Životy
Odbornosti
Illrigger
| Úroveň | Bonus odbornosti | Vlastnosti | Seals | Seal Damage | Interdict Boons | Infernal Conduit Dice |
|---|---|---|---|---|---|---|
| 1 | + 2 | Baleful Interdict Forked Tongue | 3 | 1d6 | 0 | 0 |
| 2 | + 2 | Baleful Interdict Forked Tongue | 3 | 1d6 | 1 | 0 |
| 3 | + 2 | Baleful Interdict Forked Tongue | 4 | 1d6 | 1 | 0 |
| 4 | + 2 | Baleful Interdict Forked Tongue | 4 | 1d6 | 1 | 0 |
| 5 | + 3 | Baleful Interdict Forked Tongue | 4 | 2d6 | 1 | 0 |
| 6 | + 3 | Baleful Interdict Forked Tongue | 4 | 2d6 | 1 | 3 |
| 7 | + 3 | Baleful Interdict Forked Tongue | 5 | 2d6 | 2 | 4 |
| 8 | + 3 | Baleful Interdict Forked Tongue | 5 | 2d6 | 2 | 4 |
| 9 | + 4 | Baleful Interdict Forked Tongue | 5 | 2d6 | 2 | 5 |
| 10 | + 4 | Baleful Interdict Forked Tongue | 5 | 2d6 | 2 | 5 |
| 11 | + 4 | Baleful Interdict Forked Tongue | 5 | 3d6 | 2 | 6 |
| 12 | + 4 | Baleful Interdict Forked Tongue | 5 | 3d6 | 2 | 6 |
| 13 | + 5 | Baleful Interdict Forked Tongue | 6 | 3d6 | 3 | 7 |
| 14 | + 5 | Baleful Interdict Forked Tongue | 6 | 3d6 | 3 | 7 |
| 15 | + 5 | Baleful Interdict Forked Tongue | 6 | 3d6 | 3 | 8 |
| 16 | + 5 | Baleful Interdict Forked Tongue | 6 | 3d6 | 3 | 8 |
| 17 | + 6 | Baleful Interdict Forked Tongue | 6 | 3d6 | 3 | 9 |
| 18 | + 6 | Baleful Interdict Forked Tongue | 7 | 3d6 | 4 | 9 |
| 19 | + 6 | Baleful Interdict Forked Tongue | 7 | 3d6 | 4 | 10 |
| 20 | + 6 | Baleful Interdict Forked Tongue | 7 | 4d6 | 4 | 10 |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Úroveň 9
Odbornosti
light
medium
shield
simple
martial
Počáteční vybavení
Vlastnosti třídy
Baleful Interdict (Level 1)
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
Forked Tongue (Level 1)
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.
Combat Mastery (Level 2)
Your archdevil grants you uncanny skill in a certain form of combat. Choose one of the following illrigger combat masteries.
Interdiction (Level 2)
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 "Interdict Boons" section. As you gain levels in this class, you gain additional boons of your choice, as shown in the Interdict Boons column of the Illrigger 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
The interdict boons are presented in alphabetical order.
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).
Diabolic Contract (Level 3)
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.
Invoke Hell (Level 3)
Your diabolic connection allows you to channel infernal energy to empower magical effects. Your chosen diabolic contract grants you two Invoke Hell options and describes how to use each.
When you use your Invoke Hell, you choose which option to use. You must then finish a short or long rest to use your Invoke Hell again.
Some Invoke Hell effects require a saving throw. When you use such an effect, the DC equals your interdict save DC.
Ability Score Improvement (Level 4)
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.
Extra Attack (Level 5)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Infernal Conduit (Level 6)
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 column of the Illrigger 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.
Diabolic Contract feature (Level 7)
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.
Ability Score Improvement (Level 8)
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.
Forked Tongue Improvement (Level 9)
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.
Blood Price (Level 10)
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.
Diabolic Contract feature (Level 11)
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.
