Illrigger 2.2

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v2.

2
The Illrigger is MCDM’s first custom class. Illriggers are intended to be versatile armored warriors with
a wide array of supernatural abilities that reflect the infernal source of their power. Depending on their
contract they can be highly mobile stealthy assassins, heavily armored battlefield commanders, or
fighting mages and anti-mages. We hope you like this beta test, your feedback will make the class more
fun and playable for everyone.

The Illrigger is weird: one of its core abilities, Baleful Interdict, improves based on which Archdevil you
serve. So instead of three improvements to one ability listed at the top of the document, Baleful Interdict is
described once, but then under each specialty there are three different improvements. We think this allows
the different Illrigger specializations to shine and feel unique. 3rd party design is a good place for such
weirdness, we feel.

At this point the Illrigger has undergone a lot of testing and revision. We’ll always be updating the class
based on how people are using it, but we feel the current text largely reflects our design goals.

If you get the chance, please use the illrigger in your game and report back. Often, something will ​seem
complex or overpowered or underpowered when you read it, but then it turns out not to be a problem in
play. It’s very easy to ​imagine ​scenarios where an ability might be unbalanced, but in p
​ ractice ​that
scenario might be very rare.

Changes From 2.1


Painkiller
The Painkiller had some lackluster abilities which we’ve replaced with powers that are more evocative
and better fit the theme of the subclass.

By The Throat​replaces B
​ attlefield Commander​.

Telekinetic Seal​replaces L
​ eadership​.

Shadowmaster
We’d like to encourage Shadowmasters to be competitive using only daggers (or sickles, or any exotic
homebrew light weapon the DM feels is appropriate) and so added the ability D
​ agger Adept​at 3rd
level which increases the number of attacks, and damage dice of these weapons at certain levels.
The goal is not to make the Shadowmaster ​better​ with these weapons than other classes are with their
signature weapon; only to allow the Shadowmaster to use “only daggers” and still be competitive.

Ults
Two Illriggers subclasses, the Painkiller and the Architect of Ruin have 20th level capstone abilities
that grant increases to their stats. Tracking stat changes is tedious and useful only insofar as they affect
things like attacks, hit points and save DCs. So we removed that language and just granted bonuses to
those things directly.

Forked Tongue
This ability was needlessly complex, so we revised it to create a lower-bound to the player’s roll, rather
than referencing proficiencies or bonuses.
The Illrigger
The archdevils who rule the Seven Cities of Hell scheme and plot endlessly, eternally. Each seeks to
bring the others to heel. To ascend to the Throne of Hell, unite the seven cities and every infernal
thing that lives there, and lead an infinite army of devils across the timescape until all worlds burn.

Their elite shock troops, the terror-commandos of Hell, are the ​illriggers​. Knights of hell, they are high
charisma counter-paladins who master devils, disrupt enemy organizations, and command Hell’s
armies.

The Order of Desolation


Millennia ago, the Lords of Hell did something remarkable; they cooperated. They came together to
create the Order of Desolation, knights sworn to serve Hell first, their patron Archdevil second.

Acceptance into the Order of Illriggers makes you a comrade with every other illrigger, regardless of
which archdevil you serve. Each archdevil has churches, underground fanes, secret societies, cults. All
with leaders manically devoted to the archdevil who grants them their power. But the association of
illriggers consider themselves above the petty political squabbles that divide the seven cities.

Members of the Order of Desolation, also known as the Desolate, are expected to be intelligent,
resourceful, tactical, manipulative. A temple or cult might conclude that the presence of an illrigger in
their midst is a sign that their archdevil approves of their actions, but the illriggers are independent.
The order was founded to give the Lords of Hell agents capable of acting across the timescape, free
from the direct control of their patron. An illrigger has many powerful abilities granted by their
archdevil, but more precious is their patron’s trust. Left to their own devices, the illrigger is expected to
sow discord, pain, strife, deceit, and fear without instruction or supervision.

It is not unusual, therefore, for a member of the Order of Desolation to rely on other members of the
order first, even from illriggers who serve other archdevils before going to any church, cult, or temple
to their own archdevil.

