Hell Knight

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Hell Knight
Level Proficiency Bonus Features Discipline
1st +2 Devil's Speech, Intimidating, Observe Order, Knightly Order 1
2nd +2 Discipline 2
3rd +2 Fighting Style, Hell Knight Armor, Doctrine 3
4th +2 Ability Score Improvement, Unyielding Mind 4
5th +3 Extra Attack, Order Veteran 5
6th +3 Fear is Respect 6
7th +3 Doctrine Feature 7
8th +3 Ability Score Improvement, Indomitable Spirit 8
9th +4 Frightening Strength 9
10th +4 Infernal Resilience 10
11th +4 Doctrine Feature 11
12th +4 Ability Score Improvement, Unbreakable Body 12
13th +5 Pensive Rumination 13
14th +5 Self-Mending Flesh 14
15th +5 Doctrine Feature, Crippling Fear 15
16th +5 Ability Score Improvement 16
17th +6 Infernal Immunity 17
18th +6 Hell's Fury 18
19th +6 Ability Score Improvement 19
20th +6 Doctrine Feature 20

Class Features

As a Hell Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Hell Knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hell Knight level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from the following: Athletics, Deception, Insight, Intimidation, History, Perception

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) a simple melee weapon
  • (a) Chain Mail or (b) Chain Shirt or (c) Leather Armor
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Devil's Speech

You learn the tongue of the devils, Infernal, which is used to bargain with infernal creatures and communicate with other Hell Knights.

Intimidating

The Hell Knight's fearsome reputation precedes you. There are few who do not recognize you as a Hell Knight, and fewer still who do not scurry away as you stride forward with deadly confidence. You gain proficiency in Charisma (Intimidation) checks. If you already have proficiency in Charisma (Intimidation), you add double proficiency instead.

Observe Order

Law and order fills you with a sense of inner stability. Chaos and disorder awakens a deep seated ire within you. As an action, you can awaken your senses to these forces. Until the end of your next turn, you know the location of any creatures of lawful or chaotic alignment within 60 feet of you, so long as the creature does not have full cover. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.

Knightly Order

Although all Hell Knights despise chaos and seek to promote order, like minded Hell Knights join forces to protect and develop the individual aspect of law they hold most dear. Thus the Knightly Orders are formed. Select one of the following Knightly Orders to swear loyalty to. Your choice grants you a feature at 5th level.

Order of the Chain

Each person is a society is a single link in a grand chain. Everyone has a crucial role to play, be it slave or master, soldier or farmer. Those who are neglectful of their duty weaken the chain, and must be swiftly righted, lest the chain shatter beyond repair. This punishment is meted out evenly regardless of the role a person plays. A master who works a slave to death wastes resources, and is just as guilty as a slave who rebels or escapes.

Order of the Godclaw

Five deities of law serve as the paragons of this Order. Known collectively as the Godclaw, each god's moral stances are ignored, trivial in comparison to their iron wills and authoritative precepts. The greatest honor and calling of this Order is to strike out on vehement crusades against forces of chaos. Be they vile demon armies or savage orc hordes, discordant masses are gladly crushed beneath hammer and boot alike.

Order of the Gate

It is an unfortunate truth that the natural strength and foresight of mortals is often lacking. Through the use of magic and tools of divination, along with powerful infernal pacts, The Order of the Gate aims to supplement its Knight's natural gifts to anticipate and counter the flow of chaos before it ever takes hold.

Order of the Pyre

A society is based strongly on a unified set of beliefs and established ways of thinking. Religious fanatics, practitioners of unfamiliar magics, and followers of alien philosophies all threaten to upset this delicate order. The common gods and established beliefs of the region have nothing to fear, but any heretic who dares to preach the teachings of a radical outside philosophy will find their only disciples are the flames of the pyre.