Infernal Conduit Improvement (Level 11)
When you use the Devour effect of your Infernal Conduit feature, the target also gains a level of exhaustion on a failed save against this effect.
Terrorizing Force (Level 11)
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.
Ability Score Improvement (Level 12)
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.
Superior Interdict (Level 14)
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.
Diabolic Contract feature (Level 15)
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.
Ability Score Improvement (Level 16)
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.
Infernal Majesty (Level 17)
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.
Ability Score Improvement (Level 19)
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.
Master of Hell (Level 20)
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.
Multitřídy
Požadavky multitříd
- DEX: 13 nebo STR: 13
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Architect of Ruin
Architect of Ruin (Level 3)
Architects of Ruin are cool and calculating arcane knights who serve Asmodeus, deploying spells, steel, and subterfuge to win at any cost.
Asmodeus rules Acheron, the City of Fear. His illriggers scour the timescape, collecting secrets and spells designed to deceive and terrify his opponents. The war he fights against the other archdevils is one of deception and information.
His Architects of Ruin work to make Hell's enemies seem outnumbered and outmaneuvered. These illriggers are skillful spellblades on the battlefield, though some employ tactics such as research, infiltration, and propaganda to play mind games with their quarry. When an Architect of Ruin finally confronts an enemy, the advantage is theirs—they have studied, prepared, and gripped fate within their gauntlet, forcing it to favor them. They hungrily seek the dark arts to arm both themselves and Asmodeus with the impossible.
Precepts of Ruin
Architects of Ruin swear an oath to Asmodeus when they join the Order of Desolation. These precepts commit them to destroy Asmodeus's enemies by commanding great magic, causing fear, and sowing distrust.
The Battlefield of the Mind
By the time my armies meet yours, you'll be filled with terror and doubt your own strength. I won't have to lift a finger to defeat you.
The Proper Secret
Once I know your secrets, I know your weakness.
Knowledge Is Power
Lore is as powerful as steel. I learn every detail about my enemy and anticipate their every move, checkmating them before the game even begins.
Magic Is Mine to Command
Cunning is also as powerful as steel. I wield the dark arcane arts to manipulate your senses, weaken your resolve, and strengthen my blade. Your soldiers will quake for fear of what dark magics may next cloak my blade.
Asmodeus's Blessing
When Asmodeus accepts you as an Architect of Ruin, he grants you access to his infernal knowledge. You gain proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion.
In addition, you can also read and write the languages granted by your Forked Tongue, instead of only speaking them.
Spellcasting
As an Architect of Ruin, you access a well of profane magic to cast spells.
Cantrips
You know two cantrips of your choice from the Architect of Ruin spell list (presented at the end of this subclass). You learn an additional cantrip from this list at 10th level.
Spell Slots
The Architect of Ruin Spellcasting table shows how many spell slots you have to cast your illrigger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell hellish rebuke and have a 1st-level and a 2nd-level spell slot available, you can cast hellish rebuke using either slot.
Spells Known of 1st Level and Higher
At 3rd level, you know three 1st-level spells of your choice from the Architect of Ruin spell list (presented at the end of this subclass).
The Spells Known column of the Architect of Ruin Spellcasting table shows when you learn more illrigger spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. When you reach 7th level, for example, you learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the illrigger spells you know with another spell of your choice from the illrigger spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, so 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 a spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You have an unholy symbol, such as an amulet symbolizing your archdevil, a fragment of a blasphemous relic, or a glass orb holding a consecrated drop of archdevil blood. You can use the unholy symbol as a spellcasting focus for your illrigger spells. You must have a free hand to use the unholy symbol, but it can be the same hand you use to perform somatic components.
Invoke Hell
You gain the following two Invoke Hell options:
Enervating Spell
When you deal damage to a creature with an illrigger spell of 1st level or higher, you can expend a seal (no action required) and imbue the spell with weakening magic. The target has vulnerability to that spell's damage. If they normally have resistance or immunity to the spell's damage, that resistance or immunity is suppressed for this spell, and the target has vulnerability to the damage instead.
