Homebrew Dúnedain Species Details

Not All Those Who Wander Are Lost

 When the Realm of Arnor ended long ago, the Dunedain of the North did not abandon their struggle against the Enemy, but passed into the shadows and out of the history of most Men and Elves. Severely diminished in number, they became a secret people, wandering in disguise among crumbling walls and ruined towers. For almost a thousand years they dwelt in hidden places, in lonely woods and silent hills, but they never ceased to keep watch over the borders of their former kingdom as Rangers of the North. 

 While the years have lengthened, the task of the Dunedain has always been the same: to keep the folk of Eriador free from care and fear. They tirelessly patrol the region’s many paths and roads and protect those who journey across them. They labour secretly, keeping to themselves while in the wild, and rarely giving their names to the travellers they save or to the countrymen whose farms they guard at night, when evil things come out from dark places.

 There is little glory to be gained as Rangers of the North, as their valour cannot be rewarded with honour, and their deeds are seldom sung. The memory of their long heritage is preserved in Rivendell, where their long strife against the Shadow is remembered and recorded. Since the days of their last King, the sons and chieftains of the Dunedain have been fostered in the house of Elrond, and it is there, in Imladris, that the heirlooms of their lost kingdom are treasured.

Dúnedain Names

 The Dúnedain retain the ancient tradition of naming their sons and daughters using the Sindarin tongue. 

Male Names: 

 Adrahil, Amlaith, Anardil, Anárion, Anborn, Angbor, Arador, Araglas, Aragorn, Aragost, Arahad, Arahael, Aranarth, Arannel, Aranuir, Araphant, Araphor, Arassuil, Arathorn, Araval, Aravir, Aravorn, Argeleb, Argonui, Arvedui, Arvegil, Arveleg, Baranor, Belecthor, Beleg, Belegorn, Beregond, Beren, Bergil, Boromir, Celepharn, Cirion, Damrod, Denethor, Derufin, Dervorin, Dírhael, Duilin, Duinhir, Ecthelion, Egalmoth, Eldacar, Eradan, Faramir, Findegil, Finduilas, Forlong, Golasgil, Halbarad, Hallas, Hirgon, Hirluin, Húrin, Ingold, Iorlas, Mablung, Malbeth, Malvegil, Ohtar, Orodreth, Thorondir, Thorongil, Turgon. 

Female Names: 

 Gilraen, Ioreth, Ivorwen, Lothíriel, Morwen, Nelladel.

Standard of Living

Little is known of the way of the Dúnedain of the North, but what is certain is that they never wear or carry anything whose worth cannot be measured in a practical way. Their gear or garments are never considered precious for the gleam of stone or gold, but for their capability to endure long journeys and strenuous fights. This is why their culture is considered Martial. 

Bonus Equipment: 

A dark hooded travelling cloak, travelling gear for the current season, a backpack, a belt dagger, boots, 3d6 silver pennies, plus choose any two: a ring or jewel that is an heirloom of your line, a pipe and pipeweed, a well-made blanket, a wide-brimmed hat, a stout walking stick.

Dúnedain Cultural Virtues

Dauntless Guardians

"…when dark things come from houseless hills, or creep from sunless woods, they fly from us."
 You have been raised in a land dotted with desolate ruins and burial mounds. You have heard the dead whisper with cold voices out of lonely barrows, while ghostly lights dance on haunted hills. There are few among mortal Men who know more about evil spirits or fear them less than you do…     When you first select this virtue (level 1) you learn how to See the Unseen. You may later reinforce your spirit with Strength of Will by learning it as your undertaking (level 6). Finally, you reach the stature of a true Wraith Bane by training as a new undertaking (level 10).

See the Unseen

It is said that the Elven-wise can perceive shades and wraiths that are otherwise invisible to the eyes of Mortals. You have been taught to recognize the signs that betray the haunting of a restless spirit. You are automatically aware of the presence or proximity of ghosts, shades and wraiths of any kind. A successful DC 15 Intelligence (Lore) ability check yields additional information on the nature of the haunting.

Strength of Will

In moments of fear, your will can strengthen your heart, so that you can withstand the great terror awakened in all Mortals by the denizens of the Unseen world.     When an Undead creature forces you to make a Wisdom saving throw against Corruption or any effect that may cause the Frightened condition, you may add your proficiency bonus to the check. If you roll either a 19 or 20 to pass the check, you can allow a number of companions equal to your Wisdom modifier to pass their own checks automatically.

