0% found this document useful (0 votes)
1K views8 pages

Illrigger - GM Binder

Uploaded by

Dorothy
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
0% found this document useful (0 votes)
1K views8 pages

Illrigger - GM Binder

Uploaded by

Dorothy
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 8

At 1st level, you gain proficiency in your choice of two of the

Illrigger following skills: Deception, Insight, Intimidation, or


The Lords of the Nine Cities of Hell scheme and plot Persuasion.
endlessly, eternally. Each seeks to bring the others to heel, and Your proficiency bonus is doubled for any ability check you
ascend to the Throne of Hell, uniting the nine cities and every make that uses either of those skills.
infernal thing that lives there, leading an infinite army of Infernal Conduit
devils across the timescape until all worlds burn.
Their elite shock troops, the terror-commandos of Hell, are There is a well of infernal power within you that replenishes
the Illriggers. Knights of Hell, they are high charisma counter- after you take a long rest. With this well, you can transfer hit
paladins who master devils and cast their own unique spells. points between yourself and other creatures. You can transfer
a number of hit points equal to your illrigger level x 4.
The Order of Desolation As an action, you can touch a willing creature to either heal
Acceptance into the Order of Illriggers makes you a comrade yourself by dealing necrotic damage to that creature or heal
with every other illrigger, regardless of which Archdevil you the creature by dealing necrotic damage to yourself. You can
serve. Each Archdevil has churches, underground fanes, draw a number of hit points to transfer in this way from your
secret societies, cults. All with leaders manically devoted to pool, up to the maximum amount remaining in your pool.
the Archdevil who grants them their power. But the You can also target an unwilling creature. When you do so,
association of Illriggers consider themselves each more alike the target must make a Constitution save. On a success, they
to the others in the order than to the priests and warlocks are unaffected and immune to this feature for the next 24
who serve the same master. hours. On a failure, the creature is effected as though they
Members of the Order of Desolation, also known as the were willing.
Desolate or the Knights of Desecration, are expected to be If you are at maximum hit points and drain hit points from a
intelligent, resourceful, tactical, manipulative. A temple or cult creature, you gain temporary hit points equal to the amount
may believe that the presence of an Illrigger in their midst is a you drained. You can not give another creature temporary hit
sign that their Archdevil approves on their actions, but the points in this way.
Illriggers are independent. They serve no order, no hierarchy, At 9th level, you can choose to remove a level of exhaustion
no authority but the Archdevil themselves and pride by spending 4 points from your pool. Alternatively, you can
themselves on being separate from all other organizations. It spend 4 points to bestow a level of exhaustion on a creature.
is not unusual, therefore, for a member of the Order of At 13th level, when a creature is effected by your infernal
Desolation to seek help, and find it, from other members of conduit, you learn the emotional state and surface level
order first, even from Illriggers who serve other Archdevils thoughts of the creature. Additionally, you have advantage on
before going to any church, cult, or temple to their own Wisdom (Insight) checks made against the creature for the
archdevil. next hour.
Class Features Underhanded Technique
As an Illrigger, you gain the following class features At 2nd level, you adopt a deceptive style of fighting as your
specialty. Choose one of the following options. You can't take
Hit Points an Underhanded Technique option more than once, even if
Hit Dice: 1d10 per Illrigger level you later get to choose again.
Hit Points at 1st Level: 10 + your Constitution modifier Bravado
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution While you are not wearing any armor, your Armor Class
modifier per Illrigger level after 1st equals 10 + your Dexterity modifier + your Charisma modifier.
Proficiencies You can use a shield and still gain this benefit.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons Lies
Tools: None While wielding a melee weapon with two hands, you may
choose to use your Strength or Charisma modifier for the
Saving Throws: Constitution, Charisma attack and damage rolls.
Skills: Choose two from Arcana, Athletics, Deception, Insight,
Intimidation, Investigation, Persuasion, and Religion Schemes
Equipment While you wield a melee weapon in one hand and no other
You start with the following equipment, in addition to the weapons, you may use your reaction to attack an adjacent
equipment granted by your background: enemy who hits you with a melee weapon attack.
(a) a martial weapon and a shield or (b) two martial Treachery
weapons Your melee weapon attacks deal an extra 1d6 damage when
(a) chain shirt or (b) leather armor an ally creature is within 5 feet of your target.
(a) a priest's pack or (b) a dungeoneer's pack
A holy symbol and five javelins
Forked Tongue

