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Class Illrigger
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Your Subclass is chosen at Level 3 and defines your Illrigger's approach to infernal judgment.
- Architect of Ruin — Spellblade, Hellish Versatility, Axiomatic Seals, Submit
- Hellspeaker — Charm Enemy, Honey-Sweet Blades, Incontrovertible
- Painkiller — Devastator, Grand Strategist, You Die on My Command!
- Sanguine Knight — Exsanguinate, Embolden Allies, Bloodstroke
- Shadowmaster — Marked for Death, Strike from the Dark, Umbral Killer
| TRAIT | DETAIL |
|---|---|
| Primary Ability | Strength or Charisma |
| Hit Point Die |
|
| Saving Throw Proficiencies | Constitution and Charisma |
| Skill Proficiencies | Choose 2: Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, Religion, or Stealth |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light and Medium armor and Shields |
Baleful Interdict You can place a magical seal on a creature within 9 meters. The seal goes on automatically when you hit a target with a weapon attack while the feature is toggled on (no action required), or you can use a Bonus Action to place one on a target you can see within range. Each seal spends one Seal charge, and the same creature can carry several of your seals at once. A creature with one or more of your seals is an interdicted creature, and the seals last until burned.
You have three seals at Level 1, four at Level 3, and five at Level 7. You regain all expended seals on a Short or Long Rest.
"Burning" a seal means casting Burning Seals (Fire or Necrotic damage, your choice) against an interdicted target within 9 meters — this is the actual payoff for having placed a seal. It burns every seal on that target at once, dealing 1d6 per seal, rising to 2d6 per seal at Illrigger Level 5 and 3d6 per seal at Level 10.
If an interdicted creature dies, every seal on it returns to your pool, so a kill never wastes the seals you invested in the target. Those seals go back out one at a time in the usual way — there is no separate action that moves them all onto a new creature at once.
Weapon Mastery Choose two weapons whose Mastery properties you can apply when you attack with them. Mastery choices are made in the level-up screen and are locked in afterwards — they can't be swapped on a Long Rest.
Infernal Discipline Choose one of the following:
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 Large or smaller creature with an attack you make using a melee weapon wielded with two hands, you can push the target 10 feet horizontally.
Inexorable — You gain a +1 bonus to saving throws for each hostile creature within 10 feet of you, to a maximum bonus of +5.
Lies — You use your Charisma modifier in place of Strength or Dexterity for attack and damage rolls you make with melee weapons.
Lissome — When you hit a creature with a melee weapon attack, you can move 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.
Interdiction Boon (a second, separate choice made at the same level)
At Level 2 you also pick one Interdiction Boon, a separate choice from Infernal Discipline that determines what additionally happens when you burn a seal. The Level 2 options are:
- Abating Seal — Reaction: when you or a nearby ally takes damage, spend a Seal to reduce that damage by 1d10 + half your Illrigger level (rounded down).
- Bedevil — When you burn a seal, the target also has a penalty equal to your Proficiency Bonus to saving throws for 2 turns.
- Soul Eater — When you burn a seal, you gain Temporary HP equal to your Illrigger level.
- Styx's Apathy — When you burn a seal, the target can't take bonus actions or reactions until the end of its next turn.
At Level 7 you gain access to five more Interdiction Boons: Acheron's Chain, Conflagrant Channel, Shadow Shroud, Unleash Hell, and Vengeful Shot.
Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.
Infernal Conduit You can strengthen your allies at the cost of yourself—or drain your enemy's life force for your own gain.
Blood Price 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.
Terrorizing Force When you hit with a weapon attack, you deal an extra 1d8 damage of the chosen type.
Choose one damage type: Cold, Fire, Necrotic, or Poison.
The Illrigger is a martial class built around placing and burning seals. Seals can be placed with any weapon attack, so a Dexterity-based ranged build works as well as a melee one — though several Infernal Disciplines only apply to melee weapons.
Baleful Interdict is the core loop: place a seal with a weapon attack or a bonus action, then burn it for damage. Because seals stack on a single target and burning consumes all of them at once, holding seals on one enemy for a round or two turns the burn into a much larger hit — and if that enemy dies before you burn them, the seals come straight back to you, so stacking them is rarely wasted. Your Subclass determines what else happens when a seal is burned — Hellspeaker adds charm and control, Painkiller adds damage, Sanguine Knight adds self-healing, Shadowmaster adds stealth-based effects.
Level 2 gives two separate choices: one Infernal Discipline and one Interdiction Boon. Only one Discipline can be taken, and the options are mutually exclusive:
- Lies — Charisma replaces Strength or Dexterity for melee attack and damage rolls.
- Bravado — unarmoured Armour Class of 10 + Dexterity modifier + Charisma modifier, shield allowed.
- Inexorable — up to +5 to saving throws while surrounded by hostile creatures.
- Brutal — pushes Large or smaller targets 10 feet on a two-handed melee hit.
- Lissome — move without provoking opportunity attacks after a melee hit.
- Unfettered — doubles the range at which seals can be placed and burned.
Blood Price at Level 10 adds a Hit Die roll to a failed saving throw, which stacks with the saving throw bonus from Inexorable.
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