Paladin
Base Class: Paladin

Sworn to serve a demonic master, Oath of the Illrigger Paladins have trained in the arts of the Illrigger, an ancient warrior of Hell. Wielding hellfire, domination magic, and infernal seals these Paladins seek out and destroy their master's enemies without mercy or compromise. An Oath of the Illrigger Paladin follows only one tenet: Obey their demonic master and work to benefit them at any cost.  

 

Level 3: Oath of the Illrigger Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Illrigger Spells table, you thereafter always have the listed spells prepared.

Oath of the Illrigger Spells
Paladin Level Spells
3 Bane, Burning Hands
5 Hold Person, Augury
9 Counterspell, Fireball
13 Compulsion, Wall of Fire
17 Hold Monster, Geas

 

Level 3: Baleful Interdict

You gain the ability to censure creatures with the power of Hell. Once on your turn, you can place an infernal Seal on a creature within 30 feet of you. You can either place this Seal when you hit with a weapon attack (no action required), or you can use a Bonus Action to place this Seal on a target you see within range. A Seal lasts for 1 minute or until it is burned. A creature with one or more Seals is referred to as an "Interdicted" creature. Only you can see the Seals you place. If an Interdicted creature dies, you can use a Bonus Action on your turn to move all Seals on the creature to a different creature within 30 feet of them, but the remaining duration of the Seals stays the same. 

You can only place a limited number of Seals before resting, and you regain all expended Seals when you finish a Long Rest. The number of Seals you can place is equal to 1 plus your Charisma modifier (minimum of 1).

Burning Seals. When an Interdicted creature within 30 feet of you takes damage from any source that is not a burned Seal, you can burn any number of your Seals on the creature to immediately deal 1d8 Fire or Necrotic damage (your choice) to that creature per Seal burned after the triggering damage. This damage increases to 2d8 when you reach level 7 in this class and 3d8 when you reach level 15. 

 

Level 7: Invoke Hell

Your connection to your demonic master allows you to channel infernal energy to create powerful effects. You can expend a use of your Channel Divinity on two additional options: 

  • Infernal Gift. As a Bonus Action you to expend two uses of your Channel Divinity to regain half of your expended Seals and regain Hit Points. Roll a number of d8s equal to your Charisma modifier (minimum of 1) and regain a number of Hit Points equal to the total.  
  • Infernal Punishment. When you or another creature you can see within your Aura of Protection is hit by an attack, you can use your Reaction to expend one use of your Channel Divinity to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes Fire or Necrotic damage (your choice) equal to the damage the attack dealt and has Disadvantage on attack rolls until the end of your next turn. On a successful save, it takes half as much damage but does not gain Disadvantage on attack rolls. 

 

Level 7: Interdiction

You can infuse your infernal Seals with additional magical power, enhancing their effects or unlocking new uses. 

Interdict Boons Known. You learn two Interdict Boons of your choice from the "Interdict Boons" section at the end of this Subclass's description. Some boons require you to be Level 15 or higher in this class to learn. Whenever you gain a level in this class you can swap one of your boons with a different boon that you can learn. You can learn an additional boon of your choice at level 15 in this class, and one more at level 20 in this class (for a maximum of four boons). 

Using Interdict Boons. Some boons allow you to expend unused Seals to fuel abilities, while others empower your Seals and grant you benefits against Interdicted creatures. The boons marked as "Passive" are always active, requiring no Seals to be expended to gain benefits. All other boons must be activated on your turn. You can only activate one non-passive boon per turn, regardless of how many you know. 

 

Level 15: Infernal Majesty

Your demonic master bestows on you the ability to don a measure of their power. As a Bonus Action, you channel the might of Hell, gaining the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest

  • Demonic Flight. You sprout demonic wings on your back, have a Fly Speed of 60 feet, and can hover.
  • Infernal Resistance. You gain Resistance to Fire and Necrotic damage. 
  • Hellish Might. Once on each of your turns when you hit a creature with a weapon attack, you can cause the target to take an extra 2d8 Fire or Necrotic damage (your choice). 

