Fighter
Base Class: Fighter

As the child of Soraxxin, you have the ability to draw from his sphere of Hell. You, however, ran from you destiny as his vessel and gateway to the material plane. Using the abilities received from him without his blessing (or his unwanted focus) is taxing on you. 

Spellcasting

When you reach 3rd level, you can access the magic inherited by Soraxxin, gaining the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

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

Spell Slots

The Hellfire Knight Spellcasting table shows how many spell slots you have to cast your sorcerer 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

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

The Spells Known column of the Hellfire Knight Spellcasting table shows when you learn more sorcerer 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 sorcerer spells you know with another spell of your choice from the sorcerer 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 sorcerer spells, since you learn your spells through enforcing your will on the natural magic burned into your bloodline. 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 sorcerer 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

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

Channel Malice

In battle, you can evoke the Hellfire burning in your blood to bring your full magic power down on your enemies. On your turn, you can channel malice as a bonus action.

While channeling, you gain the following benefits:

  • All Fire damage you deal ignores fire resistance unless the target also resists Necrotic Damage or Radiant Damage. Creatures that are immune to Fire take half damage instead.
  • Once a turn, when you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your CHA bonus. 
  • When a creature within 5 feel of you deals damage to an allied creature you can use your reaction to make one melee weapon attack.

Using this ability is hard to focus on. You are considered concentrating while channeling malice. Instead of needing to keep your attention on channeling, you need to maintain calm and control. Each use of channel causes you to take 1 point of stress. Stress makes channeling difficult and each point of stress adds to the DC of your concentration check. (10+Stress)

In addition to normal obstacles to maintaining concentration, you can be interfered with by emotional stimulus. 

  • Taking Damage
  • Ally is hit with a Critical Hit
  • Ally is dropped to 0 Hp
  • Trying to stop channeling or there are no more enemies. 

If you fail to maintain concentration, you are immediately forced to make a CHA Save (DC = Stress) or lose control. If you succeed, your channel ends and you return to normal.

When you short or long rest you can restore 1 point of stress. Stress may also be added or removed as the story requires.

Hellfire Mantle

Beginning at 7th level, you have more completely blended your Hellfire and Martial training into one unique form. You are also more familiar with your limits and know how to press past them. You gain additional options to enhance your abilities at the cost of additional stress.   

When you use your second wind while channeling, you can choose an ally within 30 feet that you can see and they gain temporary HP equal to your Second Wind roll. If you choose to take a point of stress you can grant this temporary HP to all allies within 30 feet. 

When you use Action Surge while channeling, you can apply your CHA to the damage of an additional melee attack during your turn. If you take a point of stress you can apply that extra damage to all melee weapon attacks made during your turn. 

When you use your reaction to damage an enemy while channeling you can make your Ire known. The effected creature must make a Wisdom saving throw against your spell DC or become frightened until the end of your next turn. If you take a point of stress you can share you malice with an ally. That ally can make a melee weapon attack as a reaction. That attack gains additional damage equal to your CHA.

Explosive Malice

At 10th level, you learn how to make releasing your channel (intentional or not) burn your enemies. When you lose concentration on your channel, you can choose to release a burst of hellfire. Each creature within 5 feet of you must make a Dexterity saving throw against your spell save DC or take 3d10 fire damage. This damage counts as Hellfire even though your channel has ended.

Defiant Channel

At 15th level, if you are forced to make a concentration check or a stress check you can choose to take Fire damage equal to the DC and pass instead. This damage cannot be resisted or reduced and ignores temporary HP. If this damage reduces you to 0 hp you gain an additional point of stress. 

In addition, if you use indominable while channeling gain a bonus to the roll equal to your Stress. If you still fail the rerolled saving throw, you regain one stress. 

Tenacious Malice

Starting at 18th level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your proficiency bonus, and you take 1 point of stress.

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