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Soul's Doom

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When you use a bonus action to place or move a seal, you can scorch the seals into the target’s soul. For 1 minute, whenever that interdicted creature takes damage, they take extra damage equal to your proficiency bonus.

Illrigger Interdict Boon

Last Word

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When you are reduced to 0 hit points and have unplaced seals remaining, the hellfire in you refuses to die. You can expend up to 3 seals and release an explosion around you (no action required). Roll 3d6 per seal expended. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to the total you rolled. On a successful save, a creature takes half as much damage. If this explosion damages at least one creature, you regain a number of hit points equal to the total you rolled.

Illrigger Interdict Boon

Iron Gaol

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As an action, you can touch a creature and expend four seals to attempt to send that creature to Hell. The target must succeed on a Charisma saving throw or be pulled through a rift into the prisons of your archfiend’s infernal city.

If the target is native to Hell, or if their level or challenge rating is 4 or lower, they remain there and must find their own way out. Otherwise, the target remains in the prison for 1 minute, after which they reappear in the space they left or in the nearest unoccupied space available, this target can repeat the saving throw at the end of each of their turns, ending the effect early on a success.

Illrigger Interdict Boon

Impaling Shot

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When you hit an interdicted creature with a ranged weapon attack, you can expend a seal as a bonus action to create a weak point in their defenses. Until the end of your next turn, the creature takes a penalty to AC equal to your proficiency bonus.

Illrigger Interdict Boon

Hellsight

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You can expend a seal as an action to gain truesight out to 60 feet for 1 hour.

Illrigger Interdict Boon

Hellish Frenzy

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When you start your turn within 30 feet of an interdicted creature, you can expend a seal to become frenzied by the power of Hell until the start of your next turn. While frenzied, your movement speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack action.

Illrigger Interdict Boon

Flash of Brimstone

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When you place or move a seal, you can activate this boon (no action required) to magically teleport to an unoccupied space you can see within 5 feet of the target.

Illrigger Interdict Boon

Dis' Onslaught

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(Passive) Each time you use a bonus action to place or move a seal, you can make one weapon attack as part of the same bonus action.

Illrigger Interdict Boon

Vengeful Shot

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When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a seal as a reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your Illrigger level (rounded down).

Illrigger Interdict Boon

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Unleash Hell

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When you burn one or more seals on an interdicted creature, you can use your reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes the same amount and type of damage as the seals dealt to the interdicted creature. On a successful save, a creature takes half as much damage.

Illrigger Interdict Boon

Shadow Shroud

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You can expend a seal as a bonus action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute.

Illrigger Interdict Boon

Eyes of the Gate

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As an action, you can expend one or more seals to attempt to bind your awareness to a creature you can see within 60 feet of you. The target must make a Wisdom saving throw, they can willingly fail this save. On a failed save, you are bound to the target’s awareness for a number of hours equal to the number of seals you expended, or until you use this boon on another creature. For the duration, while the target is within 300 feet of you, you can use an action to see and hear through their senses, gaining the benefit of any special senses the target possesses, and you continue to do so until you use your action to return to your normal senses. While perceiving through the target’s senses, you are deaf and blind with regard to your own senses.

Additionally, for the duration, you can place seals, burn them, and use interdict boons as if you were in the creature’s space, but doing so makes the creature aware of this bond. An aware creature can use their action to repeat the saving throw, ending the effects of this boon on a success.

Illrigger Interdict Boon

Conflagrant Channel

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You can expend a seal as a bonus action to teleport up to 60 feet to an unoccupied space you can see.

Illrigger Interdict Boon

Acheron's Chain

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When you use a bonus action to place or move a seal on a Large or smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Strength saving throw. On a failed save, you can either pull the creature 10 feet toward you or cause them to be grappled until the end of your next turn (escape DC equal to your interdict save DC).

Illrigger Interdict Boon

Swift Retribution

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(Passive) When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction, provided you’re not incapacitated. Once you benefit from this boon, you can’t do so again until the start of your next turn.

Illrigger Interdict Boon

Styx's Apathy

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When you burn a seal on an interdicted creature, you can use your reaction to flood the target with an otherworldly chill. Until the end of the target’s next turn, they can’t take reactions.

Illrigger Interdict Boon

Soul Eater

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When you burn a seal on an interdicted creature, you can activate this boon (no action required) to gain temporary hit points equal to your Illrigger level.

Illrigger Interdict Boon

Bedevil

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When you burn a seal on an interdicted creature, you can activate this boon (no action required). The target must subtract a number equal to your proficiency bonus from the result of the next saving throw they make before the end of their next turn.

