TEXT: ILLRIGGER
  The Lords of the Nine Cities of Hell scheme and plot endlessly, eternally. Each seeks 
  to bring the others to heel, and ascend to the Throne of Hell, uniting the nine cities 
  and every infernal thing that lives there, leading 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 and cast their 
  own unique spells.
  The Order of Desolation
  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 
  each more alike to the others in the order than to the priests and 
  warlocks who serve the same master.
  Members of the Order of Desolation, also known as the Desolate or 
  the Knights of Desecration, are expected to be intelligent, resourceful, 
  tactical, manipulative. A temple or cult may believe that the presence 
  of an Illrigger in their midst is a sign that their Archdevil approves 
  on their actions, but the Illriggers are independent. They serve no 
  order, no hierarchy, no authority but the Archdevil themselves and 
  pride themselves on being separate from all other organizations.
  It is not unusual, therefore, for a member of the Order of 
  Desolation to seek help, and find it, from other members of 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 or (c) a two-handed martial weapon
  • (a) chain shirt or (b) leather armor, longbow, and
  20 arrows
  • (a) a priest’s pack or (b) an dungeoneer’s pack
  • A holy symbol and five javelins
  1 Special thanks to Jennifer Kretchmer for the valuable, early 
  feedback.
  1
  
  Forked Tongue
  You double your proficiency bonus when making a 
  Deception, Intimidation, or Persuasion check.
  Infernal Conduit
  There is a well of infernal power within you that 
  replenishes after you take a long rest. With this well 
  you can transfer up to your level x 3 hit points between 
  your Illrigger and other targets.
  As an action, touch another creature. If the creature 
  is unwilling it must make a Constitution saving throw 
  (DC equal to 8 + your charisma modifier + your 
  proficiency modifier). If they succeed, this ability does 
  not affect them and you may not attempt it on them 
  again for 24 hours. If they fail, they know you have 
  created a conduit between you.
  Upon touching an affected target you may transfer 
  hit points between you. Either draining hit points from 
  the subject and healing yourself by the same amount, 
  or draining your hit points and healing the subject by 
  the same amount. In both instances the limit is the 
  maximum amount remaining in your well. The conduit 
  closes at the end of your turn.
  If you are fully healed, you may use this power to 
  gain temporary hit points. You cannot give another 
  creature temporary hit points.
  At 9th level, your Infernal Conduit allows you to 
  remove a level of exhaustion from an ally, or inflict a 
  level of exhaustion on an enemy. 
  At 13th level, your Infernal Conduit allows you to 
  know the thoughts of an affected creature. Gaining 
  insight into its reasoning (if any), its emotional state, 
  and something that looms large in its mind (such as 
  something it worries over, loves, or hates).
  Fighting Style 
  At 2nd level you choose an Illrigger Fighting Style;
  Treachery 
  When you flank an enemy, or attack a surprised enemy, 
  you add 1d6 to your damage against them.
  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.
  THE ILLRIGGER
  LEVEL
  PROFICIENCY
  BONUS
  FEATURES
  1ST
  2ND
  3RD
  4TH
  5TH
  1st
  +2
  Forked tongue, InFernal ConduIt
  -
  -
  -
  -
  -
  2nd
  +2
  FIghtIng style, spellCastIng, BaleFul InterdICt
  2
  -
  -
  -
  -
  3rd
  +2
  knIght oF hell, hellsIght
  3
  -
  -
  -
  -
  4th
  +2
  aBIlIty sCore Improvement
  4
  2
  -
  -
  -
  5th
  +3
  extra attaCk
  4
  3
  -
  -
  -
  6th
  +3
  marquIs oF hell
  4
  3
  2
  -
  -
  7th
  +3
  BaleFul InterdICt Feature
  4
  3
  3
  -
  -
  8th
  +3
  aBIlIty sCore Improvement
  4
  3
  3
  1
  -
  9th
  +4
  InFernal ConduIt Improvement
  4
  3
  3
  2
  -
  10th
  +4
  duke oF hell
  4
  3
  3
  3
  1
  11th
  +4
  Improved BaleFul InterdICt
  4
  3
  3
  3
  1
  12th
  +4
  aBIlIty sCore Improvement
  4
  3
  3
  3
  1
  13th
  +5
  InFernal ConduIt Improvement
  4
  3
  3
  3
  1
  14th
  +5
  -
  4
  3
  3
  3
  1
  15th
  +5
  BaleFul InterdICt Feature
  4
  3
  3
  3
  1
  16th
  +5
  aBIlIty sCore Improvement
  4
  3
  3
  3
  1
  17th
  +6
  -
  4
  3
  3
  3
  1
  18th
  +6
  aura Improvements
  4
  3
  3
  3
  1
  19th
  +6
  aBIlIty sCore Improvement
  4
  3
  3
  3
  2
  20th
  +6
  BaleFul InterdICt Feature
  4
  3
  3
  3
  2
  2
  
  Schemes 
  While you wield a melee weapon in one hand and no 
  other weapons, you may use your reaction to attack an 
  adjacent enemy who hits you with a melee weapon.
