
## What Is an Illrigger?
The Illrigger is an infernal warrior who combines martial prowess, supernatural power, and ruthless determination in service to the forces of Hell. Created by MCDM, the class represents the elite knights, assassins, commanders, and agents who carry out the will of powerful archdevils.
In many ways, an Illrigger serves as a dark counterpart to the Paladin. Both are warriors who combine martial skill with extraordinary abilities, but where Paladins draw strength from sacred oaths, Illriggers wield powers granted through infernal authority and diabolic contracts.
An Illrigger is not simply a warrior who uses dark magic. They are members of the **Order of Desolation**, an infernal organisation that serves the ambitions of Hell's ruling powers. Their responsibilities extend beyond fighting, encompassing espionage, assassination, military command, political manipulation, and the enforcement of infernal authority.
Some Illriggers are heavily armoured knights who lead soldiers into battle. Others are assassins who eliminate enemies from the shadows, cunning spellcasters who manipulate supernatural forces, or diplomats whose carefully chosen words can bring entire kingdoms under infernal influence.
Although their powers originate from Hell, an Illrigger does not necessarily have to be an unquestioning servant of evil. Some pursue personal ambitions through their infernal connections, while others may abandon their masters, rebel against their orders, or cooperate with unlikely allies when their interests align.
What unites them is their ability to wield the supernatural authority of Hell, marking enemies for punishment and drawing upon infernal power to achieve their objectives.
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## Knights of Infernal Authority
Illriggers are members of the Order of Desolation, a powerful organisation whose agents operate in service to Hell's interests.
Unlike ordinary soldiers, Illriggers are entrusted with responsibilities that require considerable independence, intelligence, and martial capability. Their masters expect results, whether that involves destroying an enemy army, retrieving a dangerous artefact, infiltrating a rival organisation, or manipulating political events.
An Illrigger's authority is closely connected to the infernal powers they serve. Through their relationship with Hell, they gain supernatural abilities that distinguish them from conventional warriors.
Their responsibilities vary considerably depending upon their role and the archdevil to whom they owe allegiance. Some command soldiers on the battlefield, while others operate alone as spies, assassins, or agents entrusted with delicate assignments.
The organisation values ambition, effectiveness, and the ability to accomplish difficult objectives. Success may bring greater authority and recognition, while failure can have terrible consequences for those whose masters are unwilling to tolerate weakness.
An Illrigger's relationship with Hell can also create opportunities for complicated personal stories. A former servant might attempt to escape their obligations, while another might believe that serving an infernal master is necessary to achieve a greater objective.
Their origins need not be identical. A former knight, disgraced noble, ambitious mercenary, experienced assassin, or accomplished political adviser might all find themselves pursuing the path of the Illrigger.
What defines them is not their background, but their access to infernal power and their willingness to use it.
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## Martial Power and Infernal Might
Illriggers are accomplished martial combatants whose supernatural abilities complement their skill with weapons.
They are trained with simple and martial weapons, light armour, medium armour, and shields. Their combat capabilities allow them to fight alongside Fighters and Paladins, although their approach to battle depends heavily upon their chosen abilities and infernal specialisation.
Some Illriggers favour Strength, wielding powerful melee weapons to overwhelm opponents. Others rely upon Dexterity, employing finesse weapons, ranged attacks, and mobility to defeat enemies through precision and positioning.
Their supernatural abilities are closely connected to Charisma, which represents the force of personality and infernal authority through which they channel their powers.
At second level, Illriggers gain **Combat Mastery**, allowing them to develop a specialised approach to fighting.
These options can improve their defensive capabilities, mobility, weapon attacks, or resilience. Some allow them to use Charisma more effectively in combat, while others help them withstand attacks when surrounded or reposition themselves after striking an enemy.
This flexibility distinguishes the Illrigger from martial classes that follow a more conventional approach to combat.
An Illrigger does not need to defeat every opponent through brute force. They can combine weapon attacks with infernal seals, supernatural enhancements, and abilities that interfere with their enemies' actions.
Their greatest strength often comes from understanding when to commit their resources and how to exploit opportunities created during combat.
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## Baleful Interdict
The defining feature of the Illrigger is **Baleful Interdict**, an infernal ability that allows them to place supernatural seals upon their enemies.
Beginning at first level, an Illrigger can mark a creature within 30 feet with a magical seal. This can be accomplished through a successful weapon attack or by using a Bonus Action to place the seal upon a visible target.
A creature bearing one or more of these seals is known as an **Interdicted Creature**.
The seals are normally invisible to others, although the Illrigger can perceive them as supernatural markings upon their targets.
