Hellknight (4e Class)

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Scales.png This page is of questionable balance. Reason: Confused sourcing. It mentions Hell, the Far Realm and the Elemental Chaos and yet the power source is Shadow, which is unrelated to all of those. Unfairly adds a striker-like ability to its mark. An at-will power that imparts ongoing damage.


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Contents

[edit] Hellknight

I've stared into the oblivion of the Elemental Chaos; gazing into hell has purged me of a conscience. What was once a mind weakened by morality is now a vengeful nest of poisonous hatred.
Class Traits
Role: Defender. Whilst dealing infernal punishment, you also sustain punishment. Protecting a useful pawn such as a healer proves to also be in your best interest. Although your place is in the front of the battlefield, your path may later adopt certain controller qualities.
Power Source: Shadow. Your power is bestowed from darker realms.
Key Abilities: Strength, Constitution, Intelligence
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Implements: Fetish
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha), Religion (Wis)
Build Options: Coercive Hellknight, Furious Hellknight
Class Features: Diabolic Challenge, Abyssal Rush, Infernal Sharpness

Hellknights are grim warriors that understand the occult in addition to splitting armor and crushing bone. Hellknights are fueled by inner fury and unhallowed possession; they cultivate darkness and allow abominations from the great beyond to act through them as medium. Hellknights emit cursing battlecries at their enemies, spewing blood, rust, and vermin from their mouths in the process.

Employing crude emblems of his sinister commission, fetishes or unholy symbols, this warrior values occult objects as he would the very armor that protects him. Not merely an "Anti-paladin", the Hellknight channels power from fiends and even delves into magical study. By examining dusty tomes at the bottom of a Lich's tower, he expands his connection to a spark of a shadow that sizzles from within. He is an acolyte to the champions of a distant netherworld. In the silence, he hears their unanimous cry as if from a far off stadium.

They urge you from within to go forth, exterminating those who stand in your way. Shield your weaker allies and confront evil with horrid powers unlike they've ever fathomed.

Hellknight Overview

Characteristics: While they are dubbed "Hellknights", they can actually favor temperament from other planes such as the Elemental Chaos or the Far Realm. Those with an embrace of the Layers of Hell are brooding, cold, and calculative. A channeler of demon spirits have a more wild demeanor. Rather than "perpetually grumpy bashers", Hellknights use their high intellect to think rationally before acting or speaking.
Religion: Because they are not Paladins and therefore not true champions of a particular faith, Hellknights can be of any religion, although it would entirely unbecoming to favor a deity whose dogma includes forbiddance to the channeling of demonic entities. The same is true for alignment. Although a Lawful Good Hellknight would be a paradox, it is not unlikely that such a moral hero could not come to terms with the dark forces within him and knock down the gates of the very realm that employs him.
Races: Any race that favors warrior classes or an alliance with darkness. Such races might be Dragonborns and sometimes Humans.

[edit] Creating a Hellknight

Hellknights rely mostly on Strength, Constitution, and Intelligence. Having either a high Wisdom or Charisma would help an otherwise low Will defense although none of these help with any powers. There are two builds for them, the Coercive Hellknight and Furious Hellknight.

[edit] Coercive Hellknight

You understand that a fighting is more than just physical competition. Hexing your opponent can be just as effective as striking him, especially if your ally needs help from across the battlefield. Strength should be your highest score; you're going to be swinging your weapon enough. Your curses and summoning powers depend on how much you know, so make sure Intelligence is next highest. Constitution is important if you plan on branching out, and it is also good to have a few abilities that are devastatingly damaging, all of which depend on this score.

Suggested Feat: Dark Fury (Human Feat: Action Surge)
Suggested Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Heal (Wis)
Suggested Encounter Power: Bloodlust Skewer
Suggested Daily Power: Flamestrike of the Thousand Legions
[edit] Furious Hellknight

You understand that the inner demons are best unleashed through physical punishment. As usual, Strength is most important. Constitution reflects your mastery over the actual physical fire inside of you, therefore it will help your more explosive powers and it should be second highest. Intelligence is good for any hexes you wish to employ, but keep it the third highest.

Suggested Feat: Armor Proficiency: Plate (Human Feat: Action Surge)
Suggested Skills: Athletics (Str),Endurance (Con), Intimidate (Cha), Religion (Wis)
Suggested Encounter Power:
Suggested Daily Power:

[edit] Implements

Hellknights make use of bizarre and taboo trinkets commonly called "Fetishes". They often take the form of a grinning totem, a necklace of devil's teeth, or the preserved heart of a slain king. These devices aid in curse spewing and are required for certain powers (called "Coups"). They function similar to a holy symbol or magic wand.

[edit] Hellknight Class Features

All Hellknights share these class features.

Diabolic Challenge

As a Hellknight, you gain the Diabolic Challenge power. You can mark an enemy once a turn.

