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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