The Illrigger: DnD 5e Class Guide (Updated November 2024)
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Standing in the blood soaked castle corridor, Baraz turned to face the remaining guards outside the door to the king’s chambers. “Let me pass or join your commrades in death,” Baraz said coldly, pointing to the mangled bodies scattered around him. He raised the glowing black longsword before him, the otherworldly steel dancing with Infernal runes. The terrified guards remained in place as Baraz stepped towards them, calling upon the dark powers of the Nine Hells.
Table of Contents
- What is an Illrigger in DnD 5e?
- What is an Illrigger’s primary ability score?
- What is an Illrigger’s hit die and hit points?
- What are Illrigger’s proficient in?
- What equipment do Illriggers start with?
- What unique features do Illriggers have?
- What are the Illrigger’s Interdict Boons?
- What are the Illrigger subclasses?
- What backgrounds are best for Illriggers?
- What species are best for Illriggers?
- How do you roleplay an Illrigger?
- What DnD 5e sourcebooks do Illriggers appear in?
What is an Illrigger in DnD 5e?
The Illrigger is a new Dungeons & Dragons class who have pledged themselves to one of the ruling archdevils of the Nine Hells and are able to draw on a range of Infernal abilities. In this sense, the are essentially anti-paladins skilled in both martial combat and spellcasting. They are also somewhat similar to Warlocks, in that they too have pledged themselves to otherworldly beings who grant them unique powers.
Notably, the Illrigger is also the first new class to appear in the updated 2024 DnD 5e rules, but is unusual in that while the class is “official,” it is not created by Wizards of the Coast. Rather, the Illrigger has been developed by MCDM, the third-party publisher responsible for titles like Flee, Mortals and the Draw Steel system. The Illrigger is only available for purchase via the MCDM website or on D&D Beyond.
Below is the Illrigger class table, which details their proficiency bonuses and key features. Notably, the class uses the new DnD 5e rules featured in the 2024 Player’s Handbook.
Level | Proficiency Bonus | Features | Seals | Seal Damage | Interdict Boons | Infernal Conduit Dice |
---|---|---|---|---|---|---|
1st | +2 | Baleful Interdict, Forked Tongue | 3 | 1d6 | — | — |
2nd | +2 | Combat Mastery, Interdiction | 3 | 1d6 | 1 | — |
3rd | +2 | Diabolic Contract (Subclasses), Invoke Hell | 4 | 1d6 | 1 | — |
4th | +2 | Ability Score Improvement | 4 | 1d6 | 1 | — |
5th | +3 | Extra Attack | 4 | 2d6 | 1 | — |
6th | +3 | Infernal Conduit | 4 | 2d6 | 1 | 3 |
7th | +3 | Diabolic Contract (Subclass feature) | 5 | 2d6 | 2 | 4 |
8th | +3 | Ability Score Improvement | 5 | 2d6 | 2 | 4 |
9th | +4 | Forked Tongue (Improvement) | 5 | 2d6 | 2 | 5 |
10th | +4 | Blood Price | 5 | 2d6 | 2 | 5 |
11th | +4 | Diabolic Contract (Subclass feature), Infernal Conduit improvement, Terrorizing Force | 5 | 3d6 | 2 | 6 |
12th | +4 | Ability Score Improvement | 5 | 3d6 | 2 | 6 |
13th | +5 | — | 6 | 3d6 | 3 | 7 |
14th | +5 | Superior Interdict | 6 | 3d6 | 3 | 7 |
15th | +5 | Diabolic Contract (Subclass feature) | 6 | 3d6 | 3 | 8 |
16th | +5 | Ability Score Improvement | 6 | 3d6 | 3 | 8 |
17th | +6 | Infernal Majesty | 6 | 3d6 | 3 | 9 |
18th | +6 | — | 7 | 3d6 | 4 | 9 |
19th | +6 | Ability Score Improvement | 7 | 3d6 | 4 | 10 |
20th | +6 | Master of Hell | 7 | 4d6 | 4 | 10 |
What is an Illrigger’s Primary Ability Score?
