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Dungeons & Dragons: 5th Edition Classes
(aka: Dungeons And Dragons Fifth Edition)

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This is the character sheet for classes Dungeons & Dragons included and introduced during its 5th Edition. Go to Dungeons & Dragons Classes if you want to check out the classes introduced in other editions.


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Core Classes

  • Classes Part 1note 
  • Classes Part 2note 

Endorsed Additional Classes

Listed below are homebrew classes not designed or published by Wizards of the Coast as a "core" character class, but have received their endorsement as additional classes for play through their online platform, D&D Beyond.

    Blood Hunter 

Blood Hunter

Characters in Dungeons & Dragons: 5th Edition Classes
They've got a lot going on beneath the surface.
Blood Hunters are warriors driven by an unending desire to destroy evils old and new, no matter what the cost — even their own vitality and humanity. Primarily serving as hybrid martial/spellcasting fighters, blood hunters are heavily defined by their use of hemocraft, a ritualistic form of magic that allows them to manipulate their blood to fuel their unorthodox, but brutal abilities.

At 3rd level, blood hunters can choose between one of four different orders to follow.
  1. The Order of the Ghostslayer (D&DB), an ancient order dedicated towards combating the scourge of undeath, striking down the undead and the necromantic forces that create them.
  2. The Order of the Lycan (D&DB), an order which purposefully inherits the curse of lycanthropy to wield its strength against the beasts who created it.
  3. The Order of the Mutant (D&DB), an order whose use of hemocraft is so extreme that it warps its members into deadlier, more grotesque selves than what their bodies would normally allow.
  4. The Order of the Profane Soul (D&DB), an order who involves the use of arcane power, even willfully forming pacts with lesser evils in order to use their magic for the greater good.

Blood hunters are not an official character class designed by Wizards of the Coast — their existence is owed to Matthew Mercer of Critical Role fame, who initially devised the "Witch Hunter" class as homebrew for a promotional one-shot Actual Play ("D&Diesel", to promote the film The Last Witch Hunter), before refining the mechanics and releasing the first rule set independently in 2016. In 2020, D&D Beyond — a D&D management tool and longtime sponsor for Critical Role — officially integrated an updated version of the Blood Hunter as a selectable character class for Fifth Edition, which was preserved when Wizards of the Coast officially gained ownership of the platform in 2022. While the Blood Hunter is officially treated as "partnered content" and isn't considered canon in WotC-published material, it's nevertheless received WotC's endorsement as an "Additional Class" for legitimate play.


