Fighter
Base Class: Fighter

 

 
 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You learn three cantrips of your choice from the warlock spell list. You learn an additional cantrip of your choice at 8th and 16th level.

Spell Slots

The Hellfire Knight Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell hellish rebuke and have a 1st-level and a 2nd-level spell slot available, you can cast hellish rebuke using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level warlock spells of your choice.

The Spells Known column of the Hellfire Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Hellfire Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

4

6

4

2

—

—

9th

4

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

5

11

4

3

3

—

17th

5

11

4

3

3

—

18th

5

11

4

3

3

—

19th

5

12

4

3

3

1

20th

5

13

4

3

3

1

 
 

Infernal Arms

At 3rd level, you learn a ritual that allows you to summon a magical weapon forged from Hell fire and brimstone. When summoned, the weapon takes the form of a melee weapon you have proficiency with, and has the statistics of that weapon for damage and features. It counts as Magical when determining resistance and damage.

Once you have summoned it, if you would be disarmed or lose the weapon, it disappears in a plume of fire and smoke. It reappears in your hand at the start of your next turn. It remains for 1 minute, and disappears at the end of the final turn or when dismissed.

You may use this feature a number of times equal to your Charisma modifier per Long rest, and regain all expended uses upon completing a Long rest.

 
 

Mask of Sins

Beginning at 7th level, you may force any creatures within a 20ft cone in front of you to make Charisma saves against your Spell Save DC. Creatures you designate may make the save at Advantage. On failure, the creature is knocked prone and takes 3d8 Radiant damage. Creatures that succeed the save instead gain your Spell Attack bonus as temporary hit points, a minimum of 1.

You may use this feature once per Short rest.

 

Dark Adept

At 10th level, you gain the ability to cast cantrips as a follow-up action when you take the Attack action. The cantrip must deal damage or require a save to count. Casting otherwise follows rules as normal.

 

Infernal Armory

At 15th level, you gain a +2 bonus to Armor Class when targeted by spells. As long as you wear Heavy armor, you gain a +2 bonus to Charisma. In addition, while wearing armor, you gain the ability to see perfectly in darkness of any kind, as well as resistance to fire, acid, and cold. You cannot gain Immunity to these damage types this way.

 

Improved Dark Adept

Starting at 18th level, you gain the ability to cast 1st level spells as a follow-up action when you take the Attack action. The spell must deal damage or require a save to count. You must have spell slots available to do so, and casting otherwise follows rules as normal. This does not count as a second Attack action.

You can use this feature a number of times equal to your Spellcasting modifier, a minimum of 1 time. You gain expended uses upon completing a Long rest. This feature replaces ‘Dark Adept’.

 
 

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