TEXT: 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 ​practice ​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 ​Battlefield Commander​. 
  Telekinetic Seal​ replaces ​Leadership​. 
  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 ​Dagger 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 
  Bonus 
  Features 
  Infernal Conduit Dice 
  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 ​instead​ 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 consumed . If you are 
  1
  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 ​interdicted​ 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 ​Invoke 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:​ ​Spellmaster. ​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 ​is 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 
  Level 
  Cantrips 
  Known 
  1​st ​level slots 
  2​nd​ level 
  slots 
  3​rd​ level 
  slots 
  4​th​ level 
  slots 
  5th level 
  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 
  Lights 
  Command 
  Darkness 
  Fear 
  Blight 
  Contact 
  Other Plane 
  Fire Bolt 
  Comprehend 
  Languages 
  Enthrall 
  Fly 
  Death Ward 
  Dispel Evil 
  and Good 
  Light 
  Detect Magic 
  Hold Person 
  Major Image 
  Dimension 
  Door 
  Dream 
  
  Message 
  Disguise Self 
  Invisibility 
  Phantom 
  Steed 
  Divination 
  Hold Monster 
  Minor 
  Illusion 
  Hellish 
  Rebuke 
  Lesser 
  Restoration 
  Remove 
  Curse 
  Greater 
  Invisibility 
  Wall of 
  Death* 
  Ray of Frost 
  Hell’s Lash* 
  Phantasmal 
  Force 
  Revivify 
  Hallucinatory 
  Terrain 
   
  Thaumaturgy 
  Hex 
  Ray of 
  Enfeeblement 
  Mote of Hell* 
  Phantasmal 
  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: ​Concentration, 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 ​codex​ and grant you limited use 
  of one of the abilities from that ​codex​. 
  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. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Matt Coville (MCDM)/Illrigger Class v2.2.pdf