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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 Casting the spell doesn’t remove it from your list of


prepared spells. You can change your list of prepared spells
By 2nd level, you have learned to compel your patron when you finish a long rest. Preparing a new list of illrigger
Archdevil to grant you arcane magic to cast spells. spells requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.
Preparing and Casting Spells
The illrigger table shows how many spell slots you have to Spellcasting Ability
cast your spells. To cast one of your illrigger spells of 1st level Charisma is your spellcasting ability for your illrigger spells,
or higher, you must expend a slot of the spell’s level or higher. since their power derives from your ability to command the
You regain all expended spell slots when you finish a long rest. attention of your patron archdevil. You use your Charisma
You prepare the list of illrigger spells that are available for whenever a spell refers to your spellcasting ability. In addition,
you to cast, choosing from the illrigger spell list. When you do you use your Charisma modifier when setting the saving
so, choose a number of illrigger spells equal to your Charisma throw DC for an illrigger spell you cast and when making an
modifier + half your illrigger level, rounded down (minimum of attack roll with one.
one spell). The spells must be of a level for which you have
spell slots. Spell Save DC = 8 + your proficiency bonus +
For example, if you are a 5th-level illrigger, you have four your Charisma modifier
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 Spell attack modifier = your proficiency bonus +
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. your Charisma modifier

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting Focus Some Invoke Authority effects require saving throws. When
You can use a holy symbol (found in chapter 5) as a you use such an effect from this class, the DC equals your
spellcasting focus for your illrigger spells. illrigger spell save DC.

