SIGNING IN

Hit Points

Hit Dice 1d10 per level

Proficiencies

CON , CHA

Illrigger

Level Proficiency Bonus Features 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

Class Features

Level 1

Baleful Interdict
Forked Tongue

Level 10

Blood Price

Level 11

Diabolic Contract feature
Infernal Conduit Improvement
Terrorizing Force

Level 12

Ability Score Improvement

Level 14

Superior Interdict

Level 15

Diabolic Contract feature

Level 16

Ability Score Improvement

Level 17

Infernal Majesty

Level 19

Ability Score Improvement

Level 2

Combat Mastery
Interdiction

Level 20

Master of Hell

Level 3

Diabolic Contract
Invoke Hell

Level 4

Ability Score Improvement

Level 5

Extra Attack

Level 6

Infernal Conduit

Level 7

Diabolic Contract feature

Level 8

Ability Score Improvement

Level 9

Forked Tongue Improvement

Proficiencies

Armor

light

medium

shield

Weapons

simple

martial

Skills

Starting Equipment

Class Features

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.

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.

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.

Inexorable

You gain a +1 bonus to saving throws for each hostile creature within 5 feet of you, to a maximum bonus of +5.

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.

Lissome

When you hit a creature with a melee weapon attack, you can spend your movement to move 5 feet without provoking opportunity attacks.

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 (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.

Abating Seal

When a creature you can see damages you or an ally within 30 feet of you, you can expend a seal as a reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your illrigger level (rounded down).

Acheron's Chain

When you use a bonus action to place or move a seal on a Large or smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Strength saving throw. On a failed save, you can either pull the creature 10 feet toward you or cause them to be grappled until the end of your next turn (escape DC equal to your interdict save DC).

Bedevil

When you burn a seal on an interdicted creature, you can activate this boon (no action required). The target must subtract a number equal to your proficiency bonus from the result of the next saving throw they make before the end of their next turn.

Conflagrant Channel

You can expend a seal as a bonus action to teleport up to 60 feet to an unoccupied space you can see.

Dis's Onslaught (Passive)

Each time you use a bonus action to place or move a seal, you can make one weapon attack as part of the same bonus action.

Eyes of the Gate

As an action, you can expend one or more seals to attempt to bind your awareness to a creature you can see within 60 feet of you. The target must make a Wisdom saving throw; they can willingly fail this save. On a failed save, you are bound to the target's awareness for a number of hours equal to the number of seals you expended, or until you use this boon on another creature. For the duration, while the target is within 300 feet of you, you can use an action to see and hear through their senses, gaining the benefit of any special senses the target possesses, and you continue to do so until you use your action to return to your normal senses. While perceiving through the target's senses, you are deaf and blind with regard to your own senses.

Additionally, for the duration, you can place seals, burn them, and use interdict boons as if you were in the creature's space, but doing so makes the creature aware of this bond. An aware creature can use their action to repeat the saving throw, ending the effects of this boon on a success.

Flash of Brimstone

When you place or move a seal, you can activate this boon (no action required) to magically teleport to an unoccupied space you can see within 5 feet of the target.

Hellish Frenzy

When you start your turn within 30 feet of an interdicted creature, you can expend a seal to become frenzied by the power of Hell until the start of your next turn. While frenzied, your movement speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack action.

Hellsight

You can expend a seal as an action to gain truesight out to 60 feet for 1 hour.

Impaling Shot

When you hit an interdicted creature with a ranged weapon attack, you can expend a seal as a bonus action to create a weak point in their defenses. Until the end of your next turn, the creature takes a penalty to AC equal to your proficiency bonus.

Iron Gaol

As an action, you can touch a creature and expend four seals to attempt to send that creature to Hell. The target must succeed on a Charisma saving throw or be pulled through a rift into the prisons of your archfiend's infernal city.

If the target is native to Hell, or if their level or challenge rating is 4 or lower, they remain there and must find their own way out. Otherwise, the target remains in the prison for 1 minute, after which they reappear in the space they left or in the nearest unoccupied space available; this target can repeat the saving throw at the end of each of their turns, ending the effect early on a success.

Last Word

When you are reduced to 0 hit points and have unplaced seals remaining, the hellfire in you refuses to die. You can expend up to 3 seals and release an explosion around you (no action required). Roll 3d6 per seal expended. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to the total you rolled. On a successful save, a creature takes half as much damage. If this explosion damages at least one creature, you regain a number of hit points equal to the total you rolled.