Discipline

Starting at 2nd level, your hours of practice and refusal to give in to petty whims allows you to harness the powers of a honed mind, body, and spirit. You gain access to this energy via a pool of Discipline points. Your Hell Knight level determines the maximum number of points available in the pool.
You can spend Discipline to power a variety of Hell Knight abilities. You start knowing three such abilities: Irrefutable Order, Damning Blow, and Unnatural Endurance. When you spend a Discipline point, it is unavailable to you until you finish a short or long rest, at which point you regain all spent Discipline points up to your pool's maximum. During a rest, you must spend at least 30 minutes reciting the doctrines of your Knightly Order and contemplating your role in furthering your Order's goals.
Some Discipline abilities require a saving throw. The DC for these saving throws is equal to 8 + your proficiency bonus + your Charisma modifier.

Irrefutable Order

As an action, you may spend 1 Discipline point to command a single creature withing 60 feet of you to follow an order you give it. Under the stare of your icy gaze, this order is difficult to refuse, and its effects function as the effects of the spell command, although it is not a spell itself. The targeted creature must make a Wisdom saving throw to resist the effect. The creature automatically succeeds its saving throw if the creature cannot comprehend the method of the command's delivery, such as if it is deaf or does not speak your language, or if the command seems suicidal to the creature. If the creature is of the chaotic alignment, it has disadvantage on this saving throw.

Damning Blow

When you successfully strike a creature with a melee weapon attack, you may spend 1 Discipline point and declare the strike a Damning Blow. The attack deals an additional 1d8 damage of the weapon's type or fire damage, your choice. This damage increases to 2d8 at level 5, 3d8 at level 11, and finally 4d8 at level 17. If the creature you strike is of the chaotic alignment, this ability deals another 1d8 damage.

Unnatural Endurance

As an action, you can spend 2 Discipline points to infuse your body with infernal power. For one minute, at the beginning of each of your turns you gain a number of temporary hit points equal to your Charisma modifier. If these points go unused they are lost one minute after they are gained.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Hell Knight Armor

By 3rd level, you are considered experienced enough to represent your order as a fully-fledged Hell Knight. You learn how to preform an hour long ritual which transforms a set of armor into Hell Knight armor. After completing the ritual, the armor transforms, taking on the stylistic characteristics of your Order. It provides additional effects and protections at 10th level and 17th level. You are always aware of the armor's exact location, and as a bonus action you can spend 1 Discipline point to summon it to you, fully equipped to your body, regardless of its distance or possession by another creature, even if it was on another plane of existence. The armor refuses to be worn by anyone other than you, and it will attempt to kill any other creature who attempts to wear it, dealing 1d8 magical bludgeoning damage and 1d8 fire damage each round at the beginning of the creature's turn until it is removed or the creature wearing it dies. No effects, magic or otherwise, can trick the armor into believing a creature other than you is its owner. You may have only one set of Hell Knight armor at a time. Preforming the ritual again on a new set of armor transforms that set into Hell Knight armor, and the previous set returns to its original state. Magical armor retains its magical properties when turned into Hell Knight armor in addition to its new properties, and retains its original magical properties if it ceases to be Hell Knight armor.

Doctrine

Starting at 3rd level, you begin your study of the one the Hell Knight's three combat doctrines. You can choose one of the following Hell Knight doctrines: Bastion, Signifier, or Pursuer. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th level

Ability Score Improvement

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.

Unyielding Mind

At 4nd level, your mind has been hardened by the brutal interrogation and mental manipulation training preformed within your Order. You are immune to charm effects.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Order Veteran

By 5th level, through your talent and experience, you have gained respect and position within your Knightly Order. As a reward for your service, you have been taught a technique unique to your Order. You gain one of the following abilities based on your Knightly Order.

