Grey Knight (5e Class)

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Grey Knight[edit]

a hooded figure moves quickly across the battlefield, he points to a Hezrou and charges a blow with his sword, when the monster attacks the warrior he becomes a shadow and the monster attack misses, the warrior disappears and then reappears only a few moments behind the demon, too late to notice, the monster is the pierced in the chest and lightning is released from the sword, killing the creature.

meanwhile a glorious knight in dull armor is holding up against a barbed devil, after delivering a large number of blows he is surprised by a lethal attack, but before falling he channels all his strength to unleash a mighty attack, which destroys completely the monstrosity in front of him and then get up again.

not far away a knight with a skull-shaped helmet is surrounded by a group of imps, when the creatures start running towards him he slams the halberd to the ground and starts praying, the imps attack him several times, but no attack seems to take effect, then a shock wave sends the imps flying away, the chaplain closes his eyes and begins to concentrate and he manifests a psychic wave, all the heads of his opponents burst in a shower of blood.

Grey Knight are selected only from the human that can use their mind to connect with the warp: a mystical plain of existencem where time and space are only a name and where you can find Chaos in its purest form. Grey Knight once served the Imperium of Man, an enormus empire from another world, their role is to kill all of the warp spawn: demon, undead and all of monstrosity that treaten humanity. But these days is almost impossible to find a Grey Knight, since the fall of the empire only few are alive, they still serve the Emperor Will and worn armor with purity seal rappresenting old prayers and litanies, such as: "The warrior faith is an impenetrable shield and the mightiest of the sword" found on the armor of a dead body near a skeleton of a dragolich. Grey Knight were created to defende humanity, and so will be till the end of time.

Creating a Grey Knight[edit]


Quick Build

You can make a Grey Knight quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution.

Class Features

As a Grey Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Grey Knight level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Grey Knight level after 1st

Proficiencies

Armor: light, medium, heavy
Weapons: martial, simple
Tools:
Saving Throws: constitution, wisdom
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) longsword or (b) halberd
  • shield
  • (a) breastplate or (b) half-plate armor

Table: The Grey Knight

Level Proficiency
Bonus
Features
1st +2 Psychic Power, Psychic Point, Perils of the Warp, Benediction of The Warp
2nd +2 They Shall Know no Fear, Demon hunter
3rd +2 Discipline, Incense ritual, purity seal
4th +2 Ability Score Improvement, Heroical Intervention
5th +3 Extra Attack, Psychic Power
6th +3 Mind Shield, Rite of Banishing
7th +3 Disciplines feature, Psychic Power
8th +3 Ability Score Improvement
9th +4 Disciple of Kaldor
10th +4 Disciplines feature, Psychic Power
11th +4 Extra Attack(2)
12th +4 Ability Score Improvement
13th +5 Deny the Witch
14th +5 Disciple of Kaldor (2)
15th +5 Disciplines feature, Psychic Power
16th +5 Ability Score Improvement
17th +6 Disciple of Kaldor (3)
18th +6 Disciplines feature, Psychic Power
19th +6 Ability Score Improvement
20th +6 Master of the warp


Psychic Power
Instead of using spell slot a Grey Knight gain its power from an another plane of existence: The Warp, using only the power of its mind to focus all of the energy generated to this plane and manifesting powerful attack, starting at level 1 you know Warp Smite and another 2 power from the list at the bottom of the page called "Psychic Power".

Psychic point
This points rappresent how much a Grey Knight can stress its mind before exploding, you start with 2 points and you gain 1 for every level in this class.

Manifesting a Psychic Power
To successfully manifest a power you need to spend point (called PP) as shown at the end of the page, however you then need to make a wisdom check and roll at least equal the "Warp Charge" of the power, failing the roll only waste the action and the point.

Perils of the Warp & Benediction of the Warp
The Warp is a plane that most demon can use and its dangerous to explore, however it can grant a lot of advantages; every time you roll a nat 20 while attemping to manifest a Power you have your Psychic Points refunded, if you roll a nat 1 you take D6 psychic damage (you cant have resistence/immunity) equal to your total level.


They Shall Know no Fear "...and they shall know no fear", the emperor said, and so would be. Starting at level 2 you cant be frightened.

Demon Hunter
Starting at level 2 you gain the following beneficies while facing a demon: +1 to hit, +1 AC, +2 damage, advantage to all the roll against the demon effect.

Incense Ritual Starting at level 3 you can use incense and 15 GP worth of material to celbrating a ritual, blessing your weapon or shield, the ritual take 1 hour to complete and you can only use 1 weapon/shield blessed with this ritual; blessing a weapon grant +1 to hit or damage (your choice) and a shield increase the AC by 1.

