Fighter
Base Class: Fighter

After much intense training and suffering you have finally finished your training and can join the order of Hell Knights, that is if you can defeat a demon or devil in one on one combat. Hell Knights are relentless enforcers of law and order. They bring order wherever they go and are relentless in their pursuit to punish the chaotic, or those that would break the rule of law. Wherever you go, you bring your laws with you, and you enforce the rules of law without question, compromise, or mercy. For this reason, all Hell knights must be Lawful and are not generally liked.

Spell casting: You gain the ability to cast several spells to improve your ability to find criminals, improve security, and enhance your combat prowess. Your spell casting stat is Charisma.

At 3rd level you gain Relentless. Whenever you use your Second Wind feature, you remove the following conditions from yourself: Charmed, Frightened, and 1 level of fatigue.

At 3rd level you gain Hell Knight Instincts. This grants you expertise in the Intimidation and Insight skill.

At 7th level you gain Hell Knight Armor. You are able to modify any armor in your care so that you and only you gain greater mobility while wearing this. This makes the armor unique to you, and is usually painted black and adorned with spikes. This grants you a +1 bonus to the maximum dexterity bonus and resistance to fire while while wearing armor.

At 10th level you gain Hell Knight Weapon. When you hit a target with a melee attack, you deal an additional amount of radiant damage based on that creatures alignment. If that creature is non-lawful you deal 1d4 additional radiant damage. If the creature is Chaotic you deal 1d8 additional radiant damage. If that creature is a chaotic outsider you deal 1d12 additional radiant damage.

At 15th level you gain the Aura of Law feature. This grants you and all allies within a 10ft a bonus on saving throws equal to your charisma bonus against illusions, charms, fatigue and fear effects. In addition, creatures within 10ft of you have advantage on insight checks, and disadvantage on Deception checks.

At 18th level you gain the Greater Hell Knight Prowess. While wearing your Hell Knight armor your maximum dexterity bonus is increased from +1 to +2, you gain immunity to fire damage and your weapon deals an additional 1d8 points of Fire damage.

Spellcasting

When you reach 3rd level, you augment your prowess with law and punishment with the ability to cast spells. See Spells Rules for the general rules of spellcasting. You know all spells that are available to you to cast similar to a how a cleric prepares spells.

Cantrips

You learn two cantrips of your choice from the Hell Knight spell list. You learn an additional Hell Knight cantrip of your choice at 10th level.

Spell Slots

The Hell Knight Spellcasting table shows how many spell slots you have to cast your Hell Knight 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 all Hell Knight spells upon taking this sub-class.

Spellcasting Ability

Charisma is your spellcasting ability for your Hell Knight spells, since you learn your spells during your training to become a Hell Knight. 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 Hell Knight 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

Hell Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Relentless

At 3rd level you gain Relentless. Whenever you use your Second Wind feature, you remove the following conditions from yourself: Charmed, Frightened, and 1 level of fatigue.

In addition, you become an expert in Intimidation and Insight.

Hell Knight Instincts

At 3rd level you gain Hell Knight Instincts. This grants you expertise in the Intimidation and Insight skill.

Hell Knight Armor

At 7th level you gain Hell Knight Armor. You are able to modify any armor in your care so that you and only you gain greater mobility while wearing this. This makes the armor unique to you, and is usually painted black and adorned with spikes. This grants you a +1 bonus to the maximum dexterity bonus and resistance to fire while while wearing armor.

Hell Knight's Weapon

At 10th level you gain Hell Knight Weapon. When you hit a target with a melee attack, you deal an additional amount of radiant damage based on that creatures alignment. If that creature is non-lawful you deal 1d4 additional radiant damage. If the creature is Chaotic you deal 1d8 additional radiant damage. If that creature is a chaotic outsider you deal 1d12 additional radiant damage.

Aura of Law

At 15th level you gain the Aura of Law feature. This grants you and all allies within a 10ft a bonus on saving throws equal to your charisma bonus against illusions, charms, fatigue and fear effects. In addition, creatures within 10ft of you have advantage on insight checks, and disadvantage on Deception checks.

Greater Hell Knight Prowess

At 18th level you gain the Greater Hell Knight Prowess. While wearing your Hell Knight armor your maximum dexterity bonus is increased from +1 to +2, you gain immunity to fire damage and your weapon deals an additional 1d8 points of Fire damage.

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