Spellblade
You can use an action to both make a melee weapon attack and cast an illrigger spell you know that has a casting time of one action.
Hellish Versatility (Level 7)
Once on each of your turns, you can cast one of your illrigger cantrips in place of one of your attacks granted by your Extra Attack feature.
Asmodeus's Interdiction (Level 7)
You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.
Submit (Level 11)
When you cast an illrigger spell you know, you can burn two seals on an interdicted creature (no action required) to impose disadvantage on their saving throw against the spell.
Vile Transmogrification (Level 15)
You uncover two new ways to employ Asmodeus's magic:
Regaining Seals
As a bonus action on your turn, you can expend one spell slot to regain a number of seals equal to that slot's level.
Regaining Spell Slots
As a bonus action on your turn, you can expend any number of seals to regain a spell slot of a level equal to one-third that number. For example, you can expend six seals to regain a 2nd-level spell slot.
Once you use one of these benefits, you can't use that benefit again until you finish a long rest.
Hellspeaker
Hellspeaker (Level 3)
The charismatic and manipulative Hellspeakers serve Moloch as they slip about the battlefield, coercing enemies into becoming unwitting allies.
Moloch rules Styx, the City of Lies, but his reach extends far beyond it. Hell's greatest politicians and diplomats rise to prominence through Moloch's subtle manipulations. They follow him with great loyalty, for they know they are nothing without him—and thus his power echoes through all of Hell.
Moloch's illriggers are silver-tongued enchanters, lulling his foes to complacency with sorcery and subterfuge until they wake and find themselves under the command of the Order of Desolation. These Hellspeakers train in the art known as the Red Cant or Hell's Cant. By understanding their enemy and through weaving subtle sorceries into normal speech, Hellspeakers can make their foes feel, think, or do nearly anything to accelerate Hell's victory.
Across the timescape, Hellspeakers enjoy a reputation as smiling rogues and swashbuckling villains. An asset in any negotiation, Hellspeakers know that in a world of lies, the truth can be as potent a weapon as steel.
Content Warning
This subclass has themes of mental manipulation and mind control. Before choosing this subclass, please ensure everyone at the table is comfortable exploring these dark and harmful themes. And as always, we encourage the ongoing use of safety tools throughout your game.
Precepts of Deception
Hellspeakers swear an oath to Moloch when they join the Order of Desolation. By following these precepts, they infiltrate the farthest reaches of power and manipulate all under their influence.
My Voice Is a Weapon
Even when my enchantments fail, if my enemy can hear me, they are mine.
Doubt Is Certainty
I need not convince my enemy, only sow doubt and wait for it to bear fruit.
Trust Me
For each lie I utter, I tell the truth tenfold. One who always lies says nothing.
Never Tell the Same Lie Twice
An overused skill becomes too predictable. Keep moving, switch targets, keep them guessing.
Moloch's Blessing
When Moloch accepts you as his illrigger, you gain proficiency in the Persuasion or Deception skill (your choice). If you already have proficiency in the skill of your choice, your proficiency bonus is doubled for any ability check you make with that skill.
In addition, your Forked Tongue feature grants you an additional language (for a total of three at 3rd level and four at 9th level). Whenever you speak in a language gained by this feature, your devilish influence is subconsciously felt by creatures who can hear and understand you, granting you advantage on Charisma checks to influence those creatures.
Charm Enemy
When you use your bonus action to place a seal on a Humanoid, you can attempt to charm them. The target must succeed on a Charisma saving throw or be charmed by you for 1 hour or until you or your companions do anything harmful to them. While charmed, the target regards you as a friendly acquaintance. When the charmed condition ends, the target knows they were charmed by you.
When you use this bonus action, you can additionally burn one or more seals on one or more other interdicted Humanoids within 30 feet of you, attempting to charm those targets as well. After taking damage from the burned seals, each of those targets must succeed on a Charisma saving throw or be under the same charmed effect.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Invoke Hell
You gain the following two Invoke Hell options:
Honey-Sweet Blades
When you make a weapon attack against an interdicted creature, you can gain advantage on that attack (no action required). If the attack hits, it becomes a critical hit.
