TEXT: Introduction 
  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 illusionists. 
  As you read this, you will develop your own ideas about how over- or under-powered this ability or that 
  ability is. We ask of you the same thing we asked of the testers: if the flavor of the class seems cool to you, 
  try it out​. Use it in your game and see if it’s wildly OP or useless. 
  Often in the Illrigger Beta, we’d have a new tester feel strongly about how some things were “too good” 
  based on reading it, but in play it was actually pretty mild.  
  We intend on doing more custom classes for 5E! So even now, after release, your feedback will inform 
  future work and maybe even a revision to this class. But as with everything, we value lessons learned 
  during play most.  
  We hope you think the Illrigger is as cool as we do. Now go forth, and ​raise hell! 
  -MCDM 
  Writing and Design: Matthew Colville 
  Additional Design: Lars Bakke 
  Art: Grace Cheung 
  Layout: Gordon McAlpin 
  Editing: Joshua Yearsley 
  Playtest Coordinators: ​GuardianRoborn/Nathan Clark, Previterror/John Previtera, 
  Pesto_Enthusiast/Spencer Hibnick, Lord_Durok/John Champion, ArchmageMC37/Jake Sargent, 
  James L. 
  Alpha Testers:​ Jennifer Kretchmer, Matthew T., Campbell M., Dan B., Cat, Hal 9000, Emmi K., 
  Jacob McEwen, Joette, Dig, Dard, Arek O. S., James Dewar, Joseph Carothers, Flame Warp, 
  Lyme/Jermiah,  Monk, Willy_Trombone/Kyle Trammell, Illidasi/Nathan Hidding, N3sting, 
  Corrupted Chaos, Omni, LemonLupin, Potion Enthusiast/Jarrad, The Angry Celt/Clayton Graham, 
  Anutham Suresh, Vaddix/David Mitolo, EvilDans 
  
  MCDM is: 
  Lars Bakke: Development 
  Jerod Bennett: Technology 
  Grace Cheung: Art 
  Matt Colville: Writing & Design 
  Anna Coulter: Production 
  Jason Hasenauer: Art & Art Direction 
   
   
   
   
  
  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 
  charismatic 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 Desolation 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 this 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 
  devoted 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. 
  The Illrigger 
  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 1st 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. If you miss, nothing happens—you do not roll or lose dice from your pool. 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 you’re touching an ally, they gain 
  that many hit points, ignoring any hit points in excess of their maximum. You lose hit points equal to 
  the number of hit points they gained. If your sacrifice reduces you to 0 hit points, you fall 
  unconscious.  
  If you’re touching an enemy, they take necrotic damage equal to your roll, and you gain that many hit 
  points. If you would gain hit points in excess of your maximum, you gain that number of temporary 
  hit points instead. 
  Beginning at 11th level, in addition to draining the life force of an enemy, you can 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 2nd 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 can 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 your Strength modifier, for both the attack and damage rolls.  
  Baleful Interdict 
  When you reach 2nd level, you learn to use the power of Hell to censure other creatures. As a bonus 
  action, you can place a seal on a target you can see within 30 feet. You can do this a number of times 
  equal to your Charisma modifier. When you finish a short or long rest, you regain all your seals. 
  
  When you or an ally hits a target you can see with any seals on it, you can consume the seals to make 
  the attack deal an extra 2d6 necrotic damage to the target per seal consumed.  If you are within 30 feet 
  1
  of the target, you heal 2 hit points for each die of damage your seals deals.  
  A creature with a seal on them is an ​interdicted​ ​creature​. 
  Seals evaporate if not used after 1 minute. Only the illrigger who placed the seal knows it’s there; it 
  appears to the illrigger as a glowing glyph on the creature’s forehead. If a creature with any of your seals 
  on it dies, you can move all of its seals to another creature within range.  
  When you reach 10th level, you feel your connection to your archdevil increase. Your seals deal an 
  extra 1d6 damage.  
  Your seals improve differently based on which contract you choose. These improvements are listed 
  under Diabolic Contract, below. 
  Hellsight 
  When you reach 3rd 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 your expended uses. 
  Diabolic Contract 
  When you reach 3rd 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 Painkiller (Dispater), 
  Shadowmaster (Moloch), 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. Once you use this feature, you 
  must finish a long rest to use it again.  
  Ability Score Improvement 
  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. 
  Extra Attack 
  Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on 
  your turn. 
  Aura of Desolation 
  Beginning at 14th 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 
  Beginning at 15th level, as an action, you can summon a bone devil to serve you for 1 minute. The 
  devil appears in an unoccupied space within 30 feet. It is bound to you and must obey your 
  commands to the best of its ability. It acts on the same initiative that 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. Once you 
  use this feature, you must wait 1 week before you can use it again. 
  Diabolic Contracts 
  The knight who walks the path of Hell may gain access to the powers of the Illrigger purely through 
  their own devotion. No oath is necessary, no mentor. A fledgling hellknight might not even be aware 
  Hell’s Paladins exist. 
  But acceptance into the Order of Desolation at 3rd level means swearing an oath to a specific Lord of 
  Hell and this usually requires a senior member of the order to perform an elaborate ritual. A dedicated 
  knight, however, can attract the attention of one of the Infernal Dukes by doing deeds of great 
  treachery on their own.   
  
