Twelfth Hour - Archeron (5e Subclass)
From D&D Wiki
Twelfth Hour - Acheron
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, your hit point maximum increases by 1, and it increases by 1 each time you gain a level.
Way of the Warrior
Starting at 1st level, you become proficient with four martial weapons of your choice and can use Charisma instead of Strength or Dexterity for the attack and damage rolls. You also become proficient with light armour.
Force of War
Starting at 6th level, your spell save DC and spell attack bonus increase by 1.
Shield of Acheron
Starting at 14th level, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don’t take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take. Once you use this feature, you can’t use it again until you finish a long rest.