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Hell Knight


Hit Points

Hit Dice: d12 per Hell Knight level
Hit Points at first Level: 12+con mod
Hit Points at Higher Levels: d12+con mod or 7+con mod

Proficiences

Armor: All armor, Shields
Weapons: Simple and Martial Weapons
Tools: Smiths tools
Saving Throws: Strength and Constitution
Skills: Pick 3 from the following list - athletics, perception, intimidation, insight, investigation, arcana, religion, medicine

Overview & Creation

A strong warrior of hell that has proven him or herself in the ways of combat in front of a ruler of the 9 floors there are only 12 knights per level and must prove themselves by defeating one of the knights of the floor


Class Features

Level Feature
1 Unholy Armament, unholy armament bonding
2 Fighting Style
3 Subclass
4 Ability Score improvement or feat
5 Hellfire Armor, Multi-Attack
6 Ability Score improvement or feat, subclass feature
7 Limited Magik
8 Ability Score improvement or feat
9 Infernal Resistance
10 subclass feature, Multi-Attack improvement
11 Infernal Steed
12 Ability Score improvement or feat
13 Command Lesser Fiends
14 subclass feature
15 Hell Port
16 Ability Score improvement or feat
17 Armor Of the Abyss
18 Knightly Trait
19 subclass feature
20 Unholy Transformation

Unholy Armament -

starting at level 1, while wielding a weapon you are proficient with you can choose to make it your unholy armament thus making it your main weapon. You must give this weapon a name and can not be changed again so choose your weapon wisely  

Unholy armament bonding -

starting at level 1, your unholy armament becomes magical, it deals an extra d4 of a damage from the chart below, this damage bonus changes to a d6 at level 5 and also becomes a +1 weapon, it changes again at level 10 to extra d8 and +2, it changes once more at level 15 where its bonus damage becomes a d10 and it becomes a +3 weapon.
Number Rolled on d10 Damage type
1 Poison
2 Acid
3 Necrotic
4 Radiant
5 Fire
6 Thunder
7 Lightning
8 Cold
9 Psychic
10 Force

Fighting Style -

starting at level 2, you can pick between the following fighting styles. Great weapon fighting, Dueling, Protection, or infernal tactics (infernal tactics - once per round as a reaction you can make an attack)  

Hellfire Armor -

starting at level 5, whenever you get hit, the attacker makes a con save (DC = 8+prof+Con mod) or take 2d10 fire damage This Ability has a cooldown of 3 rounds. this damage increases by 1d10 every 5 levels (3d10 at level 10, 4d10 at level 15, and so on)  

Multi-Attack -

starting at level 5, when you take the attack action you can attack a second time as a part of that action, at level 10 you get a 3rd attack  

Limited Magik -

starting at level 7, you learn 2 cantrips from the warlock spell list  

Infernal Resistance -

starting at level 9, you gain resistance to fire and cold damage, also you are unneffected by extreme heat and extreme cold  

Infernal Steed -

  starting at level 11, you can summon a bicorn at will (bicorns are literally just evil unicorns so just use the unicorn stat block). you can only have one of these at a time  

Command Lesser Fiends -

starting at level 13, you can command fiends that have a CR lower than your prof bonus (you cannot command them to fight with you or fight for you or anything that would otherwise put them in direct harm or in direct combat)  

Hell Port -

starting at level 15, you can transport to the 9 hells at will (so long as your not in combat). if you transport back to the material plane by using this ability, you will return to where you left from  

Armor Of the Abyss -

starting at level 17, you can add your strength mod to your armors AC, when doing this it takes an hour to doff the armor you did this to, and it can only be applied to one piece of armor at a time (needless to say, only you can where this armor)  

Knightly Trait -

starting at level 18, when you get this ability roll a d12, this roll determines an effect you receive from the chart below
Roll on the d12 Effect/Feature
1 You know when someone is lying in your presence (range 30ft radius centered on self)
2 a number of times equal to your prof per rest you can cast counterspell at base level
3 You can cast detect magic at will
4 you add your prof bonus twice when rolling accuracy with a weapon you are proficient with
5 you can give yourself advantage on attack rolls, a number of times per rest equal to your prof bonus x2
6 upon killing a creature you gain temp HP equal to 1/8 of its health
7 when you roll damage, you can add your damage mod a second time
8 your unholy armament becomes invisible to everyone except for yourself, you can also summon it at will from any distance, regardless of any physical, magical or dimensional barriers
9 you can summon a horned devil to follow your command (if it dies you can summon another during a rest)
10 Command lesser Fiends Improvement - you can command an amount equal to your prof bonus, and they will attack stuff if you tell them
11 When you score a critical hit, rather than doubling your dice, you triple your dice
12 When you score a critical on a creature below 75 hitpoints you can chose to kill it instantly (a creature can use one of its legendary resistances if it has any to prevent this)

