Hellknight
Hellknights are heavily armed and armored underworld practitioners that are two thirds warrior, one third spellcaster.
Hellknights are devout warriors and servants of their dark deity. It is through sheer Faith that they are granted certain Powers and Abilities. Hellknights are but their faith and devotion usually does not run quite as deep as that of a Zealot or Dark Priest. Most Hellknights are of noble birth similar to knights.
Playing a Hellknight
XP Cost: 6Prerequisites: Wisdom of 14 or higher
Choosing this Archetype grants you the following:
Training
Gain Training in Athletics and any 2 of the following Skills; Knowledge, Medicine, Intimidate, Insight, Perception or Survival.
Gain Training in the use of a 2 Melee or Ranged or Thrown Weapon Types of your choice(high skill weapons excluded).
Gain Training in the use of Light Shields.
Gain Training in the use of Medium Shields.
Gain Training in the use of Medium Armor.
Gain Training in the use of Heavy Armor.
Equipment
Acquire a Large or Smaller Religious Symbol made of Metal to your Inventory.
You may choose a Weapon, Shield or Piece of Armor as your Religious Symbol, it must have the Common or Uncommon, or Military Item Trait and gains the "Religious Symbol" Item Trait. You are considered to cast all Underworld Spells through this symbol and are Unable to Cast such Magic if it is lost or destroyed.
Acquire a Military Suit of Common Heavy Armor or Medium Armor.
Acquire a Common, Uncommon or Military Weapon of your choice.
Acquire a Common, Uncommon or Military Medium or Light Shield of your choice.
Acquire a Common Bundle of your choice.
Ability
Dark Initiate You gain the Ability to cast Underworld Invocations that you have Learned and have the necessary Faith to cast.
Select an Underworld Deity whom your character is considered to worship and revere. You may use one of the options provided, use an example from the earth mythos or generate one of your own. Make sure you consult your Narrator before finalizing this decision.
Trait
Well of Faith Your Maximum Faith is increased by 2 for the purpose of Casting Invocations. You may treat your Willpower Points as if they were Faith.
Gain 1 Tier I Underworld Invocation of your choice.
Archetype Ability
Choose and Acquire either the Archetype Ability “Hellfire” or “Unholy Rage”.
Obliterate
You summon forth a blast of pure and unbridled hellfire to burn away anything that stands in your path.
XP Cost: None Prerequisites: Hell Knight Archetype
Action: Action
Range: 10 Meters
Faith Cost: 1
Requires: Religious Symbol
Effect: Choose a creature or Target within Range. If it is a Creature, it must Roll a DEX Saving Throw, The DC is equal to the Caster’s Spell Save DC.
If the Creature Fails the Saving Throw they are dealt 3d6 + Spellcasting Modifier Burn Damage.
If the Creature Succeeds they are dealt ½ the above Burn Damage.
Overpower: The Caster can spend 1 Faith to overpower this ability and deal an additional 1d6 Burn Damage,
Or increase the DC for this Ability’s Saving Throw by 2,
Or increase the Range of this Ability by +5 Meters.
Unholy Rage
Your rage is a dark and terrible storm that few can survive.
XP Cost: None Prerequisites: Hell Knight Archetype
Action: Motion / Reaction
Range: Personal
Faith Cost: 1
Requires: Religious Symbol
Effect: When you are angered or activate this ability via a Motion, you reduce your Maximum Faith Pool by 1. When you do so, you gain:
+1 to Melee Attack and Damage Rolls,
+2 Meters to your Movement Speed and
1 additional Attack Action until the end of Active Combat or when you disengage this ability via a Motion. When you do you regain the Faith Spent to activate this Ability.
Traits and Abilities
Purchase with XP
Traits
Strong Willed
XP Cost: 2 Prerequisites: Hellknight
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Hellknight
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Hellknight
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Hellknight
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Hellknight
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Hellknight
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Well of Faith
XP Cost: 3 Prerequisites: Hellknight
Your dedication pays off as you unlock hidden reserves of Faith within yourself that you never knew existed.
Gain +2 to your Faith Pool.