  • Anti-Hero: Blood hunters are frequently described as being on the side of good (or at least fighting off evil), but regardless of how you intend to play your characters, with them being defined by their practice of gritty Blood Magic, certain orders dipping their toes into willfully inheriting bestial curses, manipulating their biology to become even deadlier killing machines, or willfully forming pacts with higher, morally ambiguous entities, there's not as much room to play a goody-two-shoes hero as with other classes.
  • Bad Powers, Good People:
  • Banishing Ritual: 15th-level Ghostslayer Blood Hunters gain the Blood Curse of the Exorcist, an ability for use on those towards those who are frightened, charmed, or possessed, and instantly cleanses them, with an amplified cast dealing additional damage to whatever creature is causing it. This ability doesn't count to the number of Blood Curses a blood hunter may have prepared, meaning they effectively have a free, guaranteed exorcism at their beck and call.
  • The Berserker: Order of the Lycan Blood Hunters are generally characterized as this, using the power a lycanthropic curse to become devastating killing machines. They gain strength and a load of impressive combat abilities, but they are also susceptible to a condition known as Bloodlust, where if they go below half their maximum hit points (considering they're a martial fighter who voluntarily burn hit points, it's very likely to happen) they have a chance of losing control and automatically attack the nearest creature, which may very well be their own allies (this condition also doesn't end just because combat ends — you'll need to either exit your transformation or find a way to get healed over the threshold).
  • Blood Magic: Their big uniting shtick is the practice of "hemocraft" magic to destroy evil. Simply becoming a blood hunter requires you undergo a ritual known as the "Hunter's Bane" that fundamentally alters your blood for magical use, sealing you into a lifetime and beyond of slaying the darkness. From there, blood hunters will continue using blood — including their own — to keep fighting, with paths like the Order of the Lycan or Order of the Mutant going even further with using cursed or otherwise "warped" blood.
  • Cast from Hit Points: A core part of the class is the need to sacrifice hit points, in addition to other resources for ability/spell casting. Blood Maledict allows you amplify any Blood Curse you use by self-inflicting necrotic damage, and Crimson Rite requires you to take necrotic damage in order to empower your weapon, neither of which can be mitigated.
  • Deal with the Devil: Order of the Profane Soul Blood Hunters become able to make pacts with the list of otherworldly empowering entities as the Warlock, similar to how Eldritch Knight Fighters can gain the spellcasting lists of Wizards. Along with borrowing the Warlock's Pact Magic and unique spells per level, Profane Soul Blood Hunters are also able to further augment their Crimson Rites with the power of a chosen patron. Flavor-wise, exactly how good of an idea this is for someone to do depends on the story you're playing, just like with normal Warlocks, but the primary text describes it as willfully handling "corrupt magic", "making pacts with lesser evils to better combat the greater threats," and rationalizing that "the benefits of that power far outweigh the price."
  • Difficult, but Awesome:
    • Blood hunters have a ton of unique mechanics that can be very daunting for even experienced players to get over (the whole Cast from Hit Points shtick only being the start of how weird it gets), with a ton of options for customization, characterization, and strategy that aren't extremely obvious from the get-go, and often require a ton of long-term planning to make efficient. On the flipside, the amount of stuff they're able to do is mechanically unparalleled and very exciting, with the amount of options for customization making them a min-maxer's dream.
    • Of the subclasses, Order of the Mutant is the most demanding and requires thorough strategizing of an already variable-heavy class. On top of everything else, Mutant Blood Hunters are defined by preparing and consuming mutagens that temporarily buff and debuff them, and with the limited amount they can craft and prepare at a time, this often requires players to do a ton of pre-planning, investigation, and guesswork for upcoming encounters to determine what will help them or what will screw them over. Choose poorly, and you may end up directly screwing yourself over with a handicap, either by the side effect or simply not using your subclass' potential. Choose correctly, and your Blood Hunter becomes an even more flexible Jack of All Trades who can respond to all sorts of encounters on their own adventageous terms.
  • Double-Edged Buff: Mutagens used by Order of the Mutant Blood Hunters give temporary buffs to improve their ability in a menagerie of situations, but they always come with a negative side effect: Celerity improves your dexterity but gives you disadvantage on wisdom saving throws, Impermeable gives you resistance to piercing damage but vulnerability to slashing damage, Nighteye gives you darkvision but disadvantage on attacks when in direct sunlight, etc. As a result, they heavily require you to consider what mutagens to craft, what a given situation is, and whether the drawback is worth the risk.
  • Hunter of Monsters: The most straightforward fantasy behind Blood Hunters is that they kill supernatural creatures and threats that plague mankind, and will use whatever means are necessary to do so. The Order of the Ghostslayer is itself likely the purest incarnation of the class from its subclass options, although as the name implies, they mostly pursue slaying The Undead.
  • Intangibility: Ghostslayer Blood Hunters gain Aether Walk at 7th-level, a once-per-rest ability that allows them to slip into the Ethereal Plane for a moment, allowing them to pass through walls or other obstacles, or even just to escape.
  • Lovecraftian Superpower: Order of the Mutant Blood Hunters craft and experiment with alchemical "mutagens" to alter their physical and mental capabilities to means beyond what someone's biology can normally handle, "becoming something beyond what they once were." Exactly how Body Horror-y you go depends entirely on the player, but all of the potential mutagens you can craft carry palpable side effects, and the implications of certain combos paint a creepy picture: Strange Metabolism alters a blood hunter's biology that they become immune to poisons, the Alluring mutagen makes their skin and voice "malleable" enough to change their appearance at the cost of disadvantage on initiative, the Vermillion mutagen gives them an extra Blood Curse to use but gives them disadvantage on death saving throws, etc.
  • Magic Knight:
    • Blood hunters are similar to Rangers or Paladins in that they're martial striker classes who start with proficiency with a menagerie of different weapons to choose from, which is then augmented with their use of Blood Magic and other forms of sorcery to vanquish their enemies. "Blood Maledict" is earned at 2nd level, providing a wealth of different combat/utility "Blood Curses" to use.
    • Of the subclasses, Order of the Profane Soul gives Blood Hunters the most spellcasting options by letting them directly form a pact with an Otherworldly Patron, just like a Warlock. Just like Warlocks, you gain immediate access to Pact Magic (preserving the Warlocks' mechanics for spellcasting), additional specialty spells as you level up, and certain patron-exclusive augments to your blood hunter playstyle.
  • Our Werebeasts Are Different: Order of the Lycan Blood Hunters undergo a ceremony known as "The Taming" in which they voluntarily curse their blood with lycanthropy in order to harness the power of the beast while tempering themselves from devolving into savagery. Members of the subclass become able to voluntarily enhance themselves with bestial strength and predatory senses, but are at risk of losing control if they have too low hit points, potentially attacking their own allies. It's noted this strain is magically altered and replaces the normal lycanthrope rules. It also encourages players to not limit themselves to Werewolves and use whatever animal fits their character, even if all Lycan Blood Hunters have the same abilities.
  • Spell Blade: Crimson Rite is a 2nd-level ability available to all blood hunters that allows them to sacrifice some hit points in exchange for magically empowering their weapon with bonus elemental damage. By default, they only choose between fire, cold, and lightning damage, with the list expanding to include necrotic, psychic, and thunder damage by 14th level for all blood hunters, while subclasses provide their own options: Order of the Ghostslayer can get radiant damage, while the Order of the Profane Soul can get further augmentations based on what patron they've formed a pact with. Order of the Lycan gets the ability to empower their melee attacks.
  • The Witch Hunter: Blood hunters were very originally called "Witch Hunters", and they still carry elements of this come the official release; they're relentless warriors who hunt down monsters and other supernatural forces that plague the living, dipping into morally questionable means for the greater good, or perhaps spiralling into self-righteous Knight Templars depending on the individual and their respective order.
  • Zorro Mark:
    • The Brand of Castigation is a 6th-level ability for all Blood Hunters where by landing an attack on a creature with an active Crimson Rite, you can sear an arcane brand into it (once per rest). Branded creatures take psychic damage whenever they attack creatures within 5 feet of the original caster (most likely the original caster themselves), and the Blood Hunter will always know where the creature is located as long as they're on the same plane of existence. At 13th-level, this becomes upgraded to the Brand of Tethering, which doubles the damage, prevents the creature from dashing, and can stop them from teleporting away, effectively ensuring that one of you won't be leaving the fight alive.
    • Order of the Ghostslayers get an upgrade at 11th-level, the Brand of Sundering, which gives enemies marked with it to take additional damage from Crimson Rites.

