Fighter
Base Class: Fighter

Knights of Hell are humanoid warriors who have been corrupted by the powers of the Nine Hells. Maybe your parents sold you to an arch devil; maybe your ancestor is an arch devil and seeks to corrupt you with your bloodline. Any number of origins to your power could be the case. 

Whatever the source of your strange abilities may be, you draw your power from the Hells and serve an infernal being, usually an arch devil, in some capacity. 

Bonus Proficiencies

3rd-level Knight of Hell feature

You gain proficiency with smith’s tools, and you learn to speak, read, and write Infernal.

Fiendish Might

3rd-level Knight of Hell feature

You have learned how to imbue yourself with the might of devils. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • You have advantage on Strength checks and Strength saving throws.
  • Your attacks with a weapon or an unarmed strike deal an extra 1d4 fire damage to a target on a hit. This increases to 1d6 at 10th level and 1d8 at 18th level.

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

Infernal Gaze

7th-level Knight of Hell feature

When you take the Attack action on your turn, you can replace one of your attacks with a gaze of infernal energy in a 60-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d10 fire damage. On a successful save, it takes half as much damage.

You can use your Infernal Gaze a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Hell Dive

10th-level Knight of Hell feature

As an action, you leap into the air as your body ignites with flames. Choose a point you can see within 120 feet. You land on the chosen point and release a burst of hell's flames across the battlefield. Each creature (other than you) in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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

Relentless Heritage

15th-level Knight of Hell feature

When you roll initiative and have no Fiendish Might or Gaze of Hell feature uses remaining, you regain one of each.

Moreover, the magic of your fiendish heritage permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll, and youe body warps in appearance to match your Fiendish heritage (growing horns, growing a tail, change of skin color, etc).

Juggernaut of Asmodeus

18th-level Knight of Hell feature

You learn how to amplify your hell-powered transformation. When you use Fiendish Might, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

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