Eleventh Hour - The Nine Hells (5e Subclass)
From D&D Wiki
Eleventh Hour - The Nine Hells
Long ago, a powerful archdevil called Kankerok devised a way to break down the barriers between planes. Argentahl, god of balance and order, gifted sixteen newborn children on the material plane immense power. Forty years later, Kankerok began his ritual. Unbeknownst to him, the sixteen had been preparing, being recognised as protectors of the worlds by their immense power. They had assembled a massive army of billions, the full forces of the material plane. The army traversed the sixteen Outer Planes, guarding the portals that opened and thwarting those who would attempt to pass through. During this time, the sorcerers conducted an almighty ritual sealing the barrier. After sixteen hours, the ritual and the journey of the army were complete, but during the seventeenth Kankerok enacted a devious plan- he captured the billions of fallen souls that could not move on to outer planes due to the ritual's completion, for it had negated all travel between the planes for an hour after it was complete, and transmuted them into an army of ghasts that marched upon the material plane. For this battle, however, the sixteen could lead the army, and they conquered the ghasts, freeing them in time for their souls to escape to the outer planes. Over the course of these seventeen hours, the fate of the world was changed, causing gargantuan magical ripples across time that cause some to be touched by planar magic.
Starting at 1st level, you can cast Warding Bond with an added benefit of Nondetection. Once without expending a spell slot, regaining use of it upon finishing a long rest. You have advantage on saving throws made to maintain concentration on this spell.
Might of Asmodeus
Starting at 1st level, you gain proficiency in Strength saving throws.
Ward of The Nine
Starting at 6th level, you may choose an Archdevil You are infused with their power, granting you resistance to two damage types based on your choice.
You gain resistance to Radiant and Fire damage.
You gain resistance to Force and Psychic damage.
You gain resistance to Acid and Poison damage.
You gain resistance to Fire and Psychic damage.
You gain resistance to Cold and Lightning damage.
You gain resistance to Acid and Necrotic damage.
You gain resistance to Cold and Thunder damage.
Ward of Asmodeus
Starting at 14th level, you become immune to any one damage type you have resistance to.
Starting at 18th level, you gain resistance to Bludgeoning, Piercing and Slashing damage from nonmagical weapons.