    Gunslinger 

Gunslinger

https://static.tvtropes.org/pmwiki/pub/images/gunslingerdndbeyond.png
Draw.

Gunslingers are warriors who live a life full of risk, luck, and gunpowder. As their name suggests, the bread and butter of the Gunslinger are ranged weapons, especially firearms, and have multiple abilities that make them terrifying marksmen. They also have multiple abilities that reward luck.

At 3rd level, Gunslingers choose their career path:

  1. Deadeyes (D&DB) are long range snipers that focus on sharpshooting without the enemy being able to pin them down.
  2. High Rollers (D&DB) are luck based fighters who have the ability to take gambles for a pay off.
  3. Secret Agents (D&DB) are silent, covert fighters that mix in spy skills with their gunplay.
  4. Spellslingers (D&DB) are a hybrid of gun fighters and mages, mixing spells into their sharpshooting.
  5. Trick Shots (D&DB) are crack shots who are able to pull off impossible tricks with their bullets.
  6. White Hats (D&DB) are the sheriffs or marshals who keep their friends safe and can subdue enemies nonviolently.

Gunslingers are not an official character class designed by Wizards of the Coast, and were instead created as homebrew content by Mage Hand Press. Mage Hand's original incarnation of the class was included as part of their 2021 third-party splatbook Valda's Spire of Secrets, receiving continual updates and additional subclasses in the years since. A lightly tweaked version of the Gunslinger (with only 6 of the then 14 subclasses, but made to be compatible with 2024 rules) was integrated into D&D Beyond in June 2025 as an "Additional Class" for play in Fifth Edition, the third homebrew class to be endorsed for legitimate play.