  Through ritual or deed, the young Illrigger eventually finds themselves face-to-face with one of the 
  Lords of the Seven Cities...and the Contract must be signed. The contract that binds the itinerant 
  knight to the Order the and adds their names to the Lists of Hell. A contract signed in blood. Usually 
  the knight’s. 
  As intimidating an experience as this can be, the Lords of Hell are easy masters. They ask little from 
  their chosen. Breaches of tenets are overlooked, as long as the knight sows discord and opposes the 
  Celestial Host. The Dukes of the Seven Cities are busy and do not worry overmuch about the daily 
  lives of their Illriggers.  
  Indeed, this is what the order is for. Advancing Hell’s agenda, independent of the current political 
  climate of the Seven Cities. 
  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 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, for 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 modifier may use a reaction to make one weapon attack. 
  Invoke Authority:​ ​Infernal Surge​. Upon invoking Dispater’s authority, you gain an extra action in 
  addition to 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 can, as an action, place a seal on an enemy within 30 feet. 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 can, 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 
  Starting at 13th level, when an ally within 30 feet who can hear you drops to 0 hit points, you can use 
  your reaction to shout an order at them, causing them to drop to 1 hit point instead. When you finish 
  a short rest, you replenish this ability. 
  Steelmind 
  Starting at 17th level, you gain advantage on Wisdom saving throws against spells and enemy abilities. 
  Pain Devil 
  Starting at 20th level, you can use your action to become a pain devil for 1 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 that forces every creature starting their turn within 20 feet of you to make 
  a DC 16 Constitution saving throw or suffer 4d12 force damage on a failed save (half that on a 
  
  successful saving throw) as wounds in their flesh spontaneously open. Once a creature saves, they are 
  immune to this ability for 24 hours. 
  While in this form, your type becomes fiend (devil) and Hell is your home plane. When you finish a 
  long rest, you replenish this ability. 
  Interdict Improvements 
  As your Painkiller levels up, Dispater’s interdiction carries more power. 
  I Am Death 
  At 6th 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 10th level, the bonus action you use to place a seal on a creature now also grants you a weapon 
  attack against them. 
  Deathstrike 
  At 18th level, when you consume a seal after a successful attack roll against an interdicted creature, you 
  may use your reaction to make the attack score a critical hit. 
  Shadowmaster 
  The hidden assassins of Hell, the Shadowmasters serve Moloch and excel at stealth and disguise. 
  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 of 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 can become invisible and can, as part of this action, 
  attempt to take the Hide action. 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, you can place all your remaining seals on a 
  creature. 
  Flash of Brimstone 
  As a reaction to placing a seal on a target, you can 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 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 feet.  
  Only A Memory 
  Starting at 9th level, your mastery of shadow grants you advantage on Dexterity (Stealth) checks when 
  taking the Hide action, and Hide becomes a bonus action for you. 
  Evasion 
  Starting at 13th level, when you are prompted to 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 only half 
  damage if you fail.  
  Shadowkiller 
  At 17th level, you gain darkvision and can see normally in magical darkness. In addition you can see 
  the exact location of any creatures within 60’ using illusion spells to obfuscate their location, such as 
  blur​, ​mirror image​, or ​invisibility​. 
  Shadowform  
  Starting at 20th level, as an action, you can become a greater shadow for 1 minute. You gain damage 
  resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing damage. You gain 
  Incorporeal Movement and a flying speed of 50. You can move through other creatures and objects as 
  if they were difficult terrain. You take 5 (1d10) 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. 
  If this drain reduces the target’s Strength to 0, it dies. Otherwise, the drain 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. When you finish a long rest, you regain the use of this ability. 
  Interdict Improvements 
  As your shadowmaster levels up, Moloch’s interdiction carries more power. 
  Marked For Death 
  At 6th level, your connection to Moloch’s power deepens. If you hit an interdicted creature with a 
  melee attack, 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 its reach, or it leaves your reach. 
  
