I heard that it is a fantastic, if a bit overpowered class, with subclasses that completely change how you play the Illrigger, so great with diversity of play too. I have not tried it myself though.
I asked Matt a long time ago if he would consider adding it to D&D Beyond and he said no. Glad to see he came around. Probably give him more incentive once wizards bought D&D Beyond because I asked him before that happened.
$10 more than he charged for it. was $5 for the PDF when it was released. But I guess everybody’s gotta make a cut. Already ordered it again.
I've been following MCDM for a while and I can say this version of the Illrigger is more like every other class, but if they made them in 2024 and not 2014. Lots of options and choices. There was another version before this one that was a bit OP but not hard for a DM to deal with. The price tho is pretty consistent with what they usually charge for their content cuz they paid for all the art in it and did like a crazy amount of testing to make sure it was actually fun, and I'm a big fan of their artists
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
Every feature is really good; definitely a class that can do a little of everything at low levels, to the point I would have to be cautious about what other players are playing.
Like, I would hate to play an Oath of Glory Paladin next to this class; the Sanguine Knight subclass feature is Inspiring Smite x5 (invoke hell / channel divinity) and ontop of a lot of good features in addition to it (Hellspeaker subclass can autocrit if it hits using the Invoke Hell (Channel Divinity) feature). I haven't really looked at its spell list, mainly because my jaw was on the floor looking at the class features for a bit.
You won't outshine a Wizard or Sorceror next to a character like this, but your Paladin will be immediately selling their soul for a quarter of these features.
The spells are super cool and flavorful without breaking the bank; you can kinda see where their inspiration comes from.
I’m more interested in the precedent this sets. I’m huge Dungeons of Drakkenheim fan and adding the setting guide on here has apparently been held up by the fact it has its own class in it. If DDB are now happy to add third party classes, and see a demand for them, hopefully we’ll finally get that full book
I’m more interested in the precedent this sets. I’m huge Dungeons of Drakkenheim fan and adding the setting guide on here has apparently been held up by the fact it has its own class in it. If DDB are now happy to add third party classes, and see a demand for them, hopefully we’ll finally get that full book
SAME! Hoping this means there's a good chance SCGTD will come to dndbeyond. Since Dungeons and Monsters will be on this site would make sense if all three were on here.
I’m more interested in the precedent this sets. I’m huge Dungeons of Drakkenheim fan and adding the setting guide on here has apparently been held up by the fact it has its own class in it. If DDB are now happy to add third party classes, and see a demand for them, hopefully we’ll finally get that full book
SAME! Hoping this means there's a good chance SCGTD will come to dndbeyond. Since Dungeons and Monsters will be on this site would make sense if all three were on here.
It may (probably does) depend on whether the class would require them to add substantially new features. (I have no idea if the one we just got does, but I'd be surprised if it did.)
I’m more interested in the precedent this sets. I’m huge Dungeons of Drakkenheim fan and adding the setting guide on here has apparently been held up by the fact it has its own class in it. If DDB are now happy to add third party classes, and see a demand for them, hopefully we’ll finally get that full book
SAME! Hoping this means there's a good chance SCGTD will come to dndbeyond. Since Dungeons and Monsters will be on this site would make sense if all three were on here.
It may (probably does) depend on whether the class would require them to add substantially new features. (I have no idea if the one we just got does, but I'd be surprised if it did.)
I'm sure that's a huge factor in what they decide is feasible to add. The Drakkenheim Apothocary class is essentially an intelligence based Warlock so hopefully nothing too challenging
Sadie Lowry, the designer of the class in its current form, stated yesterday on the MCDM Discord that this class is designed with the 2014 rules in mind, but that she has seen people adding a couple of weapon masteries to modify it for the 2024 rules, but otherwise keeping it mostly the same. She seemed to approve of this small modification.
One poster there who had already done this has commented that the class feels a little 'under tuned' by only adding weapon mastery, where it felt a little overtuned compared to the 2014 rules. Has anyone else played with it in the 2014 rules who plans to try it with the 2024? I would love to see opinions from people who experienced it with both.
I've been playing this class (The Architect of Ruin) in a Grim Hollow campaign setting, making use of their custom Transformations (Fiend, specifically) and it's a lot of fun. I do think it's earlier version some years ago was pretty powerful, but the Illrigger Revised (the version ported now) is not overpowered in the sense that they do things better than other classes. They do have a lot of things in general they can do and a lot of features, but each feature isn't necessarily overpowered. If you compare what my character can do in terms of the amount of features I can trigger compared to a Fighter of the same level, I have a lot more things to consider, but I wouldn't say I'm more powerful than the fighter.
As for the class taking the place of 6 others, it's all caked into your subclass choice. The MCDM team were all about making your subclass choice the most impactful one with regards to the class. Either way, you're a martial character with supernatural, magic-like abilities. But do you want a splash of Rogue? Wizard? Bard? Fighter? Or maybe some healing options? So a singular Illrigger isn't doing allof that, but the class is versatile enough to so you can build them as you choose. The Combat Mastery fighting styles offered also let you tailor the class to your playstyle I think in an even more impactful way than a Fighter's typical fighting style. Charisma-base unarmored defense? Yes please. Use Charisma for weapon attacks without the annoying Hexblade (or now just Pact of the Blade) dip? Awesome. A feature that let's you skirmish easier? For the right build, it's great. Want to play a bit more at range? Then take the one that boosts the range of your other abilities to help keep you out of melee. It's all pretty fun and gives you plenty of things to do while, in my opinion, not being overpowered.
