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The Hellbringer
An armored tiefling steps onto the battlefield of the Blood War, a tide of chaotic evil surging toward them. They know that the battlement behind them cannot fall to the Abyss, or the demons will gain a foothold that will take centuries to retake. Inscribed runes across their armor and glaive alight in hellfire, and they prepare for a long and grueling siege.
Cloaked in supernatural shadow, a hidden wood elf hangs among the rafters. The cult operates below her, oblivious to her presence, as they discuss their dealings. They grow weary of the demands their patron makes of them. The elf grins as soon as she hears the first phrase that breaches their contract, and she descends on them, sickles drawn.
The infernal arcanist materializes in another plane, the universal coordinates of which he received from Dispater himself. The mage arrives early to the summit, though the celestial host had arrived even earlier. As the angels descended to meet him, he steeled himself. He was not here for a fight, he was here to make a deal.
Hellbringers are knights of the Nine Hells, trusted by powers of utmost evil and order to secure their interests in the universe. Versatile and strong-willed, they carry the weight and privilege of infernal authority along their path.
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Agents of the Nine
For all things that the Nine Hells are, they are not disorderly. Contracts are made ironclad, and enforced by the very power of alignment that created the plane. Though archdevils squabble and politically plot against each other, they must recognize that the security of their plane from without is paramount. To this end, they united to create the Brimstone Order, a faction that secures their interests in other planes and keeps their own safe.
Different from the service devils require from their warlocks, or the devotion they gain from clerics, they expect loyalty and pragmatism from their hellbringers. Knights of the Brimstone Order are loyal to no individual archdevil, and work for the strength of hell as a whole. Their contracts of knighthood allow them to work independently, as well as between planes.
What Makes a Hellbringer
Hellbringers must recognise their place in the universe, and the necessity that without Hell, the great balance of the planes falls. Intellect, strategy and decorum are highly valued within the Order, and those who have proven themselves are even elected to act as diplomats on neutral ground, or even in other planes of alignment. Hellbringers are treated with stern respect across the universe, but are expected to act in kind, adapting to the rules of the planes they are guests in. To work against a hellbringer is a bold act, as they carry the authority of a united hell behind them, but if you can catch a Hellbringer in a breach of their contract, the punishment from their own plane will vastly outweigh anything an enemy could dole out.
Hellbringers know the reputation they bring, and while they are not averse to lying, most are proud of their station. They seek other individuals that have the foresight and reasoning to recognize their necessity. Within a varied party, a hellbringer knows their place is not to convert others to their cause, but to inspire the same trust the Order has in them with their newfound allies. Hellbringers can be a sturdy pillar on an adventure, making damned sure the job gets done.
Creating a Hellbringer
When creating your hellbringer, consider what drew them to the service of the hells in the first place. What even might inspire such loyalty to a place most would revile? Consult with your DM what kind of NPC’s might be your associates within the Brimstone Order. While you share a cause with them, where do you differ? How does your hellbringer fit with the rest of your party? Where do they clash, and where do they ally?
Alignment is an important aspect of a hellbringer, since their authority is powered by the planar alignment of the Nine Hells. Most lean toward lawful, but their roles in the order can run the gamut between evil, neutral or even good.
Multiclassing Requirements
If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the hellbringer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have a minimum Charisma score of 13 and a Strength or Dexterity score of 13 to take your first level as a hellbringer, or to take a level in another class if you are already a hellbringer.
Proficiencies Gained. If hellbringer isn't your initial class, you gain proficiency with light armor, medium armor, shields, simple weapons and martial weapons when you take your first level in the hellbringer class.
DM Note: Running Evil Characters
Evil characters can exist in the same party as good characters. Be sure to discuss with your group before introducing an evil ally and figure out how you wish to solve party disagreements. Mortal characters, even evil ones, are capable of doing good, and even planar opposites, like angels and devils, have goals that can align.
Ultimately, the onus is on the DM and the player running an evil character to assure comfort for the entire table. Discuss what actions are completely not allowed, such as betraying another party member. For as fun as it can be to hold secrets from other players, things that can roil into actual player conflict are usually best communicated out of character and clearly.