The true power of Baleful Interdict becomes apparent when the Illrigger chooses to burn these seals.
When an interdicted creature takes damage from a qualifying source, the Illrigger can expend any number of their seals upon that creature to inflict additional Fire or Necrotic damage.
This allows Illriggers to increase the damage suffered by important enemies, particularly when coordinating their attacks with other members of an adventuring party.
Their ability to punish targets becomes increasingly powerful as they gain experience. The damage inflicted by burning a seal increases at higher levels, while the number of seals available also grows.
Although the number of seals is limited, an Illrigger recovers their expended seals after completing a Short or Long Rest.
The ability also rewards tactical positioning and careful target selection. An Illrigger can concentrate multiple seals upon a particularly dangerous opponent, preparing to unleash additional damage when the opportunity presents itself.
At higher levels, **Superior Interdict** allows damage inflicted through their seals to ignore resistance, making them increasingly effective against creatures protected by supernatural defences.
Baleful Interdict is more than a means of increasing damage. It serves as the foundation for many other Illrigger abilities, allowing them to weaken, control, and punish enemies through the infernal power contained within their seals.
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## Interdict Boons
As an Illrigger grows more powerful, they learn to manipulate their infernal seals in increasingly sophisticated ways.
This ability is represented by **Interdiction**, gained at second level, which grants access to specialised magical enhancements known as **Interdict Boons**.
These boons allow Illriggers to customise their abilities according to their preferred fighting style and the role they wish to fulfil within an adventuring party.
Some boons strengthen the effects of Baleful Interdict, allowing an Illrigger to inflict additional penalties upon enemies whose seals are burned. Others provide defensive benefits, improve mobility, or grant access to unusual supernatural abilities.
For example, **Soul Eater** allows an Illrigger to gain Temporary Hit Points when burning a seal, drawing strength from their infernal punishment of an opponent.
**Abating Seal** provides a different form of protection, allowing the Illrigger to expend a seal to reduce damage suffered by themselves or an ally.
As the Illrigger advances, more powerful options become available.
**Acheron's Chain** allows them to summon infernal chains capable of pulling or grappling enemies, while **Conflagrant Channel** provides magical teleportation that can dramatically improve their movement around the battlefield.
Other boons allow Illriggers to shroud themselves in magical protection, interfere with enemies' saving throws, or unleash bursts of infernal energy against groups of opponents.
At higher levels, their abilities can become even more extraordinary, granting access to supernatural perception, greater mobility, and powerful techniques that can imprison enemies within Hell itself.
The flexibility provided by Interdict Boons means that two Illriggers belonging to the same Diabolic Contract may still fight in very different ways.
One might specialise in direct combat and inflicting damage, while another develops abilities focused on protection, movement, and controlling the battlefield.
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## Infernal Knowledge and Deception
Illriggers are not merely trained killers. Many serve as negotiators, spies, political advisers, and agents who operate within complicated networks of infernal influence.
Their ability to communicate and manipulate others is represented by **Forked Tongue**, a supernatural gift gained at first level.
Through this ability, an Illrigger can instinctively speak, read, and write Infernal, the language associated with devils and their infernal society.
They also gain the ability to speak additional languages through the knowledge granted by their archdevil. These languages can be changed after completing a Long Rest, allowing an Illrigger to prepare for different assignments and communicate with creatures they might otherwise struggle to understand.
This makes them particularly capable of operating in unfamiliar environments, where information and negotiation may prove more valuable than physical strength.
As they become more experienced, their ability to interpret the intentions of others improves. They gain further linguistic knowledge and become better at recognising deception or determining whether another creature is being sincere.
For an Illrigger, understanding an enemy's intentions can be just as important as defeating them in combat.
A successful agent of Hell might accomplish an objective through careful negotiation, manipulation, or espionage without ever needing to draw a weapon.
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## Infernal Power and Magic
Although all Illriggers possess supernatural abilities, they are not conventional spellcasters by default.
Unlike Paladins, whose class progression includes spellcasting, Illriggers primarily channel infernal energy through features such as Baleful Interdict, Interdict Boons, and Infernal Conduit.
Some of these abilities resemble spells, allowing the Illrigger to teleport, manipulate enemies, create magical protections, or unleash destructive supernatural effects.
The **Architect of Ruin** Diabolic Contract provides a more traditional spellcasting approach, allowing an Illrigger to develop into a martial spellcaster who combines weapons with arcane magic.
At third level, every Illrigger also gains **Invoke Hell**, an ability that allows them to channel a particularly powerful manifestation of infernal authority.