Illrigger Interdict Boon

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Abating Seal

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When a creature you can see damages you or an ally within 30 feet of you, you can expend a seal as a reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your illrigger level (rounded down).

Illrigger Interdict Boon

Infernal Conduit [2/2]

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Devour. On a failed save, the target takes necrotic damage equal to the total you rolled, and you regain hit points equal to that total. On a successful save, the target takes half as much damage, and you regain hit points equal to the damage the target took. Save or fail, or if the target chose to fail their saving throw against this effect, the necrotic damage can’t be reduced in any way. When you reach 11th level in this class, the target also gains a level of exhaustion on a failed save against this effect. This level of exhaustion can be reduced as normal, and a creature can’t suffer more than three levels of exhaustion combined from all illriggers’ Infernal Conduit features.

You regain any spent Infernal Conduit dice when you finish a long rest.

Illrigger

Master of Hell [2/2]

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Pestilence. A foul miasma swirls around your foes. Each enemy in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 poison damage plus 5d10 necrotic damage and becomes poisoned for 1 minute. On a successful save, a creature takes half as much damage and does not become poisoned.

Darkness. A bitter storm assails your foes. Each enemy in that area must make a Constitution saving throw, taking 10d10 cold damage on a failed save, or half as much damage on a successful one. Additionally, the storm’s gloom persists for 1 minute, and each enemy within that area is blinded for the duration or until they leave the area.

Once you summon a hellstorm, you must finish a long rest before you can do so again.

Illrigger

Master of Hell [1/2]

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You learn to tear open a rift to Hell and wreak its fury on your enemies. As an action, you can summon a hellstorm centered on a point you can see within 150 feet of you. Choose one of the following effects, which fills a 50-foot-radius sphere centered on that point:

Inferno. Hellfire rains down on your foes. Each enemy in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage plus 5d10 necrotic damage, and they burn for 1 minute. On a successful save, a creature takes half as much damage and does not burn. A creature burning in this way must repeat this saving throw at the end of their turn, taking 1d10 fire damage plus 1d10 necrotic damage on a failed save, or ending the effect on themself on a successful one. This hellfire can’t be extinguished by nonmagical means.

Illrigger

Infernal Majesty

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Your archdevil bestows on you the ability to don a measure of their power. As a bonus action, you channel the might of Hell, gaining the following benefits for 10 minutes:

You gain resistance to fire, cold, and necrotic damage.
Wings appear on your back, granting you a flight speed of 60 feet.
When you use your Blood Price, you can cause an enemy you can see within 10 feet of you to take damage equal to the number rolled on your Hit Die.
When you hit with a weapon attack, your Terrorizing Force deals an extra 2d8 damage instead of 1d8.
For the duration, if you die, you can choose to have your body disappear in a burst of flame, leaving behind only your equipment. If you do, your body reforms 1d6 days later somewhere in Hell. Once your body reforms, you return to life and regain all of your hit points.

Once you channel your Infernal Majesty, you must finish a long rest before you can do so again.

Illrigger

Superior Interdict

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Damage from your seals ignores any damage resistances the target has.

In addition, you can use a bonus action to regain a seal if you have none remaining. Once you regain a seal in this way, you can’t do so again until you finish a long rest.

Illrigger

Terrorizing Force

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Your attacks are empowered with devastating might. When you gain this feature, choose a damage type: cold, fire, necrotic, or poison. When you hit with a weapon attack, you deal an extra 1d8 damage of the chosen type. You can choose a different damage type when you finish a long rest.

Illrigger

Blood Price

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You can strengthen your defenses at the cost of your vitality. Whenever you fail a saving throw, you can spend one of your Hit Dice, rolling it and adding the number rolled to the result of the save.

Illrigger

Infernal Conduit [1/2]

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You can strengthen your allies at the cost of yourself—or drain your enemy’s life force for your own gain. You have a pool of Infernal Conduit dice, which are d10s. The number of Infernal Conduit dice in your pool increase as you gain illrigger levels, as shown in the Infernal Conduit Dice column of the Illrigger table.

As an action, you can touch another creature and spend one or more dice from your pool. The target must make a Constitution saving throw against your interdict save DC. A creature can willingly fail this saving throw. Roll the spent dice and choose one of the following effects:

Invigorate. On a failed save, the target regains hit points equal to the total you rolled, and you take necrotic damage equal to that total. On a successful save, the target regains half as many hit points, and you take necrotic damage equal to that total. Save or fail, this necrotic damage can’t be reduced in any way, and if this damage reduces you to 0 hit points, you fall unconscious and are stabilized.