  Lies 
  While wielding a two-handed weapon, you may choose 
  to use your Strength or Charisma modifier for the attack 
  and damage rolls. You must use the same modifier for 
  both rolls.
  Baleful Interdict
  Upon reaching 2nd level, you learn how to use the 
  power granted by your Archdevil to censure other 
  creatures. As a bonus action, burn a spell slot to place a 
  seal on a target within 30 feet. You can do this a number 
  of times equal to your charisma modifier. You replenish 
  all your seals after a long rest.
  When you or an ally hits a target you can see with a 
  seal on them, you may consume the seals, inflicting 2d6 
  necrotic damage on the target per seal. If you are within 
  30 feet of the target, you heal one point of damage for 
  each die of damage your seals inflict. 
  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. 
  Spellcasting
  By 2nd level, you have learned to compel your patron 
  Archdevil to grant you arcane magic to cast spells.
  Preparing and Casting Spells 
  The illrigger table shows how many spell slots you have 
  to cast your spells. To cast one of your illrigger spells of 
  1st level or higher, 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 
  four 1st-level and three 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
  Spellcasting Focus
  You can use a holy symbol (found in chapter 5) as a 
  spellcasting focus for your illrigger spells.
  Hellsight
  By 3rd level, you have advantage on Wisdom 
  (Perception) checks to notice disguised, hidden, or 
  invisible creatures.
  Marquis of Hell
  Starting at 6th level, devils will not attack you. As an 
  action, choose a devil you can see within 30 feet. It must 
  succeed on a Charisma saving throw (DC equal to 8 + 
  your charisma modifier + your proficiency modifier) or 
  you become its master and it behaves as though you 
  summoned it. If it succeeds, you cannot use this ability 
  on it for 24 hours.
  Improved Baleful Interdict
  Upon reaching 11th level you feel your connection to 
  your Archdevil increase. Your seals inflict an extra 1d6 
  damage. While you have unspent seals, your weapon 
  attacks inflict an additional 1d6 damage. 
  Duke of Hell
  Upon reaching 10th level, you gain the ability to 
  summon a devil to serve you for one minute as an 
  action once a week. The Devil is bound to you and must 
  obey your commands to the best of its ability. 
  It acts on 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.
  D12 RESULT
  DEVIL
  1–7
  BarBed devIl
  8–11
  ChaIn devIl
  12
  Bone devIl
  3
  
  KNIGHT OF HELL
  Upon reaching 3rd level you pledge your soul to 
  the service of an archdevil and are welcomed into 
  the Order of Desolation, becoming an illrigger. You 
  gain the Invoke Authority ability and choose either 
  Shadowmaster (Moloch), Painkiller (Dispater) or 
  Architect of Ruin (Asmodeus) as your specialty.
  Furthermore, you are a noble 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.
  Authority Spells
  Each of the Lords of Hell grant different spells to 
  their elite death commandos. You gain access to these 
  spells at the levels specified in the Invoke Authority 
  description. Once you gain access to an oath spell, you 
  always have it prepared. Authority spells don’t count 
  against the number of spells you can prepare each day.
  If you gain an authority spell that doesn’t appear 
  on the illrigger spell list, the spell is nonetheless an 
  illrigger spell for you.
  Invoke Authority 
  You invoke the authority granted you by your Archdevil 
  lord, channelling baleful energy to fuel magical effects. 
  Each Invoke Authority option provided by your 
  Archdevil explains how to use it. 
  When you use your Invoke Authority, you choose 
  which option to use. You must then finish a short or 
  long rest to use your Invoke Authority again. 
  Some Invoke Authority effects require saving throws. 
  When you use such an effect from this class, the DC 
  equals your illrigger spell save DC.
  Shadowmaster
  The shadowmasters serve Moloch and excel at stealth 
  and guerilla combat, the armored assassins of Hell.