Baleful Interdict Ability Score Improvement


Upon reaching 2nd level, you learn to use the power granted When you reach 4th level, and again at 8th, 12th, 16th, and
by your Archdevil to censure other creatures. As a bonus 19th level, you can increase one ability score of your choice by
action, you can expend a spell slot to place a seal on a target 2, or you can increase two ability scores of your choice by 1. As
within 30 feet of you. normal, you can't increase an ability score above 20 using this
When you or an ally hit a sealed creature with a weapon feature.
attack, you can consume the seal to deal necrotic damage to Extra Attack
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 Beginning at 5th level, you can attack twice, instead of once,
higher than 1st, to a maximum of 5d6. The damage increases whenever you take the Attack action on your turn.
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 Marquis of Hell
consume your seal, you regain a hit point for each die of Starting at 6th level, you gain can exert your hellish authority
damage your seal inflicts. over celestials and fiends. Using your action, you can choose a
Your seal evaporates after one minute, if not consumed. celestial or fiend within 30 feet of you and force it make a
Only the illrigger who placed the seal knows it’s there, it Charisma saving throw against your illrigger spell save DC.
appears in the illrigger’s sight as a glowing glyph on the On a failure, the target is charmed by for the next hour. While
creature’s forehead. charmed in this way, the target regards you as a friendly
aquaintance as though they were effected by a charm monster
Hellsight spell.
Starting at 3rd level, you have advantage on Wisdom At 18th level, your hellish authority allows you to command
(Perception) checks to notice disguised, hidden, or invisible the creature to obey you completely. On a failure, the target is
creatures. dominated as though they were effected by the dominate
monster spell.
Knight of Hell If you target a creature that has a seal from your Baleful
Also at 3rd level you pledge your soul to the service of an Interdict with this feature, the target makes its saving throw
archdevil and are welcomed into the Order of Desolation, with disadvantage. Once you target a creature with this
becoming an illrigger. You gain the Invoke Authority feature feature, it is immune to it for the next 24 hours.
and choose either Shadowmaster (Moloch), Painkiller Duke of Hell
(Dispater) or Architect of Ruin (Asmodeus), all detailed at the
end of the class description. Upon reaching 10th level, you gain the ability to summon a
Furthermore, you are a noble in the lists of Hell and will be devil to serve you for one hour. Doing so uses your action and
accorded fine treatment and hospitality anywhere in hell you can only be done once a week. The Devil is bound to you and
travel, even to cities ruled by enemy Archdevils. More must obey your commands to the best of its ability. It acts on
cosmopolitan cities in the timescape--like Alloy, the City of the same initiative as you, and may both act and move on the
Brass--will also respect your noble rank. turn you summon it. If you die or fall unconscious, the devil
returns to Hell.
Authority Spells
Each of the Lords of Hell grant different spells to their elite d12 Devil
death commandos. You gain access to these spells at the 1-7 Barbed Devil
levels specified in the Invoke Authority description. Once you
gain access to an oath spell, you always have it prepared. 8-11 Chain Devil
Authority spells don’t count against the number of spells you 12 Bone Devil
can prepare each day.
If you gain an authority spell that doesn’t appear on the Improved Baleful Interdict
illrigger spell list, the spell is nonetheless an illrigger spell for
you. By 11th level, whenever you hit a creature with a weapon
attack, the creature takes an extra 1d6 necrotic damage.
Invoke Authority
You invoke the authority granted you by your Archdevil lord, Knights of Hell
channelling baleful energy to fuel magical effects. Each Invoke
Authority option provided by your Archdevil explains how to Becoming a Knight of Hell involves pledging yourself to the
use it. infernal authorities. At 3rd level, your devotion has been
When you use your Invoke Authority, you choose which noticed by an archdevil, who chooses you to become one of
option to use. You must then finish a short or long rest to use their knightly servants. This honor comes with a suite of
your Invoke Authority again. powers to better serve your infernal master.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shadowmaster Painkiller
The shadowmasters serve Moloch and excel at stealth and The heavily armored death troopers of hell, the Painkillers
guerilla combat, the armored assassins of Hell. serve Dispater, leading from the front of every major infernal
battle.
Authority Spells
Illrigger Level Spells Authority Spells
Illrigger Level Spells
3rd disguise self, expeditious retreat
3rd bane, inflict wounds
5th alter self, darkness
5th blindness/deafness, scorching ray
9th blink, gaseous form
9th haste, lightning bolt
13th confusion, freedom of movement
13th fire shield, wall of fire
17th modify memory, passwall
17th flame strike, dispel evil and good
Invoke Authority
When you pledge yourself to Moloch at 3rd level, you gain the Invoke Authority
following two Invoke Authority options. When you pledge yourself to Dispater at 3rd level, you gain the
Cloud of Brimstone. As a bonus action, you can teleport up following two Invoke Authority options.
to 30 feet. Devastator. As an action, you can cause your seals to flair
Compel the Graceless. As an action, you can target a with hellish energy. You deal an extra 1d6 necrotic damage
creature within 30 feet of you. The target must make a with your melee weapon attacks while your seal remains on
Wisdom save. On a failure, the target must attack their closest them.
ally. Compel the Weak. As an action, you can target a creature
If the target has a Dexterity score that is lower than yours, it within 30 feet of you. The target must make a Wisdom save.
makes its save with disadvantage. On a failure, the target must attack their closest ally.
If the target has a Strength score that is lower than yours, it
Scion of Moloch makes its save with disadvantage.
At 7th level, you can choose a second option from the
Underhanded Technique class feature. Bonus Proficiencies
Also upon becoming a painkiller at 3rd level, you gain
Blessing of Shadow proficiency with heavy armor.
Once you reach 15th level, the seals from your Baleful
Interdict feature conceals you from your target. You are Scion of Dispater
invisible to creatures that have a seal placed on them. Starting at 7th level, whenever you deal damage to a target by
consuming your seal, you gain advantage on your next weapon
Shadowform attack roll against that creature before the end of your next
Starting at 20th level you may use an action to become a turn.
Greater Shadow for one minute. You gain damage resistance
to acid, cold, fire, lightning, thunder; bludgeoning, piercing, Blessing of Fury
and slashing from nonmagical weapons. Once you reach 15th level, whenever you take the Attack
You gain Incorporeal Movement and a fly speed of 50. You action against a creature with one of your seals placed on it,
can move through other creatures and objects as if they were you can make an additional attack against that creature.
difficult terrain. You take 5 (1d10) force damage if you end
your turn inside an object. Your weapon attacks deal necrotic Devil Knight
damage and successful attack drain 1d4 strength from the Starting at 20th level you can use your action to transform
target. The target dies if this reduces its Strength to 0. yourself into a devil for one minute. Your size becomes large.
Otherwise, the reduction lasts until the target finishes a short Your Strength becomes 26 (+8) and your Constitution
or long rest. If a non-evil humanoid dies from this attack, a becomes 24 (+7). You emanate an aura of fear forcing every
new shadow rises from the corpse 1d4 hours later. creature that starts their turn within 20 feet of you to make a
You regain the use of this ability after a long rest. 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.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Architect of Ruin 2nd Level
Burning Halo*
You serve Asmodeus, Lord of Acheron the Seventh City
of Darkness
Hell. Hell’s Architects are powerful spellcasters who
use their Enthrall
seals to improve their arcane might. Hold Person
Authority Spells
Invisibility
Lesser Restoration
Illrigger Level Spells Protection from Poison
3rd identify, magic missile Ray of Enfeeblement
Suggestion
5th augury, silence
9th animate dead, slow 3rd Level
13th divination, polymorph
Counterspell
Dispel Magic
17th conjure elemental, dominate person Fear
Fly
Invoke Authority Summon Hell*
When you pledge yourself to Asmodeus at 3rd level, you gain Interdict Iteritas*
the following two Invoke Authority options. Remove Curse
Infernal Arcanist. When you cast a spell that has a casting Revivify
time of 1 action, you can use your Invoke Authority to cast it Tongues
as a bonus action. Vampiric Touch
Compel the Credulous. As an action, you can target a 4th Level
creature within 30 feet of you. The target must make a Aura of Loathing*
Wisdom save. On a failure, the target must attack their closest Banishment
ally. Blight
If the target has a Charsima score that is lower than yours, Death Ward
it makes its save with disadvantage. Dimension Door
Scion of Asmodeus Interdict Barrier
Starting at 7th level, creatures that have a seal on them make 5th Level
saving throws against your spells with disadvantage. Aura of Desecration*
Blessing of Fire Contact Other Plane
Once you reach 15th level, when a creature that has one of Dispel Evil and Good
your seals on it makes a melee attack against you, you can use Hold Monster
your reaction to deal 1d6 fire damage per spell-level expended Ultimatum*
to place the seal. Aura of Desecration
Hellmage 5th-level abjuration
At 20th level, you can use your action to assume the form of an Casting Time: 1 action
Archmage of Hell for one minute. While in this form, you may Range: Self (30-foot radius)
use your reaction to absorb a spell that targets only you. The Components: V
spell has no effect, and you regain a spell slot equal to the Duration: Concentration, up to 10 minutes
level of the spell cast on you. Life-defiling energy radiates from you in an aura with a 30-
foot radius. Until the spell ends, the aura moves with you,
Illrigger Spell List centered on you. Each creature in the aura (except you) takes
1d6 damage at the beginning of each of your turns, and you
1st Level heal an amount equal to the total damage inflicted to all
Charm Person creatures.
Command
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Magic
Furious Interdict*
Hellish Rebuke
Hell's Lash*
Hex
Immobilizing Interdict*
Rejuvenating Interdict*
Shield of Faith