  • Boom, Headshot!: The class's capstone, fittingly named Headshot, allows them to turn a critical hit into a headshot. If they're below 100, it's a One-Hit Kill, if they're above, they still take 10d10 extra damage.
  • Critical Hit Class: Gunslingers gain many of their bonuses from landing critical hits, and to facilitate this, one of their core class features increases the range for what counts as a Critical Hit. At level 2, a natural 19 on a d20 counts just like a natural 20, and at level 17, all attack rolls between 17 to 20 al count as a crit.
  • Exactly What I Aimed At: Trick Shots are able to make their bullets bounce around and hit their target on a miss.
  • Genre Refugee: Downplayed; given the typical D&D campaign takes place in a Medieval European Fantasy (albeit not to the extent of earlier editions), Gunslingers stand out as an archetype typically associated with genres set in the modern era, such as The Western or the Swashbuckler. However, part of the class is an assortment of new, era-defined firearms to specialize in, and "Renaissance era" firearms (which includes the pistol and musket already found in the PHB) are sectioned off due to them existing fairly comfortably alongside bows, swords, and axes (the description especially highlighting when Pirates are involved).
  • The Gunslinger: Natch. What their specific archetype they pursue is mostly defined by their subclass, but all gunslingers are expected to wield firearms with dexterity, efficient maneuverability, and of course, lethal force. Their inclusion in the game is accompanied by an expansion of different firearms to choose from, the mechanics of which are much more involved than what is usually found in vanilla D&D materials, and they're split into different eras of historical influence: "Renaissance firearms" (such as muskets and pistols, artisan guns which already are included in many modern D&D texts), "Industrial Age firearms" (more advanced guns made via assembly-line manufacturing like revolvers, shotguns, and even Gatling guns), and "Modern Firearms" (automatic weapons with comparable damage but with larger reload values, including machine guns and sniper rifles).
  • Heroic Willpower: The Maverick Spirit Risk maneuvers allows them to add the roll of a Risk dice to a failed mental saving throw.
  • Improbable Aiming Skills: The entire gimmick of Trick Shots is their ability to do impossible manuevers with their bullets, such as bending or bouncing around cover, making a missed shot ricochet around to hit the target, shoot projectiles out of the air, and their capstone is hitting up to five creatures with one shot.
  • Long-Range Fighter: As the name would suggest, the entire class is based around ranged weaponry. While they're capable of using simple melee weapons, none of their class features actually benefit from doing so, making them more of an emergency option than a viable tactic.
  • Master of Disguise: Secret Agent Gunslingers get proficiency with the Disguise Kit. They later get Fieldcraft, which let's them quickly create and don a costume as a bonus action and gives them the ability to make deception checks easier.
  • Quick Draw: A feature found with all Gunslingers from level 1, giving them Advantage on initiative, as well as the ability to draw or stow twice as many weapons as normal (in the 2024 rules, you're normally only allowed to equip/unequip one weapon before or after each attack made as part of the Attack action).
  • Shoot the Bullet: Trick Shot Gunslingers get Deft Deflection at level 10, allowing them to shoot projectiles out of the air to protect allies. Note, as it only specifies attack, not weapon attack, this means they can shoot spells out of the air.
  • Unnecessary Combat Roll: One of their Risk maneuvers, Dodge Roll, allows them to do a 15 foot roll to get out of melee. This also reloads their ranged weapon.

    Illrigger 

Illrigger

https://static.tvtropes.org/pmwiki/pub/images/illrigger.png
Give them hell.

Illriggers are warriors who pledged themselves to major devils, gaining immense power of all kinds in the name of furthering their masters' infernal agendas. With the ability to place and burn seals onto their enemies, illriggers are able to trigger a terrifying array of martial and magic abilities to devastate those who dare oppose them.

At 3rd level, illriggers form a contract with a specific archdevil, gaining status and power under their name:

  1. Painkillers (D&DB) are frontline fighters focused entirely around combat, paving the way for war.
  2. Architects of Ruin (D&DB) are arcane masters who use steel, spell, and subterfuge to claim victory at every cost.
  3. Hellspeakers (D&DB) are master manipulators empowered with supernatural charisma to deceive, negotiate, and charm their enemies into submission.
  4. Sanguine Knights (D&DB) are empowered with sorcerous control over blood, able to manipulate the blood of their enemies while bolstering their allies.
  5. Shadowmasters (D&DB) are deadly assassins and spymasters, exploiting the dark to fell even the greatest of foes.

