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<blockquote data-quote="Obly99" data-source="post: 9815118" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Grey Knight (Magus Archetype)</span></strong></p><p></p><p><strong>Alters</strong> alignment, armor proficiency, spellcasting arcane pool, spell combat; <strong>Replaces</strong> magus arcana of 3rd, 12th, and 18th level, bonus feats, medium armor, heavy armor, true magus</p><p></p><p>Bathed in disciplined thought and unwavering purpose, grey knights stand as unyielding sentinels against the taint of evil. Where other magi blend blade and spell through arcane study, the grey knight tempers psychic might with holy conviction. Trained to channel emotion and will into devastating psychic force, these warrior-mystics stride into battle clad in heavy armor, their minds as unbreakable as their steel.</p><p>A grey knight’s power is not drawn from dusty tomes or occult experimentation, but from the purity of spirit that shields him from corruption. His spells manifest as flashes of radiant thought and sharpened intent, cutting through deception and wickedness alike. With a wordless surge of will, he guides sanctified energy through his weapon, striking down fiends and undead with relentless efficiency.</p><p>Psychic discipline fortifies every aspect of a grey knight’s being. Fear cannot sway him, malevolent influence slides off his mind like water from polished plate, and his righteous focus allows him to wield two-handed weapons while unleashing spells in the same breath. As he grows in power, the grey knight becomes a living bastion of purity—banishing demons with a single blow, shattering undead with psychic purgation, and standing firm on the battlefield even when death itself reaches for him.</p><p>Those who walk this path sacrifice the breadth of traditional arcane lore, but in return gain clarity, purpose, and the power to scour the wicked from the world. To become a grey knight is to swear a silent oath</p><p></p><p><strong>Alignment:</strong> A grey knight cannot be evil.</p><p>This alters alignment.</p><p></p><p><strong>Weapons and Armor Proficiency:</strong> A grey knight gains proficiency with medium and heavy armor.</p><p>This alters armor proficiency.</p><p></p><p><strong>Detect Evil (Sp):</strong> At will, a grey knight can use <em>detect evil</em>, as the spell. A grey knight can, as a move action, concentrate on a single item or individual within 60 ft. and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the grey knight does not detect evil in any other object or individual within range. When focusing on one individual or object, the grey knight <em>detect evil</em> also work as <em>detect fiendish presence</em>, allowing him to know if the target is in specific an outsider with the evil subtype (or the lingering effects caused by its gifts, presence, and spells) or a cleric or antipaladin of fiendish deities.</p><p></p><p><strong>Spellcasting:</strong> The grey knight does not follow traditional arcane scholarship. He loses access to the illusion and enchantment spells present in the magus spell list but he adds the following spells to the magus spell list:</p><p></p><p>1st: <em>protection from evil</em>, <em>divine favor</em>.</p><p></p><p>2nd: <em>align weapon</em>, <em>spiritual weapon</em>.</p><p></p><p>3rd: <em>daylight</em>, <em>magic circle against evil</em>, <em>searing light</em>.</p><p></p><p>4th: <em>dismissal</em>, <em>holy smite</em>.</p><p></p><p>5th: <em>banishment</em>, <em>dispel evil</em>, <em>mark of justice</em>.</p><p></p><p>6th: <em>blade barrier</em>, <em>chains of light</em>, <em>holy aura</em>, <em>holy word</em>.</p><p></p><p>When he cast this spells they are psychic spells instead of arcane or divine spells.</p><p></p><p><strong>Psykic Knight:</strong> A grey knight use his Charisma modifier for modify any of his magus features, including his spellcasting, that refer to Intelligence. A grey knight cast his magus spells as psychic spells instead of as arcane, thus he can cast such spells using emotion and thought components while wearing medium and heavy armor without incurring the normal arcane spell failure chance.</p><p>This alter spellcasting and replaces bonus feats, medium armor, and heavy armor.</p><p></p><p><strong>Grey Spell Combat:</strong> A grey knight gains spell combat as usualbut he does not require to have one hand free while wielding a light or one-handed melee weapon in the other hand, thus allowing him to use a two-handed weapon. When using spell combat he still takes the usual –2 penalty on attack rolls as for a two-weapon fighting.</p><p>This alters spell combat.</p><p></p><p><strong>Nemesis Blade (Su):</strong> At 3rd level, while the grey knight has a weapon enhanced with his arcane poll, he can deliver a terrible strike. As a swift action, he may spend one arcane pool point to charge the weapon with psychic energy. The next successful melee attack make before the start of his next turn with that weapon deals +1d6 force damage. This damage increase by 1d6 at 8th level and every 4 levels thereafter. Against evil creatures, the damage increase from d6 to d8. Against evil outsiders or undead, the damage increase from d6 to d10 and become pure holy power, thus ignoring any immunity or resistance. </p><p>This replaces the magus arcana of 3rd level.