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D&D Beyond Adds Illrigger Class from MCDM
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<blockquote data-quote="Steampunkette" data-source="post: 9523829" data-attributes="member: 6796468"><p>My gripes with the illrigger:</p><p></p><p>1) Terrible name. Absolutely awful.</p><p>2) Terrible name for ability. "Baleful Interdiction" just say Malediction. SO pretentious.</p><p>3) DEEPLY narrow concept. Hellknights, exclusively. At least Warlocks get options.</p><p>4) 9 Subclasses to design and then you're done. One for each layer of Hell. YAWN.</p><p>5) Forked Tongue is "Instinctive" knowledge of Infernal... FOR A MEMBER OF AN ORDER OF HELLKNIGHTS. Clearly this is something you could just -learn- as part of your training to be an 'illrigger'.</p><p></p><p>Good stuff:</p><p></p><p>1) Seals are kinda cool as a concept, I like 'em. They might need to be stronger on the whole since you only get a few of them and most fights top out at 3 rounds.</p><p>2) Burning seals for damage is really good as a concept! Mechanically it's pretty underwhelming. Limited use resource dealing comparatively low damage to other unlimited resource options. Action Economy on it cannot be beat, though.</p><p></p><p>Do kinda love the idea of a Pact of the Chain/Illrigger multiclass who uses their Imp familiar to lightly poke a low-health target then add 6d6 of burning seals damage to "Drag them to Hell".</p><p></p><p>3) Combat Mastery is pretty solid design. Bravado is cool, Inexorable is OP.</p><p>4) Blood Price. Give me -anything- to expend hit dice on for benefits and you'll make me happy. Plus they've got Infernal Conduit to offset the lost healing potential? Chef's kiss.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9523829, member: 6796468"] My gripes with the illrigger: 1) Terrible name. Absolutely awful. 2) Terrible name for ability. "Baleful Interdiction" just say Malediction. SO pretentious. 3) DEEPLY narrow concept. Hellknights, exclusively. At least Warlocks get options. 4) 9 Subclasses to design and then you're done. One for each layer of Hell. YAWN. 5) Forked Tongue is "Instinctive" knowledge of Infernal... FOR A MEMBER OF AN ORDER OF HELLKNIGHTS. Clearly this is something you could just -learn- as part of your training to be an 'illrigger'. Good stuff: 1) Seals are kinda cool as a concept, I like 'em. They might need to be stronger on the whole since you only get a few of them and most fights top out at 3 rounds. 2) Burning seals for damage is really good as a concept! Mechanically it's pretty underwhelming. Limited use resource dealing comparatively low damage to other unlimited resource options. Action Economy on it cannot be beat, though. Do kinda love the idea of a Pact of the Chain/Illrigger multiclass who uses their Imp familiar to lightly poke a low-health target then add 6d6 of burning seals damage to "Drag them to Hell". 3) Combat Mastery is pretty solid design. Bravado is cool, Inexorable is OP. 4) Blood Price. Give me -anything- to expend hit dice on for benefits and you'll make me happy. Plus they've got Infernal Conduit to offset the lost healing potential? Chef's kiss. [/QUOTE]
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