Order of the Chain

You have been trained to inflict terrible wounds. Once per turn, when you use a melee weapon to damage a creature, you can inflict a bleeding wound on that creature. The creature loses 1d6 hitpoints at the beginning of each of its turns until it receives magical healing or a Wisdom (Medicine) check with a DC equal to 8 + your proficiency bonus + your Charisma modifier. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Order of the Godclaw

You have learned to break through enemy formations and halt charging hordes. Once per turn, when you hit a creature with a melee weapon attack you can immediately attempt to shove that creature. Creatures of the chaotic alignment have disadvantage on ability checks to contest this shove. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Order of the Gate

You use a mix of arcane foresight and infernal power to turn events to your favor. Once per turn, after a creature you can see rolls an attack roll, saving throw, or ability check, you can spend your reaction to add 1d4 to the roll. You may do this even after the result of the roll is revealed. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Order of the Pyre

Once your foes meet your scorching gaze, they find it difficult to do anything but cower and stare. As a bonus action, target one creature you can see within 120 feet of you. That creature must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the target creature has disadvantage on attack rolls and ability checks until the end of your next turn. Creatures of the chaotic alignment have disadvantage on this saving throw. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fear is Respect

At 6th level, you have learned to use your frightening reputation and intimidating presence to manipulate people in more subtle ways. You can make Charisma (Intimidation) checks in place of Charisma (Persuasion) checks and in place of Charisma (Performance) checks to give speeches.

Indomintable Spirit

Starting at 8th level, your spirit has been hardened to be as unbreakable as your mind. You are immune to fear effects and the frightened condition.

Frightening Strength

At 9th level, the strength of your Discipline has empowered your Damning Blow. After successfully hitting a creature with a Damning Blow, you may immediately spend 1 additional Discipline point to frighten enemy creatures within 10 feet of you into submission. The effected creatures roll a Wisdom saving throw against your Discipline DC. On a failure, they are frightened until the end of your next turn. On a success, they are not frightened and may act normally. Chaotic aligned creatures have disadvantage on this saving throw.

Infernal Resilience

Beginning at 10th level, your Hell Knight armor's natural affinity with Hell means it has little difficulty resisting flame. While wearing Hell Knight armor, you gain resistance to fire damage.

Unbreakable Body

Starting at 12th level, your body has reached the apex of mortal vitality. You have advantage on saving throws to resist exhaustion. Furthermore, you suffer no ill effects from the first 5 levels of exhaustion, until you reach the 6th level of exhaustion, which still kills you. Your abilities still do not recharge without taking the appropriate long or short rest.

Pensive Rumination

At 13th level, your thoughts dwell ever more heavily on the truly corrupting nature of chaos and the importance that it be annihilated. When you deal the killing blow on a creature of the chaotic alignment with a CR equal to or greater than your total character level, you are filled with renewed determination, and you regain Discipline points equal to your Charisma modifier. Discipline points gained in excess of your Discipline pool's maximum are lost.

Self-Mending Flesh

By 14th level, your strong attunement to Hell makes even your own body afraid to displease you, empowering your Unnatural Endurance. When you activate your Unnatural Endurance ability, you may choose to spend an additional 2 Discipline points to double the number of temporary hit points you gain from the ability.

Crippling Fear

Beginning at 15th level, the might of your Discipline has allowed your Damning Blow to reach a new level of effectiveness. After successfully hitting a creature with a Damning Blow, you may immediately spend 1 additional Discipline point to inflict the creature struck by the Damning Blow with unrivaled fear. If the creature is normally immune to fear, you may spend 1 additional point of Discipline to ignore that fear immunity. The targeted creature makes a Wisdom saving throw against your Discipline DC. On a failure, it is stunned until the end of your next turn. On a success, it is not stunned and may act normally. Chaotic aligned creatures have disadvantage on this saving throw. This effect can be used in addition to your Frightening Strength ability.

Infernal Immunity

Starting at 17th level, your Hell Knight Armor has been tempered with the damning flames of Hell itself, and lesser flames haven't the slightest chance at penetrating it. Furthermore, remnants of devil's blood leftover from the forging process absorb and neutralize poison in the wearer. While wearing Hell Knight armor, you gain immunity to fire damage and resistance to poison damage.