</p><p></p><p><strong>Purity (Sp):</strong> A grey knight of 4th level gains <em>protection from evil</em> as a constant spell-like ability with caster level equal to his magus level.</p><p></p><p><strong>Arcane Pool (Su):</strong> At 5th level, a grey knight adds the following weapon properties to the list he has available: <em>bane</em> (evil outsider), <em>bane</em> (undead), <em>ghost touch</em>, and <em>holy</em>.</p><p>This alters arcane pool.</p><p></p><p><strong>Aegis of Purity (Su):</strong> At 12th level, the grey knight becomes hardened against corruption. He gains immunity to fear and gains a +4 sacred bonus on saves against effects originated by evil outsiders, undead, or spells with the [evil] descriptor. As an immediate action, he may spend 1 arcane pool point to reroll a failed Will save against a mind-affecting effect. He must take the second result, even if worst.</p><p>This replaces the magus arcana of 12th level.</p><p></p><p><strong>Psychic Purgation (Su):</strong> Once per day at 18th level, as a full-round action, the grey knight may unleash a devastating psychic purge when using his Nemesis Blade against an evil outsider or undead. The extra damage increase to 10 damage per magus level with a Fortitude save (DC 10 + ½ magus level + his Charisma modifier) for half. A creature cannot use stalwart, mettle, or similar abilities against this effect. If the creature survive the attack, it must succeed a Will save with the same DC or suffer a supernatural <em>banishment</em> effect (if outsider; no limit of HD and the grey knight count as a thing that the target opposes, imparting a –4 on the save), or a supernatural <em>undeath to death</em> effect (if undead; no limit of HD).</p><p>This replaces the magus arcana of 18th level.</p><p></p><p><strong>Paragon of Purity (Su):</strong> At 20th level, the grey knight becomes a psychic juggernaut of holy purpose. He gains immunity to death effects, possession effects, and unwilling mind-affecting effects. His attacks are always treated as having the <em>bane</em> (evil outsiders and undead), <em>ghost touch</em>, and <em>holy</em> weapon properties.</p><p>Once per day when reduced to 0 or fewer hit points, he automatically gains a supernatural <em>heal</em> on himself (CL equal to magus level).</p><p>This replaces true magus.</p><p></p><p><a href="https://www.reddit.com/r/ImaginaryWarhammer/comments/1hcvyyq/grey_knight_by_judas_chaban/" target="_blank">Image Grey Knight by Judas Chaban</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9815118, member: 7035194"] [CENTER][B][SIZE=7]Grey Knight (Magus Archetype)[/SIZE][/B][/CENTER] [B]Alters[/B] alignment, armor proficiency, spellcasting arcane pool, spell combat; [B]Replaces[/B] magus arcana of 3rd, 12th, and 18th level, bonus feats, medium armor, heavy armor, true magus Bathed in disciplined thought and unwavering purpose, grey knights stand as unyielding sentinels against the taint of evil. Where other magi blend blade and spell through arcane study, the grey knight tempers psychic might with holy conviction. Trained to channel emotion and will into devastating psychic force, these warrior-mystics stride into battle clad in heavy armor, their minds as unbreakable as their steel. A grey knight’s power is not drawn from dusty tomes or occult experimentation, but from the purity of spirit that shields him from corruption. His spells manifest as flashes of radiant thought and sharpened intent, cutting through deception and wickedness alike. With a wordless surge of will, he guides sanctified energy through his weapon, striking down fiends and undead with relentless efficiency. Psychic discipline fortifies every aspect of a grey knight’s being. Fear cannot sway him, malevolent influence slides off his mind like water from polished plate, and his righteous focus allows him to wield two-handed weapons while unleashing spells in the same breath. As he grows in power, the grey knight becomes a living bastion of purity—banishing demons with a single blow, shattering undead with psychic purgation, and standing firm on the battlefield even when death itself reaches for him. Those who walk this path sacrifice the breadth of traditional arcane lore, but in return gain clarity, purpose, and the power to scour the wicked from the world. To become a grey knight is to swear a silent oath [B]Alignment:[/B] A grey knight cannot be evil. This alters alignment. [B]Weapons and Armor Proficiency:[/B] A grey knight gains proficiency with medium and heavy armor. This alters armor proficiency. [B]Detect Evil (Sp):[/B] At will, a grey knight can use [I]detect evil[/I], as the spell. A grey knight can, as a move action, concentrate on a single item or