Sixth Hour - Pandemonium (5e Subclass)
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Sixth Hour - Pandemonium
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.
Shield of Wind
Starting at 1st level, your AC increases by 2 when applying it to ranged attacks.
Aura of Deafening
Starting at 1st level, whenever a creature comes within 5 feet of you, you may choose to have them make a Wisdom save against your spell save DC or be deafened until they succeed on the saving throw (which they can attempt at the start of each of their turns), or they move more than 5 feet away from you. If a creature succeeds on the saving throw, they cannot be affected again until they move out of range and back in again.
Aura of Wind
Starting at 6th level, creatures within 15 feet of you can benefit from your Shield of Wind. Also, the AC bonus applies in general, not just to ranged attacks.
Starting at 14th level, your Charisma and Dexterity scores both increase by 2, to a maximum of 22.
Starting at 18th level, you gain a flying speed equal to your walking speed.