So I've been really interested in playing an Illrigger, specifically an architect of ruin, for awhile now, but I'm having a hard time understanding what it offers over an Eldritch Knight or Hexblade.
It seems like its spell list is really limited and because it can only use Invoke Hell once per short rest that it's unlike to be all that useful. A spell and attack is nice, but given the spell list it's just not that strong it would be tricky to make use of this. Doubling elemental damage for a spell is pretty weak too because you only have Burning Hands 3d6 and Hells Lash 4d4 for damage. All this is on top of being a quarter caster so you just don't have a lot of slots to begin with. At best you're doing slightly higher nova than a rogue is doing every turn.
Burning seals is an interesting idea, but since you can only place one per turn it just doesn't stack up to be a lot of utility. The damage is pretty nice, but the utility is really situational. A lot of it relies on Interdictor Boons, but you only get 1 early and it's pretty weak. The next is at 7 and the options are better but still nothing all that great.
I cant see a good reason to play this over an Eldritch Knight or Hexblade. Both of those can do nearly all the same or vastly more. I'm not obsessed with big damage numbers or broken builds, but it looks like its really limiting to play this class. Am I missing something?
So I've been really interested in playing an Illrigger, specifically an architect of ruin, for awhile now, but I'm having a hard time understanding what it offers over an Eldritch Knight or Hexblade.
It seems like its spell list is really limited and because it can only use Invoke Hell once per short rest that it's unlike to be all that useful. A spell and attack is nice, but given the spell list it's just not that strong it would be tricky to make use of this. Doubling elemental damage for a spell is pretty weak too because you only have Burning Hands 3d6 and Hells Lash 4d4 for damage. All this is on top of being a quarter caster so you just don't have a lot of slots to begin with. At best you're doing slightly higher nova than a rogue is doing every turn.
Burning seals is an interesting idea, but since you can only place one per turn it just doesn't stack up to be a lot of utility. The damage is pretty nice, but the utility is really situational. A lot of it relies on Interdictor Boons, but you only get 1 early and it's pretty weak. The next is at 7 and the options are better but still nothing all that great.
I cant see a good reason to play this over an Eldritch Knight or Hexblade. Both of those can do nearly all the same or vastly more. I'm not obsessed with big damage numbers or broken builds, but it looks like its really limiting to play this class. Am I missing something?
You’re not wrong to be skeptical—Illrigger, and especially Architect of Ruin, can feel a bit underwhelming at first glance, especially when compared to standouts like Hexblade Warlock or Eldritch Knight. You’re clearly looking at it with a practical eye, so let’s dig into what does and doesn’t work with the subclass and whether there’s a solid reason to play it over the more familiar options.
Quick Recap: What Is the Illrigger?
From MCDM’s Illrigger class:
• It’s a martial class with spellcasting, flavored as a devilish/hell-knight bound to infernal patrons.
• Quarter-caster (like a Paladin): very limited spell slots and known spells.
• Core mechanic is Burning Seals, placed on creatures with attacks or spells to deal extra damage when triggered.
• Invoke Hell: a once-per-short-rest feature that lets you cast a spell and make an attack (or more).
• Interdictor Boons: modular passive boosts that scale with level.
• Architect of Ruin: the aggressive, fire-themed subclass focused on burst and destruction.
Your Concerns: Let’s Unpack Them
1. Spellcasting Is Limited
Yes. The Illrigger is a quarter-caster, which means you’re operating with fewer slots than an EK, and far fewer than a Warlock (especially with Warlock’s slot refresh and Agonizing Blast scaling). The spell list is heavily flavored but doesn’t synergize well for utility or consistent damage. Even Burning Hands feels weak compared to something like Booming Blade + Hexblade’s Curse.
2. Invoke Hell is Limited
It is cool—attack and spell in one turn with bonus damage is flashy—but once per short rest makes it feel more like a “once-per-fight nuke” than a core loop. And you’re totally right: if you only have weak spell options (Burning Hands, Hell’s Lash), the doubling damage isn’t all that explosive.
3. Burning Seals Are a Neat Mechanic, But…
You get one seal per turn, and the damage is decent (2d6 scaling), but it doesn’t add to your nova unless you’re getting lots of attacks or reactions to trigger them. It’s basically your class’s version of Sneak Attack or Divine Smite—but:
• It requires set-up,
• It’s limited per turn,
• And it’s not nearly as big of a payoff.
4. Interdictor Boons Feel Weak Early
Completely fair. The first Boon is almost always underwhelming. Later ones (like Painful Chains or Scouring Blades) are decent, but it takes a while to get to anything meaty. There’s a pacing problem here.
So Why Would You Play an Illrigger (Architect of Ruin)?
1. Style & Flavor
Let’s be real: this class oozes dark style. If you want to play a knight bound to Hell, who flares up with infernal power and brands enemies with seals, it’s unique. Hexblade can be reflavored for this, but it’s not the same vibe.
2. Sustained Control Fighter
Architect of Ruin works best as a midline brawler who:
• Applies seals to spread damage
• Uses Reckoning Seals or Wasting Seal for debuff/control
• Controls a fight through psychological tempo: applying seals, creating AoEs, and then triggering burst
3. Unique Resource Loop
Compared to Eldritch Knight (who is more defensive/control) and Hexblade (blaster/control), the Illrigger brings:
• Limited spellcasting + martial pressure
• A damage-over-time model via seals
• A short-rest spike mechanic (Invoke Hell)
That can be fun to play if you’re looking for a tactical “soft controller” or burst fighter, not just a power-gaming chassis.
What Would Help Make Architect of Ruin Feel Better?