The Hellbringer
Level | Proficiency Bonus | Features | Infernal Punishment Die | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Forked Tongue, Infernal Punishment, Invoke Authority | 2d6 | — | — | — | — | — |
2nd | +2 | Mark of Sin, Spellcasting | 2d6 | 2 | — | — | — | — |
3rd | +2 | Diabolic Contract, Hellsight | 2d6 | 3 | ─ | — | — | — |
4th | +2 | Ability Score Increase | 2d6 | 3 | ─ | — | — | — |
5th | +3 | Extra Attack | 3d6 | 4 | 2 | — | — | — |
6th | +3 | Invoke Authority Improvement (2/rest), Fell Punisher | 3d6 | 4 | 2 | — | — | — |
7th | +3 | Diabolic Contract Feature | 3d6 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Increase | 3d6 | 4 | 3 | — | — | — |
9th | +4 | - | 4d6 | 4 | 3 | 2 | — | — |
10th | +4 | Diabolic Contract Feature | 4d6 | 4 | 3 | 2 | — | — |
11th | +4 | Steeled Mind | 4d6 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Increase | 4d6 | 4 | 3 | 3 | — | — |
13th | +5 | - | 5d6 | 4 | 3 | 3 | 1 | — |
14th | +5 | Diabolic Contract Feature | 5d6 | 4 | 3 | 3 | 1 | — |
15th | +5 | Invoke Authority Improvement (3/rest), Planar Envoy | 5d6 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Increase | 5d6 | 4 | 3 | 3 | 2 | — |
17th | +6 | - | 6d6 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Diabolic Contract Feature | 6d6 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Increase | 6d6 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Diabolic Contract Feature | 6d6 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a hellbringer, you gain the following class features.
Hit Points
Hit Dice: 1d10 per hellbringer level
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hellbringer level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Poisoner’s Kit
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, Religion, and Stealth.
Equipment
As a hellbringer, you start with the following equipment:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a shortbow and 20 arrows or (b) five javelins
- (a) a priest's pack or (b) an explorer's pack
- Leather armor and a badge of your station within the Brimstone Order.
Quick Build
You can make a hellbringer quickly by using these suggestions. First, make Strength or Dexterity your hightest ability, or Charisma if you wish to focus on spellcasting. Second, choose the soldier or criminal background.
Forked Tongue
1st level hellbringer feature
You know how to read, speak and write Infernal, or another language of your choice if you already know Infernal.
At 6th level, and again at 11th and 17th level, you learn another language of your choice.
Infernal Punishment
1st level hellbringer feature
When you damage a creature with a weapon or spell attack, you can cause them hellish pain, adding 2d6 fire or psychic damage to that attack (Your choice). This damage increases at certain hellbringer levels, as shown in the Infernal Punishment Die column of the Hellbringer table.
You can dole out this punishment a number of times equal to your Charisma modifier (Minimum of once). When you finish a long rest, you regain all uses of this feature.
Mark of Sin
2nd level hellbringer feature
Your service to the Hells has left a scar on your soul, granting you one of the following benefits.
Mark of Treachery
When you make a weapon attack against a creature with no other adjacent creatures, you gain a +2 bonus to damage rolls.
Mark of Gluttony
While not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Mark of Greed
When you hit a creature with a weapon attack, you can move up to 5 feet without provoking opportunity attacks.
Mark of Wrath
While wielding a two-handed weapon, you can use your Charisma modifier instead of Strength for its attack and damage rolls.
Spellcasting
2nd level hellbringer feature
You have learned to draw on your hellish authority to cast spells. See Spells Rules for the general rules of spellcasting and the end of this class description for the hellbringer spell list.
Preparing and Casting Spells
The Hellbringer table shows how many spell slots you have to cast your hellbringer spells. To cast one of your hellbringer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of hellbringer spells that are available for you to cast, choosing from the hellbringer spell list. When you do so, choose a number of hellbringer spells equal to your Charisma modifier + half your hellbringer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level hellbringer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell bane, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of hellbringer spells requires time spent absorbing power from your badge of authority at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your hellbringer spells, since your power derives from the power of your station. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a hellbringer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Diabolic Contract
3rd level hellbringer feature
Your status as a member of the Brimstone Order deepens. You are fully recognized as a knight of Hell, and are afforded accommodations as such when visiting other realms. In addition, your skills are finely honed and you specialize for the job that needs to be done. Using your own blood, you sign a contract drafted by one of the archdevils of hell. You choose a Diabolic Contract option from between Warmonger, Shadowmaster, or Harbinger.
