Grey Warden (3.5e Class)

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Grey Warden[edit]

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Grey Wardens are beacons in their own rights.

Making a Grey Warden[edit]

Grey Wardens stand as the forefront of combat against abominations such as Darkspawn (in a Dragon Age campaign) or Undead (in a normal fantasy setting). Wherever a Grey Warden walks there is a chance of recruiting someone to the cause. Some might even become Grey Wardens themselves.

Abilities: Strength and Dexterity are major, as well as Constitution. Grey Wardens also benefit from Charisma, as their smite is focused on that as well.

Races: Grey Wardens are typically Dwarven, Human, or Elven. However other Races may go through the proving and attempt to become a Warden themselves.

Alignment: Any Lawful or Neutral, however Grey Wardens typically are not of Evil alignment. A Lawful Evil or Neutral Evil warden may be looked at with a strange eye. Might even be excommunicated from the order, depending on which branch.

Starting Gold: As Paladin

Starting Age: As Paladin.

Table: The Grey Warden

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +2 Deadly Focus, Detect Darkspawn/Undead, Smite Darkspawn/Undead 1/day
2nd +2 +3 +3 +3 Defensive Stance, Defensive Parry
3rd +3 +3 +3 +3 Exotic Intelligence
4th +4 +4 +4 +4 Deft Specialization
5th +5 +4 +4 +4 Smite Darkspawn/Undead 2/day, Remove Disease 1/day
6th +6/+1 +5 +5 +5
7th +7/+2 +5 +5 +5 Slay Darkspawn/Undead
8th +8/+3 +6 +6 +6
9th +9/+4 +6 +6 +6
10th +10/+5 +7 +7 +7 Smite Darkspawn/Undead 3/day, Remove Disease 2/day, Improved Deadly Focus
11th +11/+6/+1 +7 +7 +7
12th +12/+7/+2 +8 +8 +8 Improved Deft Specialization
13th +13/+8/+3 +8 +8 +8
14th +14/+9/+4 +9 +9 +9
15th +15/+10/+5 +9 +9 +9 Smite Darkspawn/Undead 4/day, Remove Disease 3/day
16th +16/+11/+6/+1 +10 +10 +10 Sentinel Stance
17th +17/+12/+7/+2 +10 +10 +10
18th +18/+13/+8/+3 +11 +11 +11 Mastered Taint
19th +19/+14/+9/+4 +11 +11 +11
20th +20/+15/+10/+5 +12 +12 +12 Smite Darkspawn/Undead 5/day, Remove Disease 4/day

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (any 3), Ride (Dex), and Swim (Str).

Class Features[edit]

Weapon and Armor Proficiency: A Grey Warden is proficient with all simple and martial weapons, as well as shields (excluding Tower Shields).

Deadly Focus (Ex): At first level, a Grey Warden is granted Weapon Focus feat for a single weapon, even if it does not meet the requirements. All Grey Wardens are considered highly talented practitioners of their own craft, or even just skilled.

Smite Darkspawn/Undead (Su): A Grey Warden gains this at first level. This ability is similar to the Smite Good/Evil ability of a Paladin, however works solely on Undead and Darkspawn alike. With a near divine fury, a Grey Warden is able to deal additional damage to darkspawn and undead. The bonus damage is equal to the Grey Warden's Cha Mod x Grey Warden Level. This ability scales at the rate a Paladin's Smite does in terms of usages.

Detect Darkspawn/Undead (Su): At first level, a Grey Warden is able to sense the presence of Darkspawn and Undead from distances away. This ability passively allows them to detect these creatures within 100 feet of the Grey Warden. This nullifies any undead with an ability which allows them to hide from the living or deceive the living and pretend to be one of their own. For example, a vampire could not hide that they are a vampire from a Grey Warden.

