Resource Title:   EYE OF GRUUMSH
Date Added:
David Eckelberry and Mike Selinker
Masters of the Wild
RTF Document of Eye of Gruumsh
February 17, 2002
A barbaric-like prestige class mainly for orcs and half-orcs.

The content below is a review of an article written by David Eckelberry and Mike Selinker, and Published by Wizards of the Coast in the official Dungeons and Dragons guidebook, Masters of the Wild. This article presents gaming information for a "d20 format" prestige class.


An Eye of Gruumsh is truly a gruesome sight! Their rather ugly orcish appearance is further augmented by constant self-mutilation of their skin. Their great disfigurement is a testament of their devotion to Gruumsh.

Their horrid appearance is made more grotesque by a bloody and painful ritual of cutting out their right eyeball. The Eye of Gruumsh candidate must perform this act in a special ceremony, without making any noise. Failure to do this, results in the (now one-eyed) candidate being no longer eligible to become an Eye of Gruumsh. By cutting out their own eye, they show their true devotion to Gruumsh. To become a candidate, the orc or half-orc must show great adeptness and brutality with the Orc Double Axe and must have no moral code that would inhibit his service Gruumsh. Eyes of Gruumsh comprise of some the toughest orcs and half-orcs in the lands.

In orc history it is said that after the elven deity Corellon Larethian stabbed out Gruumsh's left eye, that Gruumsh then called forth for loyal and devoted followers to serve in his image. Those that came forward, were known as the Eyes of Gruumsh. They sacrifice their right eye, so that their impaired vision balances with that of Gruumsh's. Seeking to avenge the insult to their deity, "Eyes" are greatly obsessed with destroying elves. It is not uncommon for an "Eye" to lead a suicidal charge into an elven force, regardless of the number of elven troops.

Eyes of Gruumsh do not typically work together. They usually have differing ideas and opinions on which way to best serve Gruumsh. Should several "Eyes" ever gather together and agree on mutual ideas, a crusade typically follows as the "Eyes" lead their joint forces thundering against their cause.

Typically in orc culture Eyes of Gruumsh are given great respect and are often promoted into leader roles. An "Eye" usually is not well suited for leadership roles, so they usually confer with a priest of Gruumsh for wisdom. As this constant consultation could be seen as a concern over who truly is the leader, the "Eye" and priest keep their followers actively involved in battles against their enemies.

Barbarians are usually the best suited to be "Eyes", especially since it allows their raging ability to continue to increase. It is not uncommon for clerics, fighters, rangers and rogues to pursue this class.


Alignment:  Chaotic evil, chaotic neutral, or neutral evil.
Racial:  Orc or Half-orc. (The DM may also permit characters of other races to pursue this class, but the character would have to have grown up around orcs.
Base Attack Bonus:  +6.
Feats:  Weapon Proficiency (orc double-axe), Weapon Focus (orc double-axe).
Special:  In a special ritual dedicated to Gruumsh the character must remove his right eye. (Note: should the character ever gain sight in both eyes, all special abilities granted upon the Eye of Gruumsh are un-usable.

Class Skills Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class Features

Hit Die:  d10

Skill Points at Each Level:  2 + Int modifier.

Weapon and Armor Proficiency:  Proficiency with light armor, medium armor, shields, simple weapons and martial weapons.

Blind Fighting:  Blind Fight Feat gained as a bonus feat at 1st level.

Rage:  At 1st level the "Eye" is also able to use the barbarian's Rage ability, at a level equal to the total of his/her barbarian levels and "Eye" levels.

Follow Orders Blindly:  At 1st level the "Eye" may grant a +2 morale bonus on Will saves to any non-good orcs or half-orcs with a HD lower than the "Eye's" level. This ability affects all those within a 30 foot radius. Any recipient of this benefit which goes against the orders of the "Eye" immediately looses this benefit. Activating this ability is a standard action. The effect lasts for 1 hour per "Eye" level.

Ritual Scarring:  Although the benefits from this ability are not gained until 3rd level, they begin to frequently disfigure their skin at 1st level. The resultant scarring and skin hardening from this ritual, grants the "Eye" gains a +1 natural armor bonus from the toughening of their skin at 3rd level. Through continued ritual scarring, the Eye gains a +1 bonus for every three levels gained after 3rd level.

Swing Blindly (Ex):  At 2nd level, the "Eye" gains a +2 strength bonus while raging. While raging, and when actively attacking, the "Eye" provokes attacks of opportunity in the same manner as if they were casting a spell.

Blinding Spittle (Ex):  At 4th level, the Eye can churn forth stomach acid and spew it at any opponent within 20 feet. First the "Eye" must score a successful hit on a ranged touch attach with a -4 penalty. Then, on an opponent's failed Reflex save (DC10 + "Eye" class level + "Eye" constitution bonus), the spittle scores a successful hit on the opponent's eyes and blinds him/her until the spittle can be rinsed away. This extraordinary ability can be used once per hour at 4th level, and twice per level at 7th level. The spittle only affects creatures with eyes, of those that don't depend on vision.

Blindsight:  At 5th level, the "Eye" gains blindsight in a 5-foot radius. Within this radius, the "Eye" can see through darkness and invisibility as if such effects did not exist. (This does not allow detection of ethereal beings). Spot and Listen checks are not required to detect creatures within the affected radius. At 8th level, the radius increases to 10-feet.

Sight of Gruumsh:  At 10th level the Eye of Gruumsh sees the moment of their death through their missing eye. This gives the "Eye" a +2 morale bonus on all saving throws from then on, until the event or time at which the "Eye" was to perish has passed. The ability is activated when after receiving the "vision", he/she truely beleives they are going to die, regardless of how accurate or irrelevant the vision may be.



+1 +2 +0 +0   Blind-Fight, Follow Orders Blindly, Rage


+2 +3 +0 +0   Swing Blindly
3 +3 +3 +1 +1   Ritual Scarring +1
4 +4 +4 +1 +1   Blinding Spittle 1/hour


+5 +4 +1 +1   Blindsight 5-foot radius


+6 +5 +2 +2   Ritual Scarring +2
7 +7 +5 +2 +2   Blinding Spittle 2/hour
8 +8 +6 +2 +2   Blindsight 10-foot radius
9 +9 +6 +3 +3   Ritual Scarring +3
10 +10 +7 +3 +3   Sight of Gruumsh

Click here to return to top of the page