Fighter
Base Class: Fighter

The archetypal Helltouched is a creature of experiential gain, a warrior who has been shaped by hell, as opposed to honing skills traditionally. This shaping draws upon a harrowing exposure to the evil planes of the multiverse, through visual contact or actual experience within. They have been afflicted by true hatred, effectively binding their soul to a plane of evil and wielding their emotional connection with newfound martial might. It is this link that sets them apart from other archetypes; rather than enhance their skills with a particular style, the Helltouched utilizes their hellish subjection as a resource toward their success on the battlefield. 

 

Malicious Catalyst

When you choose this archetype at 3rd level, you have witnessed the cruelty of an evil plane. Whether it be physically or visually, your experience has altered the way you fight. You gain a catalyst from below, depending on the plane you were affected by.

The Nine Hells. You have felt the cutting nature of subterfuge. You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Whenever you succeed on a saving throw in response to a spell, you can use your reaction to deal 3d6 necrotic damage to the caster, provided you can see them. You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

Carceri. You have seen all matters and methods of incarceration. On your turn, you can summon a length of fiendish chains in a free hand as a bonus action. The chains deal 1d8 bludgeoning damage and have the finese, reach, and light properties. You are proficient with the chains, and can make grapple checks using them, provided the target of your grapple is within your reach. A length of Carceri chain is also considered magical for the purposes of overcoming resistance.

Whenever you deal damage to a creature that you have grappled with your chains, you deal an additional 1d6 bludgeoning damage to that creature.

The chains last for 1 minute. You can summon them a number of times equal to your Dexterity modifier (a minimum of once).

Pandemonium. You have been subjected to the horrid and garbled sounds of the insane. You can cast vicious mockery as a bonus action on your turn, a mere glimpse into the audible horrors of Pandemonium. Wisdom is your spellcasting modifier for it. The mockery sounds like the howling winds of pandemonium, a string of insults that is screamed out with manic vehemence.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).

You regain all expended uses of your catalyst abilities when you finish a short or long rest.

Scarred by Hell

Also at 3rd level, your exposure has reshaped your fears of the mortal realm. You have advantage on saving throws against being frightened.

Fiendish Stamina

Beginning at 7th level, you can refuel your inner stamina with the demise of your foes. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to 1d10 + your fighter level.

Hell's Savant

Also at 7th level, you can add your Wisdom modifier (minimum of 1) to Intelligence checks you make to recall information about the lower planes.

Improved Malicious Catalyst

At 10th level, your connection to your catalyst grows in its strength. You gain an additional feature from below.

The Nine Hells. Quick to sense deceit and strong against mental subterfuge, you gain proficiency in Wisdom saving throws, and are immune to being charmed. In addition, the damage you deal with your malicious catalyst increases to 5d6 necrotic damage.

Carceri. Binding foes with the very symbol of your plane, you have advantage on grapple checks or attempts to escape grapples. In addition, the bonus damage you deal to creatures grappled by your chains increases to 1d10.

Pandemonium. The howls of the damned are strengthened. You gain proficiency in Wisdom saving throws. When a creature succeeds on a saving throw against your vicious mockery, the creature takes half of the mockery’s damage, but suffers no additional effects from it.

Unhallowed Defense

At 15th level, your ability to remain standing after devastating blows is unrivaled. When an attacker that you can see hits you with attack, you can use your reaction to halve the attack’s damage against you. In addition, choose a type of damage that was dealt as a part of the attack. You gain resistance to that damage type until the end of your next turn.

You can use this feature three times. You regain all expended uses when you finish a long rest.

Vile Heart

At 18th level, you have been consumed by your connection to the lower planes, a horrid experience that has shaped your path as a martial warrior. While you have temporary hit points, each of your attacks deal an additional 1d4 damage.

The type of additional damage you deal is your choice of acid, cold, fire, necrotic, or psychic damage. You choose the type when you gain temporary hit points, and lose the additional damage when you have no temporary hit points remaining.

Previous Versions

Name Date Modified Views Adds Version Actions
12/26/2021 2:03:50 AM
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