Shadow Shroud

You can expend a seal as a bonus action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute.

Soul Eater

When you burn a seal on an interdicted creature, you can activate this boon (no action required) to gain temporary hit points equal to your illrigger level.

Soul's Doom

When you use a bonus action to place or move a seal, you can scorch the seals into the target's soul. For 1 minute, whenever that interdicted creature takes damage, they take extra damage equal to your proficiency bonus.

Styx's Apathy

When you burn a seal on an interdicted creature, you can use your reaction to flood the target with an otherworldly chill. Until the end of the target's next turn, they can't take reactions.

Swift Retribution (Passive)

When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction, provided you're not incapacitated. Once you benefit from this boon, you can't do so again until the start of your next turn.

Unleash Hell

When you burn one or more seals on an interdicted creature, you can use your reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes the same amount and type of damage as the seals dealt to the interdicted creature. On a successful save, a creature takes half as much damage.

Vengeful Shot

When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a seal as a reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your illrigger level (rounded down).

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.

Multiclassing

Multiclassing Requirements

  • DEX: 13 or STR: 13

Proficiencies Gained

Armor light , medium , shield
Weapons simple , martial

Subclasses

Subclass Features

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.

Axiomatic Seals (Passive)

Asmodeus's secrets allow you to infuse your seals with manifest power. When you burn one or more seals to deal damage to a creature, you can activate this boon (no action required) to add your Charisma modifier (minimum of 1) to each seal's damage roll.

Spellbreaker

When an interdicted creature you can see within 60 feet of you casts a spell, you can use your reaction to burn one or more of the seals on them. When you do, burning the seal deals no damage, and instead you cast counterspell on them without expending a spell slot. Your spell's level increases by 1 for every additional seal you burn after the first.

Hell Mage (Passive)

When you or an ally within 30 feet of you succeed on a saving throw against a spell or other magical effect imposed by an enemy, you can immediately place one or more seals on that enemy, up to a number equal to your proficiency bonus.

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.

Red Cant

When you make a Charisma check, you can expend a seal to treat a d20 roll of 9 or lower as a 10.

Slippery Ploy

When a creature targets you with an attack, spell, or other magical effect, you can place a seal on them as a reaction and force the creature to make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or effect.

Incontrovertible (Passive)

Interdicted creatures have disadvantage on Wisdom and Charisma saving throws.

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.

Telekinetic Seal

When a creature you can see moves within 5 feet of you, you can use your reaction to place a seal on them. When you do, the target must succeed on a Wisdom saving throw or be either pushed back 15 feet or knocked prone (your choice).

By the Throat

When you use a bonus action to place or move a seal on a creature who is no more than one size larger than you, they must succeed on a Wisdom saving throw or be restrained until the end of their next turn.

Dispater's Supremacy (Passive)

Your attacks against interdicted creatures score a critical hit on a roll of 18 through 20.

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.

Foul Interchange

As an action, you choose a creature you can see within 30 feet of you and expend a seal to end one of the following conditions afflicting them: blinded, charmed, dazed, deafened, frightened, paralyzed, or poisoned. Another creature you can see within 60 feet of you must succeed on a Constitution saving throw or suffer that same condition until the end of your next turn. If that creature is immune to the condition, they don't suffer the condition, but the condition ends for the original creature.

Sanguine Gift

When a creature you can see within 30 feet of you regains hit points, you can expend a seal (no action required) and the creature regains additional hit points equal to your illrigger level.

Blood for Blood (Passive)

Whenever an ally takes damage from an interdicted creature, that interdicted creature takes necrotic damage equal to your proficiency bonus.

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

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.

Veil of Lies

As a bonus action, you can expend a seal to become invisible for 10 minutes or until you attack or cast a spell.

Hell's Assassin (Passive)

Whenever you roll a 1 or 2 on a die to determine the damage of your seals or your weapon attacks against interdicted creatures, you can reroll the die and must use the new roll.

Dark Malediction (Passive)

Interdicted creatures radiate darkness in a 10-foot radius. Mundane sources of light can't illuminate this darkness, but creatures with darkvision can see through it. If any of this darkness overlaps with an area of light created by magic or psionics, the overlapping area of darkness is illuminated by the light.

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.