Class Features
As an illrigger you gain the following class features.

Hit Points
Hit Dice​: 1d10 per illrigger level
Hit Points at 1st Level​: 10 + your Constitution modifier
Hit Points at Higher Levels:​1d10 (or 6) + your Constitution modifier per illrigger level after 1st
Proficiencies
Armor​: Light armor, medium armor, shields
Weapons​: Simple weapons, martial weapons
Tools​: None
Saving Throws​: Constitution, Charisma
Skills​: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Investigation,
Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) chain shirt or (b) leather armor, longbow, and 20 arrows
• (a) a priest’s pack or (b) a dungeoneer’s pack
• A holy symbol and five javelins

Multiclassing
An existing character choosing to multiclass into Illrigger must meet the following prerequisites;

Charisma 13. Strength 13 or Dexterity 13

You gain the following proficiencies when you choose Illrigger as a new class;

Light armor, medium armor, shields, simple weapons, martial weapons

Multiclass characters divide their Illrigger levels by three for the purposes of determining how many
spell slots they get.

Level Proficiency Features Infernal Conduit Dice


Bonus

1st +2 Forked Tongue, Infernal Conduit 1

2nd +2 Fighting Style, Baleful Interdict

3rd +2 Hellsight, Diabolic Contract 2

4th +2 Ability Score Improvement

5th +3 Extra Attack 3

6th +3 Baleful Interdict Improvement


7th +3 Diabolic Contract Improvement 4

8th +3 Ability Score Improvement

9th +4 Diabolic Contract Improvement 5

10th +4 Baleful Interdict Improvement

11th +4 Improved Infernal Conduit 6

12th +4 Ability Score Improvement

13th +5 Diabolic Contract Improvement 7

14th +5 Aura of Desolation

15th +5 Diabolic Contract Improvement 8

16th +5 Ability Score Improvement

17th +6 Diabolic Contract Improvement 9

18th +6 Baleful Interdict Improvement

19th +6 Ability Score Improvement 10

20th +6 Infernal Contract Improvement

Forked Tongue
You have a facility with speech and know how to manipulate an audience. Whenever you make an
ability check to persuade, deceive, or intimidate, you can treat a d20 roll of 7 or lower as an 8.

Infernal Conduit
There is a pool of infernal power within you that replenishes after you take a long rest. This pool is
represented by dice, starting with 1d10 at first level. Your pool gains dice as shown on the illrigger
chart. With these dice you can transfer hit points between your illrigger and other targets, healing allies
at the expense of your own health or draining the life force of enemies to rejuvenate your own vitality.

As an action, choose a number of dice from your remaining pool and touch another creature. If they
are unwilling, this is a melee spell attack with which you are proficient, using Charisma as your
spellcasting ability. On a miss, nothing happens, you do not roll or lose your pool dice. If you hit, or if
you’re targeting a willing creature, roll the chosen dice.
The result of your roll is the number of hit points you transfer. If touching an ally they gain that many
hit points, ignoring any excess above their maximum. You lose hit points equal to the number they
gained. If your sacrifice reduces you to 0 hit points, you fall unconscious.

If touching an enemy, they take necrotic damage equal to your roll, and you gain that many hit points.
If you are fully healed, you may use this power to gain temporary hit points. You cannot give another
creature temporary hit points.

At 11​th​ level, in addition to draining the life force of an enemy you may also inflict one level of
exhaustion on them. They may recover this exhaustion normally. This ability does not work if the
target already has three or more levels of exhaustion, or if you have no dice left in your pool, and you
cannot choose to inflict exhaustion i​ nstead​ of draining life.

Fighting Style
At 2​nd​ level you choose an illrigger Fighting Style;

Treachery​: When you attack an enemy who has none of your allies adjacent to it, you gain a
+3 bonus to damage rolls.

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.

Schemes​: While you wield a melee weapon in one hand and no other weapons, you may use
your reaction after an adjacent enemy attacks you to move into any other unoccupied space
within five feet of the attacking enemy. This movement does not provoke an opportunity
attack.

