of 1d8.
For the duration, if you die, you can choose to have your body disappear in a burst of flame, leaving behind only your equipment. If you do, your body reforms 1d6 days later somewhere in Hell. Once your body reforms, you return to life and regain all of your hit points. Once you channel your Infernal Majesty, you must finish a long rest before you can do so again.
Nivel 20
Master of Hell
You learn to tear open a rift to Hell and wreak its fury on your enemies. As an action, you can summon a hellstorm centered on a point you can see within 150 feet of you. Choose one of the following effects, which fills a 50-foot-radius sphere centered on that point:
Inferno. Hellfire rains down on your foes. Each enemy in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage plus 5d10 necrotic damage, and they burn for 1 minute. On a successful save, a creature takes half as much damage and does not burn. A creature burning in this way must repeat this saving throw at the end of their turn, taking 1d10 fire damage plus 1d10 necrotic damage on a failed save, or ending the effect on themself on a successful one. This hellfire can't be extinguished by nonmagical means.
Pestilence. A foul miasma swirls around your foes. Each enemy in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 poison damage plus 5d10 necrotic damage and becomes poisoned for 1 minute. On a successful save, a creature takes half as much damage and does not become poisoned.
Darkness. A bitter storm assails your foes. Each enemy in that area must make a Constitution saving throw, taking 10d10 cold damage on a failed save, or half as much damage on a successful one. Additionally, the storm's gloom persists for 1 minute, and each enemy within that area is blinded for the duration or until they leave the area.
Once you summon a hellstorm, you must finish a long rest before you can do so again.
Subclases (5)
Traits
Illrigger
The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel-to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn. These archdevil's elite operatives are the illriggers. Knights, assassins, mages, and terror-commandos of Hell, ill riggers command the battlefield, disrupt enemy factions, and carry out their archdevil's infernal will.
Content Warning: This class contains a subclass called the Hellspeaker, which has themes of mental manipulation and mind control. In addition, the Sanguine Knight subclass contains effects that manipulate another creature's blood. Lastly, illriggers are typically evil-aligned characters—and even those who aren't still serve evil creatures with dark agendas.
The Order of Desolation
Millennia ago, the rulers of Hell did something remarkable: they cooperated. Together, they created the Order of Desolation—knights sworn to serve Hell first, their patron archdevil second. Those accepted into the Order of Desolation become comrades with every other illrigger, regardless of which archdevil they serve. Each archdevil has grand temples, underground fanes, secret societies, and sinister cults, all with leaders fanatically devoted to the archdevil who grants them their power. But the Order of Desolation stands above the petty political squabbles dividing the Seven Cities. Members of the Order of Desolation, also known as the Desolate, are expected to be intelligent, resourceful, tactical, and manipulative. The order was founded to give the archdevils capable agents who could act independently across the timescape, free from the direct control of their patron. An illrigger has many powerful abilities granted by their archdevil, but more precious is their patron's trust. Each illrigger is expected to sow discord, pain, strife, deceit, and fear without instruction or supervision. It's not unusual, therefore, for a Desolate to first rely on other order members—regardless of which archdevil they serve—before turning to an institution devoted to their own archdevil.
Diabolic Contract
Those who walk the path of Hell may gain the powers of an illrigger purely through their own devotion. No oath is necessary, no mentor—a fledgling illrigger might not even be aware the Order of Desolation exists. But true acceptance as a Desolate means swearing an oath to a specific ruler of Hell. This usually requires a senior member of the order to perform an elaborate ritual, but a dedicated illrigger might attract the attention of an archdevil by doing deeds of great treachery on their own. At some point on the illrigger's journey, be it through ritual or deed, they find themself face-to-face with one of the rulers of the Seven Cities. When they do, a contract must be signed in blood—usually the knight's own. This binds the itinerant knight to the Order of Desolation and adds their name to the Lists of Hell. Though this experience can be intimidating, the rulers of Hell are usually easy masters and ask little from their chosen. The busy rulers of the Seven Cities pay little heed to the daily lives of their illriggers. Even breaches of precepts are overlooked; as long as the knight sows discord and opposes the Celestial Host, they successfully advance Hell's agenda.
Creating an Illrigger
To create an illrigger, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Illrigger table to see which features you get at each level. The descriptions of those features appear in the "Class Features" section.
Quick Build: You can make an illrigger quickly by following these suggestions. First, put your highest ability score in Strength (if you want to focus on melee weapons), Dexterity (if you want to focus on archery or finesse weapons), or Charisma (if you plan to choose the Architect of Ruin subclass). Your second highest ability score should be Constitution. Then, choose the soldier or outlander background from the core rules, or any background that gives proficiency in skills such as Athletics, Deception, Intimidation, or Persuasion.