 

Level 20: Master of Hell

Your demonic master has granted you the ability to tear open a rift to Hell to wreak havoc on your enemies and theirs. As an Magic action, you can summon a Hellstorm centered on a point you can see within 120 feet of you. Choose one of the following effects, which fills a 30-foot-radius sphere centered on that point. 

Inferno. Hellfire rains down indiscriminately. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature within the area takes 5d10 Fire damage plus 5d10 Necrotic damage, and they burn for 1 minute. On a successful save, a creature within the area takes half as much damage and does not burn. A creature burning must make a Dexterity saving throw at the start of each turn. They take 1d6 Fire damage and 1d6 Necrotic damage on a failed save and end the effect on a successful save. The Hellfire cannot be extinguished by nonmagical means. 

Pestilence. A foul miasma swirls around your foes. Each creature of your choice in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 Poison damage and 5d10 Necrotic damage and becomes Poisoned for 1 minute. On a successful save, a creature takes half as much damage and does not become Poisoned. A creature Poisoned by this effect repeats the save at the end of their turn, removing the condition on a successful save. 

Darkness. A black storm assails your foes. Each creature of your choice in that area must make a Wisdom saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Additionally, the storm's gloom persists for 1 minute, and each creature of your choice within that aera is Blinded until they leave the area. 

Once you summon a Hellstorm, you must finish a Long Rest before you can do so again. 

 

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Interdict Boons

Your Interdiction feature allows you to learn the following Interdict Boons. Some boons require Paladin level 15 and can't be learned until you are at least that level. 

 

Acheron's Chain

When you use a Bonus Action to place or move a Seal on a Large of smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Dexterity saving throw. On a failed save, you can either pull the creature up to 15 feet towards you, or cause them to be Restrained until the end of your next turn. 

 

Blood for Blood (Passive)

(You must be level 15 in this class to learn this boon) Whenever you or an ally within your Aura of Protection takes damage from an Interdicted creature, that creature takes Necrotic damage equal to your Charisma modifier. 

 

Conflagrant Channel

You can expend a Seal as a Bonus Action to teleport up to 30 feet to an unoccupied space you can see. 

 

Demonic Onslaught

(You must be level 15 in this class to learn this boon) When you use a Bonus Action to place or move a Seal onto a creature, you can make one weapon attack as part of the same Bonus Action if the creature already has at least 1 Seal on them. 

 

Hellsight

(You must be level 15 in this class to learn this boon) You can expend a Seal to gain Truesight out to 30 feet for 10 minutes. 

 

Incontrovertible (Passive)

(You must be level 15 in this class to learn this boon) Interdicted creatures have Disadvantage on Wisdom and Charisma saving throws they are forced to make from you or an ally within your Aura of Protection. 

 

Infernal Rebuke (Passive)

When you or an ally within your Aura of Protection succeed on a saving throw against a spell or other magical effect imposed by a creature, you can immediately place one Seal on that creature (no action required). 

 

Last Word

(You must be level 15 in this class to learn this boon) When you are reduced to 0 hit points and have unused Seals remaining, your demonic master refuses to let you die. You can expend up to 3 Seals and release an explosion around you (no action required). Roll 3d8 per Seal expended. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes Fire or Necrotic damage (your choice) equal to the total you rolled. On a successful save, a creature takes half as much damage. If this explosion damages at least one creature, you regain a number of Hit Points equal to half of the total you rolled. 

 

Soul Eater

When you burn a Seal on a Interdicted creature, you can activate this boon (no action required) to gain Temporary Hit Points equal to 1d8 + half your Paladin level. 

 

Swift Retribution (Passive)

When an Interdicted creature provokes an Opportunity Attack from you, you can make that attack without using your Reaction, provided you are not Incapacitated. Once you benefit from the boon, you can't do so again until the start of your next turn. 

 

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