# Illrigger *Source: The Illrigger Revised* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='7'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Seals</th><th class="value">Seal Damage</th><th class="value">Interdict Boons</th><th class="value">Infernal Conduit Dice</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Baleful Interdict (Level 1)' class='internal-link'>Baleful Interdict</a>, <a href='#Forked Tongue (Level 1)' class='internal-link'>Forked Tongue</a></td><td class="value">3</td><td class="value">1d6</td><td class="value">⏤</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Combat Mastery (Level 2)' class='internal-link'>Combat Mastery</a>, <a href='#Interdiction (Level 2)' class='internal-link'>Interdiction</a></td><td class="value">3</td><td class="value">1d6</td><td class="value">1</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Diabolic Contract (Level 3)' class='internal-link'>Diabolic Contract</a>, <a href='#Invoke Hell (Level 3)' class='internal-link'>Invoke Hell</a></td><td class="value">4</td><td class="value">1d6</td><td class="value">1</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">1d6</td><td class="value">1</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a></td><td class="value">4</td><td class="value">2d6</td><td class="value">1</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Infernal Conduit (Level 6)' class='internal-link'>Infernal Conduit</a></td><td class="value">4</td><td class="value">2d6</td><td class="value">1</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Diabolic Contract feature (Level 7)' class='internal-link'>Diabolic Contract feature</a></td><td class="value">5</td><td class="value">2d6</td><td class="value">2</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">5</td><td class="value">2d6</td><td class="value">2</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Forked Tongue Improvement (Level 9)' class='internal-link'>Forked Tongue Improvement</a></td><td class="value">5</td><td class="value">2d6</td><td class="value">2</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Blood Price (Level 10)' class='internal-link'>Blood Price</a></td><td class="value">5</td><td class="value">2d6</td><td class="value">2</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Diabolic Contract feature (Level 11)' class='internal-link'>Diabolic Contract feature</a>, <a href='#Infernal Conduit Improvement (Level 11)' class='internal-link'>Infernal Conduit Improvement</a>, <a href='#Terrorizing Force (Level 11)' class='internal-link'>Terrorizing Force</a></td><td class="value">5</td><td class="value">3d6</td><td class="value">2</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">5</td><td class="value">3d6</td><td class="value">2</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td><td class="value">6</td><td class="value">3d6</td><td class="value">3</td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Superior Interdict (Level 14)' class='internal-link'>Superior Interdict</a></td><td class="value">6</td><td class="value">3d6</td><td class="value">3</td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Diabolic Contract feature (Level 15)' class='internal-link'>Diabolic Contract feature</a></td><td class="value">6</td><td class="value">3d6</td><td class="value">3</td><td class="value">8</td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">6</td><td class="value">3d6</td><td class="value">3</td><td class="value">8</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Infernal Majesty (Level 17)' class='internal-link'>Infernal Majesty</a></td><td class="value">6</td><td class="value">3d6</td><td class="value">3</td><td class="value">9</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"></td><td class="value">7</td><td class="value">3d6</td><td class="value">4</td><td class="value">9</td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">7</td><td class="value">3d6</td><td class="value">4</td><td class="value">10</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Master of Hell (Level 20)' class='internal-link'>Master of Hell</a></td><td class="value">7</td><td class="value">4d6</td><td class="value">4</td><td class="value">10</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d10 per Illrigger level - **Hit Points at First Level:** 10 + CON - **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1) ## Starting Illrigger - **Saving Throws**: Charisma, Constitution - **Armor**: [light armor](/3-Content/Rules/item-types.md#Light%20Armor), [medium armor](/3-Content/Rules/item-types.md#Medium%20Armor), [shields](/3-Content/Compendiums/items/shield.md) - **Weapons**: simple weapons, martial weapons - **Tools**: none - **Skills**: choose 2 from [Arcana](/3-Content/Rules/skills.md#Arcana), [Athletics](/3-Content/Rules/skills.md#Athletics), [Deception](/3-Content/Rules/skills.md#Deception), [Insight](/3-Content/Rules/skills.md#Insight), [Intimidation](/3-Content/Rules/skills.md#Intimidation), [Investigation](/3-Content/Rules/skills.md#Investigation), [Persuasion](/3-Content/Rules/skills.md#Persuasion), [Religion](/3-Content/Rules/skills.md#Religion), and [Stealth](/3-Content/Rules/skills.md#Stealth) You start with the following items, plus anything provided by your background. - (a) two martial weapons or (b) one martial weapon and a [shield](/3-Content/Compendiums/items/shield.md) - (a) [chain shirt](/3-Content/Compendiums/items/chain-shirt.md) or (b) [leather armor](/3-Content/Compendiums/items/leather-armor.md), a [longbow](/3-Content/Compendiums/items/longbow.md), and [20 arrows](/3-Content/Compendiums/items/arrows-20.md) - (a) a [priest's pack](/3-Content/Compendiums/items/priests-pack-xphb.md) or (b) a [dungeoneer's pack](/3-Content/Compendiums/items/dungeoneers-pack-xphb.md) - five [javelins](/3-Content/Compendiums/items/javelin.md) ## Multiclassing Illrigger **Ability Score Minimum:** Dexterity 13 or Strength 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. - **Armor**: [light armor](/3-Content/Rules/item-types.md#Light%20Armor), [medium armor](/3-Content/Rules/item-types.md#Medium%20Armor), [shields](/3-Content/Compendiums/items/shield.md) - **Weapons**: simple weapons, martial weapons ## The Illrigger > [!note] Content Warning > > This class contains a subclass called the Hellspeaker, which has themes of mental manipulation and mind control. In addition, the Sanguine Knight subclass contains effects that manipulate another creature's blood. Lastly, illriggers are typically evil-aligned characters—and even those who aren't still serve evil creatures with dark agendas. > > We recommend using the MCDM Tabletop Safety Toolkit and Checklist (<https://mcdm.gg/SafetyToolkit>) and adjusting as needed to ensure everyone at your table is comfortable. ^content-warning The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel—to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn. These archdevils' elite operatives are the illriggers. Knights, assassins, mages, and terror-commandos of Hell, illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil's infernal will. ## The Order of Desolation Millennia ago, the rulers of Hell did something remarkable: they cooperated. Together, they created the Order of Desolation—knights sworn to serve Hell first, their patron archdevil second. Those accepted into the Order of Desolation become comrades with every other illrigger, regardless of which archdevil they serve. Each archdevil has grand temples, underground fanes, secret societies, and sinister cults, all with leaders fanatically devoted to the archdevil who grants them their power. But the Order of Desolation stands above the petty political squabbles dividing the Seven Cities. Members of the Order of Desolation, also known as the Desolate, are expected to be intelligent, resourceful, tactical, and manipulative. The order was founded to give the archdevils capable agents who could act independently across the timescape, free from the direct control of their patron. An illrigger has many powerful abilities granted by their archdevil, but more precious is their patron's trust. Each illrigger is expected to sow discord, pain, strife, deceit, and fear without instruction or supervision. It's not unusual, therefore, for a Desolate to first rely on other order members—regardless of which archdevil they serve—before turning to an institution devoted to their own archdevil. > [!note] A Versatile Spellcaster > > During this class's development, we wanted to merge the visions of our development team, playtesters, and the MCDM audience on what the Architect of Ruin should be. As a result, we revised this subclass many (many) times. At one point in testing, the subclass had the Pact [Magic](/3-Content/Rules/actions.md#Magic) feature; this felt fun and thematic to some, but limiting and frustrating to others. We tried out several versions of the Spellcasting feature—a less-than-third caster, a third-caster, and even a half-caster! Many players wanted a sneaky illusionist with out-of-combat utility, while others wanted a gish with spells to empower combat. > > We learned that half-casting made the subclass too complex, while Pact [Magic](/3-Content/Rules/actions.md#Magic) was too limiting. After much iteration, trial, error, and oh-so-many playtests, we settled on the final Architect of Ruin design. This third-caster illrigger provides enough spells to create options without being overwhelming, and it gives the subclass exactly what we wanted: flexibility. > > No subclass is a perfect fit for every character, but that's why we offer so many of them! Manipulators and charmers can turn to the Hellspeaker, assassins can turn to the Shadowmaster, and so forth. Meanwhile, the Architect of Ruin is intended to make way for multiple play styles and support those who want a lot of options. Players who want a gish can turn to spells such as [shield](/3-Content/Compendiums/spells/shield-xphb.md), [blur](/3-Content/Compendiums/spells/blur-xphb.md), [mirror image](/3-Content/Compendiums/spells/mirror-image-xphb.md), and [haste](/3-Content/Compendiums/spells/haste-xphb.md), while players who want more out-of-combat tools can choose spells such as disguise self, silent image, invisibility, and enchantment spells. ^a-versatile-spellcaster ## Class Features ### Baleful Interdict (Level 1) You gain the ability to censure creatures with the power of Hell. 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](/3-Content/Rules/conditions.md#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. 