Fighter
Base Class: Fighter

Martial archetype of the Nine Hells. You are a fighter of the 9 hells of Asmodeus. Whether you learned these techniques through a mentor with a scarred past, or you yourself are, or were once a servant of hell, does not matter. For once you begin to draw upon the powers of the hells, they infect you, and the more you grow into their techniques, the more favours you may owe them. Therefore, this Archetype is not without sacrifice and must be used carefully. 

Level 3: Hellish Manifestation

At 3rd level, you are taught the lies and deception techniques of hell. You become proficient in deception. 

At 3rd level, you learn the ability to fight according to the lords of hell you serve. These Lords form a triumvirate, giving each fighter access to three unique hellish manifestations born from a unique circle of Hell. You may choose three hellish manifestations from the list of nine to learn. These abilities can be used as a free action. You can unleash these hellish manifestations a number of times equal to double your proficiency bonus. Each hellish manifestation you conjure counts against the total number used. Only one hellish manifestation may be active per turn, and each recharge after a long rest.

The first circle (Avernus) - This circle serves as the battlefield of the blood wars, an eternal battle between Daemons, which no one will ever win. This circle emphasises endurance over raw strength. If you choose this circle, you may draw upon the cleansing fires of Avernus to roll a Constitution saving throw against a DC of 12. On a success, you heal 2d12 + your fighter level. On a failure, you take 2d8 fire damage

 

The second circle (Dis) - This circle is dominated by the sinners of the flesh, who are not able to abandon their earthly desires, and created the iron city to continue their debauchery of excess. If you choose this circle, you are able to choose one creature to have all charisma checks made against with advantage. You may choose a creature that is hostile as the target of the manifestation. Further, while under your influence, any attacks made against them will not be met with hostility, believing the attacks to be a pleasant sensation. However, the creature will attack back if it was already doing so. This lasts until the end of the target's turn. However, after that round, the target becomes hostile to you if it was not already, as it realises your lies and cannot be targeted by this manifestation again. 

 

The third circle (Minauros) - This land of marshes and rotten landscape breeds a rotted resilience. If you choose to unleash this manifestation, you gain 2 x your fighter level of temporary hit points, as rotten flesh, blisters and clotted arteries swell over your body. However, for as long as these temporary hit points remain, your real hit points begin to decay. Each turn, you take 1d4 damage to your real hit points. While these temporary hit points are active, you can use other Hellish Manifestations. 

 

The fourth circle (Phlegethos) - This circle is one of ash and heat, where all that rises crumbles and falls. You have learnt this ebb and flow, and much like the volcanoes that dot the landscape, you are able to unleash a massive burst of fury before crumbling. You are able to take 1 extra action, and if you choose to use your action surge this turn, you roll the attack and hit dice of your action surge at advantage. However, at the end of your turn, you gain the stunned condition. 

 

The fifth circle (Stygia) - This circle is where frigid River Styx forms into a fast ocean, where those who are bred of wrath thrash about against the current and each other. Those who choose to unleash this manifestation make all attacks on their turn with disadvantage as they go literally blind with rage. However, their strength becomes unmatched, increasing their strength modifier by 2 and rolling their damage die with advantage. This lasts for 1 turn. 

 

The sixth circle (Malbolge) - The people of this circle live in a massive prison complex for breaking the rules of Hell. Those who choose this manifestation may cast the banishment spell against a target they have hit instead of rolling hit die. The target must succeed on a DC 5 Wisdom saving throw or be moved into the prisons of Malbolge for as long as the spell lasts. While in Malbolge, the target cannot take any actions or bonus actions.

 

The seventh circle - is one marked by betrayal, both the sinners who commit violence against their fellow man and the archdevil Beelzebub, who betrayed Asmodius. Those who take this manifestation too can channel this betrayal. You may expend a use of hellish manifestation to cast hellish rebuke as a reaction. This is cast at level 1 at fighter levels 1-4, level 2 at 5-8, level 3 at 9-12, level 4 at 13-16 and level 6 at 17-20. The spell DC is equal to 8 + your proficiency + your charisma modifier. 

 

The eighth circle (Cania) - Is marked by terminally cold weather and ancient arcane experiments. So too do the fighters of Cania learn to imbue their weapons with frost magic. When you make a weapon attack against a target, everyone within 10ft of the target (friends and foes alike) takes 2d6 cold damage and has their speeds halved.

 

The ninth circle (Nessus) - Those lucky enough to learn the skills of this circle of hell are among the truly favoured of Asmodeus's minions. As these fighters are the most skilled and resourced of all of hell, they understand far more than a common fighter. You may use this manifestation to gain proficiency in any skill or weapon; this only lasts for one hour and can be used as a reaction. 

 

Hell Fire Wepons

 

7 - At the seventh level, you learn to channel hellfire into your fighting style. All attacks you make deal magical fire damage. This damage cannot be resisted by normal fire resistance. Only fiends with fire resistance can resist your attacks. You also gain 120 ft of dark vision.

 

 

Hell's Grasp

 

10 - At 10th level, the grasp of hell begins to weave further through your body and give you unnatural strength. You can channel this 3 different ways. 

 

  • Fiendish strength - when you use second wind, it brings forth your devilish might. Until you roll a 10 or below (including modifiers) on a weapon attack, you may add your proficiency bonus to your damage die. After rolling a 10 or below (including modifiers), you lose control of the unnatural strength, ending the effect.
  • Devilish charisma - When you make a deception check against anyone without a good alignment, you gain expertise. If made against someone with good alignment or a paladin, you have disadvantage on that roll. 
  • Devil eye - When you hit an enemy, you may forgo rolling damage dice to instead force them to stare into your eyes, exposing them to the chaos of hell. The target must roll a Wisdom saving throw against 8 + your proficiency + your charisma. Or be driven temporarily mad. While mad attacks have an advantage against the maddened creature, the creature will also not be able to choose who it targets. Randomly choosing a target.  

 

A Worthy Investment

15 - At 15th level, the bureaucracy of hell begins to look upon you favourably as a valuable investment. When you drop to 0 hit points, hell will intervene on your behalf, conjuring 1 bone daemon. This daemon shares the same intuitive order as you. While you are down, the daemon takes any attacks that would have been aimed at you. You can command this daemon even if you are downed. Once conscious you may command this daemon as a bonus action. This feature can be used 3 times before needing a short rest to recharge. 

 

Hell's Sword

 

18 - At 18th level, you are a true champion of hell and have learned most of what there is to know about hell and its ways. Starting at this level, you have access to every circle's hellish manifestations. Further, every time you use Action Surge, you regain 2 uses of your hellish manifestations. 


You also learn the ways of Asmodeus himself; all creatures of your choice within 30ft of you must make a DC 12 Wisdom saving throw or become maddened for one turn. This maddened condition is the same as it is for devil eye. If they resist the effect you can try again against one enemy as a free action on your turn. 

 

Further, once per long rest as a free action on your turn or as a reaction to someone attempting to hit you, you are able to channel the force of will of a true champion of Asmodeus, replicating the abilities, AC, resistances and hit points of one arch-daemon of hell (except for Asmodeus himself). This Arch-daemon must be from a circle of hell, you originally chose at level 3. This lasts until the start of your next turn. (So, until the end of your next turn, you use the stat block of an Arch-demon of your choice. Once the transformation ends, any hit points lost during the transformation are not allocated to you, similar to wildshape.)

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