# Knights of Hell

The forces of the seven hells surge with the failures of weak men. No shortage of devils gain from their loss. 

 These are additional subclasses for Matt Colville's Illrigger class found here: https://www.mcdmproductions.com/s/IllriggerClass.pdf


## Legerdemain 
The chosen of Fierna are master manipulators, easily able to take any stance and argue any cause that furthers their agenda. Battles against them are often lost by councillors and quartermasters before either side takes the field. 

### Authority Spells 
___
>|Illrigger Level|     Spells     |
|:--:|:--------    --------|
|3rd| Dissonant Whispers, Tasha's Hideous Laughter |
|5th| Calm Emotions, Crown of Madness |
|9th| Enemies Abound, Hypnotic Pattern |
|13th| Compulsion, Confusion |
|17th| Planar Binding, Seeming |


##### Invoke Authority: 
*Disembodied encantations*. When you target a creature with a spell, you may also choose to target one other creature that fulfills the requirements of the spell (within range, in line of sight, etc.) so long as the additional creature has a seal on it.

##### Invoke Authority:
*Compel the Gullible*. As an action, you may choose a target. If their Charisma is less than yours they must make a Wisdom save. If they fail, they attack their closest ally. If their Charisma is equal to or higher than yours this ability has no effect.

#### Scion of Fierna 
Starting at 7th level, when an enemy with one or more seals on it is killed before the seal is consumed, you may consume the seal(s) as it dies and regain health as though you had done damage.

#### Blessing of Misery
Starting at 15th level, when an ally hits a target (that you can see) with a seal on it, you deal an additional 1d8 psychic damage per seal consumed if the target is also afflicted with one or more of the following conditions: blinded, charmed, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, or unconscious.

#### Lynchmob (Action)
Starting at 20th level, you can use an action to create up to a dozen illusory copies of humanoids from a target creature's memories. The target sees and hears the illusory beings exactly as they remember them, though their actions are controlled by the caster. The illusion forms a crowd with a 30ft radius and lasts up to 2 minutes. You may cast spells as though you were anywhere in the crowd.

Allies within the crowd have advantage on attack rolls as well as charisma and dexterity checks. Enemies within the crowd must make a DC 15 wisdom saving throw or suffer disadvantage on attacks. Affected enemies also must move through the crowd as though it were difficult terrain. 

You can use a bonus action to move the crowd up to 30 ft to a place you can see. You can also use a bonus action to trigger the crowd to attack the target creature for 6d6 psychic damage, after which the illusion fades. 

You regain the use of this ability after a long rest.
 

## Kaltritter
Levistus' Frost Knights have long mastered the frozen wastes of Stygia. A single Kaltritter dominates the battlefield with fear and frost. Her enemies will yield to her might, or face horrors beyond description.
### Authority Spells 
___
>|Illrigger Level|     Spells     |
|:--:|:--------    --------|
|3rd| Cause Fear, Ice Knife|
|5th| Phantasmal Force, Warding Wind |
|9th| Fear, Hunger of Hadar |
|13th| Ice Storm, Phantasmal Killer |
|17th| Geas, Cone of Cold |

##### Invoke Authority:
*Chilling Presence*. You may choose to be cold to the touch, dealing 2d4 cold damage to creatures that come into contact with you. This damage may only be applied once to each affected creature. This damage increases by 1d4  every 2 levels, to a maximum of 6d4 cold damage. 

##### Invoke Authority:
*Compel the Fearful*. As an action, you may choose a target. If their Intelligence is less than yours they must make a Wisdom save. If they fail, they attack their closest ally. If their Intelligence is equal to or higher than yours this ability has no effect.

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#### Scion of Levistus
Starting at 7th level, enemies with a seal on them become vulnerable to cold damage if they are below half health
#### Blessing of Terror
Starting at 15th level, when you place a seal on a target creature, that creature must make a wisdom save against your spell DC. If they fail, they are now frightened by you. 
#### Polar Vortex
At 20th level, you may channel the Stygian frost to transform the area around you (90 ft radius) into an icy wasteland wth howling winds and icy squalls. Affected terrain becomes difficult for all but you and your allies. Enemies within the vortex must make a DC 16 Constitution saving throw or be frozen in place and paralyzed. While this feature is active, the damage die for your Chilling Presence is increased to a d8. 

You regain the use of this ability after a long rest.
 
## Unholy Champion
These gladiators and fanatics leave behind swathes of gore and blood in the name of Zariel. Their battles may last only a few moments, but the spectacle and violence of the act are unmatched.
### Authority Spells 
___
>|Illrigger Level|     Spells     |
|:--:|:--------    --------|
|3rd| Compelled Duel, Divine Favour |
|5th| Branding Smite, Enhance Ability |
|9th| Beacon of Hope, Crusader's Mantle |
|13th| Death Ward, Staggering Smite |
|17th| Infernal Calling, Steel Wind Strike |

##### Invoke Authority:
*Spectacle* (action). You may trigger (without consuming) seal(s) on all enemies within 30 ft of you to distract them from the battle, when you do this any allies within range of an affected enemy may use their reaction to make an attack of opportunity with an equipped weapon. If you are within range of an affected enemy you may make 2 such attacks. The number of additional attacks granted this way increases to 3 at level 5, 4 at  level 10, and 5 at level 15. The seals may be consumed as a result of these attacks if you choose to do so.
You regain the use of this ability after a long rest.
##### Invoke Authority:
*Compel the Meek*. As an action, you may choose a target. If their Strength is less than yours they must make a Wisdom save. If they fail, they attack their closest ally. If their Strength is equal to or higher than yours this ability has no effect.

#### Scion of Zariel
At 7th level, you may choose one of the following fighting styles to replace your current fighting style.

**Guile**: While wielding two one-handed weapons, you may add your ability modifier to your off hand weapon, as long as it is a light weapon. If you do damage as a result of making an attack with the weapon in your main hand, you may make an attack with your off hand weapon without consuming a bonus action as you normally would. 

**Cruelty**: Each time you deal damage in a combat encounter, if the total amount of damage you deal that round exceeds your previous record for damage in a round (in this encounter), you may gain 1d6 temporary hit points per 10 points of damage dealt. 

**Malice**: When you make an attack against an enemy you have targeted previously this combat, you may double relevant ability bonuses for both the attack and damage rolls. When you score a critical hit, you also deal an additional die of weapon damage to the target(s).


#### Blessing of Viscera
Starting at 15th level, when you deal slashing or bludgeoning damage to an enemy with your seal on it, enemies within 20 ft must make a Constitution saving throw against your spell DC. If they fail their save, they are frightened by you.

#### Apotheosis of Challenge
Starting at 20th level, when you enter combat, you may exude a wave of menacing energy that forces enemies within 20 ft of you to make a DC 15 Wisdom saving throw or they will be compelled to attack you. You and your allies have advantage on attacks against enemies who are affected by this ability. When you deal the killing blow on an enemy taunted this way, you may repeat this ability to issue another wave of challenges. 

You regain the use of this ability after any rest.