The Grey Errant (5e Subclass)
From D&D Wiki
The Grey Errant[edit]
The warlocks of the grey errant are as mysterious as their patron. Source |
Warlock Subclass
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.
Expanded Spell List[edit]
Spell Level | Spells |
---|---|
1st | shield, wrathful smite |
2nd | spiritual weapon, branding smite |
3rd | haste, blink |
4th | phantasmal killer, staggering smite |
5th | destructive wave, banishing smite |
Psionic Armor[edit]
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[edit]
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, instead of your Dexterity modifier, when not wearing armor.
Enshrouded Mind[edit]
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 must make a Charisma saving throw against your spell save DC or becomes confused (as the spell) until the start of their next turn.
Psionic Dispersal[edit]
At 10th level, you have advantage on saving throws against magical effects.
Grey Strike[edit]
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 the next minute, they are completely incapable of casting spells. At the end of their turn, they may attempt a Charisma saving throw, ending this effect on a success.
Back to Main Page → 5e Homebrew → Character Options → Subclasses