Initiate
(Can be taken multiple times)
XP Cost: 1 Prerequisites: Hellknight
You have acquired more than the average invocations due to your devout nature.
Acquire 1 Tier I Underworld Invocation of your choice.
Neophyte
(Can be taken multiple times)
XP Cost: 2 Prerequisites: Hellknight, Initiate
You have been granted more powerful invocations due to your devotion.
Acquire 1 Tier II Underworld Invocation of your choice.
Indoctrinated
(Can be taken multiple times)
XP Cost: 3 Prerequisites: Hellknight, Neophyte
You have been granted access to the most powerful invocations due to your extreme devotion.
Acquire 1 Tier III Underworld Invocation of your choice.
Unholy Fervor
XP Cost: 2 Prerequisites: Hellknight, Obliterate
Your devotion has increased the power of your Obliteration.
Add 1d6 Burn Damage to the Effect of your “Obliterate” Ability.
Hellish Intensity
XP Cost: 4 Prerequisites: Hellknight, Obliterate, Unholy Fervor
Your extreme devotion has greatly increased the power of your Obliteration.
Add an additional 1d6 Burn Damage to the Effect of your “Obliterate” Ability.
Final Judgement
XP Cost: 6 Prerequisites: Hellknight, Obliterate, Hellish Intensity
Your extreme devotion has greatly increased the power of your Obliteration.
Add an additional 1d6 Burn Damage to the Effect of your “Obliterate” Ability.
Bright Obliteration
XP Cost: 1 Prerequisites: Hellknight, Smite
Your pure devotion has caused your Obliteration to generate a holy glow.
When you activate your Obliteration, you may choose to generate bright light 10 meters in each direction until the end of your next turn.
Beam of Obliteration
XP Cost: 4 Prerequisites: Hellknight, Smite
Your wholehearted devotion has increased the potential size of your Obliteration.
You may spend 1 additional Faith to cause your Obliteration to instead Target all Creatures in a 10 Meter Long, 1 Meter Wide Beam Area within Range. When cast this way the casting Hellknight does not add their Spellcasting Modifier to their Damage for this Invocation.
Ray of Obliteration
XP Cost: 4 Prerequisites: Hellknight, Smite
Your wholehearted devotion has increased the potential size of your Obliteration.
You may spend 1 additional Faith to cause your Obliteration to instead Target all Creatures in a 5 Meter Cone Area within Range. When cast this way the casting Hellknight does not add their Spellcasting Modifier to their Damage for this Invocation.
Obliterating Blast
XP Cost: 4 Prerequisites: Hellknight, Obliteration
Your wholehearted devotion has increased the potential size of your Obliteration.
You may spend 1 additional Faith to cause your Obliteration to instead Target all Creatures in a 1 Meter Blast Area within Range. When cast this way the casting Hellknight does not add their Spellcasting Modifier to their Damage for this Invocation.
Mighty Faith
XP Cost: 2 Prerequisites: Hellknight
So long as your faith does not falter, you remain strong.
So long as you have 1 Faith Remaining, you may Substitute your Strength Modifier with your Wisdom Modifier any time you would use Strength for a Roll or Modifier. This is most commonly added to Melee Attack and Damage Rolls, Strength Saving Throws and Athletics Skill Rolls.
Nimble Faith
XP Cost: 2 Prerequisites: Hellknight
So long as your faith does not falter, you remain nimble.
So long as you have 1 Faith Remaining, you may Substitute your Dexterity Modifier with your Wisdom Modifier any time you would use Dexterity for a Roll or Modifier. This is most commonly added to Melee Attack and Damage Rolls, Dexterity Saving Throws and Dexterity based Skill Rolls.
Hellish Vengeance
XP Cost: 3 Prerequisites: Hellknight, Unholy Rage
Your devotion has increased the power of your Unholy Rage.
You may now increase the Activation Cost of Unholy Rage by 1 Faith to add +1 to all Effects of your “Unholy Rage” Ability, including the number of attacks granted.
Unholy Fury
XP Cost: 6 Prerequisites: Hellknight, Unholy Rage, Divine Vengeance
Your extreme devotion has increased the power of your Unholy Rage.