Illriggers are not an official character class designed by Wizards of the Coast, and were instead created as homebrew content by MCDM Productions, a third-party D&D developer founded by Matt Colville. The class was originally released by MCDM in 2021, revised in 2023, and in 2024, it was semi-officially canonized by WotC by being integrated on D&D Beyond as an "Additional Class" for playing Fifth Edition, the second homebrew class to achieve such status.


  • Anti-Magic: Oddly enough, it's an optional feature of the largely spellcasting-focused Architects of Ruin subclass, specifically the Spellbreaker option of Asmodeus's Interdiction at 13th-level. If an Illrigger chooses it, they can detonate the seal on an interdicted creature to not deal damage, but instead cast Counterspell on them without needing to burn any spell slots — a quick way to screw up an enemy spellcaster at a relatively low cost.
  • Armor-Piercing Attack: At 14th level, all damage dealt from burning seals ignores the damage resistances of whoever they're applied to.
  • Blood Magic: Sanguine Knight Illriggers focus on this, allowing them to specialize in healing, among other, less wholesome abilities. At 3rd level, any seal damage inflicted on enemies with blood in them convert into temporary hit points for an ally of their choice.
  • Cast from Hit Points: Infernal Conduit is a 6th-level ability that allows all Illriggers to sacrifice some of their hit points in order to heal allies. There's also a less direct case of this with Blood Price, a 10th-level ability which allows them to spend a hit dice to buff a failed saving throw, consequently meaning they can't use it to heal from short rests.
  • Casting a Shadow: As the title implies, Shadowmaster Illriggers gain their strength from the shadows, using it to quickly assassinate their foes. The swift, sneaky, and deadly nature of the subclass is comparable to what Rogues can do, but Shadowmasters making use out of the darkness for its abilities means they require being in dim light or darkness to be effective. Among such traits are Strike from the Dark (a damage boost comparable to Sneak Attack when in ideal conditions), No Escape (an Anti-Escape Mechanism to trap an enemy within your close range), and Doomed to the Shadows (a major damage boost, which can also blind the target with No Saving Throw).
  • Counter-Attack: One of the Invoke Hell options of Painkiller Illriggers is Punishment, where upon the Illrigger taking damage from an enemy, they can immediately retaliate back on the enemy either half or the same amount of damage as necrotic damage.
  • Critical Hit Class: A 15th-level Painkiller Illrigger gains Deathstrike, which enables them the ability to detonate seals to deal guaranteed crits equal to their proficiency bonus.
  • Deal with the Devil:
    • Illriggers handle this in a way that's way more explicitly coded as evil than Warlocks. Whereas Warlocks form an arcane pact with Otherwordly Patrons who may or may not be morally upstanding (including Fiends, who themselves may or may not be an archdevil), Illriggers explicitly ally with archdevils to serve their evil agendas through Diabolic Contracts.
    • While not technically a true example, this concept is further referenced with the 11th-level Hellspeaker Illriggers ability Let's Make a Deal, which has the bonus of positioning the Illrigger as the "Devil" in this case. The ability allows the Illrigger to boost an ally's give an ally advantage on an attack roll or saving throw and can add a bonus equal to the Illrigger's proficiency bonus, and upon success, they even get temporary high points. However, if they still manage to fail said roll, they end up getting disadvantage on their next roll that cannot be removed in any way.
  • Evil Counterpart: Illriggers can be best summarized as anti-paladins, being warriors who pledge an oath not towards any holy virtue, but to The Legions of Hell and the archdevils who rule over them, and are consequently full-blown evil. Illriggers also possess a category of abilities identified as "Invoke Hell", an obvious mirror off of "Channel Divinity" found with Paladins and Clerics, and the 17th-level ability Infernal Majesty allows them to temporarily become the avatar of their master in a similar way that most Paladins can achieve as a capstone feature. This approach also differs from that of Oathbreaker Paladins — whereas Oathbreakers have failed their Heroic Vow and have consequently fallen to darkness, Illriggers are usually rotten from the start and actively pursue alliance with the hells For the Evulz.
  • Hour of Power: Similar to what certain subclasses of Paladins are able to accomplish as a capstone feature, Illriggers at 17th level are able to temporarily become the mortal avatar of their otherworldly masters — in this case, a massive winged devil person — giving them flight, damage resistances, and bonus damage for 10 minutes per day.
