This is not honored Illrigger, it combines a few of the subclass abilities together replacing some generic abilites with more inspired ones

Lore introduction.

Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or © any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Inspiration (Optional)
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Feat: Skill Expert Source: Tasha's Cauldron of Everything

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Counter-charm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Mantle of Whispers
At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Forked Tongue
You have a facility with speech and know how to manipulate an audience. Whenever you make an ability check to persuade, deceive, or intimidate, you can treat a d20 roll of 7 or lower as an 8. Additionally you learn the Infernal language.

Infernal Conduit
There is a pool of infernal power within you that replenishes after you take a long rest. This pool is represented by dice, starting with 1d10 at 1st level. Your pool gains dice as shown on the Illrigger table. With these dice you can transfer hit points between your illrigger and other targets, healing allies at the expense of your own health or draining the life force of enemies to rejuvenate your own vitality.

  • As an action, choose a number of dice from your remaining pool and touch another creature. If they are unwilling, this is a melee spell attack with which you are proficient, using Charisma as your spell- casting ability. If you miss, nothing happens—you do not roll or lose dice from your pool. If you hit,

or if you’re targeting a willing creature, roll the chosen dice.

  • The result of your roll is the number of hit points you transfer. If you’re touching an ally, they gain that many hit points, ignoring any hit points in excess of their maximum. You lose hit points equal to the number of hit points they gained.
  • If your sacrifice reduces you to 0 hit points, you fall unconscious.

If you’re touching an enemy, they take necrotic damage equal to your roll, and you gain that many hit points. If you would gain hit points in excess of your maximum, you gain that number of temporary hit points instead.

  • Beginning at 11th level, in addition to draining the life force of an enemy, you can also inflict one level of exhaustion on them. They may recover this exhaustion normally. This ability does not work

if the target already has three or more levels of exhaustion, or if you have no dice left in your pool, and you cannot choose to inflict exhaustion instead of draining life.

Fighting Style
At 2nd level, you choose an illrigger fighting style:

  • Treachery
    When you attack an enemy who has none of your allies adjacent to it, you gain a +3 bonus to damage rolls.

Baleful Interdict
When you reach 2nd level, you learn to use the power of Hell to censure other creatures. As a bonus action, you can place a seal on a target you can see within 30 feet. You can do this a number of times equal to your Charisma modifier. When you finish a short or long rest, you regain all your seals.
When you or an ally hits a target you can see with any seals on it, you can consume the seals to make the attack deal an extra 2d6 necrotic damage to the target per seal consumed.1 If you are within 30 feet of the target, you regain 2 hit points for each die of damage your seals deals. A creature with a seal on them is an inter- dicted creature.
Seals evaporate if not used after 1 minute. Only the illrigger who placed the seal knows it’s there; it appears to the illrigger as a glowing glyph on the creature’s forehead. If a creature with any of your seals on it dies, you can move all of its seals to another creature within range.
When you reach 10th level, you feel your connec- tion to your archdevil increase. Your seals deal an extra 1d6 damage.
Your seals improve differently based on which contract you choose. These improvements are listed under “Diabolic Contract,” below.

Hellsight
When you reach 3rd level, your mastery of decep- tion makes it easy for you to recognize the use of concealing sorcery. As an action, you extend your awareness out from you. Until the end of your next turn, you know the location of creatures within 60 feet using magic to hide or disguise themselves. You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain your expended uses.

Diabolic Contract
When you reach 3rd level, you sign a diabolic con- tract with your archdevil who welcomes you into the Order of Desolation. You gain the Invoke Authority ability and choose either Painkiller (Dispater), Shad- owmaster (Moloch), or Architect of Ruin (Asmodeus) as your archdevil.
Furthermore, you are a noble knight in the lists of Hell and will be accorded fine treatment and hospitality anywhere in Hell you travel, even to cities ruled by enemy archdevils. More cosmopol- itan cities in the timescape—like Alloy, the City of Brass—will also respect your noble rank.

Invoke Authority
You invoke the authority granted you by your arch- devil, channelling baleful energy to fuel magical effects. Each Invoke Authority option provided by your archdevil explains how to use it.
When you use your Invoke Authority, you choose which option to use. Once you use this feature, you must finish a long rest to use it again.

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…

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.
    • 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.

Flash of Brimstone
As a reaction to placing a seal on a target, you can teleport to an unoccupied space that you can see adjacent to the target.

Bonus Proficiencies
When you choose Moloch as your archdevil, you gain proficiency with Stealth, Acrobatics, and thieves’ tools.

Dagger Adept
Your training makes you skilled with certain light weapons. While two-weapon fighting with daggers and/or sickles, you can add your ability modifier to the damage of the second attack, and you can draw or stow two daggers or sickles when you would nor- mally be able to draw or stow only one. At 5th level, your daggers and sickles do 1d6 damage. At 11th level, your daggers and sickles do 1d8 damage. At 17th level, your daggers and sickles do 1d10 damage.

Feat or Ability score

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Interdict Improvements
As your shadowmaster levels up, Moloch’s interdiction carries more power.

Marked for Death
At 6th level, your connection to Moloch’s power deepens. If you hit an inter- dicted creature with a melee attack, you can mark them for death. The target has disadvantage on attack rolls that do not include you until the end of its next turn. While that creature is interdicted, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) whenever it tries to leave your reach.
On a failure, its speed instead becomes 0 until the start of its next turn. These effects last until it is no longer interdicted, you leave its reach, or it leaves your reach.

By the Throat
Starting at 7th level, you can, as an action, place a seal on an enemy within 30 feet. If they are Large or smaller, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be grappled (escape DC 15), and the target is restrained until the grapple ends.

Feat or Ability score

Telekinetic Seal
Starting at 9th level, you can, as a reaction to an enemy moving into a space adjacent to you, place a seal on them. If you do, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If they fail, they are thrown back 30 feet and knocked prone.

Feat or Ability score

Evasion
Starting at 13th level, when you are prompted to make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Aura of Despair
Beginning at 14th level, you radiate a magi- cal aura of evil. Whenever a hostile creature within 15 feet of you makes an attack roll
or a saving throw, it must roll a d4 and sub- tract the number rolled from the result.

  • character/serabriphlin/class.txt
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