  Invoke Authority: Cloud of Brimstone. As a bonus 
  action, you can teleport up to fifteen feet. 
  Invoke Authority: Compel the Graceless. As an 
  action, you can choose a target. If their dexterity is less 
  than yours they must make a Wisdom save. If they fail, 
  they attack their closest ally. If their dexterity is equal 
  to or higher than yours this ability has no effect.
  Scion of Moloch
  At 7th level you may choose a second fighting style.
  Blessing of Shadow
  Upon attaining 15th level, you become invisible to any 
  creature with one of your seals on it.
  Shadowform
  Starting at 20th level you may use an action to become 
  a Greater Shadow for one minute. 
  You gain damage resistance to acid, cold, fire, 
  lightning, thunder; bludgeoning, piercing, and slashing 
  from nonmagical weapons.
  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 5 (1d10) force 
  damage if you end your turn inside an object.
  Your weapon attacks deal necrotic damage and 
  successful attack 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.
  Painkiller
  The heavily armored death troopers of hell, the 
  Painkillers serve Dispater, leading from the front of 
  every major infernal battle. 
  AUTHORITY SPELLS
  ILLRIGGER 
  LEVEL
  SPELLS
  3rd
  disguise self, expeditious retreat
  5th
  darkness, alter self
  9th
  blink, gaseous form
  13th
  confusion, freedom of movement
  17th
  modify memory, passwall
  AUTHORITY SPELLS
  ILLRIGGER 
  LEVEL
  SPELLS
  3rd
  bane, inflict wounds
  5th
  blindness/deafness, scorching ray
  9th
  haste, lightning bolt
  13th
  fire shield, wall of fire
  17th
  flame strike, dispel evil and good
  4
  
  Invoke Authority: Devastator (action). Every enemy 
  within 30 feet takes 1d8 damage per seal on them. This 
  does not consume the seals. 
  Invoke Authority: Compel the Weak (action). Choose 
  a target. If their strength is less than yours they must 
  make a Wisdom save. If they fail, they attack their 
  closest ally. If their strength is equal to or higher than 
  yours this ability has no effect. 
  Bonus Proficiencies
  When you choose Dispater as your Archdevil you gain 
  proficiency with heavy armor.
  Scion of Dispater
  Starting at 7th level, you may consume a seal on an 
  enemy when attacking them to gain advantage on 
  the attack. 
  Blessing of Fury
  Starting at 15th level you gain an extra attack against 
  an enemy with one of your seals on it.
  Devil Knight (action)
  Starting at 20th level you can transform yourself 
  into a devil for one minute. Your size becomes large. 
  Your Strength becomes 26(+8) and your Constitution 
  becomes 24 (+7). You emanate an aura of fear forcing 
  every creature that starts their turn within 20 feet 
  of you to make a DC 16 Wisdom saving throw or be 
  frightened for 1 minute. Affected targets can repeat the 
  saving throw at the end of each of their turns, ending 
  the effect on on a success.
  Your type becomes (devil) and while you are in this 
  form, Hell is your home plane. You replenish this ability 
  after a long rest.
  Architect of Ruin
  You serve Asmodeus, Lord of Acheron the Seventh City 
  of Hell. Hell’s Architects are powerful spellcasters who 
  use their seals to improve their arcane might.
  Invoke Authority: Infernal Arcanist. Until the end of 
  your next turn, you can cast spells that normally have a 
  casting time of one action as a bonus action. 
  Invoke Authority: Compel the Credulous. Choose a 
  target. If their Charisma is less than yours they must 
  make a Wisdom save. If they fail, they attack their 
  closest ally. If their Charisma is equal to or higher than 
  yours this ability has no effect. 
  Scion of Asmodeus
  Starting at 7th level, enemies with seals on them have 
  disadvantage when saving against your spells.
  Blessing of Fire
  Starting at 15th level, when an enemy with a seal on 
  them attacks you, they immediately take 5 fire damage 
  per seal. This does not consume the seals.
  Hellmage (action)
  Starting at 20th level you can assume the form of an 
  Archmage of Hell for one minute. While in this form, 
  you may use your reaction to absorb a spell that targets 
  only you. The spell has no effect, and you regain a spell 
  slot equal to the level of the spell cast on you.
