Hellknight
A darkened tower of fear and order, the notorious hellknights fight chaos wherever they find it, no matter the cost. These warriors devote everything to their orders, enduring the harshest of punishments to turn them into uncompromising weapons, known for their brutality and efficiency. Despite the name, the hellknights are not officially associated with hell, but rather seek to emulate the efficiency of their infernal armies, however many who train as hellknights do eventually find themselves in the service of devils, either in life or in death.
Ruthless Strikes
At 3rd level, your strikes land in the most efficient and brutal of places, weaking your enemy and their will to fight. Once per turn when you strike a creature with a weapon attack, you can deal an additional 1d4 damage. Additionally, the next time the creature makes an attack roll, they must subtract 1d4 from the roll. This increases to 1d6 at 10th level, and to 1d8 at 17th level in this class.
Hellknight Armor
Also at 3rd level, you have earned the right to craft the signature armor of your order, infusing it with lawful magic. as part of a long rest, you can alter one set of armor you can touch, making it darker or adding intimidating spikes. Only you can wear this armor. While wearing this armor, you have advantage on Charisma (intimidation) checks, and you can emit an aura of order to all friendly creatures within 15 feet of you (including yourself). These creatures gain the following benefits:
- They gain a +1 to their AC. This increases to +2 at 10th level in this class.
- They gain a +2 to any saving throw against being charmed or frightened. This increases to +4 at 10th level in this class.
Dark Discipline
By the 7th level, You learn to enforce order on weaklings in your presence. You gain the following benefits:
- Whenever a creature misses you with an attack roll, it takes psychic damage equal to your proficiency bonus. A creature can only take this damage once per turn.
- You can cast zone of truth without expending a spell slot, using constitution as your spell casting bonus. Once you use this feature, you cannot do so again until you finish a short or long rest.
Imposing Resolve
Starting at 10th level, your resilience inspires fear in your enemies. When you use second wind, all creatures of your choice within 15 feet must succeed on a wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, they are frightened of you until the end of your next turn.
Improved Armor
At 15th level, you can channel more powerful magic into your grim adornments. While wearing your Hellknight Armor, you gain the following benefits:
- You gain resistance to fire damage
- Whenever you take bludgeoning, piercing or slashing damage, you can reduce the damage by your proficiency bonus.
Unquestioning Sarcifice
By 18th level, you are able to succeed in whatever endeavor you find yourself in, no matter the cost. Whenever you fail a saving throw, you can use your reaction to take damage equal to your fighter level, which can't be reduced by any means. You then succeed on the saving throw.
You can use this feature three times, and regain all uses when you finish a long rest.