Hellraiser (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:51, 19 September 2019 (MDT)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Broom Icon.svg.png This page needs grammatical help. Reason: This subclass has numerous instances of improper grammar and several unclear features. See Help:When to Italicize and Capitalize as well.

You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help


Fighter Archetype

The Hellraiser is an infernal commander, well-versed in summoning and tactics, as well as with longswords and crossbows. they are best used to turn the tide of battle through cunning and confusing tactics. a strong hand and quick mind are required to effectively control the naturally clever devils. the Hellraiser uses Command points to summon devils, as opposed to spell components. they are not necessarily evil, but they are much reviled due to an aura of death that seems to hang off of them. they also exhibit a slight disdain for holy objects, as the evil nature of the forces they collaborate with is infectious. eventually, give or take a hundred years if the fighter's lifespan permits it, the mere sight of holiness burns them, to the point of blind hatred for the gods and all who worship them.

on choosing this archetype at level 3, you gain 3 command points, and you gain one extra point each level you take in the Fighter class. Command Points reset after a long rest. If you run out of command points, all summoned devils may disregard your orders or attempt to kill you. to see what happens, roll a d20 plus your remaining Command Points (These rolls will be referred to as loyalty rolls). on success, the devils obey you. on failure, roll again to see how severe this insubordination might be. on high, the devils simply ignore your commands for 3 turns. on low, the devils attempt to attack you.

Lemure Platoon

At level 3, the Hellraiser can summon 1d4 Lemures directly adjacent to them, at the expense of 1 Command Point. these Lemures will obey all commands you give them (this is counted as talking and therefore a free action, unless otherwise specified by the GM), however, every time you summon a new group, you gain disadvantage on loyalty rolls, and they only stay for two encounters. Add 1d4 every five levels in the Fighter class, however, this maxes out at 4d4. If all Lemures die, the spell ends and you can't recast for one day.

Rally Forces

at level 7, you can sacrifice (lose) half of your maximum HP for five minutes to give all your devils a bonus to their Constitution and Strength checks, as well as an advantage to loyalty rolls for the duration of the spell.


at level 8, at expense of 2 Command Points, all summoned devils are violently banished, causing a fiery explosion. everything in a 25 foot radius must make a dexterity save or get hit for 5d8 fire damage, on success they take half damage. after this spell, devils will not answer your call for three days.

Damning strikes

at level 10, at expense of 5 Command Points, your next weapon strike is infused with infernal power, dealing 1d12 additional necrotic damage.


At 15th level, enemies killed by Damning Strikes are risen as Lemures. these follow the same rules as the Lemure Platoon.

Unholy Lieutenant

at 18th level, you may summon an Erinyes to assume second command at expense of 6 Command Points. This Erinyes stays until killed or banished and controls your lower forces freely, but cannot go directly against your orders. all forces under the command of the Erinyes gain 2d6 hit dice, and advantage to strength and dexterity rolls. if the Erinyes dies, it throws your remaining forces into disarray, losing their health bonus and getting disadvantage to Strength and Dexterity rolls. if you run out of Command Points any time up to 5 turns after the Erinyes dies, your forces immediately desert, and you cannot summon more forces for one day. this does not occur if the Erinyes is banished by the summoner.

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors