The Grey Errant (5e Subclass)
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The Grey Errant
The Grey Errant is something of a mystery, even to those who he bestows upon power to. Some say he is a watchful savior, who gives those in need the leg up that they need to right wrongs and fight back against the injustice of a cruel and malicious world. Others that he is a trickster and a malevolent specter, who empowers those who wish to do harm to the innocent. Yet whatever man, elf, dwarf or other race who is blessed/cursed with his power, they all end up with a strange psychic power and overtime the ability to sever magic itself from even the most powerful users.
|1st||shield, wrathful smite|
|2nd||spiritual weapon, branding smite|
|4th||phantasmal killer, staggering smite|
|5th||destructive wave, banishing smite|
- Psionic Armor
Starting at 1st level, you have a number of temporary hit points equal to your Charisma modifier. When these hit points are depleted, they replenish after 1 minute or immediately upon spending an action focusing your mind.
- Errant's Training
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with shields, and martial weapons. You may also add your charisma modifier to your AC if you are not wearing armor.
- Enshrouded Mind
Beginning at 6th level, you gain resistance to psychic damage and immunity to the charmed condition. When a creature targets you with a spell that causes the charmed condition, it makes a Charisma saving throw against your spell save DC or becomes confused (as the spell) for 1 round.
- Psionic Dispersal
At 10th level, you gain advantage against spells saves and damage from spells is reduced by your charisma modifier.
- Grey Strike
Starting at 14th level, when you hit a creature with an attack, you can use this feature to cut off a creature’s access to magic. For a number of rounds equal to half your proficiency bonus, the creature is targeted by an effect that functions as the antimagic field spell except that its range is reduced to touch and it has no radius (affecting only the creature). On its turn, a creature targeted by this feature can spend its action to make a Charisma saving throw against your spell save DC to end the effect. Once you use this feature, you can’t use it again until you finish a long rest.