  • How Dare You Die on Me!: An 11th-level Painkiller ability is "You Die on My Command!", which invokes this, with a smidge of Villainous Demotivator. Once per rest, if an ally hits 0 hit points without being killed outright, the Illrigger can use this ability to bark an order at them in a way that brings them back to 1 HP — if the name is any indication, they basically save their ally's life by ordering them to not die.
  • The Leader: Painkiller Illriggers have Paladin-like supportive powers that buff their allies and make for a major anchor in combat... on the opposite side of the moral compass, of course. All Painkillers start at 3rd level with Devastator (an ability that allows everyone around them to make an attack using their reaction) and Grand Strategist (allows nearby allies to quickly reposition at no action cost and without triggering attacks of opportunity).
  • The Legions of Hell: Illriggers are effectively people who were not created to serve hell, but conscripted voluntarily for whatever amoral reason, becoming elite soldiers in the process.
  • Magic Knight:
    • Illriggers are a mix of martial and magical fighters, primarily striking with traditional weapons before using their infernal gifts to finish the job. Their most consistent and important resource are "seals" that they get to slap onto enemies (having a limited amount to cast per rest), which the trigger when the target takes damage. The initial outcome of burned seals is simple bonus damage, but as illriggers grow stronger and more specialized, seals become the vessel for various effects like casting spells for Architects of Ruin, Life Drain for Sanguine Knights, charming people for Hellspeakers, and even conjuring stealth for Shadowmasters. Starting 2nd level, they gain both "Combat Mastery" to buff a specific style of martial combat of their choice, as well as access to "Interdict Boons", extra magical abilities that activate under certain seal-related conditions that can be customized to deal different effects, comparable to Warlock Invocations in how much they can flexibly alter your play style.
    • Architect of Ruin Illriggers lean more into the "magic" side of things by additionally allowing them to use traditional spellcasting — spell slots, cantrips, a dedicated class-specific spell list, etc. — and stockpile them onto their main mechanics, similar to Eldritch Knight Fighters. The subclass' subsequent abilities further buff their ability to do martial combat, dish out spells, and manipulate the class' signature seals to devastate the opposition.
  • Mouth of Sauron: Illriggers purposefully serve as the emissaries of powerful archdevils residing in the nine hells, and while they're technically servants, that barely stops them from being damn near unstoppable. The introduction to Illriggers codifies their archetype by comparing them to other major villains in fiction, such as Darth Vader as Illrigger to Emperor Palpatine, and even Sauron himself as the Illrigger to Morgoth.
  • No Cure for Evil: Subverted, albeit with morbid twists:
    • All illriggers have Infernal Conduit at 6th-level, which comes in two options: Invigorate, which allows them to heal allies at the cost of their own, or Devour, which allows you to attempt a Life Drain on an enemy to heal yourself.
    • Sanguine Knight Illriggers are a subclass based around healing your allies (oddly enough, it's only your allies — the illrigger is unable to heal themselves through their abilities). How this usually manifests is by first sucking the life out of an enemy and passing it to someone else, and later abilities have a similar double-sided shtick, including Foul Interchange, an interdict boon that lets you cure an ally of a negative debuff that you can then pass into an enemy.
  • The Social Expert: Hellspeaker Illriggers tightrope between this and Manipulative Bastard, specializing in charming (figuratively and supernaturally) enemies into becoming unwitting allies. Choosing the subclass immediately gives you proficiency in Persuasion or Deception, the ability to burn seals to charm your foes as an ability, and even the ability to convince your enemies to turn on each other, and things only escalate from there.
  • Token Evil Teammate: The official descriptions of Illriggers list them as evil, universally serving evil masters, but it acknowledges that they may potentially end up as a member of a good-aligned party, albeit requiring some mental gymnastics to justify why. Some suggestions include the Illrigger being on the run from their own order due to infighting and sympathizing more with the heroes, or wanting to form an alliance due to both of them sharing an enemy that even hell wants to defeat.
  • When Dimensions Collide: The capstone ability of Illriggers is the power to tear open a rift to Hell itself and slam it into the battlefield for a massive AoE nuke. Being Hell and all, you get a few choices for the flavor of devastation to bring: an inferno of hellfire, a swarm of poison pestilence, or a bitter storm of darkness.

Alternative Title(s): Dungeons And Dragons Fifth Edition, Dungeons And Dragons5th Edition, Dungeons And Dragons Classes Fifth Edition Classes

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