Strength and Dexterity are an Illrigger’s primary ability scores, followed closely by Charisma. Your character must have a Charisma score of 13 and a Strength or Dexterity score of 13 or higher to multiclass as an Illrigger. This reflects the class’ focus on combat as well as their ability to tap into infernal magic.
When creating an Illrigger, you should put your highest ability score in Strength (if you want to focus on melee weapons), Dexterity (if you want to focus on archery or finesse weapons) or Charisma (if you plan to choose the Architect of Ruin subclass). Your second highest ability score should be Constitution.
What is an Illrigger’s Hit Die and Hit Points?
Illrigger have 1D10 hit dice per level. This mean at 1st Level your Illrigger’s hit points will be 10 + your Constitution modifier. Each level you advance from Level 2 onwards, you gain an additional 1D10 (or an average of 6) Hit Points, plus your Constitution modifier.
This high Hit Dice makes Illrigger’s one of the more resilient classes and puts them in the same category as both Fighters and Paladins, who also have 1D10 hit dice (for context, most spellcasters have either 1D6 or 1D8 hit dice).
What are Illrigger’s Proficient In?
Illrigger’s have a unique set of skills that reflect their combat prowess as the elite shock troops of Hell.
- Armor: Light and Medium armor and shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, Religion and Stealth
What Equipment Do Illriggers Start With?
As a Level 1 Illrigger, you receive the following equipment (in addition to any other equipment provided by your Background):
- (a) two martial weapons or (b) one martial weapon and a shield
- (a) chain shirt or (b) leather armor, a longbow, and 20 arrows
- (a) a priest’s pack or (b) a dungeoneer’s pack
- Five javelins
Alternatively, you can forgo this starting equipment and the equipment granted by your Background, instead starting with 5d4 × 10 gold pieces.
What Unique Features Do Illriggers Have?
As an Illrigger, you’re able to access a number of unique Features that reflect your skill in the art of combat and your service to the forces of Hell.
Level 1: Baleful Interdict
Once on your turn, you can place a magical seal on a creature within 30 feet of you. You can either place this seal when you hit that target with a weapon attack (no action required) or you can use a bonus action to place this seal on a target you can see within range. This seal lasts for 1 minute or until burned (see “Burning Seals” below). A creature with one or more of your seals is referred to as an “Interdicted creature.” Seals you place are invisible to other creatures, and when you can see an interdicted creature, the seals appear to you as glowing glyphs on the creature’s body.
You can only place a limited number of seals before resting, and you regain all seals when you finish a short or long rest. The number of seals you can place increases as you gain Illrigger levels, as indicated in the Seals column of the Illrigger table (see above).
If an interdicted creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them. Each seal’s duration continues to elapse when an interdicted creature dies and when that seal is moved to a new creature.
Burning Seals. When an interdicted creature you can see within 30 feet of you takes damage from any source other than a seal burned by an illrigger, you can burn any number of seals you placed on them to deal 1d6 fire or necrotic damage (your choice) to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn’t require an action from you, but you can’t do so while incapacitated. Once a seal is burned, it immediately vanishes.
Once you reach 5th level in this class, your connection to your archdevil strengthens. Each burned seal deals an extra 1d6 damage, for a total of 2d6. The damage of each seal increases again by 1d6 when you reach 11th level (for a total of 3d6) and 20th level (for a total of 4d6) in this class, as indicated in the Seal Damage column of the Illrigger table.
Interdict Save. Class features you gain later can add additional effects to your Baleful Interdict and require your target to make a saving throw to resist them. The saving throw DC for these effects uses your interdict save DC, which is calculated as follows:
Interdict save DC = 8 + your proficiency bonus + your Charisma modifier
Level 1: Forked Tongue
You can instinctively speak, read and write Infernal. In addition, you can speak two other languages of your choice, but you can’t read or write them. When you finish a long rest, you can draw on your archdevil’s knowledge to replace one of these two languages. When you do, choose another language whose name you know; you magically forget the previous language and gain this new one instead. Once you replace a language in this way, you must finish a long rest before you can do so again.
