Hellknight (v1.2)
About this class
Unleash the powers of the Hells as a Hellknight! Hellknights are the embodiment of Law and Order. Employing the powers of Hell in the effort to combat Chaos on the mortal plane, they do not care about Good or Evil. Morality is second to the duty of a Hellknight. Armigers stand as the rank-and-file troops of an Order, enforcing the Order’s will upon an area like an iron fist. Signifers are spellcasters of the Orders, utilizing darker magics as means to an end. Those who walk the path of the Hellknight take on the burden of unflinching order. They are the ones who must tread the line of morality. They are the ones who must take action, no matter how dire or grotesque. They do so, because, they are the only ones with the will to do what it takes to purge Chaos from the mortal realm.
Included subclasses
Domains
Valor
Arcana
Starting stats
Hope feature
Class features
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Rekindle Hope
You gain the following downtime moves:
During a Short Rest you may spend a Downtime move to clear one of your crossed out Hope Slots. This may not clear a Hope slot that was crossed out from receiving a scar.
During a Long Rest you may spend a Downtime move to clear all of your crossed out Hope Slots. This may not clear Hope slots that were crossed out from receiving a scar. -
Smite Chaos
When you make an attack against an adversary you may cross out one of your Hope slots. If you do, treat the attack as a success with Fear without rolling the duality dice and the attack deals double damage. While a Hope slot is crossed out from this feature it may not be used to store Hope.
-
Drain Hope
You may (with permission) spend Hope on your Hope features using Allies hope instead of your own. To do so, the ally who's Hope you are spending must be within Close range.
Class items
- An icon displaying a rune from one of the Hells OR a rod of pure iron.
Character questions
Background prompts
- What is a value you hold that your order would shun?
- How old were you when you joined your order?
- How did you react when you faced your first fiend?
Connection prompts
- Why do I turn a blind eye to your actions?
- What pact did you choose to make with me?
- What was the moment when I most terrified you?
Subclass cards
Printable via header menu
Armiger
Foundation
SPELLCAST TRAIT: Strength
Hardy: Gain an additional Hit Point.
Armiger Training: Your weapon attack rolls may deal Physical or Magic damage. Additionally, you deal bonus damage on your weapon damage rolls equal to the number of Fear the GM has.
Armiger
Specialization
Conditioning: Gain an additional Stress slot.
Enhanced Smite: When you use your Smite Chaos class feature, the target must Mark an Additional Hit Point and you may clear a Stress
Armiger
Mastery
Durable: Gain a bonus to your Damage Thresholds equal to your level.
Avatar of Law: Mark 2 Stress and describe how you transform into an Avatar of Law. While transformed whenever you succeed on an Attack Roll or Spellcast roll against an adversary you may choose to spend any amount of Hope. If you do, the GM must lose 1 Fear for each Hope spent. This transformation ends when you have all Stress Marked, take Severe damage, or the scene ends.
Signifer
Foundation
SPELLCAST TRAIT: Presence
Infernal Brand: Spend 2 Hope to temporarily Brand a target within Far Range. While Branded your Proficiency is increased by 1 when you make a successful Attack Roll against the target. You may have only one Brand active at a time.
Signifer Mask: You have advantage on action rolls to intimidate or deceive others.
Signifer
Specialization
Hellfire Spellcasting: You ignite the Hellfire within you to improve your spellcasting at the cost of your on Vigor. When you make a Spellcast Roll you may Mark a Stress Point to gain a plus 4 bonus to the Roll.
Signifer
Mastery
Open the Gate: You focus your power into prying open a gate to the Hells and unleash the horrors of the Lower Planes onto those around you. Once per Long Rest, you can deal d20 Magic damage to the target of your Brand and spend up to 6 Hope. For each Hope spent deal an additional d20 damage and each creature within Close Range of them.
