An Infernal Demon Knight is a martial warrior who has forged a pact not with a demon lord, but with the very essence of the Infernal itself—the primordial flames, sulfurous fury, and inexorable chains of damnation that define the Nine Hells. Through ritualistic scarring and trials of unimaginable pain, they have bound this infernal power to their flesh and soul, becoming a living conduit of hellfire and tyranny. They are not servants of evil, nor are they necessarily champions of righteousness. They are executors of absolute will, wielding the burning authority and relentless chains of the damned while their own seared resolve protects them from being consumed by the inferno they command.
Duality of an Infernal Demon Knight
- The Infernal: Represents their burning authority, their merciless judgment, and their capacity to inflict suffering and control. It manifests as wreathing flames, chains of searing iron, attacks that burn both body and soul, and the oppressive heat of damnation itself.
- The Demon: Represents their transformed nature—their enhanced physical prowess, their fearsome presence, and their supernatural resilience. It manifests as demonic features (horns, scaled skin, burning eyes), unnatural strength, and an aura of terror that breaks the will of enemies.
The Infernal Demon Knight is a premier Bruiser and Striker.
- Bruiser: They thrive in sustained melee combat, dealing consistent damage while shrugging off wounds through infernal regeneration and hellish resilience. They excel at punishing enemies who dare stand against them.
- Striker: They deliver explosive, high-damage attacks that can eliminate priority targets. Their ability to mark enemies for damnation and execute devastating finishing blows makes them lethal assassins of the front line.
Powers & Abilities of an Infernal Demon Knight
- Hellforged Resilience. A core defensive ability. When the Knight would be reduced to 0 hit points, they can spend an Infernal Brand to instead drop to 1 hit point. Their body erupts in protective flames that deal fire damage to all creatures within 5 feet. They can use this ability once per long rest.
- Chains of Subjugation. A melee attack that, on a hit, allows the Knight to manifest burning chains that wrap around the target. The target's speed is reduced by 10 feet until the end of the Knight's next turn, and if the target moves more than 15 feet away from the Knight, they take fire damage.
- Soulfire Blade. The Knight can spend an Infernal Brand to ignite their weapon with flames that burn the spirit. The next successful weapon attack deals extra fire damage and the target must make a Wisdom saving throw or have disadvantage on their next attack roll, as their resolve is scorched away.
- Immolation Zone. An area-of-effect ability. The Knight designates a point on the battlefield within 60 feet, and the ground erupts in a 15-foot radius circle of hellfire that lasts for one minute. Any creature that enters the area for the first time on a turn or starts its turn there takes fire damage. The Knight is immune to this damage.
- Bulwark of Damnation. The Knight can assume a stance where their form becomes wreathed in protective infernal flames and reinforced by demonic strength. While in this stance, they gain temporary hit points and resistance to all non-magical physical damage, but their movement speed is reduced by 10 feet as they become an immovable wall of judgment.
- Infernal Lunge. As a bonus action, the Knight explodes forward in a burst of flames and smoke, teleporting up to 30 feet to an unoccupied space they can see. Each creature within 5 feet of the space they left takes fire damage as the flames lash out.
- Knockback Eruption. After using Infernal Lunge, the Knight can choose to unleash a concussive blast of infernal force. All enemies within 10 feet of their arrival point must make a Strength saving throw or be pushed 10 feet directly away from the Knight and knocked prone, as if struck by a hammer blow from Hell itself.
- Condemn the Wicked. The Knight can mark a creature they can see within 30 feet as damned. As an action, they brand the target's soul with an Infernal Mark. For the next minute, the Knight deals an additional 1d8 fire damage whenever they hit the marked target with a weapon attack, and the target has disadvantage on saving throws against the Knight's abilities.
- Hellfire Nova. The Knight raises their weapon high and slams it down, spending two Infernal Brands to release a devastating explosion of hellfire in a 20-foot radius sphere centered on themselves. All enemies within the area must make a Dexterity saving throw or take massive fire damage (half on a success) and be set ablaze, taking additional fire damage at the start of their next turn. The Knight is unaffected.
- Aura of Despair. As an action, the Knight can channel the oppressive atmosphere of the Hells, creating a 15-foot radius aura around themselves that lasts for one minute. All enemies within the aura have disadvantage on saving throws against being frightened, and any creature that starts its turn in the aura must make a Wisdom saving throw or become frightened of the Knight until the start of their next turn.
- Gaze of Judgment. The Knight fixes their burning eyes upon a creature within 30 feet, forcing them to witness their own damnation. The target must make a Charisma saving throw or be paralyzed with terror for one round as they experience visions of their inevitable punishment. On a successful save, the target is instead frightened until the end of their next turn. This ability represents the soul-shattering authority of infernal judgment.
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