Fighter
Base Class: Fighter

Hellblade fighters are a variant of fighters forged in the hells, people who train to endure the heat and terror of Avernus so they can defeat anything that come in their path using the flames of the nine hells
Hellblade fighters use the flames of Avernus to terrorize and scorch the souls of their enemies using spells and wounds to inflict damage beyond mortal command
Hellblade fighters can cast these spells|
Hellish Rebuke
Flaming Sphere
Conjure Fire Elemental
Meteor Swarm


Level 3: Hellfire Blade

As a bonus action Hellblade fighters may speak a command word specific too their soul and call upon the Flames of Avernus to engulf their weapons for 1 minute

using this feature allows your weapon to deal an additional [roll]1d8[/roll] fire damage

Hellblade fighters may use this feature a number of times equal to their spellcasting ability modifier

Level 3: Expanded Spell List

Being a Hellblade gives you access to demonic power, using these powers you can cast these spells
Hellish Rebuke
Flaming Sphere
Conjure Fire Elemental
Meteor Swarm

Level 7: Chains of Avernus

As a bonus action whenever you attack a creature with a melee attack you can attempt to restrain them summoning red hot fiery chains from the depths of Avernus. 

The creature must succeed on a Strength Saving Throw against your Spell Save DC. If they fail they become restrained setting their speed to 0 and take [roll]1d12[/roll] Fire damage at the beginning of each of their turns

The creature may use their action to attempt the save during their turn to break their restraints.

You may use this feature 3 times per long rest

Level 10: Infernal Endurance

As hellblade fighters grow fierce and dangerous fighting through the nine hells they grow tense and scold. as they no longer grow frightened of monsters and beings

- You gain immunity too the frightened condition
- When reduced to 0 hp you instead drop to 1 hp and erupt into flames
all creatures within 15 feet of you when you drop must make a DC 18 (Dexterity Saving Throw) or take [roll]2d10[/roll] Fire damage, Half on a Success

 

 

Level 15: Hellfire Overdrive

Hellblade fighters have grown to inherit the forge of Avernus building heat in there body overtime until it overheats and erupts
- Whenever you activate Action Surge
Your melee attacks deal an additional [roll]2d10[/roll] Fire Damage
You gain +15 extra movement
All your attacks using action surge ignore resistance

Level 18: Avatar Of Avernus

As an action you may call upon the powers of the nine hells to defeat your enemies engulfing you soul in hellfire and becoming its avatar
- You gain Fire immunity
- you emit a fiery aura
All enemies within 5 ft of you take 12 fire damage at the beginning of each of their turns
- You grow a pair of fiery wings and gain a 45 ft fly speed
- As you move you give off a heat mirage. After moving at least 10 ft enemies have disadvantage too hit you
You may use this feature once per long rest

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