DIABOLIC CONTRACT
PROSPECTOR
The gold diggers of hell, the Prospectors serve Mammon, and will go to any length to bring wealth to themselves and their master.
Mammon is the Lord of Pluton, the City of Greed. While already the richest being in existence he sends his illriggers to scout out yet more wealth for him, whether it be through thievery and subterfuge, or through shows of force and strength.
While his contemporaries may wish to crush him, Mammon seeks to win his endless war against his fellow Lords of Hell, though much more peaceful means. When a Painkiller is sent to defeat attack his armies, he simply smiles and makes them a better deal. After all, anything, anyone, can be bought for the right price.
TENETS OF PROSPECTION
The Prospectors swear an oath to Mammon when they join the Order of Desolation. The oath commits them to serve only two things, Mammon himself, and the coin.
Greed is Good. Many people may need your help, never give it without a reward.
Everyone has a Price. Everyone has something they want, I will use this reliance to my own ends whenever possible.
Fealty to the Coin. I will follow the money, if my enemy offers more to help them, I'll follow wherever the payout lies.
Death is Cheap. People make more money alive than dead, and those I let live are in my debt. However if my death means more for my Lord. Then it shall be done.
CONTRACT WITH MAMMON
Mammon's perfect swindlers must be effective not only in the field of battle, but too in the tavern, making deals over a pint of mead.
Invoke Authority: Silver Tongue. As an action, you invoke the cunning of Mammon, forcing one creature within 30ft. of you of your choosing to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier). If the creature isn't hostile it has disadvantage on this roll.
On a failure, the creature becomes charmed by your for 1 hour, until you lose your concentration (as if you were concentrating on a spell), or until you or your companions do anything harmful to it, after which time the creature realizes that you used magic to influence its mood and may become hostile.
Invoke Authority: Bejeweled Blood As a bonus action, your blood begins to almost glow, sparkling as it catches the light. You gain a number of temporary hit points equal to twice your illrigger level.
ALL THE SIGHT TOUCHES
When you choose Mammon as your archdevil, you learn the spell alabaster's adjacent acquisition Arcadia #5 and can cast spell this a number of times equal to your charisma modifier.
If you do not have Arcadia #5, you can use another spell of a similar level, such as unseen servant, instead.
You regain all expended uses of this feature when you complete a short or long rest. Your spellcasting ability for this spell is Charisma.
COIN FLIP
At 7th level, Mammon gifts you a magical coin that may help, or slightly hinder you. The coin is of course rigged in your favor, the house does always win after all. if you lose this coin before it's used, you may recall it to yourself as an action.
As a bonus action, you flip this coin, issuing a silent challenge to a creature that you can see within 30ft. of you, as you do. The outcome this has depends on the dice roll.
Heads (even). Your next attack is at advantage, you may reroll one of the dice once, and the opposing creature's next saving throw is at disadvantage.
Tails (odd). Your next attack is at disadvantage.
Once you use this feature the coin vanishes, reappearing on a short or long rest.
WHAT'S YOURS IS MINE
At 9th level, when you place a seal on an enemy, you can attempt to steal one item that it's holding in it's hands. It must succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier) or have one item it's holding, flung towards you, landing softly at your feet.
GOLDEN SKIN
At 13th level, you can temporarily draw from the gold reserves of Mammon's horde. As an action you can coat yourself in gold (or another precious metal) for a minute, granting you +1 to your armor class, and resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Once you use this feature, you can't use it again until you finish a long rest.
LAPIS LIES
At 17th level, you become immune to the charmed, and frightened conditions, and can add your Charisma modifier to all Insight checks.
You can also cast the spell zone of truthPHB. When you cast it in this way, you and any creatures of your choice are not affected, and creatures that are affected do not immediately know they're under the spell's effects.
Once you cast the spell in this way, you cannot cast it again until you complete a short or long rest.
AVARICE INCARNATE
At 20th level you can use your action to become a gold devil for a minute. During this time you are permanently under the effects of your Golden Skin feature, you can use any spells you've learned through this subclass at will, and the single creature limit on your Spell Stealer Interdict Improvement is removed
INTERDICT IMPROVEMENT
As your prospector levels up, Mammon’s interdiction carries more power.
