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yoonmoonsik edited this page Jun 29, 2026 · 13 revisions

Infernal Covenants

Your Covenant is chosen at Level 3 and defines your Illrigger's approach to infernal judgment.

Core Illrigger Traits

TRAIT DETAIL
Primary Ability Strength or Charisma
Hit Point Die D10 per Illrigger level
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

Class Features

Level 1

Baleful Interdict 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 until burned. A creature with one or more of your seals is referred to as an interdicted creature.

You can place only a limited number of seals before resting, and you regain all expended seals when you finish a short or long rest. You can have a maximum of three seals at 1st level, four seals at 3rd level, and five seals at 7th level.

Weapon Mastery Choose two weapons whose Mastery properties you can apply when you attack with them. You can change your Mastery choices on a Long Rest.

Level 2

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.

Level 5

Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6

Infernal Conduit You can strengthen your allies at the cost of yourself—or drain your enemy's life force for your own gain.

Level 10

Blood Price 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.

Level 11

Terrorizing Force Your attacks are empowered with devastating might. 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.

Playstyle Notes

The Illrigger is a seal-engine melee class that rewards aggressive positioning and Covenant synergy.

Baleful Interdict is the engine — seals accumulate and burn. Choose your Covenant based on how you want to burn them: Hellspeaker for control and charm, Painkiller for precision damage, Sanguine Knight for self-sustain through sacrifice, Shadowmaster for stealth and assassination.

Infernal Discipline at Level 2 is a build-defining choice:

  • Lies — turns the Illrigger into a Charisma-to-attack melee character; pair with Bravado for full Charisma-AC-attack-damage scaling
  • Inexorable — a tank option; stay in the thick of multiple enemies to stack up to +5 on every saving throw
  • Brutal — two-hander specialist; every hit is a potential 10-foot push
  • Lissome — skirmisher; hit and reposition freely without provoking opportunity attacks

Blood Price at Level 10 is most powerful on Inexorable builds already stacking +5 saves from melee range — spending a Hit Die on a failed roll converts a potential Concentration break or death save failure into a likely success.


Classes, Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard

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