Base Class: Fighter
TBD
Spellcasting
When you reach 3rd level, your deals with the devils augment your martial prowess with fiendish magic.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional cantrip at 11th level.
Spell Slots
The Hellknight table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Regaining Spell Slots
On a long rest you regain a number of spell slots equal to half your number of total spell slots, rounded up.
Additionally, you can burn soul coins to regain one spell slot per coin used. This can be accomplished during a short or long rest, or as a ritual with a duration of one hour. The soul coins are destroyed after use, and the souls of their inhabitants are damned to the River Styx.
Spells Known of 1st-Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Hellknight table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
so 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
Hellknight Spellcasting
| FIGHTER LEVEL | CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
3rd |
2 |
3 |
2 |
1 |
4th |
2 |
4 |
2 |
1 |
5th |
2 |
5 |
2 |
2 |
6th |
2 |
6 |
2 |
2 |
7th |
2 |
7 |
3 |
3 |
8th |
2 |
7 |
3 |
3 |
9th |
2 |
8 |
3 |
3 |
10th |
2 |
8 |
3 |
4 |
11th |
3 |
9 |
4 |
4 |
12th |
3 |
9 |
4 |
4 |
13th |
3 |
10 |
4 |
5 |
14th |
3 |
10 |
4 |
5 |
15th |
3 |
11 |
4 |
5 |
16th |
3 |
11 |
5 |
5 |
17th |
3 |
11 |
5 |
5 |
18th |
3 |
12 |
5 |
5 |
19th |
3 |
12 |
5 |
5 |
20th |
3 |
12 |
5 |
5 |
Hellfire
At 3rd level, you can temporarily cover your weapon in burning hellfire to increase the power of your attacks. As a bonus action, you can expend one spell slot to coat a wielded melee weapon in hellfire. You can then perform the following actions.
- Hellfire Strike: You strike a single target with hellfire. When you hit an enemy with a melee weapon attack, in addition to the weapons damage, you deal 2d6 hellfire damage, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
- Hellfire Slash: You slash your weapon in a wide arc around you. Any creature within reach of your weapon must succeed in a Dexterity saving throw or take 1d6 hellfire damage, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6.
On a hit or 1 minute after casting, whichever comes first, the fire fades.
Hellfire is a special type of fire damage. Humanoids slain by hellfire have their soul funneled into a soul coin, which manifests on your person. Hellfire ignores fire resistance, and treats fire immunity as resistance. Hellfire damage is otherwise identical to fire damage.
Additionally at 10th level, any fire damage you do with spells or class features is now hellfire.
Hellish Chains
At 7th level, you are able to bind creatures in hellfire. As an action, you point to a creature you can see within 30 feet, summoning forth burning chains from the ground. The target takes 2d6 hellfire damage and must succeed on a strength saving throw or be restrained, taking half damage on a success. While bound in the chains, the target takes 2d6 hellfire damage at the end of each of its turns. The target can repeat the saving throw as an action, breaking the chains on a success.
If the target is slain while bound, you can choose to funnel their soul into a soul coin, which manifests on your person.
You can use this ability a number of times equal to your proficiency modifier, regaining all uses on a long rest.
Devil's Pact
At 10th level, you gain the ability to cast Planar Ally without expending a spell slot once per long rest. You can only commune with fiends when casted with this feature, and they regard your soul coins as a valid form of payment. Their worth, and how many you'll need for payment is determined by your DM.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Infernal Form
Your knowledge of the infernal and pacts with the 9 hells has reached its apex, allowing you to temporarily imbue yourself with infernal magics, temporarily transforming into a powerful devil.
Starting at 18th level, once per day, you can use an action to take a form similar to a pit fiend, gaining the following benefits.
- You gain temporary hit points equal to 5 x your Fighter level.
- Your Strength increases to 26 (+8) and your Constitution increases to 24 (+7)
- You become immune to Fire and Poison, you gain True Sight (120ft), a Fly of 60 feet and lose all known languages except Infernal.
- You become one size larger, your creature type becomes Fiend and you take an appearance similar to a Pit Fiend
- Lastly you gain a bonus action Tail Swipe as outlined below.
- Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
The transformation does not require concentration, and lasts 1d4-1 hours, with a minimum duration of 1 hour. You must succeed on a DC 18 Wisdom saving throw to end it early, and you can repeat the save an hour after the last failed save, with the DC decreasing by one with every subsequent attempt. Additionally, a remove curse will also revert the transformation early if you are willing. Reverting back by any method listed above gives you two levels of exhaustion.
Finally, the power of the 9 hells clouds your mind in this form. When there are no creatures you deem hostile within line of sight, you must succeed on a DC 13 Wisdom saving throw. If you fail, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you choose one. You can repeat the save at the start of each of your turns, regaining control on a success. Every hour you remain transformed requires another save, going berserk on a fail.
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