Hellborn (3.5e Class)

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Hellborn[edit]

A Hellborn is a person who has been cursed to carry a demonic presence with them. The presence gives them great power over fire and demons, but it is difficult for good or lawful Hellborns to remain good or lawful if they use their powers. Some Hellborns choose to fight their curse, but others embrace it. Hellborns act as a Benjamin Button-type, losing their powers slowly, only to regain them twice as strong once gaining maximum level.

Making a Hellborn[edit]

Hellborns are typically powerful blasters, using their fire spells to ignite and incinerate foes. However, they usually have very low Charisma due to their curse.

Abilities: High Strength, Constitution and Intelligence are very useful skills for Hellborns, while Wisdom and Charisma are not really necessary at all for them.


Races: Any race that has flesh and blood and is not already demonic is able to join the Hellborn class.

Alignment: Any.

Starting Gold: 5d10x10 gp (250 gp)

Starting Age: Simple.

Table: The Hellborn

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +20/+15/+10/+5 +12 +12 +12 Ignition 6 6 6 6 6 6 6 6 6 6
2nd +19/+14/+9/+4 +11 +11 +11 Pyroblast 6 6 6 6 6 6 6 6 6 4
3rd +18/+13/+8/+3 +11 +11 +11 Great Pyroblast 6 6 6 6 6 6 6 6 5 3
4th +17/+12/+7/+2 +10 +10 +10 Summon Demon, Banish Demon 6 6 6 6 6 6 6 6 4
5th +16/+11/+6/+1 +10 +10 +10 Combustion 6 6 6 6 6 6 6 5 3
6th +15/+10/+5 +9 +9 +9 Flame Breath 6 6 6 6 6 6 6 4
7th +14/+9/+4 +9 +9 +9 Flight by Fire, Burning Aura 6 6 6 6 6 6 5 3
8th +13/+8/+3 +8 +8 +8 Superheated Flames, Incinerate 6 6 6 6 6 6 4
9th +12/+7/+2 +8 +8 +8 6 6 6 6 6 5 3
10th +11/+6/+1 +7 +7 +7 Ring of Fire 6 6 6 6 6 4
11th +10/+5 +7 +7 +7 6 6 6 6 5 3
12th +9/+4 +6 +6 +6 6 6 6 6 4
13th +8/+3 +6 +6 +6 6 6 6 5 3
14th +7/+2 +5 +5 +5 6 6 6 4
15th +6/+1 +5 +5 +5 6 6 5 3
16th +5 +4 +4 +4 6 6 4
17th +4 +4 +4 +4 6 5 3
18th +3 +3 +3 +3 6 4
19th +2 +3 +3 +3 5 3
20th +40/+35/+30/+25 +24 +24 +24 Heat Death 9 9 9 9 9 9 9 9 9 9

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Ride (Dex), Survival (Wis), Swim (Str).

Class Features[edit]

The Hellborn’s class features revolve around fire and demons. All of the following are class features of the Hellborn.

Weapon and Armor Proficiency: Hellborns are proficient in explosives and axes.

Spells: A hellborn casts spells. A hellborn is not required to prepare his spells ahead of time. Hellborn may choose their spells from any list, and do not need to learn them.

Ignite (Ex): At 1st level, the Hellborn’s spells all gain the Fire descriptor, and, if the spell is a damaging spell, their damage is converted to Fire damage.

Pyroblast (Sp): At 2nd level, he can throw an explosive fireball at his foe, doing 5d6 Fire damage.

Great Pyroblast (Sp): At 3rd level, he can throw an explosive fiery boulder at his foe, doing 10d8 Fire damage.

Summon Demon (Sp): At 4th level, he can summon a demon to do his bidding.

Banish Demon (Sp): At 4th level, he can send a demon back to the Abyss.

Combustion (Sp): At 5th level, he can cause a creature to spontaneously ignite, dealing 3d8 Fire damage every round for five rounds, or until the creature succeeds a Fortitude check.

Flame Breath (Sp): At 6th level, he can breathe a 5-ft-wide, 5-ft-long cone of fire in front of him, doing 6d10 damage.

Flight by Fire (Sp): At 7th level, he can emit jets of fire from his feet, allowing him to fly until he chooses to stop the jets.

Burning Aura (Sp): At 7th level, he can wreath himself in flames for however long he wants. Anything attacking him while the aura is active receives 1d4 of Fire damage.

Superheated Flames (Su): At 8th level, he attunes his fire spells, giving them a +7 bonus to damage.

Incinerate (Sp): At 8th level, he can cause a creature’s blood to boil from heat. The creature must succeed a Fortitude check or burn to death.

Ring of Fire (Sp): At 10th level, he can create an 8-ft-wide ring of fire around his body, doing 9d10 Fire damage to any creatures around him.

Heat Death (Sp): At 20th level, he can create a 30-yard-wide ball of fire that lasts for 10 rounds. Any living creatures caught in the fireball receive 28d12 Fire damage every round. After the fireball goes out, the victim continues to receive Fire damage for 1d8 rounds. If the victim receives a critical hit from the fire, they will burn to death.

Playing a Hellborn[edit]

Religion: Due to being conduits of demonic power, Hellborns are often compelled to join demonic cults, with many succumbing to this temptation, often being accepted immediately due to their dark powers. Others choose to worship evil deities, seeing them as above the lords of the Abyss and thus worthy of worship. Neutral deities are only slightly less preferred, and usually are uncaring enough to accept the Hellborns. The few that worship good deities tend to do so secretly, as while the deities themselves may be willing g to accept the Hellborns, the acolytes of those deities are usually not so accepting of them.

Other Classes: Other classes distrust the Hellborn, but are usually won over by his easy-going nature.

Combat: Hellborns typically serve as offensive powerhouses of fiery destruction, burning and scorching enemies both far away and up close.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

Fall into the Abyss!
—Edward Altor, Human Hellborn

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: NPCs typically react to Hellborns with either fear or spite.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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