  Illrigger Spell List
  * Illrigger spell described below
  1st level
  Charm Person
  Command
  Comprehend Languages
  Cure Wounds
  Detect Magic
  Furious Interdict*
  Hellish Rebuke
  Hell’s Lash*
  Hex
  Immobilizing Interdict*
  Rejuvenating Interdict*
  Shield of Faith
  Single Combat*
  2nd level
  Burning Halo*
  Darkness
  Enthrall
  Hold Person
  Invisibility
  Lesser Restoration
  Loquelic Interdict*
  Protection from Poison
  Ray of Enfeeblement
  Suggestion
  AUTHORITY SPELLS
  ILLRIGGER 
  LEVEL
  SPELLS
  3rd
  identify, magic missile
  5th
  augury, silence
  9th
  animate dead, slow
  13th
  divination, polymorph
  17th
  conjure elemental, dominate 
  person
  5
  
  3rd level
  Counterspell
  Dispel Magic
  Fear
  Fly
  Summon Hell*
  Interdict Iteritas*
  Remove Curse
  Revivify
  Tongues
  Vampiric Touch
  4th level
  Aura of Loathing*
  Banishment
  Blight
  Death Ward
  Dimension Door
  Interdict Barrier*
  5th level
  Aura of Desecration*
  Contact Other Plane
  Dispel Evil and Good
  Hold Monster
  Ultimatum*
  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. Each creature in the aura 
  (except you) takes 1d6 damage at the beginning of each 
  of your turns, and you heal an amount equal to the total 
  damage inflicted to all creatures.
  Aura of Loathing
  4th-level abjuration
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Concentration, up to 10 minutes
  Those who gaze upon your magnificence feel deeply 
  inadequate. Creatures who begin their turn in the 
  aura and who do not take precautions to avert their 
  eyes suffer a penalty to their attack rolls equal to your 
  charisma modifier.
  Burning Halo
  2nd-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M
  Duration: Concentration, up to 1 minute.
  You gift an enemy with a fiery halo that infects their 
  mind with infernal thoughts, causing them to see allies 
  as enemies. Chose a creature you can see within range. 
  They must succeed on a Charisma saving throw or be 
  charmed by you for the duration. While under your 
  sway, a halo of fire floats above the target’s head. 
  The charmed target must use their action before 
  moving on each of its turns to make a weapon attack 
  against a creature other than itself that you mentally 
  select. The target can act normally on their turn if 
  you choose no creature or if none are within range of 
  their weapons.
  On your subsequent turns, you must use your action 
  to maintain control over the target, or the spell ends. 
  The target can make a Charisma saving throw at the 
  end of each of their turns. On a success, the spell ends.
  Furious Interdict
  1st-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Consume a seal on an enemy within 30 feet. Every 
  ally adjacent to that enemy may use their reaction to 
  immediately make a melee weapon attack against 
  that enemy. 
  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 turns 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.
  If the target has one of your seals on it, the damage 
  from the hellish conduit is maximized. 
  6
  
  Immobilizing Interdict
  1st-level evocation
  Casting Time: 1 reaction
  Range: 30 feet
  Components: V
  Duration: Until the end of your next turn
  Consume a seal on an target within 30 feet. The target 
  must make a Charisma save or become restrained until 
  the end of your next turn.
  Interdict Barrier
  4th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Until the end of your next turn
  Consume a seal on an target within 30 feet. The target 
  must make a Charisma save. If they fail, they cannot 
  attack you until the end of your next turn.
  Interdict Iteritas
  3rd-level evocation
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Place a seal on every enemy within 30 feet. This does 
  not use any of your seals.
  Loquelic Interdict
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Place as many of your remaining seals as you wish on 
  a target.
  Rejuvenating Interdict
  1st-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Until the end of your next turn
  Your enemies’ life force restores your allies’ health. 
  Until the end of your next turn when an ally makes a 
  successful melee weapon attack against an enemy with 
  one of your seals on it, they heal 1d6 damage. This does 
  not consume the seal.
  Single Combat
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M
  Duration: Concentration, up to 1 minute.
  You offer a creature a challenge they might not be able 
  to resist. One creature within range who can see and 
  hear you 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 make a 
  Charisma save 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.
  Summon 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.
  Ultimatum
  5th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a piece of brimstone)
  Duration: Instantaneous
  Consume all seals on all enemies within 30 feet. Each 
  of those enemies must make a Charisma save or suffer 
  5d10 necrotic damage per seal on a failed save, half as 
  much on a successful save.
  7
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Matt Coville (MCDM)/IllriggerClass.pdf