Fighter Martial Archetype
Drawing power from dark bargains struck with otherworldly fiends, hellknights combine martial prowess with infernal magic. Unlike the eldritch knight, the hellknight’s power comes not from careful study or practice but rather from sheer force of will and their connection to the infernal.
When you select this archetype at 3rd level, you augment your martial abilities with infernal magic. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the warlock spell list.
Spell Slots. The Hellknight Spellcasting table shows how many spell slots you have to cast your spells, as well as what level the slot is; all of your spells slots are the same level. To cast one of these spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known. You know two first level spells of your choice from the warlock spell list.
The Spells Known column of the Hellknight Spellcasting table shows when you learn more warlock spells. A spell known must be no higher than what’s shown in the table’s Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
|Level||Spells Known||Spell Slots||Slot Level|
At 3rd level, you can use any simple or martial weapon as a spellcasting focus. Any simple or martial weapon that you wield counts as magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage.
Beginning at 7th level, when you use the Second Wind action, you also regain a single spell slot.
At 7th level, you gain a single Eldritch Invocation. You gain an additional Invocation at 15th level.
At 10th level, you can use a bonus action to sacrifice some of your life force in exchange for greater magical power. You take 1D6 damage. Until the end of your next turn you have advantage on spell attack rolls. Once you use this feature you must finish a short or long rest before you can use it again.
At 18th level, when use your Action Surge to use the attack action, you may also cast a spell that has a casting time of 1 action.