Illrigger

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Invoke Hell

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Your diabolic connection allows you to channel infernal energy to empower magical effects. Your chosen diabolic contract grants you two Invoke Hell options and describes how to use each.

When you use your Invoke Hell, you choose which option to use. You must then finish a short or long rest to use your Invoke Hell again.

Some Invoke Hell effects require a saving throw. When you use such an effect, the DC equals your interdict save DC.

Illrigger

Interdiction

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You can infuse your seals with hellish magical power, enhancing their effects.

You learn one interdict boon of your choice. As you gain levels in this class, you gain additional boons of your choice, as shown in the Interdict Boons column of the Illrigger table. Each new boon must be of a level you can learn.

Whenever you gain an Illrigger level, you can choose a boon you know and replace it with another boon you can learn.

Some boons allow you to expend unplaced seals to fuel abilities, while others empower all your seals or grant you benefits against interdicted creatures.

The boons that grant passive benefits, are marked with a “Passive” tag. You don’t need to expend a seal or take an action to benefit from the passive boons you know. All other boons, must be activated on a turn . You can activate only one non-passive boon per turn, regardless of how many you know.

Illrigger

Unfetted

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When you use your Baleful Interdict to place or burn a seal, its range is 60 feet instead of 30 feet. When you gain the Infernal Conduit feature at 6th level, its range is 30 feet instead of touch.

In addition, making a ranged attack while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.

Illrigger Combat Mastery

Lissome

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When you hit a creature with a melee weapon attack, you can spend your movement to move 5 feet without provoking opportunity attacks.

Illrigger Combat Mastery

Lies

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You can choose one type of melee weapon, such as a battleaxe, greatsword, or spear. When you attack with that type of weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can choose a new weapon type, which replaces your previous choice, when you finish a long rest.

Illrigger Combat Mastery

Inexorable

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You gain a +1 bonus to saving throws for each hostile creature within 5 feet of you, to a maximum bonus of +5.

Illrigger Combat Mastery

Brutal

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When you hit a creature who is no more than one size larger than you with an attack you make with a melee weapon you are wielding with two hands, you can move the target 5 feet horizontally. If you choose, you can then spend your movement to move into the space they left.

Illrigger Combat Mastery

Bravado

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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.

Illrigger Combat Mastery

Forked Tongue

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In addition, you can speak two other languages of your choice, but you can’t read or write them. When you finish a long rest, you can draw on your archdevil’s knowledge to replace one of these two languages. When you do, choose another language whose name you know, you magically forget the previous language and gain this new one instead. Once you replace a language in this way, you must finish a long rest before you can do so again.

Starting at 9th level, this feature grants you another language, for a total of three (in addition to Infernal). Furthermore, you gain advantage on Wisdom (Insight) checks made to ascertain the intentions or sincerity of creatures.

Illrigger

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Baleful Interdict [3/3]

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Once a seal is burned, it immediately vanishes. Once you reach 5th level in this class, your connection to your archdevil strengthens. Each burned seal deals an extra 1d6 damage, for a total of 2d6. The damage of each seal increases again by 1d6 when you reach 11th level (for a total of 3d6) and 20th level (for a total of 4d6) in this class, as indicated in the Seal Damage column of the Illrigger table.

Interdict Save. Class features you gain later can add additional effects to your Baleful Interdict and require your target to make a saving throw to resist them. The saving throw DC for these effects uses your interdict save DC, which is calculated as follows:

Interdict save DC = 8 + your proficiency bonus + your Charisma modifier

Illrigger

Baleful Interdict [2/3]

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If an interdicted creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them. Each seal’s duration continues to elapse when an interdicted creature dies and when that seal is moved to a new creature.

Burning Seals. When an interdicted creature you can see within 30 feet of you takes damage from any source other than a seal burned by an illrigger, you can burn any number of seals you placed on them to deal 1d6 fire or necrotic damage (your choice) to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn’t require an action from you, but you can’t do so while incapacitated.

Illrigger

Baleful Interdict [1/3]

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You gain the ability to censure creatures with the power of Hell. Once on your turn, you can place a magical seal on a creature within 30 feet of you. You can either place this seal when you hit that target with a weapon attack (no action required), or you can use a bonus action to place this seal on a target you can see within range. This seal lasts for 1 minute or until burned (see “Burning Seals” below). A creature with one or more of your seals is referred to as an interdicted creature. Seals you place are invisible to other creatures, and when you can see an interdicted creature, the seals appear to you as glowing glyphs on the creature’s body.

You can only place a limited number of seals before resting, and you regain all seals when you finish a short or long rest. The number of seals you can place increases as you gain illrigger levels, as indicated in the Seals column of the Illrigger table.

Illrigger

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