Unholy Transformation -

starting at level 20, one per day, you can merge with your unholy armament for 10 mins. while merged you have flight speed of 40ft, and you add your prof bonus 2x to your attack roll rather than once, and your first attack every turn deals double damage. while merged you can add your con mod to your AC. you also gain blindsight out to 60ft.

 


Starting Equipment

150gp   martial weapon of choice   a) marital weapon of choice b) shield   a) splint armor   a) Explorers pack b) dungeoneers pack   smiths tools   javelin


Subclass Options

   

Arbiter Of Chaos -

Hands of the Dead - starting at level 3, you can call upon the hands of the dead to restrain an enemy (DC = 8+prof+str mod). you can use this ability a number of times per rest equal to your prof bonus

Chaos Sphere -

starting at level 6, you can hurl a ball of black chaos at an enemy, the enemies within 15ft of the target and the target must make a Dex save (DC = 8+prof+str mod) on a failed save they take 8d6 force damage or half as much on a success. you can use this ability a number of times per long rest equal to half your prof rounded down.

Chaos Slash -

starting at level 10, as a bonus action your unholy armament becomes a conductor of chaos energy. you can add 2d6 force to your next attack. you can use this ability a number of times per long rest equal to your proficiency bonus

Chaos Bolt -

starting at level 14, you send forth a bolt of black energy that leaps between targets. target makes a con save (DC = 8+prof+str mod). on a fail they take 6d6 force damage and it leaps to another creature within 10ft forcing them to make a save or take damage. the bolt may only leap to 3 different targets. you can use this ability a number of times per long rest equal to one third of your prof bonus (rounded down)

Chaos Palm -

starting at level 19, you can imbue your hand with chaos energy. you can make an attack against someone with this energy, when you hit the target, they roll a d20, on a natural 5 or lower they die. if they succeed they take 12d8 force damage. (the target creature can use legendary resistance on this). you can use this ability once per long rest.  

Servant of Flame -

starting at level 3, you can set yourself on fire as an action, this lasts until you disable it as a bonus action. while on fire all creatures within 10ft of you (including yourself) take fire damage equal to your level.  

Burning Revenge -

starting at level 6, if you took fire damage during the previous round, you have advantage your next attack(s) equal to the number of instances of fire damage you took. (example a dragons fire breath is 1 instance, firebolt is also one instance. an instance is each separate attack that caused said damage type)  

Inferno -

starting at level 10, when you take fire damage, all creatures within 5ft of you take half the fire damage you took as fire damage.  

Blazing Embers -

starting at level 14, while you are on fire, you leave behind a flame trail that persists for 2 rounds (after being put down) creatures that walk through the fire take 4d6 fire damage. a creature that ends its turn in the fire takes 4d6 fire damage.  

EXPLOSION -

starting at level 19, all creatures within 15ft radius of you rolls a d20 (no mod) if they roll below a 10 take 40d6 fire damage. creatures that rolled higher than 10 take half. after using this ability you are reduced to 1 HP and knocked unconscious.

Dedicated Knight -

starting at level 3 when you take this subclass, gain shield equal to 10% of your max HP at start of your every turn in combat (shield is just temp HP that stacks and resets when combat starts or ends)  

Full Guard -

starting at level 6, when an ally within 10ft would take damage from an enemy you can instead make your shield take that damage  

Shield Bash -

starting at level 10, as an action you can make an attack using your overshield as a weapon. it uses str, you are proficient with it. if it hits, it deals damage equal to half your total overshield. regardless of whether or not you hit or miss, you lose all current overshield  

Shield Gift -

starting at level 14, as an action you can give a creature within 30ft of you, any amount of your current shield. which lasts until depleted, combat end, or combat start.  

Shield Conversion -

starting at level 19, you can heal by absorbing your shield, this is a bonus action. you heal 1 HP for every 2 Shield Expended.
 


Created by

Spectre0458.

Statblock Type

Class Features

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