Hellknight (5e Class)
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Prestige Class: Hellknight[edit]
Hellknights are the opposite of the well beloved Lawful Good (or stupid) Paladin. Through whatever means, they have struck a deal with a devil and have abilities and powers contrasting that of a normal paladin. Their blood carries the unholy flame common among demons and devils and seek to spread the flame they bear.
Prerequisites[edit]
To qualify for multiclassing into the Hellknight class, you must meet these prerequisites(in addition to the multiclassing prerequisites for your existing class):
- Minimum level: 10th character level
- Proficiencies: All martial weapons and all armor.
- Alignment: Lawful Evil.
- Spellcasting: Able to cast at least 1s- level spells.
- Special: Made friendly contact with a devil.
Class Features[edit]
As a Hellknight you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Hellknight level
Hit Points per Level: 1d12 (or 7) + Constitution modifier per Hellknight level
- Proficiencies
Saving Throws: None
Skills: None
Level | Proficiency Bonus |
Features |
---|---|---|
1st | — | |
2nd | — | |
3rd | — | |
4th | — | |
5th | — |
- Infernal Attunement
As demonic blood runs through your veins, you gain resistance to fire damage and know the control flames cantrip. Charisma is your spell-casting ability for this cantrip.
- Hellfire Smite
When you hit a creature with a melee weapon Attack, you can expend one spell slot to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each Spell Level higher than 1st, to a maximum of 6d10. The damage increases by an additional 2d10 if the target is a Celestial or Fey.
- Hands of Flame
Your touch bears the unholy heat of the underworld. You have a pool of power that replenishes when you take a Long Rest. With that pool, you can deal a total amount of damage equal to your total character level x 10.
As an action, you can touch a creature and draw power from the pool to deal fire damage to that creature, up to the maximum amount remaining in your pool.
- Infernal Aegis
You use a bonus action to cause thin and wispy flames wreathe your body for the one minute, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the ability early by using a bonus action to dismiss it.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, that creature takes 2d10 fire damage.
- Infernal Wrath
When you use your take the Attack action on your turn, you can use your bonus action to cast a spell that deals fire damage.
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