Starting at 9th level, this feature grants you another language, for a total of three (in addition to Infernal). Furthermore, you gain advantage on Wisdom (Insight) checks made to ascertain the intentions or sincerity of creatures.
Level 2: Combat Mastery
Your archdevil grants you uncanny skill in a certain form of combat. Choose one of the following Illrigger combat masteries:
- Bravado. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
- Brutal. When you hit a creature who is no more than one size larger than you with an attack you make with a melee weapon you are wielding with two hands, you can move the target 5 feet horizontally. If you choose, you can then spend your movement to move into the space they left.
- Inexorable. You gain a +1 bonus to saving throws for each hostile creature within 5 feet of you, to a maximum bonus of +5.
- Lies. You can choose one type of melee weapon, such as a battleaxe, greatsword, or spear. When you attack with that type of weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can choose a new weapon type, which replaces your previous choice, when you finish a long rest.
- Lissome. When you hit a creature with a melee weapon attack, you can spend your movement to move 5 feet without provoking opportunity attacks.
- Unfettered. When you use your Baleful Interdict to place or burn a seal, its range is 60 feet instead of 30 feet. When you gain the Infernal Conduit feature at 6th level, its range is 30 feet instead of touch. In addition, making a ranged attack while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.
Level 2: Interdiction
You can infuse your seals with hellish magical power, enhancing their effects.
Interdict Boons Known: You learn one interdict boon of your choice (see “Interdict Boons” below). As you gain levels in this class, you gain additional boons of your choice, as shown in the Interdict Boons column of the Illrigger table (see above). Each new boon must be of a level you can learn. When you reach 7th level, for example, you learn one new boon of 2nd or 7th level. Whenever you gain an Illrigger level, you can choose a boon you know and replace it with another boon you can learn.
Using Interdict Boons: Some boons allow you to expend unplaced seals to fuel abilities, while others empower all your seals or grant you benefits against interdicted creatures. The boons that grant passive (or “always on”) benefits, such as the 2nd-level Swift Retribution boon, are marked with a “Passive” tag. You don’t need to expend a seal or take an action to benefit from the passive boons you know. All other boons, such as the 2nd-level Abating Seal boon, must be activated on a turn (for example, by expending a seal). You can activate only one non-passive boon per turn, regardless of how many you know.
Level 3: Invoke Hell
Your diabolic connection allows you to channel infernal energy to empower magical effects. Your chosen Diabolic Contract (see Subclasses below) grants you two Invoke Hell options and describes how to use each. When you use your Invoke Hell, you choose which option to use. You must then finish a short or long rest to use your Invoke Hell again. Some Invoke Hell effects require a saving throw. When you use such an effect, the DC equals your interdict save DC.
Level 6: Infernal Conduit
You can strengthen your allies at the cost of yourself—or drain your enemy’s life force for your own gain. You have a pool of Infernal Conduit dice, which are d10s. The number of Infernal Conduit dice in your pool increase as you gain Illrigger levels, as shown in the Infernal Conduit Dice column of the Illrigger table (see above).
As an action, you can touch another creature and spend one or more dice from your pool. The target must make a Constitution saving throw against your interdict save DC. A creature can willingly fail this saving throw. Roll the spent dice and choose one of the following effects:
- Invigorate. On a failed save, the target regains hit points equal to the total you rolled, and you take necrotic damage equal to that total. On a successful save, the target regains half as many hit points, and you take necrotic damage equal to that total. Save or fail, this necrotic damage can’t be reduced in any way, and if this damage reduces you to 0 hit points, you fall unconscious and are stabilized.
