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Illrigger conversion from 5e

Classes Designed by Volk13

About this class

The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel—to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn.
These archdevils’ elite operatives are the Illriggers. Knights, and Mages, are terror-commandos of Hell, Illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil’s infernal will.
The Order of Desolation
Millennia ago, the rulers of Hell did something remarkable: they cooperated. Together, they created the Order of Desolation—knights sworn to serve Hell first, their patron archdevil second.
Those accepted into the Order of Desolation become comrades with every other Illrigger, regardless of which archdevil they serve. Each archdevil has grand temples, underground fanes, secret societies, and sinister cults, all with leaders fanatically devoted to the archdevil who grants them their power. But the Order of Desolation stands above the petty political squabbles dividing the Seven Cities.
Members of the Order of Desolation, also known as the Desolate, are expected to be intelligent, resourceful, tactical, and manipulative. The order was founded to give the archdevils capable agents who could act independently 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. Each Illrigger is expected to sow discord, pain, strife, deceit, and fear without instruction or supervision. It’s not unusual, therefore, for a Desolate to first rely on other order members—regardless of which archdevil they serve—before turning to an institution devoted to their own archdevil.

Domains

Core domain
Arcana
Core domain
Blade
Homebrew domain
Infernal

Starting stats

Evasion
9
Hit points
7

Hope feature

Hell’s Fury
Spend 3 Hope to deal 3 HP Damage on a target within Close range and apply 1 Seal. If target already has a Seal deal extra 1 HP Damage and remove the Seal.

Class features

  • Infernal Pact

    The Pact grants you 2 Interdiction Seals and additional Seal for each Proficiency. Recover half Seals rounded up on short rest and all on long rest.
    Place Seal on a target with successful hit or with using 1 Hope within Far range.
    Each Interdiction Seal grants extra 1d4 damage on the next hit or 1d4 disadvantage on the target. Increase to d6 and d8 at Tier 3 and Tier 4.

Class items

  • A copy of your Infernal Contract, signed in Blood

Character questions

Background prompts

  1. 1) What made you sign the Infernal Contract?
  2. 2) How have you failed your Archdevil and gotten a second chance?
  3. 3) Who is your biggest foe?

Connection prompts

Discussion

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