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Guys.
DDB is adding a new class from MCDM! Finally! New classes! I didn’t see an article yet, so here’s a little discussion thread until we get one
The Illrigger huh? Has anybody heard anything about this class? Or do they own it?
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I heard that it is a fantastic, if a bit overpowered class, with subclasses that completely change how you play the Illrigger, so great with diversity of play too. I have not tried it myself though.
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i would also love to know what they do. Its marketplace description makes it out like it can pull the weight of 6 different classes
Yes, it seems very ...versatile. Homebrew isn’t always the best balanced, so I would have to bet this class is probably extremely powerful.
Now I kind of want to do an all Illriggers campaign. That would be awesome. So many possibilities!
Definetely buying this. All Illriggers one shot here I come!
Once I’ve bought it and looked it over (which should be by tonight) I’ll come back with an update on what the deal is.
In the meantime, anyone got any cool campaign or character ideas for this thing?
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Morgrom the Cunning Summoner; Thea the Rebellious Beauty;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
I asked Matt a long time ago if he would consider adding it to D&D Beyond and he said no. Glad to see he came around. Probably give him more incentive once wizards bought D&D Beyond because I asked him before that happened.
$10 more than he charged for it. was $5 for the PDF when it was released. But I guess everybody’s gotta make a cut. Already ordered it again.
I've been following MCDM for a while and I can say this version of the Illrigger is more like every other class, but if they made them in 2024 and not 2014. Lots of options and choices. There was another version before this one that was a bit OP but not hard for a DM to deal with. The price tho is pretty consistent with what they usually charge for their content cuz they paid for all the art in it and did like a crazy amount of testing to make sure it was actually fun, and I'm a big fan of their artists
mmm bought it... still cant see the class
Video description for the Illrigger from D&D Beyond.
Cheers!
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
Did you synch your account entitlements in the Account > Licenses section? That did it for me.
So theres a new class huh?
Every feature is really good; definitely a class that can do a little of everything at low levels, to the point I would have to be cautious about what other players are playing.
Like, I would hate to play an Oath of Glory Paladin next to this class; the Sanguine Knight subclass feature is Inspiring Smite x5 (invoke hell / channel divinity) and ontop of a lot of good features in addition to it (Hellspeaker subclass can autocrit if it hits using the Invoke Hell (Channel Divinity) feature). I haven't really looked at its spell list, mainly because my jaw was on the floor looking at the class features for a bit.
You won't outshine a Wizard or Sorceror next to a character like this, but your Paladin will be immediately selling their soul for a quarter of these features.
The spells are super cool and flavorful without breaking the bank; you can kinda see where their inspiration comes from.
I’m more interested in the precedent this sets. I’m huge Dungeons of Drakkenheim fan and adding the setting guide on here has apparently been held up by the fact it has its own class in it. If DDB are now happy to add third party classes, and see a demand for them, hopefully we’ll finally get that full book
SAME! Hoping this means there's a good chance SCGTD will come to dndbeyond. Since Dungeons and Monsters will be on this site would make sense if all three were on here.
Welp. Found my new favorite class lol.
It may (probably does) depend on whether the class would require them to add substantially new features. (I have no idea if the one we just got does, but I'd be surprised if it did.)
I'm sure that's a huge factor in what they decide is feasible to add. The Drakkenheim Apothocary class is essentially an intelligence based Warlock so hopefully nothing too challenging
New class, 3rd party, all nice and dandy...
but still no homebrew class option!
New 3rd party class, not official WotC class. But nice to see something new added to the site.
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Sadie Lowry, the designer of the class in its current form, stated yesterday on the MCDM Discord that this class is designed with the 2014 rules in mind, but that she has seen people adding a couple of weapon masteries to modify it for the 2024 rules, but otherwise keeping it mostly the same. She seemed to approve of this small modification.
One poster there who had already done this has commented that the class feels a little 'under tuned' by only adding weapon mastery, where it felt a little overtuned compared to the 2014 rules. Has anyone else played with it in the 2014 rules who plans to try it with the 2024? I would love to see opinions from people who experienced it with both.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
I've been playing this class (The Architect of Ruin) in a Grim Hollow campaign setting, making use of their custom Transformations (Fiend, specifically) and it's a lot of fun. I do think it's earlier version some years ago was pretty powerful, but the Illrigger Revised (the version ported now) is not overpowered in the sense that they do things better than other classes. They do have a lot of things in general they can do and a lot of features, but each feature isn't necessarily overpowered. If you compare what my character can do in terms of the amount of features I can trigger compared to a Fighter of the same level, I have a lot more things to consider, but I wouldn't say I'm more powerful than the fighter.
As for the class taking the place of 6 others, it's all caked into your subclass choice. The MCDM team were all about making your subclass choice the most impactful one with regards to the class. Either way, you're a martial character with supernatural, magic-like abilities. But do you want a splash of Rogue? Wizard? Bard? Fighter? Or maybe some healing options? So a singular Illrigger isn't doing all of that, but the class is versatile enough to so you can build them as you choose. The Combat Mastery fighting styles offered also let you tailor the class to your playstyle I think in an even more impactful way than a Fighter's typical fighting style. Charisma-base unarmored defense? Yes please. Use Charisma for weapon attacks without the annoying Hexblade (or now just Pact of the Blade) dip? Awesome. A feature that let's you skirmish easier? For the right build, it's great. Want to play a bit more at range? Then take the one that boosts the range of your other abilities to help keep you out of melee. It's all pretty fun and gives you plenty of things to do while, in my opinion, not being overpowered.