- Devour. On a failed save, the target takes necrotic damage equal to the total you rolled, and you regain hit points equal to that total. On a successful save, the target takes half as much damage, and you regain hit points equal to the damage the target took. Save or fail, or if the target chose to fail their saving throw against this effect, the necrotic damage can’t be reduced in any way. When you reach 11th level in this class, the target also gains a level of exhaustion on a failed save against this effect. This level of exhaustion can be reduced as normal, and a creature can’t suffer more than three levels of exhaustion combined from all Illriggers’ Infernal Conduit features.
You regain any spent Infernal Conduit dice when you finish a long rest.
Level 10: Blood Price
You can strengthen your defenses at the cost of your vitality. Whenever you fail a saving throw, you can spend one of your Hit Dice, rolling it and adding the number rolled to the result of the save.
Level 11: Terrorizing Force
Your attacks are empowered with devastating might. When you gain this feature, choose a damage type: cold, fire, necrotic or poison. When you hit with a weapon attack, you deal an extra 1d8 damage of the chosen type. You can choose a different damage type when you finish a long rest.
Level 14: Superior Interdict
Damage from your seals ignores any damage resistances the target has. In addition, you can use a bonus action to regain a seal if you have none remaining. Once you regain a seal in this way, you can’t do so again until you finish a long rest.
Level 17: Infernal Majesty
Your archdevil bestows on you the ability to don a measure of their power. As a bonus action, you channel the might of Hell, gaining the following benefits for 10 minutes:
- You gain resistance to fire, cold and necrotic damage.
- Wings appear on your back, granting you a flight speed of 60 feet.
- When you use your Blood Price, you can cause an enemy you can see within 10 feet of you to take damage equal to the number rolled on your Hit Die.
- When you hit with a weapon attack, your Terrorizing Force deals an extra 2d8 damage instead of 1d8.
For the duration, if you die, you can choose to have your body disappear in a burst of flame, leaving behind only your equipment. If you do, your body reforms 1d6 days later somewhere in Hell. Once your body reforms, you return to life and regain all of your hit points.
Once you channel your Infernal Majesty, you must finish a long rest before you can do so again.
Level 20: Master of Hell
You learn to tear open a rift to Hell and wreak its fury on your enemies. As an action, you can summon a hellstorm centered on a point you can see within 150 feet of you. Choose one of the following effects, which fills a 50-foot-radius sphere centered on that point:
- Inferno: Hellfire rains down on your foes. Each enemy in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage plus 5d10 necrotic damage, and they burn for 1 minute. On a successful save, a creature takes half as much damage and does not burn. A creature burning in this way must repeat this saving throw at the end of their turn, taking 1d10 fire damage plus 1d10 necrotic damage on a failed save, or ending the effect on themself on a successful one. This hellfire can’t be extinguished by nonmagical means.
- Pestilence: A foul miasma swirls around your foes. Each enemy in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 poison damage plus 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.
- Darkness: A bitter storm assails your foes. Each enemy in that area must make a Constitution saving throw, taking 10d10 cold damage on a failed save, or half as much damage on a successful one. Additionally, the storm’s gloom persists for 1 minute, and each enemy within that area is blinded for the duration or until they leave the area.
Once you summon a hellstorm, you must finish a long rest before you can do so again.
What are the Illrigger’s Interdict Boons?
The Interdiction feature grants you access to interdict boons, which are detailed below. Some boons specify a minimum Illrigger level; the boons in the “7th-Level Interdict Boons” section and the “13th-Level Interdict Boons” section can’t be learned until you are at least that level. You gain ac
Level 2 Interdict Boons
You can choose from these boons when you gain the Interdiction feature at 2nd level, or whenever you gain a new boon.
- Abating Seal: When a creature you can see damages you or an ally within 30 feet of you, you can expend a seal as a reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your Illrigger level (rounded down).
- Bedevil: When you burn a seal on an interdicted creature, you can activate this boon (no action required). The target must subtract a number equal to your proficiency bonus from the result of the next saving throw they make before the end of their next turn.
- Soul Eater: When you burn a seal on an interdicted creature, you can activate this boon (no action required) to gain temporary hit points equal to your Illrigger level.
