Grey Warden

*"In war, victory. In peace, vigilance. In death, sacrifice."*

*—* motto of the Grey Wardens

Through peace, through war, and until death, the Grey Wardens protect Thedas against the Blights. They are soldiers, scholars, and spies, people of every shape, size, and faith, all joined together to combat the threat of the darkspawn and the Blights that they herald. Why have they come to you? Perhaps they seek to make conscriptions, or to win glory for their order. Only those among their number are privy to their secrets. Fortunately for the curious mind, the Wardens accept all who would wield a weapon against the Blight, regardless of race, origin, or past misdeeds.

### Class Options

Grey Wardens may select any class, regardless of origin or any other restrictions.

### Second Chance

Perhaps you were a different person before the Wardens found you. You may choose another Origin, and then add Grey Warden on top of it, gaining the features of both. Alternatively, you can choose to simply keep Grey Warden as your only Origin.

### Darkspawn Sense

Your connection to the Blight means that you can sense darkspawn—and they can sense you. While the exact distance of detection varies depending on age and how long you have been a Warden, you will gain the ability to sense them from afar, manifesting as advantage on all Perception and Investigation checks to detect darkspawn and disadvantage on Stealth checks against them. At a certain distance, detection will not even require a roll and is automatic.

### Joining Taint

The Joining has infected you with the Taint, which will lead to a slow and unavoidable corruption. It does grant you some benefits as well. For example, you have greater strength and endurance (STR +1 and CON +1) and are immune to the immediate effects of the Blight, as well as all other diseases. However, you will be plagued by nightmares, have difficulty sleeping, and as you age, will eventually begin to hear the Calling, the siren song of the archdemon. Grey Wardens are expected to commit themselves to the Deep Roads once their Calling begins, to find death in battle against the darkspawn.

### Starting Equipment

* 1d4 x 10 golden guilders, 1d4 x 10 golden royals, 1d4 x 10 golden sovereigns
* A suit of class-appropriate Grey Warden armor. Choose between:
	+ **Griffon Plate** — heavy armor, AC 18, STR 14 requirement, disadvantage on Stealth
		- *Sealed Visor.* Preventing darkspawn bile or other noxious chemicals from getting in. Grants resistance to poison.
	+ **Warden Leather** — light armor, AC 13 + DEX
		- *Hidden Pocket.* Provides advantage on hiding holdout weapons from inspection.
	+ **Warden Robes** — unarmored cloth, AC 11 + DEX
		- *Lyrium Weave.* Provides advantage on concentration checks to maintain spell effects.
* Bottle of Grey Whiskey, Ritewine, or Conscription Ale
	+ Allowed to seize goods to aid their cause, Wardens combine half-full bottles to save space while traveling. Never fully emptied or—as with a kettle—cleaned, each eventually takes on a base flavor as unique as the Warden carrying it.
	+ Your bottle is labeled as a Vintage with your name on it, and is a reflection of your character. You may choose the kind of alcohol you start out carrying in it.