The effects of Invoke Hell depend upon the Illrigger's chosen Diabolic Contract. Each contract provides different options, reflecting the methods and philosophy of the infernal power associated with it.
These abilities might enhance the Illrigger's attacks, manipulate enemies, protect allies, or unleash supernatural effects suited to their specialised role.
At sixth level, Illriggers gain **Infernal Conduit**, allowing them to manipulate the life force of living creatures.
This ability has two distinct applications.
**Invigorate** allows an Illrigger to restore another creature's Hit Points at the cost of their own vitality. Although this can save an injured ally, the process inflicts unavoidable Necrotic damage upon the Illrigger.
**Devour** reverses this relationship, allowing the Illrigger to inflict Necrotic damage upon another creature and recover their own Hit Points through the stolen vitality.
These abilities reflect the dangerous nature of infernal power, where strength and survival can come at the expense of another creature.
They also allow Illriggers to contribute more than simple damage during an encounter, providing emergency healing or recovering from injuries when necessary.
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## Blood Price and Infernal Majesty
As Illriggers become more powerful, their connection to Hell grants increasingly dangerous abilities.
At tenth level, they gain **Blood Price**, a technique that allows them to improve a failed saving throw by expending one of their Hit Dice.
This reflects an Illrigger's willingness to sacrifice personal vitality in exchange for survival. Rather than accepting the effects of a dangerous spell or supernatural attack, they can draw upon their physical reserves to resist it.
At eleventh level, **Terrorizing Force** strengthens their weapon attacks with additional supernatural damage. The Illrigger can choose between Cold, Fire, Necrotic, and Poison damage, allowing them to adapt their attacks to different opponents.
Their powers continue to develop until they gain **Infernal Majesty** at seventeenth level.
Through this ability, an Illrigger temporarily assumes a measure of the extraordinary power wielded by the archdevils themselves.
While Infernal Majesty is active, they gain resistance to several forms of damage, manifest supernatural wings that allow them to fly, and strengthen their existing offensive and defensive abilities.
Even death may not immediately end their service. If an Illrigger dies while this power is active, they can choose to have their body disappear and later reform within Hell, returning to life through the authority of their infernal connection.
At twentieth level, an Illrigger gains **Master of Hell**, allowing them to unleash an enormous supernatural storm upon their enemies.
This hellstorm can manifest as destructive infernal fire, poisonous pestilence, or a freezing storm of supernatural darkness.
Each manifestation inflicts terrible damage while imposing additional effects upon creatures caught within its reach.
These abilities represent the culmination of an Illrigger's progression from an infernal agent into a warrior capable of wielding a portion of Hell's extraordinary destructive power.
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## The Illrigger's Role in an Adventuring Party
Illriggers are versatile martial combatants capable of fulfilling several roles depending upon their chosen Diabolic Contract and Interdict Boons.
Their primary strength lies in combining weapon attacks with supernatural abilities that punish enemies, improve their effectiveness, and provide tactical advantages.
An Illrigger can place infernal seals upon dangerous opponents, allowing them to unleash additional damage when those enemies are injured. This makes them particularly effective at concentrating pressure upon powerful creatures that need to be defeated quickly.
Other abilities allow them to influence movement, restrict enemies, protect allies, or recover Hit Points through Infernal Conduit.
Their martial capabilities also vary considerably.
A Painkiller can stand near the front of the battlefield, using heavy armour and commanding abilities to support companions while engaging enemies directly.
A Shadowmaster may instead favour stealth, mobility, and precise attacks against vulnerable targets.
Architects of Ruin provide greater access to spellcasting, while Hellspeakers excel at manipulation and controlling enemies through supernatural influence.
Sanguine Knights offer an unusual form of support, transferring vitality and using blood magic to sustain their companions.
Outside combat, an Illrigger's Charisma and social abilities can make them valuable negotiators, intimidators, or infiltrators.
Their connection to infernal society may also provide opportunities for complicated interactions involving devils, magical contracts, and the political ambitions of powerful supernatural beings.
The Illrigger is particularly well suited to players who enjoy combining martial combat with tactical resource management and a strong supernatural identity.
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## Diabolic Contracts
At third level, an Illrigger enters into a **Diabolic Contract**, choosing a specialised path associated with one of Hell's powerful figures.
Each contract represents a different approach to serving infernal interests, granting abilities that reflect the character's role within the Order of Desolation.
These contracts provide distinct combat styles, supernatural powers, and Invoke Hell abilities, allowing Illriggers to develop into very different types of characters.
### Shadowmaster
Shadowmasters are the assassins, spies, and covert operatives of Hell, serving **Belial**.