- Styx’s Apathy: When you burn a seal on an interdicted creature, you can use your reaction to flood the target with an otherworldly chill. Until the end of the target’s next turn, they can’t take reactions.
- Swift Retribution (Passive): When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction, provided you’re not incapacitated. Once you benefit from this boon, you can’t do so again until the start of your next turn.
Level 7 Interdict Boons
When you reach 7th level, the following interdict boons are added to your list of Interdiction options.
- Acheron’s Chain: When you use a bonus action to place or move a seal on a Large or smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Strength saving throw. On a failed save, you can either pull the creature 10 feet toward you or cause them to be grappled until the end of your next turn (escape DC equal to your interdict save DC).
- Conflagrant Channel: You can expend a seal as a bonus action to teleport up to 60 feet to an unoccupied space you can see.
- Eyes of the Gate: As an action, you can expend one or more seals to attempt to bind your awareness to a creature you can see within 60 feet of you. The target must make a Wisdom saving throw; they can willingly fail this save. On a failed save, you are bound to the target’s awareness for a number of hours equal to the number of seals you expended, or until you use this boon on another creature. For the duration, while the target is within 300 feet of you, you can use an action to see and hear through their senses, gaining the benefit of any special senses the target possesses, and you continue to do so until you use your action to return to your normal senses. While perceiving through the target’s senses, you are deaf and blind with regard to your own senses. Additionally, for the duration, you can place seals, burn them, and use interdict boons as if you were in the creature’s space, but doing so makes the creature aware of this bond. An aware creature can use their action to repeat the saving throw, ending the effects of this boon on a success.
- Shadow Shroud: You can expend a seal as a bonus action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute.
- Unleash Hell: When you burn one or more seals on an interdicted creature, you can use your reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes the same amount and type of damage as the seals dealt to the interdicted creature. On a successful save, a creature takes half as much damage.
- Vengeful Shot: When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a seal as a reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your Illrigger level (rounded down).
Level 13 Interdict Boons
When you reach 13th level, the following interdict boons are added to your list of Interdiction options.
- Dis’s Onslaught (Passive): Each time you use a bonus action to place or move a seal, you can make one weapon attack as part of the same bonus action.
- Flash of Brimstone: When you place or move a seal, you can activate this boon (no action required) to magically teleport to an unoccupied space you can see within 5 feet of the target.
- Hellish Frenzy: When you start your turn within 30 feet of an interdicted creature, you can expend a seal to become frenzied by the power of Hell until the start of your next turn. While frenzied, your movement speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack action.
- Hellsight: You can expend a seal as an action to gain truesight out to 60 feet for 1 hour.
- Impaling Shot: When you hit an interdicted creature with a ranged weapon attack, you can expend a seal as a bonus action to create a weak point in their defenses. Until the end of your next turn, the creature takes a penalty to AC equal to your proficiency bonus.
- Iron Gaol: As an action, you can touch a creature and expend four seals to attempt to send that creature to Hell. The target must succeed on a Charisma saving throw or be pulled through a rift into the prisons of your archfiend’s infernal city. If the target is native to Hell, or if their level or challenge rating is 4 or lower, they remain there and must find their own way out. Otherwise, the target remains in the prison for 1 minute, after which they reappear in the space they left or in the nearest unoccupied space available; this target can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
- Last Word: When you are reduced to 0 hit points and have unplaced seals remaining, the hellfire in you refuses to die. You can expend up to 3 seals and release an explosion around you (no action required). Roll 3d6 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 damage 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 the total you rolled.
- Soul’s Doom: When you use a bonus action to place or move a seal, you can scorch the seals into the target’s soul. For 1 minute, whenever that interdicted creature takes damage, they take extra damage equal to your proficiency bonus.
What are the Illrigger Subclasses?