Hell's Fury

At 18th level, you have become intimately familiar with the power commanded within Hell's supreme order. Once per long rest, as an action, you can strike a point at your feet with your weapon, opening a temporary gate to the fiery second layer of Hell. Hellfire spews forth in a 15 foot radius around you, extending upwards as a 40 foot tall cylinder of flame. All creatures within the cylinder, including yourself, must make a Dexterity saving throw against your Discipline DC. On a failure, effected creatures takes 15d10 fire damage. On a success, the damage is halved. The fires of the attack burn with unnaturally extreme heat. They ignore a creature's fire resistance and treat a creature with fire immunity as if it had only fire resistance. Creatures brought to 0 hitpoints by this ability immediately burn to ash, their souls claimed by Hell. They cannot be revived without the use of True Resurrection or Wish.

Bastion

To the Bastion, defending areas under the rule of law and stopping them from falling to disorder is just as important as engaging in conquest. By serving as an insurmountable wall against chaotic forces, Bastions ensure that not an inch of ground is lost without first being drenched in the blood of their foes.

As a Bastion, you gain proficiency in Strength (Athletics) or Wisdom (Medicine). Additionally, you have advantage on Strength ability checks and Strength saving throws to resist being unwillingly moved though physical or magical means, such as being shoved or affected by Thunderwave.

Reactive Armor

By 3rd level, you are accustomed to holding your ground against perilous odds. You can swiftly alter your defensive strategy to better serve the current situation. After being hit by a foes attack, but before the damage is determined, you can use your reaction to spend 1 Discipline point and gain resistance to either bludgeoning, piercing, or slashing damage. This resistance lasts until the end of your next turn.

Exploit Disorder

At 7th level, you are adept at exploiting the inherent weaknesses of your foe's chaotic tendencies. As an bonus action, you can spend 1 Discipline point to make a stalwart display which takes your foes off guard. Enemy creatures within 15 feet of you must make a Charisma saving throw with a DC equal to your Discipline DC or reduce all attack rolls, ability checks, and saving throws they make by 1d6 until the end of your next turn. Chaotic aligned creatures have disadvantage on this saving throw.

Adaptive Defense

Starting at 11th level, you have learned how to make the most of your Hell Knight armor's defensive traits, altering them when necessary. Choose a damage type from the following: cold, force, lightning, necrotic, poison, radiant, or thunder. While wearing your Hell Knight armor, you gain resistance to that damage type in addition to the other resistances granted by the armor. After completing a long rest, you can switch the chosen resistance to another from the list.

Repulse Chaos

Beginning at 15th level, your foes find it nigh impossible to breach your defenses. When you activate your Exploit Disorder ability, you can spend up to 4 additional Discipline points to improve the ability's effects. You may spend 2 points to increase the duration of the ability from one round to three. You may spend 1 point to increase the dice rolled to reduce your foe's rolls from 1d6 to 1d10. Finally, you may spend 1 point to release a pulse of energy which knocks foes off their feat. Enemy creatures within 15 feet of you must make a Strength saving throw with a DC equal to your Discipline DC or be knocked back 10 feet and fall prone. Chaotic aligned creatures have disadvantage on this saving throw. If the duration of the ability has been extended, enemy creatures must repeat their saving throws against the pulse and Exploit Disorder at the start of each of your turns.

Master of Terrain

By 20th level, you have learned that the most important aspect of a strong defense is the choice of battlefield. You, however, have more control over this than most. Once per long rest, as an action you change a 60 by 60 foot area of material centered within 30 feet of you into your ideal battleground. You can raise or lower the area's elevation, create or fill in trenches, erect or flatten walls, or form pillars. The extent of any such changes can't exceed half the area's largest dimension. So, since you affect a 60-foot square, you can create pillars up to 30 feet high, raise or lower the square's elevation by up to 30 feet, dig trenches up to 30 feet deep, and so on. Any structures created which cannot reasonably support themselves collapse immediately. While the change is abrupt, it is not swift enough entrap, bury, or bludgeon foes or cause them to take fall damage. Instead, all enemies in the area must make a Strength saving throw with a DC equal to your Discipline DC or be knocked prone by the unstable ground. Then, the area fills with cracks spewing hellish flames. Any creature which begins its turn in the effected area or enters the area on its turn must make a Dexterity saving throw with a DC equal to your Discipline DC or take 6d10 fire damage. If the creature succeeds the saving throw, it takes only half damage. The physical terrain change is permanent, though the cracks cease spewing flame after 1 hour.