Defensive Stance (Ex): At 2nd level, a Grey Warden can enter a defensive stance, a position of readiness and trance-like determination. A Grey Warden can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. Every three levels after 1st, he can maintain the stance for 2 additional rounds per day. A Grey Warden can enter this stance as a free action. While in a defensive stance, the Grey Warden gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves.

Defensive Parry (Ex): At 2nd level, a Grey Warden can parry while in a defensive stance. Once per round, unless the Grey Warden has the Combat Reflexes feat, the Grey Warden may parry an attack from a single opponent made against him. This parry uses up the ability to make an opportunity attack. If the Grey Warden has the Combat Reflexes feat, they may parry one attack made against them per opponent targeting them equal to the number of attacks of opportunity they would normally be granted. In order to parry, you must make an opposed attack roll against the enemy's attack roll. Should you beat the enemy's roll, you successfully mitigate the attack and take no damage.

Exotic Intelligence (Ex): At 3rd level, a Grey Warden can learn to use weapons outside his forte. He can pick up a weapon he is not proficient with and attempt an intelligence check DC15 to learn how to use it. Pass or fail, he can only do this once per day.

Deft Specialization (Ex): At 4th level, a Grey Warden is granted Weapon Specialization feat for their Focused weapon, even if it does not meet the requirements. All Grey Wardens are considered highly talented practitioners of their own craft, or even just skilled.

Remove Disease (Su): At 5th level, a Grey Warden learns how to remove diseases with Poultices and Potions. Once per day, increasing every five levels, a grey warden may use a healing potion to instead cast Remove Disease as per the spell.

Slay Darkspawn/Undead (Su): At 7th level, a Grey Warden is extremely skilled at destroying undead and darkspawn foes. Once per encounter, the Grey Warden may choose to kill a single undead or darkspawn target. The target must make a will saving throw DC(10 + 1/2 Warden level + Cha Mod) or instantly be destroyed.

Improved Deadly Focus (Ex): At 10th level, a Grey Warden now gains double the bonus of Weapon Focus for their chosen weapon at 1st level.

Improved Deft Specialization (Ex): At 12th level, a Grey Warden is granted double the bonus the Weapon Specialization feat would normally grant for their Focused weapon.

Sentinel Stance (Ex): At 16th level while in a defensive stance, the Grey Warden is able to strike any target he can reach that strikes an ally he is 5 feet away from. The Grey Warden can only strike a target once using this class feature per round.

Mastered Taint (Su): At 18th level a Grey Warden has mastered the taint of the Darkspawn. All of his attacks against Undead or Darkspawn are granted a +5 to Attack and Damage rolls.

Campaign Information[edit]

Playing a Grey Warden[edit]

Religion: While many are religious and worship a divine aptly named the "Maker", not all are religious at all. Instead of worshiping the Maker, the Grey Wardens may worship any deity they choose, or choose to remain unclaimed by religion.

Other Classes: Grey Wardens are typically accepting of others from any walk of life. They prefer to keep the company of those of high ability no matter what their social standing is.

Combat: Grey Wardens are often the Bruisers of a party. However some do prefer to follow the path of the archer..

Advancement: Some Grey Wardens prefer to stay the line of a beacon in the front line. Others have magical talent and may multiclass into a spellcasting class. Grey Wardens who multiclass into wizard do not suffer the penalties generally outlined in multiclassing rules.

Grey Wardens in the World[edit]

“Join us, brothers and sisters. Join us in the shadows where we stand vigilant. Join us as we carry the duty that can not be forsworn. And should you perish, know that your sacrifice will not be forgotten. And that one day we shall join you.” ―The traditional words that begin a Joining

Grey Wardens fit in a party as well as any paladin or fighter does.

Daily Life: Grey Wardens spend their days however they normally would outside of fighting the forces of the dead and the darkspawn.

Notables: Alistair.

Organizations: Grey Wardens are usually small circles of warriors that congregate in their fortresses around the world, however, they are very secretive of their traditions as if word ever got out about how their joining works, there would be an international witch hunt.

NPC Reactions: Reactions vary.

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