  He Is the Darkness 
  At 10th level, while within 10 feet of an interdicted enemy, shadows envelop you and you gain the 
  benefits of half cover. 
  Hell’s Assassin 
  At 18th 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, the foe sees 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 will know their every move. They will be checkmated before the game even begins. 
  Perception Is Reality​—Illusion is ​also ​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:​ Veteran of Sorcery.​ As a reaction to failing a saving throw against a spell, you can 
  choose to succeed instead.  
  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 ​equals 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. At 8th level, you learn an 
  additional cantrip. 
  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. When you finish a long rest, 
  you regain all expended spell slots. 
  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 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 your 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 
  1st​ ​level 
  slots 
  2nd level 
  slots 
  3rd level 
  slots 
  4th 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 
  1 
  16th 
  3 
  4 
  3 
  3 
  3 
  1 
  1 
  17th 
  3 
  4 
  3 
  3 
  3 
  1 
  1 
  18th 
  3 
  4 
  3 
  3 
  3 
  1 
  1 
  19th 
  3 
  4 
  3 
  3 
  3 
  2 
  1 
  20th 
  3 
  4 
  3 
  3 
  3 
  2 
  1 
   
  Illrigger Spell List 
   
  Cantrips 
  1st Level 
  2nd Level  
  3rd Level  
  4th Level  
  5th Level 
  6th Level 
  
  Chill Touch 
  Charm 
  Person 
  Augury 
  Dispel Magic 
  Banishment​✝ 
   
  Aura of 
  Desecration*​✝ 
  Circle of 
  Death 
  Dancing 
  Lights 
  Color Spray 
  Blur​✝ 
   
  Fear​✝ 
   
  Blight 
  Contact 
  Other Plane 
  Mass 
  Suggestion 
  Fire Bolt 
  Command 
  Darkness​✝ 
   
  Fly​✝ 
   
  Death Ward 
  Dispel Evil 
  and Good​✝ 
  Planar Ally 
  Light 
  Comprehend 
  Languages 
  Enthrall 
  Major 
  Image​✝ 
   
  Dimension 
  Door 
  Dream 
  Programmed 
  Illusion 
  Message 
  Detect 
  Magic​✝ 
  Hold Person​✝ 
   
  Phantom 
  Steed 
  Divination 
  Hold 
  Monster​✝ 
   
  Minor 
  Illusion 
  Disguise Self 
  Invisibility​✝ 
   
  Remove 
  Curse 
  Greater 
  Invisibility​✝ 
  Mislead​✝ 
   
  Ray of Frost 
  Hellish 
  Rebuke 
  Lesser 
  Restoration 
  Revivify 
  Hallucinatory 
  Terrain 
  Wall of 
  Death*​✝ 
   
  Thaumaturgy 
  Hell’s Lash*​✝ 
  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. 
  ✝ indicates a concentration spell. 
  Italics indicates an illusion spell. 
  New Illrigger Spells 
  The following spells are new and available only to the Architects of Ruin. 
  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 that amount of hit points. 
  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 red electric 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 infernal whip deals its maximum damage. 
  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 start 
  their turn in this 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 try 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 a 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 a wall up to 60 feet 
  long, 20 feet high, and 1 foot thick, or can make 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; on a successful save, it takes half as much damage 
  and gains 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. 
  Spellmaster 
  
  Starting at 7th level, you have advantage on concentration checks made to maintain your spells. 
  Instant Illusion 
  Starting at 9th level, when you place a seal on an enemy, you can, as a reaction, cast an illusion spell 
  that normally has a casting time of 1 action.  
  By Will Alone 
  At 13th 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 17th level, you can, as a reaction to taking damage, cast ​fire shield​. The shield is always a warm 
  shield, deals fire damage, and deals 4d8 damage instead of 2d8. When you finish a long rest, you regain 
  the use of this ability. 
  Lore Devil 
  Starting at 20th level, as an action, you can become a lore devil for 1 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 feet trying to cast a spell to first succeed at a DC 18 
  Intelligence saving throw or else 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. 
  While in this form, your type becomes fiend (devil) and Hell is your home plane. When you finish a 
  long rest, you regain the use of this ability. 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 
  Starting at 6th level, when you cast an illusion spell, you may choose to expend an unused seal instead 
  of a spell slot. 
  
  Submit! 
  Starting at 10th level, as a reaction when you cast a spell, you can consume a seal on an interdicted 
  creature to impose disadvantage on their saving throws against the spell. 
  Magic Resistance 
  Starting at 18th 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 v2.4.pdf