Wraith Bane

In long centuries of secret strife, the things that hide among the ruins of Arnor have learnt to fear the fell Dúnedain. All of your attacks cause +2 damage to Undead creatures that can be affected by your weapons.

Endurance of the Dúnedain

"Hardy is the race of Elendil!"
The Dúnedain have long endured war against Mordor and the forces of the Great Enemy. They are slow to weary and endure burdens stoically. In battle they are fearsome foes, often able to fight on against overwhelming odds and in spite of grievous wounds.     When a blow reduces you to 0 hit points, but does not kill you outright, you may spend Inspiration to regain 1 hit point, remain conscious and continue to take actions.

Foresight of their Kindred

"And I say to you: if you pass the doors of Moria, beware!"
The Dúnedain still have in a measure the powerful foresight their ancestors possessed in full before their race was diminished. Some Dúnedain perceive the future in dreams, others catch sudden glimpses of what is to be with their waking eyes.     Raise your Wisdom score by 1 point.     Additionally, once every Adventuring phase, you may invoke your power of Foresight by spending Inspiration. When this happens, the Loremaster should give you a relevant piece of information regarding important events likely to occur during your current adventure. You can seldom foresee exactly what is to befall, but you may gain clear images of where you should go, places to be wary of, a wanderer you can trust and so forth.     If no such information is available – or the Loremaster prefers not to divulge it – once, before the current Adventuring phase is over, you may choose to automatically succeed at either an attack roll, a saving throw or an ability check (your Foresight led to a sudden bout of insight or deeper understanding that helped you at a key moment).

Royalty Revealed

Aragorn threw back his cloak. The elven-sheath glittered as he grasped it, and the bright blade of Andúril shone like a sudden flame as he swept it out. "Elendil!" he cried.
 Northern Dúnedain only. The Rangers of the North belong to a bloodline of Kings, but they have learnt to hide from their enemies in the twilight years of their kingdom. Should you choose to reveal your heritage, your noble bearing will cause your enemies to pause, and your allies to cast away their doubts.   

 You may take a bonus action to reveal yourself in battle, by shouting an ancestral battle-cry or unsheathing a weapon of high lineage, for example, or by showing a device or coat-of-arms during an encounter with someone.

 Your allies within 10 feet immediately recover 1d6 + your Charisma modifier in hit points. Your enemies within 10 feet must make a Wisdom saving throw against a DC equal to 13+ your Charisma modifier. Failure means they are Frightened of you for 30 Seconds ( 6 turns ).

While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it cannot willingly move to a space within 30 feet of you. It also cannot take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. 

Any enemy Frightened in this manner thereafter gains the Hatred (Dúnedain) Special Action and will seek to attack you and your kindred whenever given the opportunity. 

 In a social encounter, by revealing yourself, if the individual you are speaking with respects anything of the legacy of Númenor or the Dúnedain, you are treated as if you were Favored by whomever you speak with. Additionally, you receive a +2 bonus to Charisma based proficiency ability checks until the end of the present encounter.

You may do this once before needing a Long Rest.


Sterner than Steel

He stood up, and seemed suddenly to grow taller. In his eyes gleamed a light, keen and commanding.
 You resist Shadow corruption better than most, for your spirit is resolute, and your mind is not easily overthrown. Raise your Wisdom Score by 1 point, as well, you have Advantage on Saving Throws against Frightened.

Dúnedain Traits

Ability Score Increase, Starting Virtue, Raised in the Wild

Ability Score Increase

Your Wisdom and Constitution scores increase by 1 and you may increase two additional ability scores by 1.

Age

In the North, the Dúnedain are generally sent out into the Wild at the age of twenty, when they begin their customary period of errantry, but may begin to go on adventures even at a younger age. Dúnedain retain their strength of body and will longer than most Men.

Size

Most Dúnedain stand well over 6 feet tall.

Speed

Your base walking speed is 30 feet.

Lore of Númenor

You have proficiency in the History skill

Raised in the Wild

You have proficiency in the Survival skill.

 

Starting Virtue

Choose a Dúnedain Cultural Virtue.

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