Tenth Hour - Gehenna (5e Subclass)
From D&D Wiki
Tenth Hour - Gehenna
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.
Aura of Strife
Starting at 1st level, the area in a 15-foot sphere around you is considered difficult terrain for creatures hostile to you, including the air for flying creatures and the ground for burrowing creatures.
Starting at 1st level, you are considered proficient in initiative rolls.
Master of Strife
Starting at 6th level, you ignore difficult terrain, and the range of your Aura of Strife increases to 30 feet.
Starting at 14th level, you are considered proficient in Dexterity and Wisdom saving throws, and whenever you would be subjected to an effect that forces you to make a Dexterity saving throw or take half damage, you take half damage on a failed save and no damage on a successful save.
Starting at 18th level, the range of your Aura of Strife increases to 60 feet, and creatures within it have disadvantage on saving throws. Also, hostile creatures within your Aura of Strife are affected by difficult terrain even if they usually ignore it.