Turncoat
As an action, you wield your manipulative tongue against your enemies. You choose a number of enemy creatures up to your proficiency bonus within 60 feet of you who can hear you. Each target must succeed on a Charisma saving throw or use their reaction to make a weapon attack against a single target of your choice. A creature affected by this feature can't attack themself.
Moloch's Interdiction (Level 7)
You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.
Intransigent (Level 11)
You and each creature of your choice within 10 feet of you are immune to the charmed condition while you are conscious.
Let's Make a Deal (Level 11)
You can offer your allies a deal—at a price, of course. As a bonus action, you choose one willing ally within 60 feet of you who can hear you.
Once within the next 10 minutes, the creature can choose to gain advantage on one attack roll or saving throw they make and can add a bonus equal to your proficiency bonus to the same roll. If this attack hits or this saving throw succeeds, the creature gains temporary hit points equal to your illrigger level. If this attack misses or this saving throw fails, the creature has disadvantage on the next attack roll or saving throw they make. This disadvantage can't be canceled out with advantage in any way. A creature can strike only one deal with you at a time.
You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
Quid Pro Quo (Level 15)
You can whisper to the legions of Hell, ensnaring enemies and calling allies. As an action, you can attempt to banish a creature you can see within 30 feet of you. The target must succeed on a Charisma saving throw. On a failed save, the target is banished to the wastes of Hell for 1 minute, after which they return to the unoccupied space nearest to the one they left. A target banished in this way can repeat the saving throw at the end of each of their turns, ending the effect early on a success. A creature who succeeds on a saving throw against this effect becomes immune to your Quid Pro Quo for 24 hours.
Additionally, when a target is banished in this way, a devil jurist (from MCDM's Flee, Mortals!) or a horned devil (from the core rules) appears in their place. This devil acts as an ally to you and follows your commands until the banished creature is no longer banished, at which time the devil disappears.
Once you successfully banish a creature in this way, you can't use this feature again until you finish a long rest.
Painkiller
Painkiller (Level 3)
The heavily armored death troopers of Hell, Painkillers serve Dispater, leading from the front of every major infernal battle.
Dispater rules Dis, the City of War. When Hell invades another world, Dispater's army does the fighting and dying. His Painkillers are master strategists who lead from the front, inspiring terror and awe in their soldiers. The imperious Painkillers are full of pride and hubris, and they often obsess over their personal appearance.
Though among the most chivalrous of the illriggers, a Painkiller's gallantry is twisted. They accept and honor challenges to single combat, and swiftly punish any who try to interfere—but if losing, they don't hesitate to cheat, and if winning, they arrogantly toy with an enemy before finishing them.
In a moment of weakness or desperation, a ruler in another world might see their army facing certain defeat and call on Dispater. Ever eager to sow strife and discord, Dispater often responds to these pleas by sending a Painkiller to lead the desperate ruler's armies.
Precepts of Pride
Dispater's heavy shock troops must be effective battlefield commanders and quickly dispatch enemies. Painkillers follow precepts instructing them to lead Hell's armies and wage war against Good across the timescape.
Lead from the Front
I charge in at the front of every battle, inspiring my soldiers and terrifying my enemies.
Commander
Wherever I go, I command. I don't take orders from those who don't have the will to lead.
Victory at Any Cost
I respect the enemy leader and treat them honorably. But once swords are drawn, I use every trick in my arsenal to win, expecting them to do the same.
Soldiers Die
I care not for the lives of my soldiers, for they are resources I spend to secure my victory.
Dispater's Blessing
When Dispater accepts you as his illrigger, you gain proficiency with heavy armor.
