Fourteenth Hour - Arcadia (5e Subclass)
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Fourteenth Hour - Arcadia
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, choose two tools or skills you are proficient in. You double your proficiency bonus when applying it to those skills or tools.
Starting at 1st level, you can cast the Guidance or Resistance cantrips as a bonus action on your turn, whether you know them or not.
Starting at 6th level, you become proficient in all charisma-based checks.
Starting at 14th level, each of your ability scores can reach as high as 22. Also, your Charisma increases by 2.
Starting at 18th level, you can choose to deal the maximum possible damage when you roll damage dice. You must finish a long rest before you do so again.