At Level 3 you ally yourself with one of the rulers of Hell, which grant similar to the Pacts made by Warlock class. These are known as “Diabolical Contracts” and each contract/subclass is associated with a specific archdevil as follows:
- Architect of Ruin (Asmodeus): As an Architect of Ruin, you are a cunning spellblade who leverages fear and manipulation to control the battlefield. You wield powerful spells and dark strategies to outmaneuver your enemies, ensuring victory before the first blade is drawn.
- Hellspeaker (Moloch): As a Hellspeaker, your words are your greatest weapon, turning foes into allies with subtle manipulation and infernal charm. You specialize in deceit, coercion, and diplomacy, thriving in both combat and political intrigue.
- Painkiller (Dispater): A Painkiller leads from the front, inspiring allies and intimidating foes as a heavily armored champion of Hell. You embody battlefield dominance, combining strategic prowess with devastating combat abilities to crush enemies with ruthless efficiency.
- Sanguine Knight (Sutekh): Sanguine Knights are masters of blood magic, draining vitality from their enemies to empower themselves and their allies. You excel at turning the tide of battle by sustaining your team while inflicting devastating effects on your foes.
- Shadowmaster (Belial): As a Shadowmaster, you are a deadly assassin who strikes from the darkness with precision and stealth. You manipulate shadows to infiltrate, deceive, and eliminate your targets, leaving chaos in your wake.
More information on these specific subclasses can be found on the MCDM website or on D&D Beyond.
What DnD 2024 Backgrounds Are Best for Illriggers?
In the DnD 2024 rules, ability score modifiers are now provided by Backgrounds rather than species. Below are the Origin Backgrounds that work well with the new Illrigger class.
- Soldier: The Soldier background offers bonuses to Strength, Dexterity, or Constitution, along with the Savage Attacker feat. These features make it an excellent choice for Illriggers who focus on martial prowess, as the bonus ability scores enhance physical combat skills. Proficiency in Athletics and Intimidation also complements the Illrigger’s role as a fearsome battlefield presence and enforcer of infernal will.
- Outcast: This background grants bonuses to Dexterity, Wisdom, or Charisma, along with the Lucky feat. These traits are perfect for Illriggers who rely on stealth and cunning to achieve their goals, as Dexterity enhances agility, and Charisma boosts their ability to channel infernal powers. Proficiency in Stealth and Insight also helps you navigate both physical and social challenges, making this background ideal for stealthy or manipulative Illriggers.
- Charlatan: The Charlatan background provides bonuses to Dexterity, Constitution, or Charisma, along with the Skilled feat, which grants additional proficiency in any three skills. This background is ideal for Illriggers who use deception and manipulation, as it boosts your ability to exploit situations and outwit enemies. Proficiency in Deception and Sleight of Hand further enhances your cunning and ability to operate covertly.
- Acolyte: This background offers bonuses to Intelligence, Wisdom, or Charisma, along with the Magic Initiate (Cleric) feat, which adds minor divine spellcasting capabilities. It is an excellent choice for Illriggers with a strong infernal or religious theme, reflecting their understanding of divine and abyssal lore. Proficiency in Insight and Religion also allows you to uncover hidden truths and navigate complex theological or arcane topics.
- Noble: The Noble background provides bonuses to Strength, Intelligence, or Charisma, along with the Skilled feat, granting proficiency in three skills of your choice. These bonuses are well-suited for Illriggers who serve as emissaries of Hell or operate in courtly intrigue. Proficiency in History and Persuasion complements your commanding presence and allows you to excel in both combat and social situations.
What DnD Species are Best for Illriggers?
While Illriggers come from all species, below are a few options from the 2024 rules that work well the class given its infernal nature and abilities.
- Tiefling: Tieflings are a natural fit for the Illrigger due to their fiendish ancestry and innate connection to the Lower Planes. They gain bonuses such as Darkvision and resistance to fire, poison, or necrotic damage, depending on their fiendish legacy. The Thaumaturgy cantrip and legacy-specific spells (e.g., Hellish Rebuke for Infernal) also align well with the Illrigger’s infernal powers, making Tieflings thematically and mechanically synergistic.
