Yrella made her way
through the night, confident that there was nothing to fear in the dark. After
all, there was little that could still harm her, in this world or the next,
thanks to the blessings of Rovelek.
As she returned to her
territory, she was aware of the lingering dead. Most were recent, slain during
the Draconic Legions' march through the region. Some were older. Souls still
bound to the earthly plain by pain and longing, attachments that bound them to
the material world, compelling them to ignore the sweet surrender that the God
of the Dead offered.
And, beyond them, as
always, Yrella could sense the enemy stirring, roused by all the recent death
and chaos the dragonborn had brought to this land. Yrella could sense his
presence,like a fetid stink, rising around her.
Somek. Defiler of the
Grave. Enemy of the Dead.
She ran her chain
through her hand, spinning it expertly. Her spirit blazed and, if it had still
been possible, her heart would have pounded in anticipation.
If the Defiler, or his
spawn, dared appear in these lands again, she and the other Gray Wardens would
be waiting, to send them to their dooms.
The Gray Wardens are priests of Rovelek, the God of the
Dead, who sacrificed their mortal lives in service to the god. Their devotion
was so great, their self-sacrifice so pure, that the God of the Dead
resurrected them to continue their service to him as members of his Gray
Wardens.
The Gray Wardens are not undead. Whereas undead are
created via necromancy, the Gray Wardens are revived by the divine intent of
Rovelek himself. It is devine, radiant
energy that raises them up and sustains them in service to their god.
This power leaves its mark on the Gray Wardens. Their skin
and eyes possess an eerie luminosity that many other creatures find distracting
or unnerving. For this reason, Gray Wardens typically wear long shroud-like
robes when interacting with others.
As a symbol of their devotion to Rovelek, the Gray Wardens
also wear chains. Some of these chains are purely ceremonial and decorative,
but some fuction as practical weapons. For many Gray Wardens, their chains are
the only physical weapon they weild.
The Gray Wardens are all Clerics of Rovelek. Players who
wish to play a Gray Warden must play a cleric. Multiclassing, however, is allowed.
The Gray Wardens have several special traits, listed below:
Blessed Nature. A
Gray Warden does not require food, water, air or sleep to survive.
Necrotic Resistance. Gray Wardens have resistance to necrotic
damage.
Regeneration. A Gray
Warden regain 20 hit points at the start of her turn if she has at least 1 hit
point.
In addition to these special traits, Gray Wardens possess the
standard cleric abilities, but a Divine Domain unique to them.
Gray Warden Domain
Spells
1st Level Charm Person, Sleep
3rd Level Dark Vision, Invisibility
5th Level Nondetection, Suggestion
7th Level Greater Invisibility, Hallucinatory Terrain
9th Level Antilife Shell, Telekinesis
Bonus Proficiency.
At 1st level, Gray Wardens gain proficiency with their chain
weapon. This weapon deals
1d4 bludgeoning damage and has the following properties:
Reach, Special, Versatile(1d8), Finesse.
Death-Aware.
At 1st level, you gain the power to sense the presence of
the dead and undead within one mile of you. And although you can differentiate
between a restless spirit and an undead monster, you cannot identify what sort
of specific undead you sense with this ability.
Channel Divinity:
Death's Mercy
Starting at 2nd level, you can use your Channel Divinity to heal
the badly injured.
As an action, you present your holy symbol and evoke healing
energy that can restore a number of hit points equal to five times your cleric
level in a single individual. You cannot use this feature on an undead or a
construct.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature gains a bonus to
the saving throw equal to your Charisma modifier (with a minimum bonus of
+1). You must be conscious to grant this
bonus.
Divine Strike
At 8th level, you gain the ability to infuse your melee
attacks with divine energy. Once on each of your turns when you hit a creature
with a melee attack, you can cause the attack to deal an extra 1d8 radiant
damage to the target. When you reach 14th level, the extra damage increases to
2d8.
Rovelek's Revenge
Starting at 17th level, you can use your action to project
an aura of divine light around yourself that lasts for 1 minute or until you
dismiss it using another action. You emit bright light in a 60-foot radius and
dim light 30 feet beyond that. Any undead creature or necromancer within that
area has disadvantage on attacks and saving throws for the duration.