Alignment: Any lawful, non-good.

Hit die: d10

A Hellknight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Ride (Dex), Speak Language (none), and Use Magic Device (Cha).

Skill Points at First Level (2 + Intelligence modifer) x4

Skill Points at Each Level 2 + Int modifier.

Weapon and Armor Proficiency: hellknights are proficient with all simple weapons, bastard swords, flails, longswords, scourges, and whips. They are also proficient with all armor (heavy, medium, and light) but not shields.

Class Features

Full base attack bonus, saves as a paladin

  • Poison Use: At first level, a Hellknight becomes skilled in the use of poison and never risks accidentally poisoning themselves when applying poison to a blade.
  • Infernal Challenge: At first level, as a swift action, a hellknight can issue an infernal challenge to any creature with an intelligence score of 5 or higher within 60 feet. If the target of the challenge does not move to engage the hellknight in melee on its turn, it is enveloped by a burst of hell fire that deals fire damage equal to 5 + the hellknight’s charisma modifier (minimum 1). The hellfire deals a minimum of 1 point of damage even to targets that are immune to fire. The hellknight can only challenge one target at a time.
    • Hellknights can issue a number of infernal challenges per day equal to 1/2 the Hellknight’s class level + his Charisma bonus (minimum once per day). The challenge lasts until the target reaches a square adjacent to the hellknight.
    • Test of Mettle (Ex): Starting at 3rd level, you can shout an infernal challenge to all enemies, within 100 feet, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability. As a swift action, you can expend one use of your infernal challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’s area. This is a mind affecting compulsion.
    • Hellknight’s Pact: If you violate any part of this pact, you lose one use of your infernal challenge ability for the day. If your infernal challenge ability is not available when you violate the pact you instead lose access to your dark blessing ability if you have one.
      1. Always pay respect to those more powerful than yourself (i.e. creatures with a higher CR).
      2. Never betray the terms of an agreement (alliances, contracts, treaties etc.).
      3. Never let a crime go unpunished.
      4. Never let a debt go unpaid.
      5. Stand on your own, or not at all (hellknights are not willing to accept aid another actions, flanking bonuses, or beneficial spells cast by others including healing spells).
  • Mounted Combat: At 2nd level, the hellknight gains Mounted Combat as a bonus feat.
  • Eldritch Blast (Sp): At 4th level, the hellknight gains the ability to unleash an eldritch blast as a standard action once per round. This ability functions like the warlock ability of the same name, except that the hellknight’s effective warlock level is one-half his hellknight level. Invocations, including eldritch blast, cast by the hellknight are not subject to arcane spell failure.
    • At 7th level, and every three levels after that, the hellknight gains an invocation as a warlock of one half his hellknight level, to a maximum of five warlock invocations at 19th level.
  • Dark Blessing (Su): At 5th level, a hellknight applies his Charisma modifier (if positive) as a profane bonus on all saving throws.
  • Bonus Feat: At 5th level, the hellknight gains a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Extra Invocation, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (bastard sword). You must still meet any prerequisites for the feat. The hellknight gains an additional bonus feat from this list at 10th level and every five levels after that.
  • Devil Affinity (Ex): At 6th level, the hellknight gains a +2 insight bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with devils.
  • Sword of Ruin: At 6th level, the hellknight gains greater magic weapon 1/day as a spell-like ability. Caster level is equal to character level.
  • Hellish Rebuke (Su): At 8th level, the hellknight gains the ability to punish foes for attacking him, as an immediate action, once per round a hellknight can inflict 1d6 fire damage to any foe that strikes him in melee. Each time, the hellknight uses hellish rebuke against the same target, the damage increases by a d6 to a maximum number of d6s equal to his class level. Even if the target is immune to fire or would take no damage because of fire resistance, the hellish rebuke deals a minimum of 1 point of fire damage per die.
  • Eldritch Strike (Su): At 9th level, the hellknight gains the ability to channel his eldritch blast through a melee attack once per round. If the hellknight’s attack misses, the foul energies backlash into him inflicting 1 hit point of damage per d6 of the eldritch blast. This damage cannot be reduced by any means.
  • Debilitating Aura (Su): Beginning at 10th level, a hellknight radiates a malign aura that causes enemies within 10 feet of her to take a -2 penalty to Armor Class.
  • See in Darkness (Su): At 13th level, a hellknight can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Infernal Thrall (Ex): At 14th level, a hellknight is confronted by a devil with a CR of at least 4 higher than his own. The devil offers the hellknight a place in the Infernal Hierarchy, and if the hellknight accepts, he receives a permanent +4 enhancement bonus to his strength and constitution scores as well as the Thrall to Devil bonus feat and his alignment shifts to evil if it was not already. If the hellknight refuses, the devil assures him that he will serve hell one day before disappearing in a cloud of brimstone and flame.
  • Fiendish Servant (Su): Upon or after reaching 16th level, a hellknight can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him, much like the blackguard ability of the same name.
  • Apostate (Ex): At 18th level, the hellknight gains a profane bonus equal to one-half his character level on saving throws against divine spells. He cannot voluntarily fail a saving throw against a divine spell, even if the spell is harmless.
  • Infernal Transformation (Ex): At 20th level, a hellknight becomes a fiend. He is forevermore treated as an outsider with the evil and lawful subtypes rather than as a humanoid (or whatever the hellknight’s creature type was) for the purpose of spells and magical effects. He gains Fast Healing 10 as long as he has at least 1 hit point. Fiendish hellknights, cannot be raised or resurrected. If reduced to 0 hit points, the hellknight, his armor, and his weapons dissolve into a puddle of contact poison, only to reform one year later in the Nine Hells. The poison deals 2d6 points of temporary Constitution damage immediately and another 2d6 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ the hellknight’s hit dice + his Cha modifier).
    • The hellknight ceases to age, becoming immortal, and gains immunity to acid, fire and poison.
      • Additionally, once per day the hellknight can now attempt to summon 2d10 lemures, 1d10 imps, 1d6 bearded devils or an erinyes with a 80% chance of success. The devils obey his commands to the best of their ability in return for future favors. The summoned devils automatically return whence they came after 1 hour.

Ex-Hellknights: A hellknight whose alignment becomes good or chaotic loses his ability to issue infernal challenges, his dark blessing, debilitating aura, devil affinity, eldritch strike, hellish rebuke, and see in darkness abilities. He retains his eldritch blast and any invocations that he has acquired. The hellknight may not progress any farther in levels as a hellknight, until he atones for his transgression.

Furthermore, hellknights face a special restriction, a hellknight who gains a level in any class other than hellknight, summoner, or warlock may never again raise his hellknight level, though he retains all his hellknight abilities. Hellknights may freely multiclass as warlocks, as their effective warlock level is half his hellknight class level.


The World Born Dead mrlost