[ +- ] Dunedain 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 you learn how to See the Unseen. You may later reinforce your spirit with Strength of Will by learning it as your undertaking during a Fellowship phase. Finally, you reach the stature of a true Wraith Bane by training as a new undertaking during a later Fellowship phase.
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 recognise 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 15+ your Charisma modifier. Failure means they are Frightened of you for 1 minute. 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) Shadow 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 Favoured by whomever you speak with. Additionally, you receive a +2 bonus to Charisma based proficiency ability checks until the end of the present encounter.
Both versions of this ability can each be used once during each Adventuring phase.
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. You have advantage on Wisdom saving throws against Corruption.