Your Contract grants you features at 3rd level and again at 7th, 10th, 14th, 18th and 20th level.
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Hellsight
3rd level hellbringer feature
Your eye for deception keys you into creatures trying to disguise themselves. You are aware of any creature within 10 feet of you using illusory magic to disguise or hide themselves.
As a bonus action, you can extend this awareness up to 60 feet from you for the next 10 minutes. You can use this feature once, regaining the ability to do so when you finish a short or long rest.
Ability Score Improvement
4th level hellbringer feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
5th level hellbringer feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fell Punisher
6th level hellbringer feature
When you take a short rest, you can regain a use of your Infernal Punishment feature.
Steeled Mind
11th level hellbringer feature
The authority granted to you assures your mind against certain effects. You gain advantage on saving throws to avoid being charmed, creatures are unable to read your thoughts without your permission, and you become immune to the frightened condition.
Planar Envoy
15th level hellbringer feature
You are expected to act as an emissary between realities. You can cast the spell plane shift once each long rest. When you cast the spell this way, it takes a minute to cast. Your badge supplied by the Brimstone Order can be used in place of the metal rod associated with this spell, and is attuned to the Nine Hells.
Diabolic Contracts
The Brimstone Order has many tasks that need to be done, and many specialists within their ranks to accomplish them. In order to access this specialization, a specialized contract must be written up by an archdevil of the hells. A contract signed in blood ensures a hellbringer’s loyalty to the cause.
Contract Spells
Each contract has a list of associated spells. You gain access to these spells at the levels specified in the contract description. Once you gain access to a contract spell, you always have it prepared. Contract spells don't count against the number of spells you can prepare each day.
If you gain a contract spell that doesn't appear on the hellbringer spell list, the spell is nonetheless a hellbringer spell for you.
Warmonger
Generals and soldiers of the various conflicts Hell incites across the planes, warmongers have a contract signed with Zariel, Warlord of Avernus. Donning heavy armor and using their arms masterfully, they find themselves at home on the battlefield, locking down enemies with their presence and bolstering their troops. They carry this battle mastery into combat with their party as well, a solid pillar to support fellow soldiers and press through enemy ranks.
Contract Spells
You gain contract spells at the hellbringer spells listed.
Warmonger Spells
Hellbringer level | Spells |
---|---|
3rd | wrathful smite |
5th | flame blade |
9th | fear |
13th | death ward |
17th | banishing smite |
Martial Training
3rd level warmonger feature
When you choose this contract, you gain proficiency in heavy armor.
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Press the Attack
7th level warmonger feature
Whenever you dole out your Infernal Punishment, you can shout a command to an ally, granting them advantage on the next attack roll they make until the start of your next turn.
By the Throat
10th level warmonger feature
When you apply your Invoke Authority: Expose Weakness feature on a creature, you can force them to make a Wisdom saving throw against your Spell Save DC. On a failure, you telekinetically move them 15 feet toward you, and they become restrained until the end of your next turn.
Undying Command
14th level warmonger feature
When you or a creature you can see within 60 feet falls to 0 hit points, you can use a reaction to cause that creature to be put at 1 hit point instead.
Once you use this ability, you can’t do so again until you finish a short or long rest.
Zariel's Fervor
18th level warmonger feature
You can attack an additional time when you take the attack action, up to three times.
Iron Devil
20th level warmonger feature
You can use a bonus action on your turn to transform into a hellish form for 1 minute. This form grants you the following benefits:
- Your size becomes Large, and you gain resistance to bludgeoning, piercing and slashing damage.
- If you roll less than a 10 on a weapon attack roll, you can treat the roll as if you rolled a 10.
- You gain a 60 foot flying speed.
Once you transform this way, you can't do so again until you finish a long rest.
Shadowmaster
The planes are not above using a vast network of spies to seed their interests, and chief among these are the Shadowmasters of hell. Signing a contract drafted by Baalzebul, Lord of Lies, they are more than just individually skilled, Shadowmasters monitor entire webs of covert operations throughout every plane, as well as rooting out spies from within.
Contract Spells
You gain contract spells at the hellbringer spells listed.