You may now increase the Activation Cost of Unholy Rage by an additional 1 Faith to add an additional +1 to all Effects of your “Unholy Rage” Ability, including the number of attacks granted.
Basic Maneuvers
XP Cost : 1 Prerequisites : Hellknight
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Expert Maneuvers
XP Cost : 2 Prerequisites : Hellknight, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
XP Cost : 3 Prerequisites : Hellknight, Expert Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Calvary Training
XP Cost : 1 Prerequisites : Hellknight
You gain Training in the Driving Skill.
Survival Training
XP Cost : 1 Prerequisites : Hellknight
You gain Training in the Survival Skill.
Noose Training
XP Cost : 1 Prerequisites : Hellknight
You gain Training in the Fine Motor Skill.
Heavy Shield Wielder
XP Cost : 2 Prerequisites : Hellknight, Shield Wielder
You gain training in the use of Heavy Shields.
If you purchase this during character creation, Acquire a Common or Uncommon Heavy Shield.
Zweihander
XP Cost : 2 Prerequisites : Hellknight, Cleave
You gain an additional +2 damage vs all targets of your Cleave Attacks and Multi-Target Attacks made using 2 Handed Weapons.
Hammer-Jack
XP Cost : 2 Prerequisites : Hellknight
You deal extra damage equal to your STR Modifier vs Prone Targets while you Wield Blunt Weapons.
Nerves of Steel
XP Cost : 2 Prerequisites : Hellknight
You gain Advantage on WIS Saving Throws whenever a Creature or Spell causes you to roll one after you have Rolled Initiative and before Active combat has ended.
Crusader’s Reflexes
XP Cost : 2 Prerequisites : Hellknight
You gain training in Dexterity Saving Throws.
Frontline Crusader
XP Cost : 2 Prerequisites : Hellknight
You gain +2 to your Initiative.
Crusader’s March
XP Cost : 2 Prerequisites : Hellknight
You do not spend Stamina to Sprint long distances.
Weapons Training
XP Cost : 1 Prerequisites : Hellknight
Gain Training in the use of 1 additional Melee or Ranged Weapon Type.
Special Weapons Training
XP Cost : 2 Prerequisites : Hellknight
Gain training with two additional Weapon Types of your choice, Or gain training with one High Skill Weapon of your choice.
Tough
XP Cost : 2 Prerequisites : Hellknight
Your Max HP is increased by 1 each time you level up.
Efficient
XP Cost : 2 Prerequisites : Hellknight
You gain one additional Motion.
Awkward Combat Style
XP Cost : 2 Prerequisites : Hellknight
You halve the additional cost associated with Awkward Weapons.
Endurance Fighter
XP Cost : 2 Prerequisites : Hellknight
You reduce the cost to Sustain all your Maneuvers by ½.
Reactive
XP Cost : 2 Prerequisites : Hellknight
Gain one additional Reaction.
Abilities
Powerful Incantations
XP Cost: 3 Prerequisites: Hellknight
You have gained the ability to empower your Invocations to increase their lethality.
You consider all Invocation’s Overpower Options to additionally include "Or add " and deal 10 Points of Burn Damage" to the Effect of this Invocation.
Quick Draw
XP Cost : 2 Prerequisites : Hellknight
You can Draw and Wield any Medium or smaller Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 3 Prerequisites : Hellknight
You gain +2 to your AC while you have a melee weapon held in two of your hands.
You gain an additional Melee Attack Action while you have a melee weapon held in two of your hands. The 2nd Attack Action is always rolled with a -2 to Hit Modifier.
You gain an additional Ranged Attack Action while you have a Ranged weapon held in two of your hands. The 2nd Attack Action is always rolled with a -2 to Hit Modifier.
You must have at least one hand free in order to reload most ranged weapons.
Phalanx Fighter
XP Cost : 2 Prerequisites : Hellknight, Shield Wielder
You grant ½ your shield’s AC bonus to adjacent Allies. You can use your Reaction to have an attack that would have hit an adjacent ally, hit you instead. The attack hits you even if the initial roll to hit was not high enough to match or exceed your AC.