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Class Initial Features

Class Skills

Hellknight is one of the Prestige Classes available in Pathfinder: Wrath of the Righteous. Most Hellknights are lawful neutral and proudly avoid being “tainted” by distractions such as good or evil, but some who rise in power shift toward tyrannical and cruel natures


"Not all who start as novice armigers have what it takes to become a full-fledged Hell Knight, but those who do receive a wide array of abilities as they grow more powerful. While the individual powers and focus of a particular Hell Knight vary according to his order, all Hell Knights are universally feared and respected in regions where they maintain a presence. Most Hell Knights are lawful neutral and proudly avoid being “tainted” by distractions such as good or evil, but some who rise in power shift toward tyrannical and cruel natures."


Hellknight Information






Hellknight Progression




Fort Save

Ref Save

Will Save


 1 1 1 0 0 Aura of law, detect chaos, order, smite chaos 1/day
 2 2 1 1 1 Discern lies, Hell Knight armor
 3 3 2 1 1 Discipline, force of will
 4 4 2 1 1 Smite chaos
 5 5 3 2 2 Hell Knight armor
 6 6 3 2 2 Discipline, force of will
 7 7 4 2 2 Lawbringer, smite chaos
 8 8 4 3 3 Hell Knight armor
 9 9 5 3 3 Discipline, force of will, infernal armor
 10 10 5 3 3 Hell's knight, smite chaos


Smite Chaos

Once per day, a Hellknight can call out to the powers of law to aid him in his struggle against chaos. As a Swift Action, the Hellknight chooses one target within sight to Smite. If this target is chaotic, the Hellknight adds his Charisma bonus (if any) to his attack rolls and adds twice his Hellknight level to all damage rolls made against the target of his Smite. Smite chaos attacks automatically bypass any DR the creature might possess. In addition, while Smite Chaos is in effect, the Hellknight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the Smite. 

If the Hellknight targets a creature that is not chaotic, the Smite is wasted with no effect.

The Smite Chaos lasts until the target dies or the Hellknight selects a new target. At 4th level, and at every three levels thereafter, the Hellknight may Smite Chaos one additional time per day.


At 7th level, a Hellknight's attacks are treated as being lawful for the purpose of overcoming damage reduction.

Infernal Armor

 As long as he wears Armor, a 9th-level Hellknight gains a +2 bonus on all Persuasion checks. In addition, while wearing the Armor, he gains resistance to fire 30, resistance to acid 10, and resistance to cold 10.


Hell's Knight

At 10th level, a Hellknight can grant a weapon he wields one of the fgollowing special abilities: axiomatic, flaming burst, or unholy. Additionally, Hellknight becomes immune to fire while wearing Armor.

Armor Training

Starting at 3rd level, a Fighter learns to be more maneuverable while wearing Armor. Whenever he is wearing Armor, he reduces the Armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a Fighter can also move at his normal speed while wearing medium armor. At 7th level, a Fighter can move at his normal speed while wearing heavy armor.

Force of Will

At 3rd level, a Hellknight gains a +2 bonus on Will saves against Spells with any one of the following subschools or descriptors: charm, compulsion, fear. At 6th level,. the Hellknight chooses another subschoolor descriptor from the list and gains a +2 bonus on his Will save against Spells of that type, and the bonus provided by his first selection increases to +4. At 9th level, he chooses from the list again, and both previous selections increase by +2, so that he has a +6, a +4, and a +2 bonus, respectively, against Spells of three different groups.



At 3rd-level, a Hellknight gains access to his first discipline. At 6th level, the Hellknight gains a second discipline. At 9th level, the Hellknight gains his third discipline. When applicable, the save DC to resist a discipline's effect is equal to DC 10 + the Hellknight's level + his Charisma modifier. The Hellknight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he can use his discipline once per day. At 6th level, he can use both disciplines twice per day each. At 9th level, he can use all three of his disciplines three times per day.

Order (Hellknight)

A character must choose one Hellknight order to join at 1st level. The choice of order determines what disciplines the character gains later access to.  