Devastator
As an action, you invoke the authority of Dispater. You make a weapon attack and choose a number of willing creatures up to your proficiency bonus who you can see within 30 feet of you. Each creature you choose can use a reaction to make a weapon attack or cast a damage-dealing cantrip with a casting time of 1 action.
Once you use this action, you can't use it again until you finish a short or long rest.
Invoke Hell
You gain the following two Invoke Hell options:
Grand Strategist
You can order your allies to follow your formation (no action required). Choose one or more creatures within 60 feet of you who can hear you, up to a number of creatures equal to your proficiency bonus. Each target can immediately move up to half their speed without provoking opportunity attacks.
Punishment
When a creature damages you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes necrotic damage equal to the damage they dealt you with the triggering attack. On a successful save, the attacker takes half as much damage.
Dispater's Interdiction (Level 7)
You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.
You Die on My Command! (Level 11)
When an ally within 30 feet of you who can hear you drops to 0 hit points without being killed outright, you can use your reaction to shout an order at them, causing them to drop to 1 hit point instead. Once you use this reaction, you can't do so again until you finish a short or long rest.
Deathstrike (Level 15)
When you hit an interdicted creature with a melee weapon attack, you can use your reaction to burn one of the seals on them to turn the hit into a critical hit. When you do, you also double the damage dice you roll for the burned seal.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sanguine Knight
Sanguine Knight (Level 3)
The blood-knights of Hell, Sanguine Knights serve Sutekh, Lord of Blood. Their sorceries drain their enemies' life force, pouring this stolen vitality into infernal rituals to turn the tide of battle.
Sutekh rules Naraka, the City of Blood. Recognized as the greatest sorcerer in hell, he carries the title of High Sanguinary and rules from the Temple of Vitality. He is a master of blood magic, and his inner circle of priests and wizards are the Bloodliches, undead spellcasters whose corporeal forms turned to ash centuries ago and whose bodies are crafted from solid blood.
Sutekh's illriggers all belong to a cult known as the Chalice of Vitality. Knights of the Chalice drink deeply of their enemies' essence, draining it to power their magics. Other members of the Order of Desecration fear that the Sanguine Knights seek more than Sutekh's mere ascension to the Throne of Hell; some whisper that the Chalice secretly schemes to make Sutekh a god. This would, of course, be treason.
Content Warning
This subclass deals with manipulating another creature's blood. Before choosing this subclass, please ensure everyone at your table is comfortable with this concept. And as always, we encourage the ongoing use of safety tools throughout your game.
Precepts of Blood
Sanguine Knights swear an oath to Sutekh when they join the Order of Desolation. These tenets swear them to wield profane blood magic, commanding loyalty and inflicting terror.
Their Strength Is Their Weakness
I target the strongest of my foes, for their vitality shall feed my victory.
Sin Demands Suffering
Opposing me is heresy. Before my enemies taste defeat, they must pay for their unbelief with agony.
Loyalty Rewarded
My boons lead my allies to depend on me—and on the bloodshed that empowers me.
Mercy Is Power
In granting succor to my allies, I prove how great my power is. Each time I restore life, it serves as a reminder of how quickly I can strip it away.
Exsanguinate
You can drain enemies to embolden your allies. Whenever you burn one or more seals on a creature who isn't a Construct or Undead, you can choose an ally you can see within 30 feet of you. That ally gains temporary hit points equal to the damage dealt by the seals to the interdicted creature.
Sutekh's Blessing
When Sutekh accepts you as his illrigger, he grants you access to his sacrilegious command of blood and life. You gain proficiency in the Religion skill.
In addition, as an action, you can expand your awareness of life around you. Until the end of your next turn, you can sense creatures who have blood within 120 feet of you without having to see them. This ability can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You know the distance and direction of each creature, as well as the creature's type. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Invoke Hell
You gain the following two Invoke Hell options:
Embolden Allies
As a bonus action, you restore a total number of hit points equal to five times your illrigger level, divided however you choose between yourself and other creatures within 30 feet of you.