Hellknight (v1.2)
Unleash the powers of the Hells as a Hellknight! Hellknights are the embodiment of Law and Order. Employing the powers of Hell in the effort to combat Chaos on the mortal plane, they do not care about Good or Evil. Morality is second to the duty of a Hellknight. Armigers stand as the rank-and-file troops of an Order, enforcing the Order’s will upon an area like an iron fist. Signifers are spellcasters of the Orders, utilizing darker magics as means to an end. Those who walk the path of the Hellknight take on the burden of unflinching order. They are the ones who must tread the line of morality. They are the ones who must take action, no matter how dire or grotesque. They do so, because, they are the only ones with the will to do what it takes to purge Chaos from the mortal realm.
Domains
Valor + Arcana
Starting Evasion
9
Starting Hit Points
7
Class Items
- • An icon displaying a rune from one of the Hells OR a rod of pure iron.
Hellknight (v1.2)’s Hope Feature
Aura of Hellfire : Spend 3 Hope to force all adversaries within Close range of you to Mark a Stress
Class Features
Rekindle Hope
You gain the following downtime moves: During a Short Rest you may spend a Downtime move to clear one of your crossed out Hope Slots. This may not clear a Hope slot that was crossed out from receiving a scar. During a Long Rest you may spend a Downtime move to clear all of your crossed out Hope Slots. This may not clear Hope slots that were crossed out from receiving a scar.
Smite Chaos
When you make an attack against an adversary you may cross out one of your Hope slots. If you do, treat the attack as a success with Fear without rolling the duality dice and the attack deals double damage. While a Hope slot is crossed out from this feature it may not be used to store Hope.
Drain Hope
You may (with permission) spend Hope on your Hope features using Allies hope instead of your own. To do so, the ally who's Hope you are spending must be within Close range.
Hellknight (v1.2) Subclasses
Choose either the Armiger or Signifer subclass.
Armiger
Smite Chaos and enforce your will onto the Battlefield!
Spellcast Trait
Strength
Foundation Features
Hardy: Gain an additional Hit Point.
Armiger Training: Your weapon attack rolls may deal Physical or Magic damage. Additionally, you deal bonus damage on your weapon damage rolls equal to the number of Fear the GM has.
Specialization Feature
Conditioning: Gain an additional Stress slot.
Enhanced Smite: When you use your Smite Chaos class feature, the target must Mark an Additional Hit Point and you may clear a Stress
Mastery Feature
Durable: Gain a bonus to your Damage Thresholds equal to your level.
Avatar of Law: Mark 2 Stress and describe how you transform into an Avatar of Law. While transformed whenever you succeed on an Attack Roll or Spellcast roll against an adversary you may choose to spend any amount of Hope. If you do, the GM must lose 1 Fear for each Hope spent. This transformation ends when you have all Stress Marked, take Severe damage, or the scene ends.
Signifer
Brand your adversaries before casting Hellfire down upon them!
Spellcast Trait
Presence
Foundation Features
Infernal Brand: Spend 2 Hope to temporarily Brand a target within Far Range. While Branded your Proficiency is increased by 1 when you make a successful Attack Roll against the target. You may have only one Brand active at a time.
Signifer Mask: You have advantage on action rolls to intimidate or deceive others.
Specialization Feature
Hellfire Spellcasting: You ignite the Hellfire within you to improve your spellcasting at the cost of your on Vigor. When you make a Spellcast Roll you may Mark a Stress Point to gain a plus 4 bonus to the Roll.
Mastery Feature
Open the Gate: You focus your power into prying open a gate to the Hells and unleash the horrors of the Lower Planes onto those around you. Once per Long Rest, you can deal d20 Magic damage to the target of your Brand and spend up to 6 Hope. For each Hope spent deal an additional d20 damage and each creature within Close Range of them.
Background Questions
Answer any of the following, or create your own.
- • What is a value you hold that your order would shun?
- • How old were you when you joined your order?
- • How did you react when you faced your first fiend?
Connections
Ask one of the following, or improvise.
- • Why do I turn a blind eye to your actions?
- • What pact did you choose to make with me?
- • What was the moment when I most terrified you?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.