Hellknights Order in Pathfinder: Wrath of the Righteous





Order of the Chain

Hellknights of the Chain value social order and responsibility, seeking to root out anarchists and fugitives. They have reputations as relentless hunters who drag lawbreakers away in chains. These Hellknights keep meticulous count of the number of criminals they’ve brought to justice; they never abandon the pursuit of a fugitive, and they believe everyone has a specific, crucial role to play in society.

At 1st level you gain a +2 bonus to CMB and CMD. This bonus increases by +1 at 5th and 9th level.

Order of the Gate

Order of the Gate Hellknights seek to curb and prevent lawlessness through magic and manipulation. They have reputations as mysterious, emotionless, and sometimes cruel magic-users. Many are convinced that the Order of the Gate’s Hellknights are spying on them or already know their secrets. Sometimes this fear is true, as the order’s members prefer preventing crime to punishing it and often use manipulation, information-gathering, and spying to further their agenda.

While a Hellknight of the Gate wears armor, he reduces the arcane spell failure chance by 5% at 1st level, 10% at 5th and 20% at 9th level.

Order of the Godclaw

Order of the Godclaw Hellknights enforce law with a crusader’s zeal, going where they’re needed most in the fight against the forces of chaos. They know no bounds or borders in the quest for absolute order. To Hellknights of the Godclaw, the cause of order is a holy mandate for which they will travel far to battle chaos in lands that know little of civilization. To others, these Hellknights’ faith is likely inexplicable—some believe the members of the order are experts in all five individual faiths or even that they are heretics.

At 1st level you gain an aura which you can use 3 times per day. It lasts 1 minute and grants all allies in a 30 feet radius a +1 moral bonus to AC, attack and damage rolls against chaotic enemies. This bonus increases by +1 at 5th and 9th level.

Order of the Nail

Order of the Nail Hellknights idealize civilized societies and seek to unite all people in advancing that cultural baseline. In fact, the Order of the Nail’s members preach that anyone who doesn’t embrace their own culture is a criminal and heathen who must be destroyed. The order’s members idealize the lifestyles and challenges of frontier settlers, no matter the displacement, indignation, or cruelty they might visit on those who were there before.

At 1st level, a Hellknight selects a creature type from the ranger favored enemies list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and 9th level this bonus increases by additional +2.

Order of the Pyre

Hellknights of the Order of the Pyre seek to combat outlandish faiths and beliefs, preventing them from gaining purchase in the Inner Sea region. They are cult hunters first and foremost, but also fight to repress other philosophies they deem dangerous. These Hellknights hate and vocally condemn cultists, priests of rare religions, and followers of mystical orders.

At 1st level, whenever you receive fire damage, you gain fast healing 5 for the number of rounds equal to your level in this prestige class. At 5th level you gain fast healing 10 and at 9th level you gain fast healing 15 instead.

Order of the Rack

Order of the Rack Hellknights hate wastefulness of both thought and deed. They crush pointless dreams, end rebellions, and trample frivolous or dangerous inventions. They also closely observe individuals, seeking hints of destructive ambitions and wasteful vices, and are skilled at destroying seditious writing and strange inventions.

Three times per day as a standard action you can target a single creature. That creature must pass a Will saving throw (DC 10 + level in this prestige class + your Charisma bonus) or become unable to cast spells for a number of rounds equal to caster level in this prestige class. At 5th and 9th levels you gain one additional use of this ability. The same effect occurs when you score a critical hit.

Order of the Scourge

Hellknights of the Scourge seek out corruption within order and laws not fit for the lawful. They question and seek to determine the difference between what is legal and what is for the greater good—owing allegiance to no one nation or ruler. Their quests for order often take them places that other Hellknights cannot tread, both physically and philosophically. As a result, their commitment to the Measure and the Chain must be beyond reproach.

Whenever you land a killing blow, all enemies in a 15 feet radius suffer a -2 penalty on Will saving throws for 3 rounds. This penalty increases to -3 at 5th and -4 at 9th level.






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