Warlock
Base Class: Warlock

Those who follow the path of the Grey Knight have sworn a pact with themselves. A pact of will to face the threats of the universe, no matter the danger. A Grey Knight will likely only meet his end on the field of battle, surrounded by the bodies of his enemies. In exchange for this ceaseless crusade and endless vigilance, the Grey Knight manifests powers of the mind. His will becomes a psionic force capable of empowering his weapons and armaments. His mind and body become protected by rites and arcane wards capable of repelling the unholy and the unclean. 

Level 3: Grey Knight Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Grey Knight Spells table, you thereafter always have the listed spells prepared.

Grey Knight Spells
Warlock Level Spells
3 Shield, Dissonant Whispers, Air Bubble, Detect Thoughts
5 Haste, Nondetection
7 Death Ward, Gate Seal
9 Circle of Power, Greater Restoration, Telekinesis

Level 3: Psychic Fortress

The first and most basic rite of the Grey Knights is the reinforcement of the mind. His will must be unbreakable and his mind a fortress against the predations of others. All those who successfully survive Grey Knight training have learned this most basic of skills. They are hardened against temptation and resistant to corruption by force of will alone.

You have advantage on saving throws against effects and abilities that would dictate your actions or your thoughts (such as Charmed and Frightened but not Stunned or Incapacitated).

Level 6: Nemesis Weapons

Nemesis Weapons are an ancient tradition of the Grey Knights. Through careful rituals and study, the weapon comes to bear a portion of the Grey Knight's psionic power. This psionic power transforms even the simplest weapons into tools of destruction. From guns that reload themselves and fire bolts of pure psionic energy to axes that can be thrown and return to their wielders hands, the psionic power of a Nemesis Weapon enables a Grey Knight to operate in a variety of combat environments without fear. They can bring the fight to the enemy, near or far, for as long as they have the strength to stand.

You have become adept at spreading the power of your mind to your weapons. When you wield a weapon, you can transform it into a Nemesis Weapon over the course of a short rest. Nemesis Weapons may do their own damage type or psychic damage, and you are proficient with your Nemesis Weapon. You cannot be disarmed of your Nemesis Weapon and may call it forth to you as an item interaction on your turn. They may be used as a spellcasting focus for you. You may only have one Nemesis Weapon at a time. They may gain one of the following properties.

Psychic Flight: If your Nemesis Weapon is a melee weapon, it gains a thrown range equal to your Charisma modifier x 10 and flies back to your hand whether the attack hits or misses.

Psychic Shells: If your Nemesis Weapon is a ranged weapon, you can infuse it with psychic might. It generates its own ammunition in the form of psychic shells that vanish once they hit or miss the target. You can repair a misfired weapon as an item interaction, as psionic energy restores its function.

Level 10: Auric Armor

Auric Armor is the chosen vestments of a Grey Knight. Through careful inscriptions, arcane secrets, and hidden technologies, a suit of armor becomes something far more ancient and powerful. The psionic energy within enables the Grey Knight enhanced tactical capabilities as they manifest relics of their order within their armor. From the ability to rapidly redeploy through surgical strikes, a halo that allows them to shrug off the predations of the mind, and energy shields that fortify their defenses with crackling fields of psychic energy, Auric Armor enables a Grey Knight to conduct his missions with the certainty the he has the tools to succeed.

You gain medium armor and shield proficiency. You can empower your armor with a fragment of your psychic might. You can don your armor on and off as an action. While wearing your armor, it cannot be removed from you. You gain resistance to psychic damage. You may pick one of the following properties to imbue into the armor, which you can change on a long rest. You have a total number of uses of each property equal to your proficiency bonus, recharging on a short rest.

Deep Strike Teleporter: You can teleport up to 30 feet in any direction to an unoccupied space you can see as a bonus action.

Auric Halo: When you are forced to make a Wisdom, Charisma, or Intelligence saving throw, you can use your reaction to add your proficiency bonus to the roll.  

Level 14: Rites of the Grey

The Rites of the Grey are the most ancient and secret rites of the Grey Knights. When a Grey Knight reaches the pinnacle of their strength, they can channel that strength into advanced rites. A Grey Knight seeking defense can focus his psionic might into his Auric Armor, allowing him to activate and enable all of its functions. Those with a desire to improve their Nemesis Weapons can channel further destructive wrath, enabling them to wield two at once and allowing each weapon to strike with increased force. Those who look inward towards their minds can wield multiple Psionic Rites at once, turning them into bastions of order and purity. 

Through meditation, a Grey Knight can tailor his preparations to meet the challenges he faces head on. And the enemies of mortals tremble at their fury.

You have learned the most powerful rites and rituals of the Grey Knights. You may select one of the following Mastery Rites, in conjunction with one of the Psionic Rites listed. You may change your Mastery Rites when you finish a long rest. You may change your active Psionic Rite on a long rest.

Mastery Rites

Supreme Auric Armor: Your chosen Auric Armor property gains one additional charge and is enhanced in the following ways:

Tactical Jump: Your Deep Strike Teleporter now teleports up to 60 feet. You may activate the feature at the end of another creature’s turn by using your reaction, expending a use to teleport up to 60 feet.

Auric Bastion: Your Auric Halo now allows a number of allies equal to your charisma modifier within 30 feet of you to add your proficiency bonus to their Intelligence, Wisdom, and Charisma saving throws when you use it. 

Supreme Nemesis Weapons: You may wield a two-handed Nemesis Weapon in one hand. Your Nemesis Weapons may add your Charisma modifier to their damage. Depending on whether it is melee or ranged, it gains one of the following properties:

Psychic Charge (Melee): When you take the Attack action, you may move up to half your speed before or after the action.

Psychic Link (Ranged): When you deal damage to a creature with your Nemesis Weapon, you mark them until the end of your next turn. While marked, you and your allies know their location and your attacks against them may ignore up to 3/4 cover. 

Psychic Titan: You gain access to all Psionic Rites. You can communicate with creatures telepathically that you are aware of within your charisma modifier miles of you that are on the same plane of existence, and they can respond back to you telepathically. Both you and your target understand all telepathic communications that have been made between you.

Psionic Rites

Untouched by Corruption: Your body and mind cannot be corrupted or twisted. You no longer age, cannot be magically aged, and your body cannot be changed or corrupted. You are unable to be made to act against your will, and your mind cannot be altered.

Fortress of the Mind: Your mind has become infused with pure psychic power. Your mind cannot be read unless you allow it, and creatures cannot communicate with you telepathically unless you allow it. When you succeed on a Wisdom, Intelligence, or Charisma saving throw, you do not suffer negative effects on passage (damage is not considered an effect).

Traverse the Warp: You have learned to use your psionics to enhance your mobility. You gain a flight speed equal to your speed and can hover. When you teleport, you may choose to teleport twice the distance. You cannot be teleported against your will.

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