Lies​: When you attack with a two-handed melee weapon, you can use your Charisma
modifier, instead of Strength for the attack and damage rolls.. You must use the same modifier
for both rolls.

Baleful Interdict
Upon reaching 2​nd​ level, you learn to use the power of hell to censure other creatures. As a bonus
action, place a seal on a target you can see within 30’. You can do this a number of times equal to your
charisma modifier. You replenish all your seals after a ​short or long rest​.
When you or an ally hits a target you can see with a seal on them, you may consume the seals to cause
the attack to deal an additional 2d6 necrotic damage on the target per seal consumed1. If you are
within 30 feet of the target, you heal two points of damage for each die of damage your seals inflict.

A creature with a seal on them is an i​ nterdicted​ creature.

Seals evaporate if not used after one minute. Only the illrigger who placed the seal knows it’s there; it
appears in the illrigger’s sight as a glowing glyph on the creature’s forehead. If a creature with one of
your seals on it dies, you may move the seal to another creature within range.

Upon reaching 10​th​ level you feel your connection to your archdevil increase. Your seals inflict an extra
1d6 damage.

Your seals improve differently based on which contract you choose. These improvements are listed
under your contract, below.

Hellsight
By 3​rd ​level your mastery of deception makes it easy for you to recognize the use of concealing sorcery.
As an action you extend your awareness out from you. Until the end of your next turn, you know the
location of creatures within 60 feet using magic to hide or disguise themselves.

You can use this feature a number of times equal to your Charisma modifier. When you finish a long
rest, you regain all expended uses.

Diabolic Contract
Upon reaching 3​rd​ level you sign a diabolic contract with your archdevil who welcomes you into the
Order of Desolation. You gain the I​ nvoke Authority​ability and choose either Shadowmaster
(Moloch), Painkiller (Dispater) or Architect of Ruin (Asmodeus) as your archdevil.

Furthermore, you are a noble knight in the lists of Hell and will be accorded fine treatment and
hospitality anywhere in hell you travel, even to cities ruled by enemy archdevils. More cosmopolitan
cities in the timescape--like Alloy, the City of Brass--will also respect your noble rank.

Invoke Authority
You invoke the authority granted you by your archdevil, channelling baleful energy to fuel magical
effects. Each Invoke Authority option provided by your archdevil explains how to use it.

1
This is not a reaction, it’s free.
When you use your Invoke Authority, you choose which option to use. You must then finish a​ long
rest​to use your Invoke Authority again.

Ability Score Improvement


When you reach 4​th​ level, and again at 8​th​, 12​th​, 16​th​, and 19​th​ level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5​th​ level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.

Aura of Desolation
At 14​th​ level you radiate a magical aura of evil. Whenever a hostile creature within 15 feet of you makes
an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the result.

Summon Hell
At 15​th​ level you gain the ability to summon a Bone devil to serve you for one minute as an action once
a week. The devil appears in an unoccupied space within 30’, it is bound to you and must obey your
commands to the best of its ability. It acts on the same initiative you act on, and may both act and
move on the turn you summon it. If you die or fall unconscious, the devil returns to Hell.

Painkiller
The heavily armored death troopers of hell, the Painkillers serve Dispater, leading from the front of every
major infernal battle.

Dispater is the Lord of Dis, the City of War. When Hell invades another world, Dispater’s army does
the fighting and the dying. His Painkillers are master strategists who lead from the front, inspiring
terror and awe in their soldiers. They are full of pride and hubris and present themselves as lordly,
often having a fastidious obsession with their personal appearance.

The Painkillers are among the most chivalrous of the illriggers, but theirs is a twisted chivalry. They
will accept and honor a challenge to single combat, and swiftly punish any who try to interfere. But
they will cheat if losing and toy with an enemy before finishing them, if winning.
In a moment of weakness or desperation, a ruler in another World might see their army facing certain
defeat and call upon Dispater. Seeing the opportunity to sow strife and discord, Dispater might send a
Painkiller to lead the desperate lord’s armies.

