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# Sacred Oath: Grey Knights I am the hammer, I am the right hand of the Emperor, the instrument of His will, the gauntlet about His fist, the tip of His spear, the edge of His sword!
### Tenets of the Grey Knights - **Humanity's Shield.** A light against the darkness, the Grey Knights stand against the greatest threat Mankind has ever faced. They are the champions of reason, order and righteousness, holding back Daemons and the scions of the Dark Gods. - **A Blade Against Chaos.** They are the Imperium's mightiest weapon against the Warp, transhuman Space Marine psykers, and its single enduring hope for salvation. - **Hidden Chapter.** The existence of the highly secretive Chapter is virtually unknown outside of the Inquisition and the highest echelons of the Imperial adepta, and is a well-guarded secret enforced by mind-wipes and even assassination of Imperial citizens if necessary. ### Oath Spells | Paladin level | Spells | |:-:|:-:| | 3rd | Magic Missile, Sanctuary, Shield | | 5th | Mind Spike, Misty Step, Warp Sense | | 9th | Counterspell, Intellect Fortress, Thunder Step | | 13th | Arcane Eye, Dimension Door, Gate Seal | | 17th | Far Step, Hold Monster, Modify Memory | ### Channel Divinity **Teleport Shunt.** You can use your Divinity Channel to flicker out of reality and emerge at exactly the right location to unleash your devastating power. When you take the Dash Action, instead of gaining extra movement equal to your speed, you can use your reaction to teleport up to your speed to a unoccupied space that you can see, then immediately make an attack. **Psychic Onslaught.** Your Divinity channel can be used alongside Psi weaponry to channel a battle-brother’s fury. When you take the Attack Action on your turn, you can use your Channel Divinity to cast a spell with a casting time of 1 action as a bonus action. Alternatively, when you use your action on your turn to cast a spell with a casting time of 1 action, you can use your Channel Divinity to take the Attack action as a bonus action. \columnbreak ### Haloed in Soulfire *The armour worn by the Grey Knights is inscribed with hexagrammic wards. In conjunction with the purity of spirit and psychic might of the wearer, they can resist otherworldly attacks.* Starting at level 7, while you aren't incapacitated, creatures of your choice cannot teleport to or from a place within 10 feet of you, and can't benefit from being invisible within 10 feet of you. At 18th level, the range of this aura increases to 30 feet. ### Untainted and Unbowed *Utterly incorruptible, the warriors of the Order of Purifiers stand strong, even in the face of the darkest evils.* Starting at level 15, if you would roll a saving throw against being charmed, frightened, incapacitated, paralyzed, petrified, poisoned, stunned or unconscious, you can automatically pass the save instead. You can do so PB times, and you regain expanded uses after you finish a long rest. ### Grand Master, Psychic Epitome Starting at level 20, you irradiate an warp-disturbing field, inside which you have a surreal control over magic. Whenever a creature within 30 feet of you cast a spell, you can use your reaction and choose one of the following effects: - If that spell has a creature make an ability check, you can impose advantage or disadvantage or this roll. - If that spell has a creature make an attack roll, you can impose advantage or disadvantage or this roll. - If that spell has a creature make a saving throw, you can impose advantage or disadvantage or this roll. You choose independently for each roll. ### Sources for flavor texts: - https://wahapedia.ru (en) - https://warhammer40k.fandom.com (en)