The Oath of the Illrigger is sworn by paladins who pledge allegiance to archdevils in the Nine Hells of Baator. They fight to stem the tide of demons and consolidate power in the name of their infernal masters. Their tenets prioritize holding the line against demons, unwavering loyalty to their archduke, and acting as judge, jury, and executioner to further their lord's goals. At higher levels, Illriggers gain powers like summoning infernal weapons, placing curses with their attacks, and becoming nearly unstoppable forces of fire and brimstone.
The Oath of the Illrigger is sworn by paladins who pledge allegiance to archdevils in the Nine Hells of Baator. They fight to stem the tide of demons and consolidate power in the name of their infernal masters. Their tenets prioritize holding the line against demons, unwavering loyalty to their archduke, and acting as judge, jury, and executioner to further their lord's goals. At higher levels, Illriggers gain powers like summoning infernal weapons, placing curses with their attacks, and becoming nearly unstoppable forces of fire and brimstone.
The Oath of the Illrigger is sworn by paladins who pledge allegiance to archdevils in the Nine Hells of Baator. They fight to stem the tide of demons and consolidate power in the name of their infernal masters. Their tenets prioritize holding the line against demons, unwavering loyalty to their archduke, and acting as judge, jury, and executioner to further their lord's goals. At higher levels, Illriggers gain powers like summoning infernal weapons, placing curses with their attacks, and becoming nearly unstoppable forces of fire and brimstone.
Becoming a paladin involves taking vows that commit the
paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
Oath of the Illrigger
Illriggers are an ancient order of paladins that swear their allegiance to one of the Lords of the Nine, the archdukes of hell. In supplication to their infernal masters, they carry their lords' command and lead their armies into battle to beat back the demonic horde. Such paladins hold their oaths with a fierce conviction, for they believe that, without people like them, demons would overwhelm the forces of hell and spill out into the other planes of existence, decimating every world like a plague. Oftentimes, an archduke will recruit soldiers and mercenaries from the Material Plane to join the ranks of the Illriggers, targeting individuals who have strong bonds with their brothers-in-arms. This way, should the archduke ever need supplemental forces for the armies of hell, they can call upon their loyal Illrigger, who in turn recruits their ardent allies to fight alongside them through hell and back.
Tenets of the Illrigger
The tenets of the Illriggers are kept secret, and used as a kind of passphrase between Illriggers so that they know they can speak freely, one infernal paladin to another. Hold the Line. Wherever demons are met, they must be eradicated. Their chaos must not be allowed to infect the Unwavering Loyalty. Never forget who you swore Multiverse and tip the scales of the Blood War in their fealty to. Be vigilant and maintain constant adherence to favor. their will, for their vengeance shall be swift at even the Consolidate Power. Mortals on the Material Plane mere thought of disobedience or treachery. squabble for power, blind to the true threats of the multiverse. You've seen beyond the mortal veil, and choose Oath Spells You gain oath spells at the paladin levels listed. to seek out and amass power in tribute to your archduke. Such conquest is among the most important tasks you have Paladin Level Spells on the Material Plane. 3rd hellish rebuke, witch bolt Judge, Jury, and Executioner. You swear to be the 5th shadow blade, suggestion embodiment of your archduke's will wherever you are. You 9th bestow curse, life transference are beholden to no law or master before them. If you see a 13th elemental bane, fire shield course of action that would further your archduke's goals, 17th enervation, immolation you will take it, consequences be damned. Channel Divinity Devilish Aura When you take this oath at 3rd level, you gain the Starting at 7th level, you emanate an aura of infernal might. following two Channel Divinity options. See the Sacred The aura extends 10 feet from you in every direction, but Oath class feature for how Channel Divinity works. not through total cover. Creatures within the aura feel its Infernal Implement. You can use your Channel effects, but you yourself do not gain its benefits: Divinity to call to your hand a weapon from the arsenal of • Demons within your aura are placed under the effects the archduke you swore your oath to. As a bonus action, of the bane spell. you present your holy symbol and invoke their terrible • Friendly creatures deal an additional 1d6 fire damage name. In a flash of fire and brimstone, the weapon appears when they hit with a weapon attack. Good-aligned in your hand. This weapon can be any simple or martial creatures gain no benefit from this aura. weapon, and you gain a bonus equal to half your proficiency bonus (rounded down), to attack and damage At 18th level, the range of this aura increases to 30 feet. rolls you make with this magic weapon. When you hit a hostile creature with this weapon, your weapon places a Infernal Seal Starting at 15th level, when you hit a creature with an minor curse upon the creature. Until the beginning of your attack, you can place an infernal seal on them as a bonus next turn, the creature subtracts 1d4 from attack rolls which action. On any subsequent turn you can consume the seal as target creatures other than you. Additionally, when you use an action. Until the seal is consumed, the creature takes an your Divine Smite feature while wielding this weapon, you additional 1d6 fire damage when you hit them with a can cause those features to deal fire or necrotic damage weapon attack. When you use your action to consume the instead of radiant. Your Infernal Implement persists until seal, the target must make a Constitution saving throw you take a short or long rest, at which point it melts into against your paladin spell save DC or take 6d8 fire smoke and dissipates. damage, taking half as much damage on a success. A Invoke Authority. As an action using your Channel creature who is slain while under the effects of your Divinity, you can present your holy symbol and speak the infernal seal has their soul condemned to the hells. Their terrible name of your archduke, forcing a devil that you can soul is no longer free to return should a creature try to see within 30 feet of you to make a Wisdom saving throw. resurrect them by any means short of a wish spell. A devil with a challenge rating greater than half your You can use this feature a number of times equal to your paladin level (rounded down) automatically succeeds on Charisma modifier. You regain all expended uses when you this saving throw. On a failed save, the devil complete a long rest. is bound to your will, as if a dominate monster spell had been cast upon them. Legionnaire from Hell This effect lasts for 1 minute, as long as At 20th level, you become completely consumed by the you are on the same plane of existence infernal powers of your Oath, which grants you the as the devil. It ends early if the devil following benefits: drops to 0 hit points. • You are immune to fire damage, and your native plane becomes the layer of hell that your archduke rules over. • As a bonus action on your turn, you can cause hostile creatures within 30 feet of you to take 1d10 force damage. • When you reduce a creature to 0 hit points with your Infernal Implement, you regain 2d10 + 10 hit points.