Shadowmaster Spells
Hellbringer level | Spells |
---|---|
3rd | disguise self |
5th | invisibility |
9th | blink |
13th | greater invisibility |
17th | scrying |
Silent Stalker
3rd level shadowmaster feature
In pursuit of becoming an ultimate spy, you gain the following benefits:
- When you make a Dexterity (Stealth) check, you can add your Charisma modifier to the result.
- You can hide as a bonus action.
Slice and Dice
7th level shadowmaster feature
When wielding daggers or sickles, their damage die becomes a d6 for you. This die increases to a d8 at 11th level and a d10 at 17th level.
Additionally, your speed increases by 10 feet.
Fleeting Shadow
10th level shadowmaster feature
You are a blur on the battlefield, expertly shifting between targets. When a weapon attack of yours reduces a hostile creature to 0 hit points or causes it to die, you can use your Invoke Authority: Flash of Brimstone as a free action without expending a use of your Invoke Authority.
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Evasion
14th level shadowmaster feature
When you are prompted to make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unseen Death
18th level shadowmaster feature
If a weapon attack causes you to leave invisibility, that attack becomes an automatic critical hit if it succeeds.
Umbra Devil
20th level shadowmaster feature
You can use a bonus action on your turn to transform into a hellish form for 1 minute. This form grants you the following benefits:
- Using daggers or sickles against a creature causes you to regain hit points equal to the result of the weapon damage die.
- You can move through other Creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your turn inside an object.
- Your weapon attacks deal necrotic damage, and when they deal damage to a creature, that creature becomes blinded to anything beyond 10 away from it.
Once you transform this way, you can't do so again until you finish a long rest.
Harbinger
Having signed a contract drafted up by Mephistopheles, Baron of Plots, harbingers delve into lost arcane practices gathered from any source they can find. Using their cunning and spellcraft, they are able to befuddle their enemies' communications and run propaganda campaigns. Harbingers always strive to keep three steps ahead, while letting the enemy think they are keeping an even pace.
Contract Spells
You gain contract spells at the hellbringer spells listed.
Harbinger Spells
Hellbringer level | Spells |
---|---|
3rd | hex |
5th | hold person |
9th | counterspell |
13th | wall of fire |
17th | legend lore |
Bonus Cantrips
3rd level harbinger feature
You learn two cantrips of your choice from the wizard spell list. At 10th level, you learn an additional cantrip from the list. These spells become hellbringer spells for you.
Profane Castigation
7th level harbinger feature
The pain you deal is amplified by your arcane abilities. You can dole out your Infernal Punishment to any creature that fails a saving throw against a spell you cast, or to a creature whose spell you successfully counterspell.
Soul Siphon
14th level harbinger feature
When you reduce a hostile creature to 0 hit points or kill it, you can regain a spell slot of 2nd level or lower. Once you use this ability, you can't do so again until you finish a short or long rest.
Phlegethon’s Armor
18th level harbinger feature
Once a day, you can cast fire shield without expending a spell slot.
Lore Devil
20th level harbinger feature
You can use a bonus action on your turn to transform into a hellish form for 1 minute. This form grants you the following benefits:
- You can cast spells without requiring verbal, somatic, or material components if that spell would not consume its material components.
- You have resistance to damage from spells.
- You can cast spells from scrolls from any class spell list, and can do so without needing to make an ability check.
Once you transform this way, you can't do so again until you finish a long rest.
Hellbringer Spell List
1st Level
- Bane
- Cause Fear
- Charm Person
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Disguise Self
- Hellish Rebuke
- Inflict Wounds
- Witchbolt
- Shield of Faith
- Compelled Duel
2nd Level
- Augury
- Blur
- Darkness
- Enthrall
- Hold Person
- Invisibilty
- Lesser Restoration
- Ray of Enfeeblement
- Suggestion
3rd Level
- Dispel Magic
- Fear
- Fireball
- Fly
- Phantom Steed
- Remove Curse
- Revivify
- Spirit Shroud
- Tongues
- Vampiric Touch
4th Level
- Banishment
- Blight
- Death Ward
- Dimension Door
- Divination
- Greater Invisibilty
- Phantasmal Killer
5th Level
- Contact Other Plane
- Dispel Evil and Good
- Dream
- Hold Monster
- Mislead
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