Skip to main content
A red dragonborn warrior stands in full plate armor, massive horned pauldrons, and a tower shield bristling with intercepted arrows in this cover image.

Get all 15 subclasses in the Complete Warden!

Warden Subclass

Grey Watchman

Perform Lethal Maneuvers in Combat

Ever-vigilant and unceasing in your duties, you are a watcher of the realms of Humanoids, called to keep guard over a fortress or wall. As a Grey Watchman, trained in the arts of combat, you have honed your skills to a razor’s edge to repel any invaders that might challenge your land. You needn’t keep watch over the same castle your entire life, but, wherever you travel, you are dedicated to keeping your land safe from invading armies, marauding monsters, and other external threats.

Level 3: Battle Tactics

You can perform incredible feats of daring fueled by special dice called Battle Dice.

Battle Dice. You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the following
Battle Dice table.

Maneuvers. You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed later in the subclass description.

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.

Battle Dice

Warden Level Battle Dice
3 2d6
7 3d6
13 3d8
19 4d8

Level 3: Siege Defender

Well-versed in repelling attackers, you gain the following benefits.

Siege Stance. If you end your turn and haven’t moved during the current turn, you have Advantage on readied attacks and Opportunity Attacks until the start of your next turn.

Tight Formation. While you are within 5 feet of two or more allies that don’t have the Incapacitated condition, enemies can’t have Advantage on attack rolls against you.

Level 6: Unyielding Surge

When you become Bloodied, you can regain an expended Battle Die (no action required).

Once you use this feature, you can’t use it again until you roll Initiative or finish a Short or Long rest.

Level 10: Hold the Line

When you use the Grasp option of your Guardian Tactics, while in the Emanation, you and your allies have Advantage on Strength, Dexterity, and Constitution
saving throws.

Level 17: Unbreakable Sentinel

You can become a paragon of battle. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Martial Recovery. At the start of each of your turns, you regain one expended Battle Die.

Deadly Strike. When you hit with a maneuver, add an extra Battle Die to the damage roll without expending it.

Deft Maneuver. You gain a special additional Bonus Action that you can take once on each of your turns. You can take this special Bonus Action only to use a maneuver.

Maneuver Options

The maneuvers are presented in alphabetical order.

Bear Hug. When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to attempt to
grapple the target. Roll the Battle Die. The target takes extra Bludgeoning damage equal to the roll of the Battle Die, and the target subtracts the Battle Die from its saving throw to avoid or end the Grappled condition.

Bull Rush. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll, you can expend one Battle Die as a Bonus Action to perform a Bull Rush. The target takes extra Bludgeoning damage equal to the roll of the Battle Die, and must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.

Heel-Cutter. When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to prevent the target from escaping. Add the Battle Die to the attack’s damage roll. The target must succeed on a Strength saving throw or its Speed becomes 0 until the end of its next turn.

Lightning Reflexes. When you roll Initiative, you can expend one Battle Die immediately after regaining your Battle Dice. Add the Battle Die to your Initiative roll. You can’t use this maneuver if you have the Incapacitated condition.

Rampage. Once on each of your turns, immediately after you reduce an enemy to 0 Hit Points or score a Critical Hit with a melee attack roll, you can expend one Battle Die to move up to your Speed and make a melee attack (no action required). On a hit, you add the Battle Die to the attack’s damage roll.

Staggering Strike. When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to daze the target. Add the Battle Die to the attack’s damage roll. The target subtracts the Battle Die from the next attack roll it makes before the end of your next turn.


Get even more subclasses in the Complete Warden!

Or check out more innovative base classes in Valda’s Spire of Secrets

Leave a Reply