Gilded Strike. At 6th level, when the seal is consumed, silver pieces, equal to the necrotic damage dealt, fall to the floor around the stricken enemy.
My Kill! At 10th level, if you are the one to damage the interdicted creature, causing the seal to be consumed, the attack deals an extra 1d10 necrotic damage. This counts as an extra die of damage from your seal.
Spell Stealer. At 18th level, when you seal a creature, if it is under the effects of any spells or magical effects, you can choose to duplicate your choice of the effects it's under onto yourself, until the effect ends on the interdicted creature, or the seal is consumed or evaporates.
You can only benefit from this effect on a single interdicted creature at any one time.
LORD MIDAS
In the great halls of Tyche, the palace in which Mammon resides, looking over his domain, live many a prospector, each more greedy, more ambitious, than the next. And above them all is Lord Midas, the king of greed.
Lord Midas would make a powerful foe, to any adventuring party, or a powerful ally, for the right price. At the start of combat, Lord Midas uses his Golden Skin feature, shortly followed by his Bejeweled Blood feature, his appearance becoming almost that of a statue with ruby red veins glowing, barely visible beneath his golden skin. Once his defences are up Midas will target those wearing shields, using his Baneful Interdict to place seals on them, and rip away their defences, then hitting them before they have a chance to retrieve their protection.
While more than capable of fighting on his own, he's often accompanied by devils and gem dragons or wyrmlings (see Strongholds & Followers).
LORD MIDAS
Medium humanoid (human), lawful evil
- Armor Class 19 (half plate armor, shield)
- Hit Points 127 (15d8 + 60)
- Speed 30ft.
STR DEX CON INT WIS CHA 13(+1) 18(+4) 18(+4) 14(+2) 15(+2) 20(+5)
- Saving Throws Con +8, Cha +9
- Skills Deception +9, Insight +6
- Senses passive Perception 12
- Languages Common, Infernal
- Challenge CR 11 (7,200 XP)
Golden Mark (5/Short or Long Rest). As a bonus action, Midas marks a creature within 30 feet of him that he can see. When Midas or one of his allies hits a target with at least one mark with a melee attack, he can activate the mark to deal an extra 10 (2d4 + 1d10) psychic damage per mark activated and healing 6 hit points, or an extra 16 (2d4 + 2d10) psychic damage and healing 8 hit points, if Midas is the one to damage the creature, causing the mark to be activated. When he places a mark, he also chooses one item the targeted creature is holding. It must succeed on a DC17 Strength saving throw, or have the chosen item pulled from its grasp, landing at Lord Midas' feet.
Bejeweled Blood (1/Short or Long Rest). As a bonus action, Midas gains 26 temporary hit points.
Actions
Multiattack. Midas makes two melee or ranged attacks with his spear.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Golden Skin. (1/Long Rest). For a minute, Midas' armor class increases by one, and he gains resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
RETAINERS
Rules for retainers appear in the “Followers” section of Strongholds & Followers. Using those rules, you can add the following Illrigger retainers to your game!
DEALER (PROSPECTOR)
Armor Medium (AC 15)
Primary Ability Charisma
Saves Constitution, Charisma
Skills Insight, Persuasion, Deception
Signature Action Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (2d6+3) piercing damage
3rd Level Special Action (3/Day) zone of truth
5th Level Special Action (3/Day) Captivating Crash. The Dealer makes a signature attack and attempts to charm the creature it strikes. The creature make a Wisdom saving throw or be charmed until the end of it's next turn
7th Level Special Action (3/Day, Reaction) Amethyst Aegis. When the Dealer's Leader is hit, the Dealer can grant them resistance to non-magical bludgeoning, piercing, or slashing damage until the end of their leader's next turn.
Note
While this document follows the formatting and wording of MCDM's Illigger Class, and is heavily inspired by the lore within, the lore contained in this document is not based on any established MCDM lore (Such as that of 'The Chain' streams)
Art Credit: Astri Lohne on Twitter (page 1), Namkoart on DeviantArt (page 2), and Kim Sung Hwan (page 3) and Bayard Wu (page 4) on ArtStation