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 `d6` 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](/3-Content/Rules/conditions.md#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 `d6` damage, for a total of `2d6`. The damage of each seal increases again by `d6` 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: <span class='abilityDc'>**Interdict save DC**: your proficiency bonus + your Charisma</span> ### Forked Tongue (Level 1) 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](/3-Content/Rules/skills.md#Insight)) checks made to ascertain the intentions or sincerity of creatures. ### Combat Mastery (Level 2) Your archdevil grants you uncanny skill in a certain form of combat. Choose one of the following [illrigger combat masteries](/3-Content/Compendiums/lists/list-optfeaturetype-illmastery.md). ### Interdiction (Level 2) You can infuse your seals with hellish magical power, enhancing their effects. #### Interdict Boons Known You learn one interdict boon of your choice from the "[Interdict Boons](/3-Content/Compendiums/lists/list-optfeaturetype-itdboon.md)" section. 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. 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. ### Interdict Boons (Level 2) The interdict boons are presented in alphabetical order. > [!note] Burn vs. Expend > > Burning a seal is part of the main gameplay loop of this class. The illrigger places a seal by using a bonus action or hitting a creature with an attack, then burns the seal for additional damage (as described in the "Baleful Interdict" class feature). Many interdict boons activate when you burn a seal; these burned seals deal the normal damage to the interdicted creature in addition to any effects granted by the boon. > > Other interdict boons instead require you to expend a seal. In this case, the illrigger expends an *unplaced* seal from their pool of available seals. This may require using an action, bonus action, or reaction, but not always (such as in the case of the Hellspeaker's "Charm Enemy" feature, where you can expend seals to increase the number of targets). > > Each active interdict boon details if any kind of action is required to expend the seal and activate the boon's benefit. Part of the illrigger's resource management is maximizing efficiency between burned seals (and their extra damage) and expended seals (and their unique effects). ^burn-vs-expend ### Diabolic Contract (Level 3) You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Invoke Hell (Level 3) Your diabolic connection allows you to channel infernal energy to empower magical effects. Your chosen diabolic contract 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. ### Ability Score Improvement (Level 4) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Extra Attack (Level 5) You can attack twice, instead of once, whenever you take the [Attack](/3-Content/Rules/actions.md#Attack) action on your turn. ### Infernal Conduit (Level 6) 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. 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](/3-Content/Rules/conditions.md#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](/3-Content/Rules/conditions.md#Exhaustion) on a failed save against this effect. This level of [exhaustion](/3-Content/Rules/conditions.md#Exhaustion) can be reduced as normal, and a creature can't suffer more than three levels of [exhaustion](/3-Content/Rules/conditions.md#Exhaustion) combined from all illriggers' Infernal Conduit features. You regain any spent Infernal Conduit dice when you finish a long rest. ### Diabolic Contract Feature (Level 7) You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Ability Score Improvement (Level 8) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Forked Tongue Improvement (Level 9) 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](/3-Content/Rules/skills.md#Insight)) checks made to ascertain the intentions or sincerity of creatures. ### Blood Price (Level 10) 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. ### Diabolic Contract Feature (Level 11) You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Infernal Conduit Improvement (Level 11) When you use the Devour effect of your Infernal Conduit feature, the target also gains a level of [exhaustion](/3-Content/Rules/conditions.md#Exhaustion) on a failed save against this effect. ### Terrorizing Force (Level 11) 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 `d8` damage of the chosen type. You can choose a different damage type when you finish a long rest. ### Ability Score Improvement (Level 12) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Superior Interdict (Level 14) 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. ### Diabolic Contract Feature (Level 15) You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Ability Score Improvement (Level 16) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Infernal Majesty (Level 17) 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. ### Ability Score Improvement (Level 19) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Master of Hell (Level 20) 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 `d10` fire damage plus `d10` 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](/3-Content/Rules/conditions.md#Poisoned) for 1 minute. On a successful save, a creature takes half as much damage and does not become [poisoned](/3-Content/Rules/conditions.md#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](/3-Content/Rules/conditions.md#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. ## Optional Features > [!example]- Optional Features: Interdict Boon > ![Interdict Boon](/3-Content/Compendiums/lists/list-optfeaturetype-itdboon.md#Interdict%20Boon) ^list-optfeature-itdboon > [!example]- Optional Features: Combat Mastery > ![Combat Mastery](/3-Content/Compendiums/lists/list-optfeaturetype-illmastery.md#Combat%20Mastery) ^list-optfeature-illmastery