Fighter
Base Class: Fighter

You discovered how to enhance your martial prowess using the supernatural powers of glyphs. The ancient practice of glyph magic originated with devils. All devils can cast use glyphs to perform magical acts, but some have an affinity for certain glyphs over others. You likely learned your methods first or second hand from such a devil on the material plane, or your bloodline has an infernal taint to it.  Whether you were taught how to cast glyphs, or the knowledge manifested to you naturally after spending time in combat, you leaned into the devil's craft. In time, you learned how to cast glyphs and how to invoke their magic, ultimately becoming a Hell Knight.

Bonus Proficiencies

You gain advantage when using the Deception skill, and you learn to speak, read, and write Infernal.

Devil's Cunning

You can imbue yourself with the deception of devils. As a bonus action, you magically gain the following benefits, which last for 1 minute:

• You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

• You have advantage on Dexterity checks and Dexterity saving throws.

• Your weapon attacks deal an extra 1d6 damage.

You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

Glyph Magic

You learn how to use glyphs to perform magical abilities. When you gain this feature, you learn how to use two glyphs of your choice(see “Glyph Options”).

Whenever you finish a long rest, you can ready two glyphs by transcribing them onto the palms of your hands. Your glyph remains on your palm until you finish a long rest, and your palm can bear only one of your glyphs. Each time you gain a level in this class, you can replace one glyph you know with a different one you know.

Glyph Options

Here are rune options for the Glyph Magic feature. They are all magical effects. If a glyph requires a saving throw, your Glyph Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Avernus

This Glyph's magic channels the undying fury of Zariel, Lord of Avernus.  While this glyph is readied you have advantage on saving throws against being charmed or slept.

In addition, you can invoke this Glyph as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Cania

This glyph's magic channels the raw arcane understanding of Mephistopheles, Lord of Cania.  While this glyph is readied, you gain advantage on saving throws against spells. If you succeed on such a saving throw, you gain temporary hit points equal to the spell’s level. In addition, when you or a creature you can see within 30 feet of you is hit by a spell, you can use your reaction to invoke the glyph and cause that spell to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the spell regardless of the spell's range. Once you invoke the rune, you can’t do so again until you finish a short or long rest

Dis

This glyph's magic channels the masterful craftsmanship of Dispater, Lord of Dis. While this glyph is readied, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with a weapon attack, you can invoke the glyph to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Maladomini

This glyph's magic evokes the redemption and honesty of Baalzebul, Lord of Maladomini.  While this glyph is readied, you have advantage on Wisdom (Insight) checks, but you cannot tell a lie to any other creature the same type as yourself.  In addition, you can invoke the glyph as a bonus action on your turn, and choose one creature you can see within 30 feet of you. Until the start of your next turn, you gains advantage on all ability checks and attack rolls, while the chosen creature suffers disadvantage on all ability checks, attack rolls, and saving throws.

Malbolge

This glyph's magic channels the cunning of Glasya, Lord of Malbolge.  While this glyph is readied, you have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.  In addition, you can invoke the glyph as a bonus action and you, along with anything you are wearing and carrying, magically become invisible until the end of your next turn. Once you invoke the glyph, you can’t do so again until you finish a short or long rest.

Minauros

This glyph's magic emulates the shrewdness and greed of Mammon, Lord of Minauros.  While this glyph is readied, you have advantage on Wisdom (Insight) checks and Wisdom (Investigation) checks.

In addition, you can invoke the glyph and cast the spell Secret Chest, to either disappear or recall a chest.  Once you invoke the glyph, you can't do so again until you finish a short or long rest.

Nessus

This glyph channels the raw power and ambition of Asmodeus, Lord of Nessus and of all the Nine Hells.  Offering a glimpse of the power the ruler of the Nine Hells has to offer, but also imposing the cost of the burden he carries to those that choose to study it.  When this glyph is readied, you have advantage on all skill checks and saving throws, but if you break a law that is currently applicable to you, you are instantly disintegrated.  In addition, when you hit a target with a weapon attack, you can invoke the glyph to summon Hellfire: the target must succeed on a constitution saving throw or take 8d6 fire damage, half as much on a successful save. Once you invoke the glyph, you can’t do so again until you finish a short or long rest.

Phlegethos

This glyph's magic emulates the charisma and persuasiveness of Fierna, Lord of Phlegethos. While this glyph is readied, you have advantage on Charisma(Performance) checks and Charisma (Persuasion) checks. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the glyph and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Stygia

This glyph's magic emulates the cold desperation of Levistus , Lord of Stygia. While this glyph is readied, you are immune to Cold damage and the effects of cold weather. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the glyph and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Defensive Glyphs

You learn to invoke your glyph magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2). In addition, you learn one new rune of your choice from the Glyph Magic feature (for a total of three).

Devil's Stature

The magic of your glyphs permanently alters you. When you gain this feature, your physical appearance changes to reflect your connection with the Nine Hells  Your eyes might catch fire, or you might grow horns or wings. Moreover, the extra damage you deal with your Devil's Cunning feature increases to 1d8. In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

Glyph Magic Mastery

You can invoke each glyph you know from your Glyph Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. In addition, you learn one new glyph of your choice from the Glyph Magic feature (for a total of five).

Blessing of the Nine Hells

You learn how to share your glyph magic with your allies. When you use your Devil's Cunning feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Devil's Cunning feature.

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