Fighter
Base Class: Fighter

I loved the concept and lore of this subclass in the UA, but its power and balance disappointed me a lot, so I made a new version based on the Nine Hells. For now, the subclass is mostly just text, but I'll be working on automating it and making it look better on the Character Sheet. All feedback is welcome!

Hell Knights are mortal warriors who have bargained with the powers of the Nine Hells, becoming living instruments of infernal will. Through dark pacts and brutal training, they wield hell-forged weapons capable of inflicting wounds that linger beyond flesh—curses that hinder, weaken, and condemn. Each strike they deliver carries echoes of the Hells themselves, manifesting as fire, frost, venom, or unseen torment.

Unlike simple servants of darkness, Hell Knights embody the structured cruelty of devilkind. Their abilities reflect the influence of the Nine Hells’ layers, each granting a different form of punishment: binding foes in place, stripping away defenses, or turning their strength against them. To fight a Hell Knight is not merely to face steel but to endure a calculated sentence.

The bond between a Hell Knight and the Hells is never freely given—it is earned, stolen, or forced through desperate choices. Some seek power, others redemption through sacrifice, and many are trapped by contracts they did not fully understand. Regardless of origin, all Hell Knights share the same truth: their power is a debt, and one day, the Hells will collect.

Level 3: Diabolical Gift

As a soldier for the agents of the Nine Hells, you’ve been given fiendish powers. You gain the following benefits.

Devil's Sight: You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself.
Devil's Tongue: You know Infernal, the language of devils. If you already know Infernal, you learn another language of your choice

Level 3: Hell Weapon

When you take the attack action, you can imbue one weapon that you are holding as part of the same attack action, the weapon is now a Hell Weapon. It remains transformed until you use this feature again or you fall Unconscious. You can also end this effect (no action required).

While transformed into a Hell Weapon, a weapon emits Dim Light in a 5-foot Emanation, returns immediately after being thrown (doesn't matter if you hit or miss), and whenever you deal damage with the weapon, it can deal your choice Fire, Poison, Cold, or its normal damage type.

Level 3: Infernal Wound

Your Hell Weapon can inflict infernal wounds. Once per turn, when you hit a creature with your Hell Weapon, you can deal an extra 1d6 damage (the damage type is the same as your weapon's damage).
Additionally, you can forget the damage to make one of the next effects. The Save DC for the effects is equal to 8 + Proficiency Bonus + your Constitution modifier.

  • Stigma of War. The target must succeed on an Intelligence Saving Throw or it cannot take the Disengage action, and you gain Advantage on the next opportunity attack against it until the start of your next turn.
  • Iron Resonance. The target must succeed on a Constitution Saving Throw or lose their Reaction.
  • Sludge of Greed. The target has Disadvantage on the next Saving Throw it makes until the end of your next turn.

You can use this feature a number of times equal to your Proficiency Bonus, and you recover all uses in a Short or Long Rest.

Level 7: Hell-Forged Equipment

Your armor and weapons embody infernal armaments forged in the nine Hells, granting you the following benefits.

Hell Resistance: While wearing armor or wielding a Shield, you have Resistance to the Damage type of your Hell Weapon.
Unholy Weapon: Damage from your Hell Weapon ignores Resistances to Fire, Poison and Cold damage.

Level 7: Advanced Wounds

The damage of your Infernal Wound increases to 2d6, and you add the following effect options if you forgot the damage.

  • Liquid Fire Law. The target must succeed on a Dexterity Saving Throw. On a failed save, the target takes fire damage equal to your Proficiency Bonus for every 10 feet it moves, until the start of your next turn.
  • Styx Freeze. The target must succeed on a Constitution saving throw. On a failed save, their armor is reduced by a value equal to half your Proficiency Bonus (rounded up) and cannot be increased in any way until the start of your next turn.
  • Crushing Avalanche. The target must succeed on a Constitution Saving Throw, or be marked. While marked in this way, each time you hit the target, it takes additional damage equal to half your Proficiency Bonus (this damage is of the same type as weapon damage).

Level 10: Infernal Arsenal

The damage of your Infernal Wound increases to 3d6, and you add the following effect options if you forgot the damage.

  • Swarm of Corruption. The target must succeed on a Wisdom Saving Throw, or it cannot take Bonus Actions on its next turn. If the target doesn't have bonus actions, it makes one less attack when it takes its attack action.
  • Glacial Fragility. The target must succeed on a Strength Saving Throw or become fragile. When a fragile creature takes damage before the end of your next turn, it takes additional Cold damage equal to your Fighter level.
  • Bond of Asmodeus. The target must succeed on a Charisma Saving Throw. On a failed save, it takes psychic damage equal to your Proficiency Bonus each time it makes an attack against a creature other than you. This effect lasts for 1 minute or until you use an Infernal Wound again on this creature.

Level 15: Hell Knight Authority

If a creature takes damage from your Infernal Wound Feature, it must succeed on a Wisdom Saving Throw or be Charmed, Frightened or Poisoned (your choice) until the end of your next turn.

Level 18: Infernal Bargain

When you choose the damage of your Hell Weapon, you gain immunity to the damage chosen until the start of your next turn.

Additionally, when you use your Infernal Wound feature, you gain both benefits, the damage and the effect.

Level 18: Hellish Condemnation

When you hit a creature, you can deal an extra 6d6 damage (the damage type is the same as your Hell Weapon), and the creature must succeed on a Charisma saving throw or be transported to the depths of Hell for up to 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend 2 uses of your Infernal Wound feature to restore your use of it.

Hell Knight (UA Reworked) - WIP Image

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