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aura of Loathing Immobilizing Interdict
4th-level abjuration 1st-level evocation
Casting Time: 1 action Casting Time: 1 reaction, which you take when you see a
Range: Self (30-foot radius) target within 30 feet of you begin moving
Components: V Range: 30 feet
Duration: Concentration, up to 10 minutes Components: V
Duration: 1 round
Those who gaze upon your magnificence feel deeply
inadequate. Creatures who begin their turn in the aura and When a target that has your seal placed on it begins to move
who do not take precautions to avert their eyes suffer a while within range, you can consume your seal to cease his
penalty to their attack rolls equal to your charisma modifier. movement. When you do so, the target takes damage as
normal for consuming your seal and must make a Charisma
Burning Halo saving throw or be restrained until the end of its next turn.
2nd-level enchantment
Interdict Barrier
Casting Time: 1 action 4th-level evocation
Range: 30 feet
Components: V, S Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: 30 feet
Components: V, S
You gift an enemy with a fiery halo that infects their mind with Duration: 1 minute
infernal thoughts, causing them to see allies as enemies.
Chose a creature you can see within range. They must Choose a creature within range that has your seal on it. Until
succeed on a Charisma saving throw or be charmed by you for the spell ends, that creature must make a Charisma saving
the duration. While under your sway, a halo of fire floats above throw before making an attack against you. On a failed save,
the target’s head. The charmed target must use their action the creature loses the attack. On a successful save, the
before moving on each of its turns to make a weapon attack creature can make the attack as normal, but takes necrotic
against a creature other than itself that you mentally select. damage equal to your Charisma modifier.
The target can act normally on their turn if you choose no
creature or if none are within range of their weapons. Interdict Iteritas
The target can make a Charisma saving throw at the end of 3rd-level evocation
each of their turns. On a success, the spell ends Casting Time: 1 bonus action
Range: 30 feet
Furious Interdict Components: V
1st-level evocation Duration: Instantaneous
Casting Time: 1 action Choose up to three creatures within range. You can place a
Range: 30 feet seal on each of these creatures as though you had expended a
Components: V spell slot of 1st level.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
Choose a target within range that has a seal placed on it. You slot of 4th level or higher, you can choose another creature
consume the seal that is on the creature and each ally within within range to place a seal on for each spell slot above 3rd.
5 feet of the target can use their reaction to make a melee
weapon attack against the target. Rejuvenating Interdict
1st-level evocation
Hell's Lash Casting Time: 1 reaction, which you take when you consume
1st-level evocation a seal
Casting Time: 1 action Range: 30 feet
Range: 30 feet Components: V
Components: V, S, M (the forked tongue of a serpent) Duration: Instantaneous
Duration: Concentration, up to 1 minute When you consume your seal, you or an ally, whoever made
You produce a whip of red energy that lashes out at a creature the attack that consumes the seal, regains a number of hit
within range, creating a conduit between you and the target. points equal to the damage dealt by the seal.
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.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


consider joining our Patreon community.
WWW.GMBINDER.COM

You might also like