Paladin
Base Class: Paladin

Hammers of the Emperor 

As a Grey Knight it is your duty to exterminate Chaos, to redicate all evil , and punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
    • You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
    • A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Grey Knights Spells
Paladin Level Spells

3rd

command, identify

5th

branding smite, moonbeam

9th

blink, counterspell

13th

banishment, dimension door

17th

telekinesis, Wall of force

Daemon hunter's gift

Starting at 3rd level you learn three cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them.

Angels of death

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Sons of the Emperor

Starting at 15th level, the Emperors gene-seed within you empowers your might to purge the evil foes that threat Mankind. When you make a damage roll that deals radiant damage, it ignores resistance to radiant damage. If a creature has immunity to radiant it is treated as if it would have resistance. 

Mankind's finest

At 20th level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and imbues your weapon. Your transformation lasts for 1 minute or until you end it as a bonus action. 

During it, you shed bright light in a 15-foot radius. Any Fiend that attempts to attack you do so with disadvantage, blinded by the daemonic purging light you emit.

You can attempt to cast banishment on a fiend without spending a spell slot for as long as you are transformed.

Once you use this trait, you can't use it again until you finish a long rest.

Oath Of The Grey Knights Image

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