Where other Illriggers use strength or supernatural authority to overcome their enemies, Shadowmasters rely upon secrecy, deception, and precision.
They specialise in eliminating dangerous targets before those enemies have an opportunity to respond. Their abilities allow them to exploit the weaknesses of interdicted creatures, improving their attacks against enemies bearing infernal seals.
Shadowmasters develop extraordinary mobility and stealth, allowing them to move quickly, conceal their presence, and operate effectively in darkness.
Their supernatural abilities also provide access to magical disguises, invisibility, and techniques that interfere with an opponent's senses.
In combat, they are particularly effective at identifying vulnerable enemies and striking at decisive moments. Their enhanced attacks against interdicted creatures make Baleful Interdict an important part of their fighting style.
Outside combat, their capabilities make them natural infiltrators and intelligence gatherers, able to move through hostile territory and accomplish objectives without attracting unnecessary attention.
For players who enjoy assassins, stealth-focused characters, and tactical combat built around positioning and precision, the Shadowmaster offers a distinctive infernal alternative to the Rogue.
### Painkiller
Painkillers are the heavily armoured warriors and battlefield commanders of Hell, serving **Dispater**, the Iron Duke of Dis.
These Illriggers represent the military might of the Order of Desolation. They are trained to confront enemies directly, endure dangerous encounters, and command others through the authority granted by their infernal master.
Unlike most Illriggers, Painkillers gain proficiency with heavy armour, allowing them to fight as heavily protected frontline combatants.
Their abilities emphasise powerful weapon attacks, control over nearby enemies, and the capacity to direct their companions during battle.
A Painkiller can use supernatural techniques to restrain opponents, punish creatures that attack them, and turn successful strikes into devastating blows.
Their abilities also extend beyond personal combat.
Painkillers can command allies to make attacks, move into advantageous positions, or continue fighting when they might otherwise fall. This makes them effective battlefield leaders who can influence the actions of an entire adventuring party.
Their martial capabilities become increasingly dangerous as they advance, allowing them to deliver powerful critical hits and overwhelm important targets.
Despite their name, Painkillers are not defined primarily by their ability to withstand suffering. They are infernal commanders who use strength, discipline, and ruthless tactics to secure victory.
For players who enjoy heavily armoured warriors, powerful melee attacks, and tactical leadership, the Painkiller represents the most direct battlefield-focused Illrigger.
### Architect of Ruin
Architects of Ruin are the spellcasters, strategists, and saboteurs of Hell, serving **Asmodeus**, the supreme ruler of the Nine Hells.
They believe that knowledge, preparation, and the intelligent application of magic can overcome enemies before conventional combat becomes necessary.
Unlike most Illriggers, Architects of Ruin gain access to traditional spellcasting, allowing them to combine their martial abilities with a selection of powerful spells.
Their magical capabilities include illusions, enchantments, defensive spells, and effects designed to manipulate the battlefield.
An Architect of Ruin might conceal their intentions through deception, weaken an enemy's ability to resist magic, or use carefully chosen spells to create opportunities for their companions.
Their infernal abilities also interact directly with Baleful Interdict.
By manipulating the magical energy contained within their seals, they can interfere with enemy spellcasters, strengthen their own magical attacks, or make creatures more vulnerable to their spells.
This relationship between infernal seals and spellcasting allows them to employ combinations of magic and weapon attacks that other Illriggers cannot reproduce.
Architects of Ruin are particularly effective when confronting enemies whose strength depends upon magic, although their versatility also makes them valuable against a wide range of opponents.
For players who enjoy combining martial combat with traditional spellcasting, the Architect of Ruin offers the most spell-focused approach to the Illrigger class.
### Hellspeaker
Hellspeakers are the diplomats, manipulators, and enchanters of Hell, serving **Moloch**.
Where other Illriggers impose their authority through violence, Hellspeakers understand that words can be far more effective than weapons.
Their abilities focus upon persuasion, deception, supernatural influence, and the manipulation of other creatures.
A Hellspeaker might convince an enemy that cooperation is in their best interests, turn opponents against one another, or use magical influence to control the outcome of a confrontation.
Their supernatural talents allow them to charm creatures, interfere with an enemy's ability to resist mental effects, and influence the actions of others during combat.
They can also provide valuable assistance to their companions, improving allies' chances of success and protecting them against certain forms of supernatural manipulation.
Some Hellspeakers prefer direct intimidation, using their commanding personalities to dominate conversations and force concessions.
Others operate through subtle influence, concealing their true intentions while encouraging enemies to make decisions that ultimately benefit Hell.
