+ Amandil, Dunedain Warrior, Level 6

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Amandil

Warrior, Level 6 The Harrowed


+3
Dunedain Lure of Power

Jack of All Trades:

✔ +7
0
+4 ✔ +5 21 0 30
18 +1
+2
-1

0 52
10 +2 6d10

Grim: You are so troubled by the portents of your dream that you
+2  0
 +2 can't help but display it.
15
 ✔ +7
Dark Secrets: You are certain that your dreams touch the
 -1
Shadow. You are looking hard into it.
 ✔ +4
 I am destined to strike a mortal blow against Shadow.
+1 ✔ +5

◆ ✔ +5 I am not strong enough to see my dream through; the dream
13  ✔ +4
should have been given to someone else.
 ✔ +4
 +2
 +1
+2  +2
14  -1 Lore of Númenor
 -1 Raised in the wild
 +1
Sterner than Steel
 +1
-1 Foreknowledge
 0

8  0 Fighting Style: Defence


 ✔ +5 Second Wind
 +1
Action Surge
12 Style Focus: Defence
Birthright: Morinehtar
Cultural Heirloom: Star of the Dunedain
Armour: All armour, shields Extra Attack
Weapons: Simple and martial weapons

Tools: None

Languages: Sindarin, Westron

Morinehtar (LS) (Vers.) +8 1d8+5 Slashing

Dagger (Fin/Thr) +7 1d4+4 Piercing

Great Bow +3 1d8 Piercing

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30 1.86m (Medium) 85 kg
Green Long Brown Normal
Martial

A Black hooded travelling cloak


Travelling gear for the current season
Backpack
Belt dagger
Black boots
Pipe & Pipeweed
Well-made blue blanket
Heavy Mail
Long Sword
Great Shield
Arrows (20)
Great Bow
Athelas salve (Heals 1d4+1 hit points)

25

Ο Amandil υπήρξε από τους δυνατούς


πολεμιστές του Άρθενταϊν. Έχοντας
πολεμήσει αρκετές μάχες στο όνομα του
αρχαίου Νούμενορ είναι από τους βασικούς
ανθρώπους στους οποίους εμπιστεύεται ο
βασιλιάς Αρβέντουι τη μοίρα του βασιλείου
του.

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Features and Abilities

Culture - Lore of Númenor: You have proficiency in the History Class (Weaponmaster) - Masteries (Birthright): You have
skill. acquired a weapon of fine make and long lineage. Give your
weapon a name (Morinehtar). When you first acquire this
Culture - Raised in the Wild: You have proficiency in the Survival weapon, you gain advantage on any Charisma (Intimidation) or
(Persuasion) ability checks while you carry it. At 3rd level, the
skill.
weapon grants a +1 bonus to all attack and damage rolls.
Culture - Sterner than steel: You resist Shadow corruption better
than most, for your spirit is resolute, and your mind is not easily Class - Cultural Heirloom: Star of the Dunedain: The Dúnedain
overthrown. Raise your Wisdom score by 1 point. You have have opened uncounted paths in the Wild, and have created many
refuges and encampments. The need for secrecy is so vital for
advantage on Wisdom saving throws against Corruption.
their survival that it is a command of their captains that no one
may be revealed the whereabouts of these places, nor taught to
Background - Foreknowledge: Your dream often grants you decipher the signs and runes leading to them, before they have
riddles, verses and visions that not only directly aid you on your earned their place among their veterans. You have been
quest but also tangentially give you an insight into people and recognised this honour, and you are now entitled to wear a silver
places that may only be peripherally related to your dream.
brooch shaped like a rayed star upon your left shoulder.
Whenever you enter a new community or meet a person of note,
you may have a flash of insight about their relationship to your
dream. For example, if you are meeting a lord for the first time When you are within the ancient boundaries of the realm of
you may recall that a dream-verse indicates that he acts Arnor, you may make a DC 15 Intelligence (Investigation) ability
honourably, which likely means that you can trust him. Similarly, check in order to find one of these hidden refuges. If successful,
you may walk into a community with a vision of their friendly faces the refuge is within two day's march; on a natural 20, it is mere
turning to abandonment and even betrayal when they stand with hours away.
others in the face of Shadow. Be forewarned, however, that such
knowledge may be incomplete. The lord may have acted The refuges of the Dúnedain are always safe places, but their
honourably over guilt about his past duplicity, and the community nature varies wildly: a refuge may be nothing more than a dry
may only have broken and run due to the influence of the agents clearing on a hilltop, a shepherd's hut, a natural cave hidden by a
of Shadow. waterfall or the ruins of a hill-fort.

Class - Fighting Style (Defence): While you are wearing armour, Player-heroes repairing there may find shelter, supplies of
you gain a +1 bonus to AC. firewood, stores of dried food, medicinal herbs, and, if the place is
inhabited, the possibility of exchanging tidings with other
Class - Second Wind: You have a limited well of stamina that you Dúnedain, or receiving or sending out messages.
can draw on to protect yourself from harm. On your turn, you can
use a bonus action to regain hit points equal to 1d10 + your Resting in a Ranger's refuge allows each companion to
Warrior level. Once you use this feature, you must finish a short or immediately recover hit points as if they had spent one of their Hit
long rest before you can use it again. Dice, without expending any from their pool. Such places are
deemed safe enough to allow for a long rest.
Class - Action Surge: You can push yourself beyond your normal
limits for a moment. On your turn, you can take one additional Class - Extra Attack: you can attack twice, instead of once,
action on top of your regular action and a possible bonus action. whenever you take the Attack action on your turn.
Alternatively, if you spend Inspiration, you may give your Action
Surge to a nearby ally as a reaction. The ally must use the Action
Surge immediately. Once you use this feature, you must finish a
short or long rest before you can use it again.

Class (Weaponmaster) - Style Focus (Defence): You ignore


disadvantage to Stealth checks due to your armour.

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