Vitalize
You can flood your allies with invigorating vivacity (no action required). For 1 minute, each creature of your choice within 30 feet of you gains a bonus to ability checks equal to your proficiency bonus.
Sutekh's Interdiction (Level 7)
You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.
Bloodstroke (Level 11)
The magic that shields your allies now also saps their enemies' strength. When an ally who has temporary hit points from your Exsanguinate feature is hit by a melee attack, the attacker takes cold, fire, or necrotic damage (your choice) equal to your illrigger level.
Haemal Exchange (Level 15)
You have mastered the ability to enervate enemies and endow allies. When an interdicted creature within 60 feet of you makes an attack roll or saving throw, you can use your reaction to burn one of the seals on them and transfer their power. The target must roll a d8 and subtract the number rolled from the triggering attack roll or saving throw.
You then empower an ally within 30 feet of you. The next time that ally makes an attack roll or saving throw, they roll a d8 and add the number rolled to the attack roll or saving throw.
Shadowmaster
Shadowmaster (Level 3)
The hidden assassins of Hell, Shadowmasters serve Belial and excel at stealth and disguise.
Belial rules Gehennom, the City of Darkness. He strives to rule Hell through poison, torture, and assassination. His illriggers strike from the shadows or use deception to earn high-ranking positions close to powerful rulers. Many Shadowmasters run networks of spies and assassins who have no idea of the infernal provenance of their leader.
Shadowmasters are sworn not to reveal their true allegiance, and if need be, they must take their own lives to fulfill this oath. Many Shadowmasters prepare elaborate plans for their own assassination so that, should they risk discovery, their assassination obscures the truth. Of course, these killers never learn they were hired by their deceased target.
Precepts of Shadow
Shadowmasters swear an oath to Belial when they join the Order of Desolation. These precepts commit them to serve Belial's foes as allies before revealing themselves as enemies.
Plans Within Plans
My enemies must never discover my true goals. If needed, I will sacrifice myself to protect my schemes.
Positions of Power
I control everything from the shadows by knowing who to deceive and where to hide in plain sight.
Power in Patience
I study my enemy and methodically build their trust. My loyalty must be unquestionable so my inevitable betrayal is unthinkable.
Hesitation Is Failure
Though I usually rely on agents, when the opportunity presents itself, I can unhesitatingly kill with efficiency and precision.
Marked for Death
You are particularly skilled against foes you mark for death. You have advantage on your first attack against an interdicted creature on each of your turns.
Strike from the Dark
You understand the power of striking from the shadows. Once per turn, when you hit an interdicted creature with a melee weapon attack and you have advantage on the attack roll, you can roll a number of d4s equal to your proficiency bonus and deal extra damage equal to the total you rolled. This damage increases by 1d4 if the target is in dim light or darkness.
Invoke Hell
You gain the following two Invoke Hell options:
Master of Disguise
As an action, you can cast the disguise self spell without expending a spell slot.
No Escape
As a bonus action, you can call on the shadows to entrap a creature you can see within 30 feet of you. The target must make a Charisma saving throw, made with disadvantage if they are in dim light or darkness. On a failed save, the target's speed is halved and they can't willingly move more than 30 feet away from you. This effect ends for the target if you are incapacitated or die or if the target is more than 30 feet away from you.
Belial's Interdiction (Level 7)
You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.
Umbral Killer (Level 11)
Shadows are your companion, aiding you in your exploits. You gain the following benefits:
You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet.
Your movement speed increases by 10 feet.
You have advantage on Dexterity (Stealth) checks made to hide. Whenever you make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and half damage if you fail.
Doomed to the Shadows (Level 15)
You have perfected your assassin's strike. The extra damage from your Strike from the Dark feature increases to a number of d8s equal to your proficiency bonus (instead of that number of d4s), and you deal an extra 2d8 damage if the target is in dim light or darkness (instead of an extra 1d4 damage).
In addition, when you deal damage using Strike from the Dark, you can use your reaction to burn a seal on the creature, causing them to be blinded for 1 minute instead of dealing the seal's damage.