Their effectiveness does not depend entirely upon violence. A skilled Hellspeaker may achieve an objective through negotiation or manipulation long before a battle becomes necessary.
For players who enjoy Charisma-based characters, social encounters, deception, and controlling the battlefield through supernatural influence, the Hellspeaker offers a distinctive style of play.
### Sanguine Knight
Sanguine Knights are the blood-mages and supernatural sustainers of Hell, serving **Sutekh, the Lord of Blood**.
These Illriggers wield infernal blood magic, manipulating the vitality of their enemies and allies to influence the course of battle.
Unlike conventional healers, who restore injuries through divine or restorative magic, Sanguine Knights draw upon the supernatural properties of blood and life force.
Their abilities allow them to drain vitality from enemies, restore Hit Points to companions, and distribute Temporary Hit Points that strengthen their allies against incoming damage.
They can also use their infernal seals to enhance these effects, transforming the energy of Baleful Interdict into a means of sustaining themselves and others.
As their powers develop, Sanguine Knights gain increasingly effective ways to manipulate blood and vitality, including abilities that help allies recover from harmful conditions.
Their fighting style encourages aggression, as the vitality taken from enemies can become a source of strength for their companions.
This makes them particularly valuable in encounters where the party must endure prolonged combat or survive powerful opponents.
Although their abilities can provide important support, Sanguine Knights remain trained martial combatants capable of fighting directly alongside other warriors.
For players who enjoy unusual support characters, blood magic, and the combination of offensive combat with supernatural healing, the Sanguine Knight offers a very different interpretation of infernal power.
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## What It Feels Like to Play an Illrigger
Playing an Illrigger is about wielding infernal power while making deliberate decisions about how and when to use it.
You are a capable martial combatant, but your greatest advantages often come from combining weapon attacks with supernatural seals, Interdict Boons, and abilities granted through your Diabolic Contract.
Baleful Interdict encourages you to identify important enemies and prepare them for punishment. Rather than simply attacking the nearest opponent, you can place seals upon dangerous creatures and coordinate your attacks to maximise the damage those enemies suffer.
Interdict Boons add another layer of tactical choice. You must decide whether to preserve your limited seals for additional damage or expend them on defensive abilities, movement, and battlefield control.
The class also provides considerable freedom in how you approach combat.
A Painkiller might advance into the middle of an enemy formation, relying upon heavy armour and commanding abilities to control the encounter.
A Shadowmaster could instead move through darkness, using stealth and precision to eliminate vulnerable enemies.
An Architect of Ruin might rely upon spells and careful preparation, while a Hellspeaker attempts to manipulate opponents into making disastrous decisions.
A Sanguine Knight may focus upon sustaining companions through the dangerous exchange of life force.
Outside combat, the Illrigger offers opportunities for complex character development.
Your character might be a loyal servant of Hell, an ambitious agent seeking greater authority, a former infernal knight attempting to escape their past, or someone who believes that dangerous powers can be turned toward a necessary cause.
Because the class is closely connected to infernal themes, it can introduce difficult questions about loyalty, obedience, ambition, and morality.
The Illrigger is not inherently required to behave as a villain, but its association with Hell provides a strong foundation for characters whose methods, obligations, and personal ambitions may conflict with those of their companions.
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## Should You Play an Illrigger?
The Illrigger is an excellent choice for players who enjoy martial combat combined with supernatural abilities and tactical decision-making.
You may enjoy the class if you like:
- Martial warriors empowered by infernal magic
- Dark fantasy themes involving devils, contracts, and supernatural authority
- Marking enemies and inflicting additional damage through magical seals
- Customisable abilities through Interdict Boons
- Tactical combat and battlefield control
- Characters who rely upon Charisma and personal influence
- Assassins, infernal commanders, blood-mages, and magical warriors
- Complex character concepts involving loyalty, ambition, and moral conflict
You may prefer another class if you are looking for extensive spellcasting without choosing a particular subclass, straightforward martial mechanics, or a character concept entirely disconnected from infernal powers.
The Illrigger also requires players to understand how Baleful Interdict, Interdict Boons, and their chosen Diabolic Contract interact. Managing these abilities effectively is an important part of the class's tactical depth.
Although its infernal origins often suggest villainous characters, an Illrigger can also provide opportunities to explore redemption, divided loyalties, and the consequences of wielding dangerous supernatural power.
For players who want to command the battlefield through martial skill, infernal seals, and the authority of Hell, the Illrigger offers one of the most distinctive supernatural warrior archetypes available in Dungeons & Dragons.