Base Class: Paladin
The Oath of the Grey Knights binds a paladin to absolute purity and unyielding war against corruption. Its exact wording may vary, but its principles are absolute.
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Purity. Never allow corruption to take root within you or your allies.
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Shield of Mortals. Stand between innocent lives and the darkness beyond.
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No Mercy for the Wicked. Against demons and primordials, show no restraint.
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Brotherhood. Trust in your order and fight as one blade against the abyss.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Protection from Evil and Good, Shield |
| 5th | Magic Weapon, See Invisibility |
| 9th | Dispel Magic, Counterspell |
| 13th | Banishment, Guardian of Faith |
| 17th | Dispel Evil and Good, Wall of Force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Psychic Smite. When you hit a creature with a melee weapon attack, you can use your Channel Divinity to deal an extra 2d10 psychic damage. If the creature is a Fiend or Primordial, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Aegis of Warding. As an action, you present your holy sigils and invoke protective wards. For 1 minute, you and allies within 10 feet of you have advantage on saving throws against being charmed, frightened, or possessed.
Aura of the Silver Aegis
You and friendly creatures within 10 feet of you have resistance to psychic damage.
At 18th level, the range of this aura increases to 30 feet.
Purging Smite
Your strikes cut through the essence of the unclean. When you use Divine Smite or a [Tooltip Not Found] spell to deal radiant damage to a creature, you also deal an extra 1d8 psychic damage.
If the target is a Fiend or Primordial, it also has disadvantage on saving throws to resist being banished until the end of your next turn.
Champion of Titan
At 20th level, you can assume the mantle of a true Grey Knight, becoming a living bulwark against evil. Using your action, you undergo a transformation that lasts for 1 minute:
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You gain a flying speed of 30 feet (hover).
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You have advantage on saving throws against spells and magical effects.
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Once on each of your turns when you hit a Fiend or Primordial with a weapon attack, the creature must make a Charisma saving throw (DC = your spell save DC). On a failure, it is banished to its native plane.
Once you use this feature, you can’t use it again until you finish a long rest.
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