SIGNING IN

Puntos de Golpe

Dados de Golpe 1d10 por nivel

Competencias

STR , WIS

Características de Clase

Nivel 1

Shadow-Lore
Warded Lands

Nivel 10

Craft or Virtue
Shadow-Lore improvement
Warded Lands improvement

Nivel 2

Craft or Virtue
Fighting Style

Nivel 3

Warden Oath
Rumour of the Earth

Nivel 4

Virtue
Warded Lands improvement

Nivel 5

Extra Attack

Nivel 6

Craft or Virtue
Shadow-Lore improvement
Warded Lands improvement

Nivel 7

Warden Oath feature

Nivel 8

Virtue
Warded Lands improvement

Nivel 9

Long Stride

Competencias

Armor

light

medium

shield

Weapons

simple

martial

Skills

Equipo Inicial

Características de Clase

Shadow-Lore (Level 1)

Beginning at 1st level, you have significant experience studying, tracking, and hunting the servants of the Shadow. Choose a kind of favoured foe: Beasts, Evil Men, Giants, Monstrosities, Orcs, or Undead.

You can add your Wisdom modifier to the damage roll whenever you hit one of your favoured foes, and to saving throws you make against their special abilities. Additionally, you have advantage on Wisdom (Hunting) and Wisdom (Perception) checks to find your favoured foes, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favoured foes, if they speak one at all.

You choose one additional favoured foe at 6th level, and again at 10th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures.

Warded Lands (Level 1)

You are particularly familiar with the lands you have sworn to protect and are adept at travelling and surviving in such regions. Choose one warded land from among the following: Arthedain, Cardolan, Enedwaith, Eregion, Lindon, and Rhudaur (the Loremaster may wish to expand or alter this list depending on the chosen setting). When you make an Intelligence or Wisdom check related to your warded lands, your proficiency bonus is doubled if you are using a skill that you're proficient in.

During journeys in your warded lands, you gain the following benefits:

  • You are allowed to cover more than one role without penalties (see Chapter 5).

  • You have advantage on fatigue saving throws if the journey path (see Chapter 5) is entirely within your warded lands.

  • You can move stealthily at a normal pace, and hexes suggesting difficult terrain do not slow your Company's travel (see Chapter 5).

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Finally, a Company including a Warden that spends a Fellowship Phase in a warded land can choose the Gather Rumours undertaking as a free undertaking.

You choose one additional warded land at 4th level, and again at 6th, 8th, and 10th level. As you gain levels, your choices should reflect the regions you have visited on your adventures.

Craft or Virtue (Level 2)

Also at 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Fighting Style (Level 2)

At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection

When a creature you can see hits you or a target other than you that is within 5 feet of you with a melee attack, you can use your reaction to add your proficiency bonus to the target's AC for that attack, potentially causing the attack to miss. You must be wielding a shield or a finesse weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Warden Oath (Level 3)

At 3rd level, you swear your oath as a Warden. You might choose to be a Forayer or a Hunter, both detailed at the end of the calling description. Your choice grants you features at 3rd level and again at 7th level.

Rumour of the Earth (Level 3)

Beginning at 3rd level, you can use your action to focus your awareness on the region around you. You can sense whether and which of your favoured foes are present within a number of miles of you equal to your Wisdom modifier (minimum of 1; double this value if you are in your warded lands). This feature doesn't reveal the creatures' location or number. Once you use this feature, you cannot use it again until you finish a short or long rest.

Virtue (Level 4)

At 4th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

Warded Lands improvement (Level 4)

You choose one additional warded land at 4th level. As you gain levels, your choices should reflect the regions you have visited on your adventures.

Extra Attack (Level 5)

When you reach 5th level you make two attacks when you take the Attack action on your turn, instead of one.

Craft or Virtue (Level 6)

At 6th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Shadow-Lore improvement (Level 6)

You choose one additional favoured foe at 6th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures.

Warded Lands improvement (Level 6)

You choose one additional warded land at 6th level. As you gain levels, your choices should reflect the regions you have visited on your adventures.

Warden Oath feature (Level 7)

At 7th level, you gain a feature granted by your Warden Oath feature.

Virtue (Level 8)

At 8th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

Warded Lands improvement (Level 8)

You choose one additional warded land at 8th level. As you gain levels, your choices should reflect the regions you have visited on your adventures.

Long Stride (Level 9)

Starting at 9th level, your speed increases by 10 feet while you are not wearing heavy armour, and moving through difficult terrain costs you no extra movement.

Craft or Virtue (Level 10)

At 10th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Shadow-Lore improvement (Level 10)

You choose one additional favoured foe at 10th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures.

Warded Lands improvement (Level 10)

You choose one additional warded land at 10th level. As you gain levels, your choices should reflect the regions you have visited on your adventures.

Multiclase

Requisitos de Multiclase

{"wis":13}

Competencias Obtenidas

Armor light , medium , shield
Weapons simple , martial

Subclases

Forayer
TLotRR
Hunter
TLotRR

Características de Subclase

Forayer

Forayer (Level 3)

You patrol the land ceaselessly seeking to ambush the servants of the Enemy, for they are found in many places, not in Mordor only.

Bonus Proficiency

When you choose this oath at 3rd level, you gain proficiency in the Stealth skill. If you are already proficient, or if you are in one of your warded lands, you add double your proficiency bonus to checks you make with it.

Ambusher

Starting at 3rd level, you excel at ambushing your enemies. You can add your Wisdom modifier to your initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn. In addition, you gain the Sneak Attack feature. The extra damage is 1d6, and it increases to 2d6 when you reach 7th level in this calling.

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Harrier (Level 7)

Starting at 7th level, you can use the Hide action as a bonus action on your turn.

Hunter

Hunter (Level 3)

You have chosen to prey upon the enemies of the Free Peoples, as a hunter relentlessly seeks a dangerous quarry.

Bonus Proficiency

When you choose this oath at 3rd level, you gain proficiency in the Hunting skill. If you are already proficient, or when tracking your favoured foes, you add double your proficiency bonus to checks you make with it.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

Foe-Hammer:

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, you can roll one additional weapon damage die on the damage roll if it's below its hit points maximum. You can deal this extra damage only once per turn.

Goblin-Cleaver:

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Troll-Killer:

Once on each of your turns when you make a weapon attack against a Large or larger creature, you can make another attack with the same weapon against the same creature.

Defensive Tactics (Level 7)

At 7th level, you gain one of the following features of your choice.

Multiattack Defence:

When a creature hits or misses you with an attack, you add your proficiency bonus to your AC against all subsequent attacks made by that creature for the rest of the turn.

Stout Resistance:

You gain proficiency in a saving throw of your choice.

Swift to Fly:

You can use the Disengage action as a bonus action on your turn.