Source: UA14 - Villainous Options Revisited (18.06.2026)

Inflict Hellish Wounds and Damn Enemies
Hell Knights are the champions of archdevils and other high-ranking fiends of the Nine Hells, such as cambions and night hags. Armed with the techniques of the Nine Hells’ fiercest warriors, Hell Knights inflict infernal wounds and fight with the tenacity of a devil.
Devils and other sinister figures employ Hell Knights to enact their will across the multiverse. A Hell Knight might serve as a soldier on the front lines of the Blood War, while another might be tasked with punishing creatures that violate infernal contracts or flee their consequences. Others act as interplanar bounty hunters, hastening the journey of wicked souls to the River Styx.
A Hell Knight’s relationship with the Nine Hells is transactional. Archdevils see Hell Knights as an investment, and Hell Knights benefit in turn. The Hell Knight Pursuits table lists reasons why a Fighter might become a Hell Knight.

Hell Knight Pursuits

1d6 You became a Hell Knight because you …
1 Desired treasures only the Nine Hells could grant you.
2 Hungered for power beyond mortal bounds.
3 Made a wager with a devil - and lost.
4 Sacrificed your soul to spare someone else’s.
5 Sought vengeance on an adversary who wronged you deeply.
6 Were fooled by fine print in an infernal contract.

Level 3: Diabolical Gift

As a soldier for the agents of the Nine Hells, you’ve been given fiendish powers. You gain the following benefits.

Devil’s Sight. You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself.

Devil’s Talents. You know Infernal, the language of devils. If you already know Infernal, you learn another language of your choice.
You also gain proficiency in one of these skills of your choice: Deception, Performance, or Sleight of Hand.

Level 3: Hell-Forged Weapon

When you take the Attack action, you can imbue each weapon that you are holding with hellfire, transforming it into a Hell-Forged Weapon. It remains transformed in this way until you use this feature again, you have the Unconscious condition, or the weapon is more than 5 feet away from you for 1 minute or more. You can also end this effect early (no action required).
While you wield a Hell-Forged Weapon, it sheds Dim Light in a 5-foot radius, and whenever you deal damage with the weapon, it can deal your choice of Cold, Fire, or Necrotic damage or its normal damage type (choose when you imbue the weapon with hellfire).

Level 3: Infernal Wound

Your Hell-Forged Weapon can inflict infernal wounds.

Infernal Wound Die. You have an Infernal Wound Die, which is a d6.

Inflicting Infernal Wounds. When you hit a creature with your Hell-Forged Weapon, you can deal extra damage equal to one roll of your Infernal Wound Die. This extra damage is of the same type you chose when you imbued the weapon with hellfire. You also give the target an infernal wound if it doesn’t already have one.
While wounded in this way, the target takes damage of the chosen damage type equal to one roll of your Infernal Wound Die at the start of each of its turns. The wound lasts for 1 minute, until the target regains Hit Points, or until the target or a creature within 5 feet of the target takes an action to stanch the wound.
You can use this feature a number of times equal to your Constitution modifier (minimum of once).
You regain all expended uses when you finish a Short or Long Rest.

Level 7: Advanced Wounds

When you roll your Infernal Wound Die, you can apply one of the following effects. If you roll a 6 on the Infernal Wound Die, the effect you choose has an additional Devil’s Luck effect. Once you use this feature, you can’t do so again until the start of your next turn.

Purulence of Minauros. Caustic pus erupts from the wound. Each enemy in a 5-foot Emanation originating from the target takes Acid damage equal to your Constitution modifier, and the target has the Poisoned condition until the end of its next turn.
Devil’s Luck: Each creature that takes Acid damage from this effect has a –1 penalty to its AC until the end of your next turn.

Rupture of Cania. The wound ruptures with a spurt of arcane energy. The target takes Force damage equal to your Constitution modifier.
Devil’s Luck: The target subtracts 1d6 from the next saving throw it makes before the end of your next turn.

Stygian Gangrene. Infernal rime spreads from the wound. The target takes Cold damage equal to your Constitution modifier, and it can’t take Reactions until the start of its next turn.
Devil’s Luck: The target’s Speed is halved until the end of its next turn.

Level 7: Infernal Equipment

Your armor and weapons embody infernal armaments forged in the fires of Avernus, granting you the following benefits.

Infernal Resilience. Whenever you finish a Short or Long Rest, choose a damage type: Cold, Fire, or Necrotic. While wearing Heavy armor or wielding a Shield, you have Resistance to that damage type until you choose a different one with this feature.

Unholy Power. When you roll your Infernal Wound Die, you can treat a roll of 1 as a 6.

Level 10: Hellfire Surge

When you use your Action Surge while holding a Hell-Forged Weapon, you erupt with hellfire in a 20 foot Emanation originating from you that lasts until the end of your next turn. Whenever a creature suffering an infernal wound starts its turn within the Emanation, it takes damage equal to two rolls of your Infernal Wound Die instead of one.

Level 15: Devil's Misfortune

When a creature with an infernal wound hits you with an attack roll, you can take a Reaction to roll your Infernal Wound Die and reduce the damage taken by the number rolled. On a roll of 6, roll your Infernal Wound Die again (to a maximum of three rolls total), and reduce the damage taken by the total rolled.
In addition, if the attack is a Critical Hit, it becomes a normal hit.

Level 18: Infernal Bargain

When you roll a 6 on your Infernal Wound Die three or more times before the start of your next turn, you gain Heroic Inspiration. You can use Heroic Inspiration in the following way.

Infernal Inspiration. If a creature you can see within 120 feet of you rolls a d20 for a D20 Test, you can expend your Heroic Inspiration to force the target to reroll the d20.
If the number rolled causes the target to succeed on the D20 Test, you regain an expended use of Indomitable or Second Wind (your choice). If the number rolled causes the target to fail the D20 Test, you lose Hit Points equal to 3d6 plus your Fighter level.