Tenets of Pain
The painkillers swear an oath to Dispater when they join the Order of Desolation. The oath commits
them to lead hell’s armies and wage a war against Good across the timescape.

Lead From The Front​—I am at the front of every battle. I charge in, inspiring my soldiers and causing
fear in my enemy. I will not use stealth nor hide my face. Let them see their doom.

Commander​—Wherever I go, I command. I give orders, I do not take them.

Victory At Any Cost​—I respect the enemy leader and will treat them honorably. But once swords are
drawn I will use every tool and trick in my arsenal to win, and they should do the same.

Soldiers Die​—I care not for the lives of my soldiers, they exist to serve my victory. They are resources
to be spent.

Contract with Dispater


Dispater’s heavy shock troops must be effective battlefield commanders, and quickly dispatch enemies.

Invoke Authority​: ​Devastator​. ​As an action you invoke the authority of Dispater. You and a number
of allies equal to your charisma bonus may use their reaction to make one weapon attack against a
creature within range.

Invoke Authority​: ​Infernal Surge​. Upon invoking Dispater’s authority, you gain an additional action
on top of your normal action and any possible bonus action.

Bonus Proficiencies
When you choose Dispater as your archdevil you gain proficiency with heavy armor.

By The Throat
Starting at 7th level you may, as an action, place a seal on an enemy within 30'. If they are large or
smaller, they must make a wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma
modifier) or be grappled (escape DC 15) and the target is restrained until the grapple ends.
Telekinetic Seal
Starting at 9th level you may, as a reaction to an enemy moving into a space adjacent to you, place a
seal on them. If you do, they must make a wisdom saving throw. If they fail, they are thrown back 30
feet and knocked prone.

You Die On My Command


At 13​th ​level, when an ally within 30’ who can hear you drops to 0 hp, you may use your reaction to
shout an order at them, causing them to drop to 1 hp instead and you cannot use this ability again
until you take a short rest.

Steelmind
At 17​th​ level you gain advantage on wisdom saving throws against spells and enemy abilities.

Pain Devil
At 20th level you may use your action to become a Pain Devil for one minute. Your size becomes large.
Your gain +3 to hit and damage with melee weapons. You gain 100 temporary hit points.

You emanate an aura of pain forcing every creature that starts their turn within 20 feet of you to make
a DC 16 Constitution saving throw or suffer 4d12 points of force damage on a failed save (half that on
a successful saving throw) at the beginning of each turn as wounds in their flesh spontaneously open.
Affected targets can repeat the saving throw at the end of each of their turns, ending the effect on a
success. Once a creature saves, they are immune to this ability for 24 hours.

Your type becomes (devil) and while you are in this form, Hell is your home plane. You replenish this
ability after a long rest.

Interdict Improvements
As your painkiller levels up, Dispater’s interdiction carries more power.

I Am Death
At 6​th​ level, after placing a seal on a creature your attacks against that creature have advantage until the
end of your turn.

Hell’s Fury
At 10​th​ level the bonus action you use to place a seal on a creature now also grants you a weapon attack
against them.
Deathstrike
At 18​th​ level, as a reaction to a successful attack roll you make against an interdicted creature, you may
consume the seal to convert the success into a critical success.

Shadowmaster
The shadowmasters serve Moloch and excel at stealth and disguise, the hidden assassins of Hell.

Moloch is the Lord of Styx, the City of Lies. He strives to rule Hell through subterfuge, deceit and
trickery. His illriggers are assassins, striking from the shadows or using deception to earn high ranking
positions close to powerful rulers. Many shadowmasters run networks of spies and assassins who have
no idea the infernal provenance of their master.

The shadowmasters are sworn not to reveal themselves and to take their own lives before betraying
their true allegiance. Many Shadowmasters have elaborate plans ready for their own assassination so
that, should someone get close to discovering their true identity, they will be killed by their own
assassins, preserving the truth. Of course, these killers have no idea who they were really working for…

Tenets of Shadow
The shadowmasters swear an oath to Moloch when they join the Order of Desolation. The oath
commits them to serve Moloch’s foes as allies before revealing themselves as enemies.