individual within 60 ft. and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the grey knight does not detect evil in any other object or individual within range. When focusing on one individual or object, the grey knight [I]detect evil[/I] also work as [I]detect fiendish presence[/I], allowing him to know if the target is in specific an outsider with the evil subtype (or the lingering effects caused by its gifts, presence, and spells) or a cleric or antipaladin of fiendish deities. [B]Spellcasting:[/B] The grey knight does not follow traditional arcane scholarship. He loses access to the illusion and enchantment spells present in the magus spell list but he adds the following spells to the magus spell list: 1st: [I]protection from evil[/I], [I]divine favor[/I]. 2nd: [I]align weapon[/I], [I]spiritual weapon[/I]. 3rd: [I]daylight[/I], [I]magic circle against evil[/I], [I]searing light[/I]. 4th: [I]dismissal[/I], [I]holy smite[/I]. 5th: [I]banishment[/I], [I]dispel evil[/I], [I]mark of justice[/I]. 6th: [I]blade barrier[/I], [I]chains of light[/I], [I]holy aura[/I], [I]holy word[/I]. When he cast this spells they are psychic spells instead of arcane or divine spells. [B]Psykic Knight:[/B] A grey knight use his Charisma modifier for modify any of his magus features, including his spellcasting, that refer to Intelligence. A grey knight cast his magus spells as psychic spells instead of as arcane, thus he can cast such spells using emotion and thought components while wearing medium and heavy armor without incurring the normal arcane spell failure chance. This alter spellcasting and replaces bonus feats, medium armor, and heavy armor. [B]Grey Spell Combat:[/B] A grey knight gains spell combat as usualbut he does not require to have one hand free while wielding a light or one-handed melee weapon in the other hand, thus allowing him to use a two-handed weapon. When using spell combat he still takes the usual –2 penalty on attack rolls as for a two-weapon fighting. This alters spell combat. [B]Nemesis Blade (Su):[/B] At 3rd level, while the grey knight has a weapon enhanced with his arcane poll, he can deliver a terrible strike. As a swift action, he may spend one arcane pool point to charge the weapon with psychic energy. The next successful melee attack make before the start of his next turn with that weapon deals +1d6 force damage. This damage increase by 1d6 at 8th level and every 4 levels thereafter. Against evil creatures, the damage increase from d6 to d8. Against evil outsiders or undead, the damage increase from d6 to d10 and become pure holy power, thus ignoring any immunity or resistance. This replaces the magus arcana of 3rd level. [B]Purity (Sp):[/B] A grey knight of 4th level gains [I]protection from evil[/I] as a constant spell-like ability with caster level equal to his magus level. [B]Arcane Pool (Su):[/B] At 5th level, a grey knight adds the following weapon properties to the list he has available: [I]bane[/I] (evil outsider), [I]bane[/I] (undead), [I]ghost touch[/I], and [I]holy[/I]. This alters arcane pool. [B]Aegis of Purity (Su):[/B] At 12th level, the grey knight becomes hardened against corruption. He gains immunity to fear and gains a +4 sacred bonus on saves against effects originated by evil outsiders, undead, or spells with the [evil] descriptor. As an immediate action, he may spend 1 arcane pool point to reroll a failed Will save against a mind-affecting effect. He must take the second result, even if worst. This replaces the magus arcana of 12th level. [B]Psychic Purgation (Su):[/B] Once per day at 18th level, as a full-round action, the grey knight may unleash a devastating psychic purge when using his Nemesis Blade against an evil outsider or undead. The extra damage increase to 10 damage per magus level with a Fortitude save (DC 10 + ½ magus level + his Charisma modifier) for half. A creature cannot use stalwart, mettle, or similar abilities against this effect. If the creature survive the attack, it must succeed a Will save with the same DC or suffer a supernatural [I]banishment[/I] effect (if outsider; no limit of HD and the grey knight count as a thing that the target opposes, imparting a –4 on the save), or a supernatural [I]undeath to death[/I] effect (if undead; no limit of HD). This replaces the magus arcana of 18th level. [B]Paragon of Purity (Su):[/B] At 20th level, the grey knight becomes a psychic juggernaut of holy purpose. He gains immunity to death effects, possession effects, and unwilling mind-affecting effects. His attacks are always treated as having the [I]bane[/I] (evil outsiders and undead), [I]ghost touch[/I], and [I]holy[/I] weapon properties. Once per day when reduced to 0 or fewer hit points, he automatically gains a supernatural [I]heal[/I][B] [/B]on himself (CL equal to magus level). This replaces true magus. [URL='https://www.reddit.com/r/ImaginaryWarhammer/comments/1hcvyyq/grey_knight_by_judas_chaban/']Image Grey Knight by Judas Chaban[/URL] [/QUOTE]
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