Ranger: Dúnedain Conclave

As Numenor was destroyed a number of its men and women were brought by Elbereth to a new world. Here the descendants grew and flourished, boasting the most elite rangers. In recent years the Numenorians have begun training the other races in their arts to combat the dark forces of their new homeworld.

Dúnedain Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dúnedain Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dúnedain Spells

Ranger Level Spells 3rd Compelled Duel 5th Enhance Ability 9th Dispel Magic 13th Freedom of Movement 17th Steel Wind Strike

Peerless Tracker

Dúnedain are unparalleled when it comes to tracking down a foe, If you spend ten minutes studying the tracks of a creature that passed an area within the last 24 hours, you gain the following advantages:

As long as you and your party are tracking the creature and take a short rest every 8 hours, you and your party can travel for up to two days without taking a long rest before you begin taking points of exhaustion. If you switch target's, this time does not reset.

The target creature temporarily becomes a favored enemy, even if it is not a creature type you have chosen.

When you make a Wisdom (survival) check to track the creature and roll a 7 or lower, you can treat it as an 8.

You can only track a single target in this manner. If you begin to track another creature, you must spend an additional 10 minutes to do so.

Dúnedain Martial Training

As a member of the Dúnedain, you have had extensive training with advanced combat techniques. At 3rd level, you choose two melee weapons that lack the heavy or special property and one ranged weapon to become your Dúnedain weapons. Your training allows you to wield these weapons with unparalleled skill, and you can use your Dexterity modifier for attack and damage rolls even if it is not a finesse weapon. You also gain heavy armor proficiency, and while wearing medium or heavy armor, you do not make Dexterity (stealth) checks at disadvantage.

Additionally, when you use a Dúnedain weapon, at the start of each of your turns, select an enemy within 40 feet. If you take the attack action, you can immediately move up to half your speed toward the target creature, and if you hit the target creature with a weapon attack before the end of your turn, it deals an extra 1d10 weapon damage.

Move with the Tide

At 7th level, you have learned how to defend against overwhelming hordes by moving through the battlefield. When a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks.

Fury of the Dúnedain

At 11th level, when you take the Attack action while using one of your Dúnedain weapons, you can make up to 3 attacks as long as each attack targets a different creature.

Deft Defense

At 15th level, your defensive technique becomes so sure that enemies can manage only glancing blows. While you are not incapacitated, critical hits made against you become normal hits.

Credits

The Ranger: Dúnedain Conclave is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Lord of the Rings: Fellowship of the Ring, The Two Towers, and The Return of the King is owned by the Tolkien Estate. This is fan made material, and I do not claim any ownership of the characters mentioned within.

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