Homebrew Dúnedain Species Details

“In the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin.”

Not All Those Who Wander Are Lost

When the Realm of Arnor ended long ago, the Dúnedain 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 Dúnedain 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 heritageis 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 Dúnedain have been fostered in the house of Elrond, and it is there, in Imladris, that the heirlooms of their lost kingdom are treasured.

Description

The Rangers are the last descendants in the North of the Dúnedain, Kings among Men that once came to Middleearth over the Sea out of Westernesse. When they do not disguise their features, they are tall and lordly, towering above most Men living in the North. They are often silent and grim of countenance, and look wise and mature beyond their years. They generally wear comfortable but weather-beaten garments, favouring high leather boots and heavy cloaks of dark grey or green cloth, complete with ample hoods that can be cast over a worn helm.

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 Traits

Your Player-hero has certain traits deriving from your Dúnedain ancestry.

Ability Score Increase

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

Age

Dúnedain mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment

Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Most Dúnedain stand well over 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Lore of Númenor

You have proficiency in the History and Survival skill.

Languages

You can speak, read, and write Common and one extra language of your choice.

Starting Virtues

You gain one Dúnedain Cultural Virtue of your choice.

Dúnedain Cultural Virtues

  • Dauntless Guardians: 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.
  • Endurance of the Dúnedain: 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: 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.
  • Royalty Revealed: 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.
  • Sterner than Steel: 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. You have advantage on Wisdom saving throws against Corruption.

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