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Following the great advice I received on my last alpha build of the Illrigger class variant, here's the third alpha build of the class. As always, I read and appreciate all comments about my work, please feel free to share your thoughts on this piece!
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"Valshea" by Keith Parkinson, cover art of the "Dragon" issue 106,
which Illrigger comes from |
The lawful evil Illrigger creates for his god a framework of evil on which to operate and subdue key proponents of good. He has crisply efficient assassination skills and maintains a functioning network of followers to precipitate his crimes upon the world. Should the Iillrigger ever commit a chaotic or carelessly disruptive act, his church will excommunicate him and he will become forevermore a normal fighter. Illriggers prefer armor and weapons of darkened metal. Plate mail and morning stars predominate. Illriggers wear great helmets bearing the symbols and war standards of their gods. Insignias of rank, each a subsymbol of the Illrigger's personal sigil, accompany every follower. Illriggers can use any magic item unless it has an intrinsic good alignment. An Illrigger with sufficient funds can build a stronghold at any time. The Illrigger follows no strictures other than the rigid rules necessary to maintain his church. Nearly all known Illriggers are devil worshippers.
The special abilities of an Illrigger are:
1. A continual emanation of a protection from Evil and Good spell.
2. Immunity to all forms of disease.
3. The ability to attack using the Rogue's table for Sneak attack after surprising an opponent.
Nefarious Touch:
Your dark embrace can wound your foes. You have a pool of Evil power that replenishes when you take a long rest. You can utilize this pool of power to cause d6 Necrotic damage to your foes. You have a number of d6’s equal to your Illrigger level.
As an action, you can make a melee touch attack against a creature and draw power from the pool to inflict damage to that creature, up to the maximum amount remaining in your pool. On a successful attack, the creature being targeted can attempt a Wisdom Saving Throw with a DC of 10 + your Proficiency bonus + your Wisdom modifier to resist your dark emanations receive half damage.
Alternatively, you can expend a 1d6 from your pool to curse the target with one disease or one curse.The target must fail a constitution saving throw to become diseased or cursed. Only one disease or cursed may be placed on a target at a time.
Precise blow:
Illrigger's have been trained by their order to know exactly how and where to strike an unsuspecting target to make and make it count.
At 1st level, once per turn, Illrigger's may an additional 1d6 to their damage rolls when attacking with advantage against a surprised foe.
Spellcasting:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a Cleric does.
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.
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Art by Nate Furman |
You prepare the list of Illrigger spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of spells equal to your Intelligence 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 two 2nd-level spell slots. With an Intelligence 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 cure wounds, 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 Paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your Illrigger spells, since their power derives from the strength of your convictions. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Pillar of Sin:
Upon reaching the third level, an Illrigger is fully accepted as a knight of their dark Order and is officially known as a Pillar of Sin, the first step in a path that will end with them being a fully fledged Illrigger, a leader of their Order, by the end of it. They also receive an income which allows them to live a Modest lifestyle.
Fighting Style:
At 3rd level, the Illrigger may adopt any style of fighting as their specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Disease Immunity:
At 3rd level, Illriggers gain immunity to all forms of disease.
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.
Griefbringer:
Upon reaching the sixth level, an Illrigger is promoted within their order to the rank of Griefbringer. With the new rank comes the ability to call on a Pillar of Sin from within their order to assist them with a mission. In addition to this new privilege, a Griefbringer's income is increased, allowing them to live a Comfortable lifestyle.
Aura of Protection:
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Evilforger:
Upon reaching the ninth level, an Illrigger is promoted within their order to the rank of Evilforger. With the new rank comes the ability to call on a Pillar of Sin or a Griefbringer from within their order to assist them with a mission. In addition to this improved privilege, a Griefbringer's income is increased, allowing them to live a Wealthy lifestyle.
Protection from Good:
At 9th level, Illriggers permanently gain the effects of Protection from Evil and Good.
Aura of Courage:
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Illrigger:
From 12th level onwards, an Illrigger is known to the world as an "Illrigger". With the new rank comes the ability to call on a Pillar of Sin, Griefbringer, or Evilforger from within their order to assist them with a mission. All Illriggers are made a member of the ruling council of their order. In addition to these privileges, an Illrigger's income is increased, allowing them to live an Aristocratic lifestyle.
Also, reaching their "Name level" gives Illriggers the opportunity to embark on a quest to receive a Stronghold of Evil. If they choose to complete this quest, they will gain a Stronghold(Castle, Temple, etc.) and a number of rolls on the Followers chart equal to half their level. This feature requires DM approval and is not required to play the Illrigger.
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Art by Windfall Designs |
Cleansing Touch:
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
Table 1: Illrigger Followers:
Dice roll Type of follower
01-08 1d10 1st level Rogues
09-14 1d8 1st-2nd level Rogues
15-19 1d6 1st-4th level Rogues
20-23 1d4 2nd-5th level Rogues
24-26 2 3rd-6th level Rogues
27-28 1 4th-7th level Rogue
29-31 1d4 1st-2nd level Barbarians
32 1 3rd-6th level Barbarian
33-35 1d6 1st level Wizards
36-37 1d4 1st-2nd level Wizards
38 2 2nd-5th level Wizards
39-40 2 1st-2nd level Sorcerers
41 1 2nd-4th level Sorcerer
42-46 1d6 1st-4th level Clerics
47-49 1d4 2nd-5th level Clerics
50-51 2 4th-7th level Clerics
52 1 5th-8th level Cleric
53 2 1st-4th level Bards
54-61 4d10 Men-at-Arms
62-67 1d10 1st level Fighters
68-72 1d8 1st-4th level Fighters
73-76 1d6 2nd-5th level Fighters
77-79 1d4 3rd-6th level Fighters
80-81 2 4th-7th level Fighters
82 1 8th level Fighter
83-84 1 Hellcat or Hell Hound
85 6d4 Kobolds plus females and young
86 1 Bheur Hag
87 20d10 Duergar plus females and young
88 20d10 Orcs plus females and young
89 30d10 Goblins plus females and young
90 10d10 Hobgoblins plus females and young
91 1 Blue Dragon
92 1 Ghost
93 1 Spectre
94 1 Wight
95 1 Wraith
96 2 Manticore
97 1d8 Fire Giants plus females and young
98 1d4 NPCs of any lawful evil class or subclass
99 1 Pit Fiend
100 DM's choice
I hope you can get some fun out of this class variant. Feel free to leave any feedback, advice, or criticisms as a comment here. I'm glad to learn and happy to respond to your comments.