Signifier

Signifiers serve their Order as arcane advisors, contract brokers, and expert devil summoners.

As a Signifier, you gain proficiency in Intelligence (Arcana) or Wisdom (Insight). Furthermore, you have advantage on Charisma ability checks when dealing with creatures of the lawful alignment. Finally, you can cast the Fire Bolt, Produce Flame, and Control Flame cantrips. Charisma is your casting ability for these spells, and your Hell Knight level is your spellcaster level.

Fiendish Familiar

At 3rd level, you have begun drawing closer ties with the powers of Hell. You gain the ability to summon an Imp familiar. As part of a long rest, you can preform an hour long ritual which functions as the Find Familiar spell, but can only summon an Imp familiar. If the Imp is killed, you cannot resummon it until you take another long rest.

Damning Chains

By 7th level, you have learned to command some of Hell's order with the strength of your persona. As an action, you may spend 2 Discipline points to call forth binding chains which sear your foe's flesh and pull them down towards damnation. When enemy creatures begin their turn within 15 feet of you, or when they enter within 15 feet of you on their turns, they must make a Strength saving throw against your Discipline DC. On a failure, they are knocked prone, restrained, and take 2d10 fire damage as the chains burn their flesh. On a success, a creature resists the chains and may act normally. Restrained creatures may use their action to make a Strength check against your Discipline DC to break free, but if they fail they take another 2d10 fire damage from the attempt. This effect lasts until the end of your next turn. Chaotic aligned creatures have disadvantage on these saving throws, and take an additional 1d10 fire damage from the chains.

Summon Devils

Starting at 11th level, you are well versed with the contracts your Order has with Hell and the resources those contracts make available to you. As an action, you may spend Discipline to call forth denizens of Hell to your aid. For each Discipline point spent in this manner, you may call forth 1 CR worth of devils. The Devils appear within open spaces you designate within 90 feet of you. Have the devils roll initiative. They follow your commands to the best of their ability, but are under the DM's control. Each devil lasts for one minute or until it is reduced to 0 hit points, at which point it disappears in a burst of flame and a flash of smoke. The number of Discipline points spent per use of this ability cannot exceed half your Hell Knight level. Summoned devils cannot summon creatures and cannot use legendary actions, legendary resistances, or lair actions. For the purpose of this ability Hell Hounds count as devils.

Hell's Boons

Beginning at 15th level, you have devised a method which allows you to empower you and your allies with infernal might. Designate a number of creatures within 30 feet of you, up to your Charisma modifier. As an action, you may spend up to 6 Discipline points to grant a variety of effects to all of these creatures. Thereafter, targeted creatures retain these effects regardless of their distance from you. 2 points: Gain 4d10 temporary hit points, which are lost after one hour if unused. 2 points: Gain advantage on attack rolls, ability checks, and saving throws until the end of your next turn. 2 points: Gain darkvision and truesight out to 120 feet for one hour.

Hellish Commander

At 20th level, you have rightfully earned the respect of Hell.
Once per long rest, as an action, you take on the form of a true ally of Hell. Twin fiery horns sprout from your head. Your eyes burn like smoldering coals. Your teeth and claws lengthen and grow incredibly sharp. You sprout a fiendish whip-like tail. For one minute, you gain the following benefits: When you take the Attack action, you can make one bite attack in addition to your normal attacks. You are proficient with this bite attack and add your proficiency bonus + Strength modifier to hit. The bite deals 1d8 + your Strength modifier in magical piercing damage, and has a reach of 5 feet. You have advantage on saving throws against spells. Each Discipline point you spend on your Summon Devils ability now calls forth 2 CR worth of devils rather than 1 CR worth. You may not have more than 20 CR worth of devils summoned at any one time. Otherwise, the ability functions the same as the regular Summon Devils ability.