If you want to play one but need it to feel satisfying, consider asking your DM for:
• A 2x/day usage of Invoke Hell
• A minor buff to Burning Seals (e.g., free application on crit or a seal applies to all enemies in a small AoE)
• Expanded spell list: give access to a few more key utility/damage options
• A bonus to triggering seals more than once per turn (especially with off-turn abilities like reactions)
TL;DR
You’re not missing much mechanically—your gut’s right: it’s a flavorful class that struggles to keep up with better-designed hybrids like EK and Hexblade. But if you want that “infernal seal-spreading anime swordsman” vibe, it can be rewarding with a little patience or DM tweaks.
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So I've been really interested in playing an Illrigger, specifically an architect of ruin, for awhile now, but I'm having a hard time understanding what it offers over an Eldritch Knight or Hexblade.
It seems like its spell list is really limited and because it can only use Invoke Hell once per short rest that it's unlike to be all that useful. A spell and attack is nice, but given the spell list it's just not that strong it would be tricky to make use of this. Doubling elemental damage for a spell is pretty weak too because you only have Burning Hands 3d6 and Hells Lash 4d4 for damage. All this is on top of being a quarter caster so you just don't have a lot of slots to begin with. At best you're doing slightly higher nova than a rogue is doing every turn.
Burning seals is an interesting idea, but since you can only place one per turn it just doesn't stack up to be a lot of utility. The damage is pretty nice, but the utility is really situational. A lot of it relies on Interdictor Boons, but you only get 1 early and it's pretty weak. The next is at 7 and the options are better but still nothing all that great.
I cant see a good reason to play this over an Eldritch Knight or Hexblade. Both of those can do nearly all the same or vastly more. I'm not obsessed with big damage numbers or broken builds, but it looks like its really limiting to play this class. Am I missing something?
You’re not wrong to be skeptical—Illrigger, and especially Architect of Ruin, can feel a bit underwhelming at first glance, especially when compared to standouts like Hexblade Warlock or Eldritch Knight. You’re clearly looking at it with a practical eye, so let’s dig into what does and doesn’t work with the subclass and whether there’s a solid reason to play it over the more familiar options.
Quick Recap: What Is the Illrigger?
From MCDM’s Illrigger class:
• It’s a martial class with spellcasting, flavored as a devilish/hell-knight bound to infernal patrons.
• Quarter-caster (like a Paladin): very limited spell slots and known spells.
• Core mechanic is Burning Seals, placed on creatures with attacks or spells to deal extra damage when triggered.
• Invoke Hell: a once-per-short-rest feature that lets you cast a spell and make an attack (or more).
• Interdictor Boons: modular passive boosts that scale with level.
• Architect of Ruin: the aggressive, fire-themed subclass focused on burst and destruction.
Your Concerns: Let’s Unpack Them
1. Spellcasting Is Limited
Yes. The Illrigger is a quarter-caster, which means you’re operating with fewer slots than an EK, and far fewer than a Warlock (especially with Warlock’s slot refresh and Agonizing Blast scaling). The spell list is heavily flavored but doesn’t synergize well for utility or consistent damage. Even Burning Hands feels weak compared to something like Booming Blade + Hexblade’s Curse.
2. Invoke Hell is Limited
It is cool—attack and spell in one turn with bonus damage is flashy—but once per short rest makes it feel more like a “once-per-fight nuke” than a core loop. And you’re totally right: if you only have weak spell options (Burning Hands, Hell’s Lash), the doubling damage isn’t all that explosive.
3. Burning Seals Are a Neat Mechanic, But…
You get one seal per turn, and the damage is decent (2d6 scaling), but it doesn’t add to your nova unless you’re getting lots of attacks or reactions to trigger them. It’s basically your class’s version of Sneak Attack or Divine Smite—but:
• It requires set-up,
• It’s limited per turn,
• And it’s not nearly as big of a payoff.
4. Interdictor Boons Feel Weak Early
Completely fair. The first Boon is almost always underwhelming. Later ones (like Painful Chains or Scouring Blades) are decent, but it takes a while to get to anything meaty. There’s a pacing problem here.
So Why Would You Play an Illrigger (Architect of Ruin)?
1. Style & Flavor
Let’s be real: this class oozes dark style. If you want to play a knight bound to Hell, who flares up with infernal power and brands enemies with seals, it’s unique. Hexblade can be reflavored for this, but it’s not the same vibe.
2. Sustained Control Fighter
Architect of Ruin works best as a midline brawler who:
• Applies seals to spread damage
• Uses Reckoning Seals or Wasting Seal for debuff/control
• Controls a fight through psychological tempo: applying seals, creating AoEs, and then triggering burst
3. Unique Resource Loop
Compared to Eldritch Knight (who is more defensive/control) and Hexblade (blaster/control), the Illrigger brings:
• Limited spellcasting + martial pressure
• A damage-over-time model via seals
• A short-rest spike mechanic (Invoke Hell)
That can be fun to play if you’re looking for a tactical “soft controller” or burst fighter, not just a power-gaming chassis.
What Would Help Make Architect of Ruin Feel Better?
If you want to play one but need it to feel satisfying, consider asking your DM for:
• A 2x/day usage of Invoke Hell
• A minor buff to Burning Seals (e.g., free application on crit or a seal applies to all enemies in a small AoE)
• Expanded spell list: give access to a few more key utility/damage options
• A bonus to triggering seals more than once per turn (especially with off-turn abilities like reactions)
TL;DR
You’re not missing much mechanically—your gut’s right: it’s a flavorful class that struggles to keep up with better-designed hybrids like EK and Hexblade. But if you want that “infernal seal-spreading anime swordsman” vibe, it can be rewarding with a little patience or DM tweaks.