Plans Within Plans​—My enemies must never discover my true goals. I will sacrifice myself to protect
my schemes.

Create Chaos​—Disorder is my goal. Where there is peace, I will create strife. Where there is certainty, I
will create doubt. If there is war, it must never end.

Power in Patience​—I will study my enemy. I will prepare, research, slowly build trust so that my
loyalty is unquestioned, and any thought of my betraying my lord unthinkable.

Hesitation is Failure​—I am perfectly willing and able to kill swiftly and efficiently should the need
arise. I may rely on agents, but when the opportunity presents itself I will kill without hesitation.

Contract with Moloch


Moloch’s elite assassins must be able to survive to get close to their enemies and quickly eliminate
them.

Invoke Authority​: ​Fade.​ As an action, you become invisible and can, as part of this action, attempt
to Hide. The invisibility ends after 1 minute, or if you make an attack or cast a spell.
Invoke Authority​: ​Moloch’s Blessing.​ As a bonus action, place all your remaining seals on a creature.

Flash of Brimstone
As a reaction to placing a seal on a target you may teleport to an unoccupied space that you can see
adjacent to the target.

Bonus Proficiencies
When you choose Moloch as your archdevil you gain proficiency with stealth, acrobatics, and thieves’
tools.

Dagger Adept.
Your training makes you skilled with certain light weapons. While two-weapon fighting with daggers
and/or sickles, you can add your ability modifier to the damage of the second attack, and you can draw
or stow two daggers or sickles when you would normally be able to draw or stow only one.

At 5th level your daggers and sickles do 1d6 damage.

At 9th level while two-weapon fighting with daggers and/or sickles you attack three times whenever
you take the Attack action on your turn.

At 11th level your daggers and sickles do 1d8 damage.

At 17th level your daggers and sickles do 1d10 damage.

Relentless
At 7th level your movement increases by 10’.

Only A Memory
Starting at 9​th​ level your mastery of shadow grants you advantage on Dexterity (stealth) checks when
taking the hide action, and hiding becomes a bonus action for you.

Evasion
At 13​th​ level, when you are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed on the saving throw, and only half
damage if you fail.
A Dark and Vile Mist
At 17​th​ level, using your bonus action to hide transforms you into an ​incorporeal​ shadow of yourself.
You can move through solid objects, treating them like difficult terrain. You take 55 (10d10) force
damage if you end your turn inside an object.

Shadowform
At 20​th​ level you may use your action to become a Greater Shadow for one minute. You gain damage
resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing damage. You gain
Incorporeal Movement and a fly speed of 50. You can move through other creatures and objects as if
they were difficult terrain. You take 55 (10d10) force damage if you end your turn inside an object.
Your weapon attacks deal necrotic damage and successful attacks drain 1d4 strength from the target.
The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a
short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse
1d4 hours later. You regain the use of this ability after a long rest.

Interdict Improvements
As your shadowmaster levels up, Moloch’s interdiction carries more power.

Marked For Death


At 6​th​ level, your connection to Moloch's power deepens. If you hit an interdicted creature with a
melee attack before the end of your turn, you can mark them for death. The target has disadvantage on
attack rolls that do not include you until the end of its next turn. While that creature is interdicted it
must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma
modifier) whenever it tries to leave your reach. On a failure, its speed instead becomes 0 until the start
of its next turn. These effects last until it is no longer interdicted, you leave it's reach, or it leaves your
reach.

He Is The Darkness
At 10​th​ level, while within 10 feet of an interdicted enemy, shadows envelop you and you gain the
benefits of half cover.

Hell’s Assassin
At 18​th​ level your seals do 3d10 damage each, rather than 3d6.

Architect of Ruin
Hell’s Architects are cool and calculating arcane knights who deploy spell, steel and subterfuge to win the
battle at any cost.

Asmodeus is the Lord of 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 Lords of
Hell is one of deception and propaganda.

