Hellknight (4e Class)
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[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.
- Abyssal Rush
As a Hellknight, you gain the Abyssal Rush power. You grant additional energy to you or an ally.
- 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
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- 1st Level Encounter Attacks
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- 1st Level Daily Attacks
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