Pursuer

Pursuers serve as the vanguard of a Hell Knight Order. Fierce fighters and skilled trackers, they relentlessly pursue the greatest enemies of an Order and put them down. They often volunteer as members of suicide squads, sent into the heart of enemy territory to track and kill high value targets. Primed for the kill, they have a tendency to let their weapons do the talking when diplomacy stalls.

As a Pursuer, you gain proficiency in Wisdom (Survival) or Wisdom (Perception). You can take the dash action as a bonus action.

Pursuer's Instinct

At 3rd level, your intense training has allowed you to develop a sort of 6th sense for danger. You have advantage on initiative rolls, and can never be surprised.

Mark of the Damned

Beginning at 7th level, you have learned to single out a foe and target them relentlessly. As a bonus action, you can spend 2 Discipline points to mark a creature within 90 feet of you for damnation. So long as the creature is on the same plane of existence as you, you are aware of its direction and general distance from you. You have advantage on Wisdom (Survival), Wisdom (Perception), and Intelligence (Investigation) checks to track the creature. You are aware of the creature's general health, and if the creature dies, you are immediately aware of it. Similarly, you are also aware if the creature leaves your plane of existence. Each time you hit the creature with a weapon attack, you deal additional damage of your weapon's type equal to your Charisma modifier. If the creature is of the chaotic alignment, this damage is equal to double your Charisma modifier. Finally, once per turn you can re-roll an attack roll made against the creature. You can do this after the attack is made but before the results are revealed. These effects lasts until either your target is slain, one hour passes, or you use this ability on a different creature. The only known way to remove the mark otherwise is with Wish.

Master of the Hunt

Starting at 11th level, you have mastered the art of the hunt, and Hell now sends its hounds to train under you. Once per long rest, as an action, you can summon a pair of Hell Hounds. They appear in open spaces you designate within 90 feet of you. Roll Initiative for the Hell Hounds. They follow your commands to the best of their ability, but are under the DM's control. Each Hell Hound lasts for one hour or until it is reduced to 0 hit points, at which point it disappears in a burst of flame and a flash of smoke. The Hell Hounds each have additional hit points equal to five times your Charisma modifier and add your Charisma modifier to their bite's to hit and damage and to their fire breath's save DC and damage.

Inescapable Pursuit

By 15th level, your skills have increased to the point that your quarry has little chance of escape. When you active your Mark of the Damned ability, you can choose to spend up to 5 additional Discipline points to improve the ability's effects. You may spend 1 point to gain advantage on saving throws against spells and abilities originating from the marked creature. You can spend 1 additional Discipline point to double your movement speed and ignore difficult terrain, so long as you move in the direction of the marked creature. You can spend 1 additional Discipline point to increase the duration of the mark from one hour to eight hours. Finally, you can spend 2 additional Discipline points to allow the mark to function even if your target moves to a different plane of existence, in which case you are also aware of which plane your target is on.

Merciless Stalker

At 20th level, rather than a simple pursuer, you are an inevitability, like death itself. Once per long rest, as an action, you can enter a state of unrivaled killing prowess for one minute. Against the target of your Mark of the Damned ability, your critical range increases to 19-20, and your weapon attacks deal an additional 1d10 damage of your weapon's type or fire damage, your choice. Against creatures of chaotic alignment, this damage increases to 2d10. Additionally, after each attack you successfully hit against your marked target, your additional damage increases by another 1d10, or another 2d10 for creatures of the chaotic alignment. This damage increase resets to the base amount at the beginning of each of your turns. Finally, if your marked target attempts to move away from you, be it physically or using Teleportation, Dimension Door, Gate, Tree Stride, or similar supernatural, non-physical movements, you can spend your reaction to immediately move up to your movement speed towards the target and then take the attack action against the target if it is in range.

 

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