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HellKnight

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Jakub Bariasz
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0% found this document useful (0 votes)
9 views

HellKnight

Uploaded by

Jakub Bariasz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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HellKnight (Fighter)

Those who want to maintain the laws of the world, without power seek the desperate measure.
But for them the price to pay isn’t too great. Hellknights are knight order whose goal is to maintain
order and law at all costs. Those who fraternize with forces of chaos even if well thought of are as
dangerous as the forces they serve. Hellknight goes through rigorous training of mind and body. At
the end of their training they fight with the devil to death, gaining a favor of Asmodeus. They use
powers of hell to enforce the law and fight with chaos, damming their souls in endless battle
against those who seeks to destroy the order.

Asmodeus’ gift
When you choose this archetype at 3rd level, you gain half of your proficiency (rounded down,
minimum +1) in Persuasion, Intimidation, Deception if you already didn’t had proficiency in those and
learn to speak, write and read Infernal. You also gain resistance against mind altering effects.

Trough the divine power of Asmodeus you gain ability to smite those who are against you. As a bonus
action you can mark a target. You gain benefits against smited target for 1 minute:

 You gain bonus to attack rolls. The bonus equals your proficiency bonus.
 If the creature is chaotic, you gain bonus to damage rolls. The bonus equals your proficiency
bonus.

You can smite times equal to half of your proficiency bonus (rounded down). You regain used charges
at the short or long rest.

Gift from the devil


Starting at 3rd level, you gain help from the lower planes in your never ending mission. You gain two
gifts of your choice, from among the gifts described below, and each time you gain level in this class,
you can replace one gift you know a different one from this feature. When you reach certain levels in
this class, you gain additional gifts, as shown in the table below.

Gifts Known
Fighter level Numbers of gifts
3 2
7 3
10 4
15 5

The following gifts are available to you when you receive your gift. If gift has level requirement, you
must be at least that level in this class to receive the gift. If gift requires a saving throw your gift save
DC equals 8 + your proficiency bonus + your Constitution modifier.

 Gift of Succubus/Incubus. This gift gives you deceptive magic used by those fiends. While having
this gift you have advantage on Charisma (Persuasion) checks and Charisma (Deception) checks.
*In addition, when you or creature you can see within 30ft of you is hit by an attack roll, you can
use your reaction to invoke the gift and choose a different creature within 30ft of you, other than
attacker. The chosen creature becomes the target of the attack, using the same roll. This magic
can transfer attack regardless of the attack’s range. Once you invoke this gift, you can’t do so
again until you finish short or long rest.

 Gift of Chain Devil. This gift’s magic allows you to become fearsome judge and interrogator. Your
sight than chain yours victim throat, like the chains of this devil and force it to say the truth.
While having this gift, you gain advantage in Charisma (Intimidation) checks and Wisdom (Insight)
checks. You also gain proficiency bonus in those skills if you already didn’t had ones. If you
already did had proficiency bonus in one or both of this skills, your proficiency bonus is doubled.
*In addition, you can use this gift to summon the fiery chains from hell. As bonus action you can
target the creature of your choice within 30ft of you. The target gets 2d6 fire damage and succed
Strength saving throw or be restrained for one minute. Restrained target cannot become
invisible for next minute, if target was already invisible it loses its invisibility. The target can
repeat the saving throw at the end of each of its turns, banishing the shackles on success. Once
you used this gift, you can’t do so again until you finish short or long rest.

 Gift of Abishai. Magic coming from this gift allows you to endure even not friendly climates of
the universe. Choose chromatic dragon color (White, Red, Green, Blue or Black), you gain
resistance to the damage type tied with the color of dragon. Also you gain advantage on
Charisma checks against chosen dragon color. You can change color again only when you gain
this gift again.
*In addition, you can invoke magic of this gift to booster your endurance. As a reaction when you
get hit by the damage type you gained resistance from this gift, you can gain immunity on this
damage type until the end of your next turn. Once you use this gift, you can’t do so until you
finish short or long rest.

 Gift of Erinyes. This gift’s magic gives you power to see injustice even where normal eyes cannot
see. You can see in darkness, magical or non-magical, out to range of 120 feet. Also you can add
your Charisma modifier to Strength checks.
*In addition, you can invoke magic of this gift as a bonus action. Choose the creature you can see
in range of 30 feet to force on it Wisdom saving throw. Unless the save succeeds, the creature is
frightened or charmed by you for 1 minute. While charmed in this way, the creature has a speed
of 0 and is incapacitated, descending into a dreaming stupor. The creature repeats its saving
throw at the end of its turns, ending the effect on success. Once you invoke this gift, you can’t do
so until you finish short or long rest.

 Gift of Pit Fiend (Level 7th or higher ). This gift’s magic bestows a resilience of a Pit Fiend. While
having this gift, you have advantage on saving throws against being poisoned, and you gain
resistance against poison damage.
*In addition, you can invoke the gift as a bonus action, gaining resistance to bludgeoning,
piercing and slashing damage for 1 minute. Once you invoke this gift, you can’t do so again until
you finish short or long rest.
 Gift of Amnizu. Using this gift, you can glimpse the future like Amnizu tacticians. While having
this git, you have advantage on Intelligence (Arcana) checks and you can add half your Charisma
modifier (rounded up) to the check. Also you cannot be surprised as long as you are not
incapacitated.
*In addition, you can invoke this gift as a bonus action to enter prophetic state for 1 minute or
until you’re incapacitated. Until the state ends, when you or another creature you can see within
60 feet of you makes an attack roll, saving throw or an ability check, you can use your reaction to
cause the roll to have advantage or disadvantage. Once you invoke this gift, you can’t do so again
until you finish short or long rest.

Hell’s decree
At 7th level, you learn to issue the decrees from hell to protect your allies. When another creature
you see is hit by an attack roll, you can use your reaction to force attacker to reroll d20 and use the
new roll.

You can use this feature a numbers of times equal to your proficiency bonus, and you regain all
expended uses of it when you finish a long rest.

Greater Asmodeus’ gift


By 10th level, the magic of Asmodeus’ gift binds your soul to Nine Hells. Whenever you use your gift
to smite the creature, you gain additionally bonus to your armor class, against this creature. Bonus
equals half your charisma modifier (rounded up).

Also this magic allows you to cast Summon Fiend at 6th spell slot level, without using material
components (Only a devil variant). Once you use this feature, you can’t do so again until you finish a
long rest.

Master of gifts
At 15th level, you can invoke each gift you know from your “Gift from the devil” feature twice, rather
than once, and you regain all expended uses when you finish a short or long rest.

Perfect Devil
At 18th level, power of the Nine Hells course trough your veins. You gain additional use of “Greater
Asmodeus’ gift” feature, immunity on mind altering effects and also your attacks deal additional d8
of fire damage or 2d8 fire damage if target is smited.

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