Paladin
Base Class: Paladin

Grey Knights are Dark Wardens and or Inquisitors Purging Evil wherever they find it. To see a Grey Knight is to know that Judgment has arrived and you are Guilty.

The oath is simple, cruel, and absolute.

  • All Are Guilty. No soul is without sin. To live is to offend the law of eternity.

  • No Appeal. Trials are illusions of mercy. Judgment is instant, and sentence is final.

  • Purge the Innocent. Purity is the greatest heresy, for it defies the natural stain of existence.

  • Fear is Law. Where fear reigns, order thrives. Let the guilty tremble. Let the faithful despair.

  • Condemn Without End. The work is eternal, for sin is eternal. Stop not, pity not, forgive not.

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

Channel Divinity

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

Voice of Sentence. As an action, you declare judgment on a creature within 30 feet. It must succeed on a Wisdom saving throw or be struck mute and frightened until the end of your next turn, as your words carry the weight of damnation.

Condemning Gaze. You can use your Channel Divinity to mark a creature within 30 feet as Condemned. For 1 minute, your attacks against that creature score a critical hit on a roll of 19–20, and the creature has disadvantage on saving throws against your smite spells.

Aura of Inquisition

Starting at 7th level, the air around you grows heavy with accusation. Enemies within 10 feet have disadvantage on saving throws against being frightened or paralyzed.
At 18th level, the range increases to 30 feet.

Iron Verdict

Beginning at 15th level, your blows drag the sins of the guilty into the open. When you strike a creature with a weapon attack, you can force it to make a Charisma saving throw. On a failed save, it is wracked by guilt and shame: it has disadvantage on attack rolls until the end of your next turn.


Avatar of Judgment

At 20th level, you assume the full mantle of a Grey Knight Inquisitor for 1 minute:

  • A shadowed aura radiates 30 feet around you. Hostile creatures in the aura are considered Condemned.

  • When you hit a Condemned creature, it must make a Constitution saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failed save, it takes necrotic damage equal to half its maximum hit points.

  • You are immune to being charmed, frightened, or stunned.

  • Your voice echoes with Azrael’s, carrying a dreadful command. Any creature that starts its turn within 30 feet of you must make a Wisdom saving throw or be frightened until the start of its next turn.

Once you use this feature, you cannot do so again until you finish a long rest.


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