
Refining the UA Hell Knight
In the latest Unearthed Arcana, I love the flavor of the villainous classes. Some I felt were over-tuned (Circle of the Titan Druid), others I felt were under-tuned.
Hell Knight, page 6, was one I felt didn't quite hit the mark, so I took a stab at refining some of the features.
- I kept most of the features unchanged. They had good flavor overall.
- I changed the Infernal Wound, the core Level 3 feature. It is no longer a single die, instead using fixed damage that scales with level.
- Advances Wounds at Level 7 is unchanged, but the key change to Infernal Wound should cause it to trigger more often at higher levels.
- Question: is damage equal CON modifier too weak? Should it be an extra roll of the Infernal Wound?
- I entirely reworked Blister of Avernus at Level 15, renaming Heat of Avernus. The original version felt particularly weak for a Level 15 feature.
If you have the time to read through this subclass, I am interested in your feedback. Did I over-tune it? Did I bring it closer in in line with Battle Master or Psi Warrior or even Arcane Archer?
---
Level 3: Diabolical Gift
As a soldier for the agents of the Nine Hells, you’ve been given fiendish powers. You gain the following benefits.
Devil’s Sight. You can see normally in Dim Light and Darkness – both magical and nonmagical – within 120 feet of yourself.
Devil’s Tongue. You know Infernal, the language of devils. If you already know Infernal, you learn another language of your choice.
Level 3: Hellfire Weapon
When you take the Attack action, you can imbue one weapon that you are holding with hellfire, transforming it into a Hellfire Weapon. It remains transformed in this way for 10 minutes or until you use this feature again, you die, or the weapon is more than 5 feet away from you for 1 minute or more. You can also end this effect early (no action required).
While transformed into a Hellfire Weapon, a weapon emits Dim Light in a 5-foot Emanation, and whenever you deal damage with the weapon, it can deal your choice of Fire damage or its normal damage type.
Level 3: Infernal Wound
Your Hellfire Weapon can inflict infernal wounds.
Infernal Wound. Your Infernal Wound is 1d6 Fire damage. This increases to 2d6 at level 10 and to 3d6 at level 18.
Inflicting Infernal Wounds. Once per turn when you hit a creature with your Hellfire Weapon, you can give the target an infernal wound.
While wounded in this way, the target takes Fire damage equal to your Infernal Wound at the start of each of its turns. This effect lasts for 1 minute, until the target regains Hit Points, or until the target or a creature within 5 feet of the target takes an action to stanch the wound. A target can be affected by only one instance of this feature at a time.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Level 7: Advanced Wounds
When you roll your Infernal Wound damage and any die rolls a 6, you can apply one of the following effects.
Purulence of Minauros. Caustic pus erupts from the wound. Each creature in a 5-foot Emanation originating from the target takes Acid damage equal to your Constitution modifier, and the target has the Poisoned condition until the start of its next turn.
Rupture of Cania. The wound ruptures with a spurt of arcane energy. The target takes Force damage equal to your Constitution modifier.
Stygian Gangrene. Infernal rime spreads out from the wound. The target takes Cold damage equal to your Constitution modifier, and it can’t take Reactions until the start of its next turn.
Level 7: Hell-Forged Equipment
Your armor and weapons embody infernal armaments forged in the fires of Avernus, granting you the following benefits.
Fire Resistance. While wearing armor or wielding a Shield, you have Resistance to Fire damage.
Unholy Fire. Damage from your weapon attacks and Fighter features ignores Resistance to Fire damage.
Level 10: Hellfire Surge
When you use your Action Surge while wearing armor or wielding a Shield, you can superheat your equipment, causing it to erupt with hellfire in a 20-foot Emanation originating from you. Each creature of your choice in the Emanation must succeed on a Dexterity saving throw (DC equals 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a target takes 4d6 Fire damage and is Burning. On a successful save, a target takes half as much damage only.
Your Hellfire Surge becomes a 30-foot Emanation originating from you at level 18.
Level 15: Heat of Avernus
Your armor and weapons radiate the heat of Avernus, granting you the following benefits.
Fire Immunity. While wearing armor or wielding a Shield, you have Immunity to Fire damage.
Fire Aura. An aura of heat and fire surrounds you in a 15-foot Emanation. Whenever a creature enters the Emanation or ends its turn there, the creature must make a Dexterity saving throw (DC equals 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, the creature takes 2d6 Fire damage. On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Level 18: Hellfire Condemnation
Whenever damage from your Hellfire Weapon or Infernal Wound reduces a creature to 0 Hit Points, the creature dies, and its soul rises from the River Styx as a Lemure in a layer of the Nine Hells of your choice in 1d4 hours. If the creature isn’t revived before then, only a Wish spell can return the creature to life.
Level 18: Infernal Bargain
When you roll your Infernal Wound damage, you can treat a roll of 1 as a 6.