Purity Seal


<!-Subclass Feature->[edit]

At 3^ level, you chose a Discipline. Choose between Librarian, Chaplain or Guardian, all detailed at the end of the class description. Your choice grants you features at 3 level and again at 7, 15 ,18

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Chaplain

Chaplains lead from the front as awe-inspiring warrior-priests, fighting wherever the foe is most fierce, leading his brethren and praising the Emperor through the destruction of His enemies. Rejoicing in the glorious act of war, Grey Knights Chaplains exhort their Battle-Brothers to ever greater deeds of bravery and devotion.

Litanies, Dominus power

starting at level 3 a chaplain is able to recite a single litany before fighting; you can choose 2 litanies after each long rest and try to recite one using an action, you can choose from the list below:

Litaniy of Hate (AURA 15ft): friendly creature can reroll 1 hitroll per turn if they are inside the aura, for this turn.
Mantra of Strenght: add 3 to the damage to 1 weapon this chaplain is equipped with for 1 minute.
Catechism of fire(AURA 15ft): add 10 to the movement of friendly creature for this turn if they start their turn inside the aura.
Intonement of guidance: select 1 friendly creature that creature can ignore disadvantages for this turn.
Refrain of convergence: select a friendly creature within 30ft, that creature have advantage on magic related saving throw and magic attack are resolved with disadvantage for 1 turn.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Librarian

<!-Introduce this subclass here->All Grey Knights possess a degree of psychic ability which is further developed and enhanced by their years of training, achieving the levels of power commanded by the Librarians, they are all capable of manifesting certain powers and abilities, creating great effects and more devastating psychic attacks.

<!-Class Feature->

<!-Class feature game rule information->

Shadow Form

Starting at level 7 When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage you can spend 2 point, to instead take no damage if you succeed on the saving throw, and only half damage if you fail. in addition you can spend 1 additional point to increase your ac by 2 until the start of your turn, but you cant attack as long as this ability is active. if you are hit during this turn, shadow form end. (you cant boost the ac more than 2 using this ability)


Psychic Hood

tarting at level 15 each time you try to deny the witch you gain the follow ability: increase the range of deny the witch by 30ft, add 1 to the result, if you are within 30 ft of the caster make the rool with advantage, if you are within 10 ft of another Grey Knight add 5 to the result.

<!-Class Feature->

<!-Class feature game rule information->

Guardian

These Champions stand at the forefront of each Grey Knight brotherhood, a superlative warrior who has forsaken all other martial disciplines to pursue perfection with the blade. They will willingly sacrifice themselves if necessary, but this ultimate sacrifice is rare, however, as few foes are skilled enough to defeat a Brotherhood Champion of the Grey Knights in combat.


Martial Superiority,Dominus Disciplines

<!-Class feature game rule information->Starting at level 3 a guardian gain an additional power, however from this point it can choose power from either the stardard power or the Dominus power (detalied at the end), in addition it can spend 3 psychic point (to a maximum of 9) to add 1d8 (to a maximum of 3d8) of psychic damage until the start of your turn.


Even In Death I Shall Serve

<!-Class feature game rule information->Starting at level 7 if your hit point are dropped below 1 by a melee attack, you can use a reaction to make an attack, if the attack hit the target, instead of falling you get back in the fight with 1 hit point. you have to wait for a short or long rest to use this ability again, but at level 14 you can use this ability 2 times.


Honor or Death

<!-Class feature game rule information-> Starting at level 15 you can perform an heroical intervention if the enemy is at 15 ft from an allies, in addition you can attack 2 time or use a psychic power, also you dont provoke an opportunity attack if you move using this class feature.


The Emperor's Sword

<!-Class feature game rule information-> starting at level 18 a guardian can unleash a powerful blow from its weapon, until the start of your next turn, you can use a bonus action to double your strength and if you deal a critical hit triple the damge instead of double it. you have to wait for a short or long rest to use this ability again.

Psychic Power

Warp Smite: 1 PP, warp charge 10, 1 action, range 60ft. this attack hit automatically dealing 2d6 psychic damage, every warp smite against the same target increase the warp charge by 1.
Psychic Fortress: 1PP, warp charge 12, 1 action, aura 10ft. Since the start of your next turn increase the AC of friendly creature by 1 inside your aura.
Veil of Time: 2 PP, warp charge 14, 1 bonus action, range 30ft. select a friendly creature, it can use its bonus action as if he were in its turn
Veil of Time: 2 PP, warp charge 14, 1 bonus action, range 30ft. select a friendly creature, it can use its bonus action as if he were in its turn

Obscuration power

Santic Power

Dominus Power


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