Acheron’s illriggers work to make Hell’s enemies seem outnumbered and outmaneuvered. Half their
strategy involves research and infiltration, the other half illusion and propaganda. When an Architect
of Ruin finally confronts an enemy, they see the illrigger’s forces as impossibly powerful, while their
own allies betray them and their armies flee in fear.

Tenets of Ruin
Hell’s Architects swear an oath to Asmodeus when they join the Order of Desolation. The oath
commits them to destroy Asmodeus’ enemies by causing fear and sowing distrust.

The Battlefield of the Mind​—By the time my armies meet yours, you will 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 what you fear.

Knowledge is Power​—Lore is as powerful as steel. I will learn every detail about my enemy so that,
when I strike, I know their every move. They will be checkmated before the game even begins.

Perception is Reality​—Illusion is as powerful as steel. I will spread so many rumors about my own
powers, your friends will desert you, your soldiers will quake. So what if none of it’s true? And some of
it is….

Contract with Asmodeus


Asmodeus’ fighting mages must be able to thwart an enemy’s spells as well as their plans.

Invoke Authority:​S​ pellmaster. ​Use your reaction when casting a concentration spell to gain
advantage on concentration checks you make while the spell is active.

Invoke Authority​: ​Spellbreaker​. You call on Asmodeus’ authority and cast ​counterspell​ as a reaction
to an enemy spellcaster’s magic. The level of your ​counterspell i​ s equal to your charisma modifier
(minimum 3).

Spellcasting

When Asmodeus accepts you as an Architect of Ruin, you gain access to his infernal power and learn
to access divine magic to cast illrigger spells.
Preparing and Casting Spells
Cantrips​. You learn two cantrips of your choice from the illrigger spell list. You learn an additional
cantrip at 8​th​ level.

Spell Slots.​The Architect of Ruin Spellcasting table shows how many spell slots you have. 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​.

You prepare the list of illrigger spells that are available for you to cast, choosing from the illrigger spell
list. When you do so, choose a number of illrigger spells equal to your Charisma modifier + half your
illrigger level, rounded down (minimum of one spell). The spells must be of a level for which you have
spell slots.

For example, if you are a 5th-level illrigger, you have three 1st-level and two 2nd-level spell slots. With a
Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell ​hell’s lash​ , you can cast it using a 1st-level or a 2nd-level
slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of illrigger
spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on
your list.

Spellcasting Ability

Charisma is your spellcasting ability for your illrigger spells, since their power derives from your ability
to command the attention of your patron archdevil. You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw
DC for an illrigger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Architect of Ruin Spellcasting

Illrigger Cantrips 1​st ​level slots 2​nd​ level 3​rd​ level 4​th​ level 5th level
Level Known slots slots slots slots

3rd 2 2

4th 2 3

5th 2 3 2
6th 2 3 2

7th 2 4 2 2

8th 3 4 3 2

9th 3 4 3 2 1

10th 3 4 3 3 2

11th 3 4 3 3 3 1

12th 3 4 3 3 3 1

13th 3 4 3 3 3 1

14th 3 4 3 3 3 1

15th 3 4 3 3 3 1

16th 3 4 3 3 3 1

17th 3 4 3 3 3 1

18th 3 4 3 3 3 1

19th 3 4 3 3 3 2

20th 3 4 3 3 3 2

Illrigger Spell List

Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level

Chill Touch Charm Person Augury Dispel Magic Banishment Aura of


Desecration*

Dancing Command Darkness Fear Blight Contact


Lights Other Plane

Fire Bolt Comprehend Enthrall Fly Death Ward Dispel Evil


Languages and Good

Light Detect Magic Hold Person Major Image Dimension Dream


Door
Message Disguise Self Invisibility Phantom Divination Hold Monster
Steed

Minor Hellish Lesser Remove Greater Wall of


Illusion Rebuke Restoration Curse Invisibility Death*

Ray of Frost Hell’s Lash* Phantasmal Revivify Hallucinatory


Force Terrain

Thaumaturgy Hex Ray of Mote of Hell* Phantasmal


Enfeeblement Killer

True Strike Shield of Faith Suggestion Tongues

Silent Image Vampiric


Touch

Single
Combat*
* indicates a new spell.