Diabolic Challenge Hellknight Class Feature
Your eyes show the orange fire from within, condemning any enemy who ignores you
At-Will Star.gif Shadow, Necrotic
Minor Action Close Burst 5
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. The next successful attack that you make against the target deals an extra 2d6 damage per tier.

On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use diabolic challenge on your next turn.

You can use diabolic challenge once per turn.


Abyssal Rush

As a Hellknight, you gain the Abyssal Rush power. You grant additional energy to you or an ally.

Abyssal Rush Hellknight Class Feature
The surging entities of the netherworld burst from you as swirling ghosts, granting brief aid.
Encounter Star.gif Shadow
Minor Action Close Burst 5
Target: One Creature
Effect: Target has concealment and does not grant combat advantage until the end of your next turn. In addition, they may also shift one square as a free action.


Infernal Sharpness

Your knowledge of arcane arts has born the fruits of martial potency. You may ignore a number of points of all resistance types equal to your Intelligence modifier (minimum 1). For example, you may ignore 3 points of an Imp's 15 fire resistance if your Intelligence modifier is +3, and in the same battle you may ignore 3 of a Mummy Guardian's 5 necrotic resistance. This number of ignoring resistance increases to 3 + Intelligence modifier at 11th level, and 6 + Intelligence modifier at 21st.

[edit] Hellknight Class Powers (Coups)

Hellknights have access to the following powers. This list contains only first level powers in order to provide a brief idea of what the class entails. Subsequent powers may later be added in the Powers section of this website.

1st Level At-Will Attacks


Profane Coups Hellknight Attack 1
The wounds caused by your strike are already ridden with gangrene.
At-Will Star.gif Shadow, Necrotic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 1[W]+Strength modifier necrotic damage. If target is also your mark, you may add your Constitution modifier to damage.


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Foul-Speech Rend Hellknight Attack 1
You curse at your enemy as you strike to ensure the choicest ill-fate to fall upon him.
At-Will Star.gif Shadow, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 1[W]+Strength modifier damage and target has -1 to attack rolls, damage rolls and defenses until the end of your next turn.


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Baneful Coups Hellknight Attack 1
Your fury from your inner demons laces your blade with potent venom .
At-Will Star.gif Shadow, Poison, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 1[W] damage and 1 + Intelligence modifier ongoing poison damage (save ends the poison).


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Flamedevil Hex Hellknight Attack 1
You dispatch incendiary spirits that burn an enemy, then they swarm an ally, warding him from further harm.
At-Will Star.gif Shadow, Fire, Implement
Standard Action Ranged 5
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage. Choose an ally within 5 squares. If targeted enemy attacks the chosen ally before the end of your next turn, they take and additional 5 fire damage.


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1st Level Encounter Attacks


Rusting Edge Hellknight Attack 1
The dark forces coat your blade with an especially filthy ooze that encapsulates your enemy with sticky corrosion.
Encounter Star.gif Shadow, Acid, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 1[W]+Strength modifier damage plus Constitution modifier acid damage and target is slowed (save ends).


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Bloodlust Skewer Hellknight Attack 1
Your eyes bleed and you spew forth red foam as you thrust your spear through an enemy's gut.
Encounter Star.gif Shadow, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 2[W]+Strength modifier damage.
Special: If an enemy becomes bloodied or is bloodied after this attack, you may make an immediate melee base attack as a free action.


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Dread Omen of Dis Hellknight Attack 1
Your enemy hears a fateful bell toll as the fire wells up in your eyes.
Encounter Star.gif Shadow, Implement
Standard Action Ranged 8
Target: One creature
Attack: Intelligence Vs. Will
Hit: 1d8+Intelligence modifier psychic damage. Target gains vulnerability 5 to all your attacks (save ends).


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1st Level Daily Attacks


Flamestrike of the Thousand Legions Hellknight Attack 1
Lifting your axe high above your head, the armies of darkness cry out in a crescendo of fury and bestow thick flames upon your coups.
Daily Star.gif Shadow, Fire, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 3[W]+Strength modifier + Constitution modifier fire damage.


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Stigma of Venom Hellknight Attack 1
As you strike with your weapon, a green gas shockwave bursts from you causing enemies to break out with pox.
Daily Star.gif Shadow, Poison, Weapon
Standard Action Melee Weapon
Target: One creature; All creatures in burst 2
Attack: Strength Vs. AC
Hit: 2[W]+Strength modifier damage.
Special: Make a secondary attack to all creatures in burst 2.
Attack: Intelligence vs Fortitude
Hit: 1d8 poison damage.


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Infernal Injection Hellknight Attack 1
As you spin your sword into their side, you open the wound with a special rite that causes them to become infected with a lesser demon.
Daily Star.gif Shadow, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength Vs. AC
Hit: 2[W]+Strength modifier and target is weakened (save ends). On a failed save, the target makes a basic attack against a target of your choice as a free action.


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