Paladin
Base Class: Paladin

Asmodeus is the Lord of Acheron, the City of Fear. His illriggers scour the timescape collecting secrets and spells designed to deceive and terrify his opponents. The war he fights against the other Lords of Hell is one of deception and propaganda.

Tenets of Ruin

Hell’s Architects swear an oath to Asmodeus when they join the Order of Desolation. The oath commits them to destroy Asmodeus’ enemies by causing fear and sowing distrust.

The Battlefield of the Mind: By the time my armies meet yours, you will be filled with terror and doubt your own strength. I won’t have to lift a finger to defeat you.

The Proper Secret: Once I know your secrets, I know what you fear.

Knowledge Is Power: Lore is as powerful as steel. I will learn every detail about my enemy so that, when I strike, I will know their every move. They will be checkmated before the game even begins.

Perception Is Reality: Illusion is also as powerful as steel. I will spread so many rumors about my own powers, your friends will desert you, your soldiers will quake. So what if none of it’s true? And some of it is...

Acheron’s illriggers work to make Hell’s enemies seem outnumbered and outmaneuvered. Half their strategy involves research and infiltration, the other half illusion and propaganda. When an Architect of Ruin finally confronts an enemy, the foe sees the illrigger’s forces as impossibly powerful, while their own allies betray them and their armies flee in fear.

Contract with Asmodeus

Asmodeus’ fighting mages must be able to thwart an enemy’s spells as well as their plans.

Invoke Authority: Veteran of Sorcery. As a reaction to failing a saving throw against a spell, you can choose to succeed instead.

Invoke Authority: Spellbreaker. You call on Asmodeus’ authority to protect you from enemy magic. Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, your are unaffected and the effect is reflected back at the caster as though it originated from you, turning the caster into the target

Contract Spells

You gain contract spells at the paladin levels listed.

Oath of Illrigger Spells
Paladin Level Spells

3rd

color spray, disguise self silent image

5th

blur, invisibility,hold person

9th

fear, major image,phantom steed

13th

Banishment, greater invisibility,phantasmal killer

17th

dream,mislead

Spellmaster

Starting at 7th level your knowledge of spellcasting grants you better control or your spells granting advantage on concentration saving throws.

By Will Alone

Starting at 13th level, your illusion spells no longer require any components. When casting an illusion spell, there is no indication you are casting the spell. 

 

Lore Devil

Starting at 20th level, as an action, you can become a lore devil for 1 Hour.

Enemies automatically fail their saving throws against your illusion spells. You emanate an interference aura, forcing any creature within 60 feet trying to cast a spell to first succeed at a Intelligence saving throw (DC = 8 + Proficiency + Charisma Modifier) or else the spell fails and they lose the spell slot. Whenever you use a spell slot to cast a spell, roll 1d4, on a 4 your spell works normally but you do not lose the spell slot.

While in this form, your type becomes fiend (devil) and Hell is your home plane. You cannot use this feature again until you complete a long rest. At their discretion, your GM may choose one codex and grant you limited use of one of the abilities from that codex.

Previous Versions

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Oath For Illrigger Of Ruin Image

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