New Illrigger Spells


Aura of Desecration

5th-level abjuration
Casting Time:​1 action
Range:​Self (30-foot radius)
Components:​V
Duration: C ​ oncentration, up to 10 minutes

Life-defiling energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the
aura moves with you, centered on you. When a creature enters the area or starts its turn there, it
takes 1d6 necrotic damage and you heal an amount equal to the total damage inflicted to all creatures.

Hell’s Lash

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

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

At higher levels:​when you cast this spell using a spell slot of 2nd level or higher, the initial damage
increases by 1d10 for each slot level above 1st.

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

Mote of Hell

3rd-level conjuration
Casting Time​: 1 action
Range​: 150 feet
Components​: V,S. M (a piece of sulfur)
Duration​: Concentration, up to 1 minute

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

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

Devils are immune to this damage, can see through the darkness, and heal 2d6 hit points if they begin
their turn in its area.

Single Combat

1st-level enchantment
Casting Time​: 1 bonus action
Range:​30 feet
Components:​V
Duration:​Up to 1 minute.

You offer a creature a challenge they might not be able to resist. If you have no allies adjacent to you,
choose one creature within range who can see and hear you. They must make a Charisma saving
throw. On a failed save, the creature falls for your ruse and must fight you. For the duration, they have
disadvantage on attacks that do not include you, and must succeed on a Charisma save against your
spellcasting DC each time they attempt to move away from you.

This spell ends if you attack any other creature, if you cast a spell that doesn’t include the creature as a
target, if an ally damages the target or targets them with spell or if you end your turn more than 30 feet
away from the target. The spell also ends if any of your allies end their turn adjacent to you.

Wall of Death

5th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V S M (A small piece of phosphorus)
Duration: Concentration, up to 1 minute

You create a wall of necrotic energy on a solid surface within range. You can make the wall up to 60
feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within
its area must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage
and immediately gains one failed death save, or half as much damage on a successful save and no death
save. You regain hit points equal to half the amount of necrotic damage dealt. One side of the wall,
selected by you when you cast this spell, deals 5d8 necrotic damage to each creature that ends its turn
within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall
for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Veteran of Sorcery
At 7​th​ level, as a reaction to failing a saving throw, you may choose to succeed instead. This ability
recharges after a long rest.

This Is No Illusion
At 9​th​ level, enemies making saving throws against your illusion spells or ability checks to determine
that they are illusions have disadvantage.

By Will Alone
At 13​th​ level your illusion spells no longer require any components. When casting an illusion spell,
there is no indication you are casting the spell. You can cast illusion spells while blind, while gagged,
and with your hands bound.
Asmoedus’ Blessing
At 17​th​ level you may, as a reaction to taking damage, cast ​fire shield​. The shield is always a warm
shield, inflicts fire damage, and does 4d8 damage instead of 2d8. This ability recharges after a long rest.

Lore Devil

At 20th level you may use your action to become a Lore Devil for one minute. You gain three extra
seals. Enemies with seals on them automatically fail their saving throws against your spells. You
emanate an interference aura, forcing any creature within 60’ attempting to cast a spell to first succeed
at a DC 18 Intelligence saving throw or the spell fails and they lose the spell slot.

Whenever you use a spell slot to cast a spell, there is a 25% chance the spell works normally but you do
not lose the spell slot.

Your type becomes (devil) and while you are in this form, Hell is your home plane. You replenish this
ability after a long rest. At their discretion, your GM may choose one c​ odex​ and grant you limited use
of one of the abilities from that c​ odex​.

Interdict Improvements
As your Architect of Ruin levels up, Asmodeus’ interdiction carries more power.

Hellmage
At 6​th​ level you may expend one of your unused seals to cast a spell with a casting time of one action as
a bonus action.

Submit!
At 10​th​ level, as a reaction when you cast a spell, you may consume a seal on an interdicted creature to
impose disadvantage on their saving throws against the spell.

Magic Resistance
At 18​th​ level you gain advantage on saving throws against spells and magical effects from interdicted
creatures.

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