- Dragonborn: Dragonborn benefit from their Draconic Ancestry, granting resistance to a specific damage type and a Breath Weapon attack. Their innate toughness complements the Illrigger’s role as a frontline combatant. At level 5, their Draconic Flight ability adds mobility, making them versatile in combat. The Dragonborn’s commanding presence and thematic connection to power suit the Illrigger’s infernal ties.
- Aasimar: Aasimar bring a celestial counterbalance to the Illrigger’s infernal nature, adding intrigue to their story (what could make a celestial being serve a lord of Hell?). Their Healing Hands ability and resistance to radiant and necrotic damage enhance survivability. The Celestial Revelation transformation (e.g., Necrotic Shroud) provides extra damage and battlefield control, aligning with the Illrigger’s tactical combat style.
- Goliath: Goliaths excel in durability with features like Stone’s Endurance, which reduces incoming damage, and their Powerful Build, which aids in grappling and heavy armor usage. Their ability to grow to Large Size at level 5 adds a commanding presence on the battlefield, perfectly suiting the Illrigger’s role as an imposing enforcer of Hell.
- Orc: Orcs thrive as Illriggers with traits like Adrenaline Rush, allowing them to Dash as a bonus action while gaining temporary hit points. Their Relentless Endurance ensures they can withstand near-fatal blows, making them highly resilient. Combined with their Darkvision and martial prowess, Orcs embody the relentless, brutal nature of the Illrigger class.
How Do You Roleplay an Illrigger?
Illriggers are steeped in infernal power, blending martial prowess with demonic influence. This offers up some rich roleplaying opportunities, as your character can be both a terrifying warrior and a cunning manipulator. Whether you lean into their infernal patronage or play up their mortal ambitions, here are a few ideas to inspire your roleplaying of an Illrigger:
- Hell’s Vanguard: As a chosen knight of Hell, you serve an archdevil with unwavering loyalty. Your every action is a step toward fulfilling your master’s grand design, whether that means gathering souls, spreading corruption or vanquishing Hell’s enemies.
- Diabolical Diplomat: You are a schemer and manipulator, adept at bending others to your will with charm and coercion. Whether negotiating for your master’s benefit or pursuing your own agenda, you thrive in courtly and political intrigue on in the mortal world and the realms of the Abyss.
- Cursed Knight: You never chose this path but were bound to an infernal contract against your will. Torn between the darkness growing within and your desire to break free, your internal conflict drives your every decision, making you a tragic figure in search of redemption—or revenge.
- Outcast from Above: Once an Aasimar or other celestial servant, you have fallen into the clutches of Hell. You embody a tragic figure torn between celestial heritage and infernal allegiance, navigating a path of moral complexity as you try to reconcile your past with your present.
- Hellbound Mercenary: Loyalty is a currency, and yours is bought by the highest bidder—or by Hell itself. Your infernal powers are tools of the trade, and you carry out your assignments with cold precision, always ensuring that the balance of power tips in your favor.
- Bargainer’s Pawn: You are bound to Hell because of a contract made by someone else—perhaps a parent or mentor. Resentful of your chains, you walk a fine line between serving your master and plotting your eventual freedom, all while leveraging your powers to survive.
- Rebel Against the Chains: Unlike most Illriggers, you actively defy your infernal patron, using their gifts to dismantle their plans. While your powers draw you closer to Hell, your resolve and cunning keep you fighting for freedom, making you a hero in spite of your dark nature.
What DnD 5e sourcebooks does the Illrigger appear in?
The Illrigger is a new class for Dungeons & Dragons in 2024, and appears only in the following two places (both of which require purchases to access all of the content):
Below is also a brief video from the official Dungeons & Dragons YouTube channel which interviews Sadie Lowry from MCDM, who is one of the primary designers on the Illrigger.
More D&D Rules Coverage
For more from the world of Wizards of the Coast, visit our D&D Rules page.