A dark hooded travelling cloak, travelling gear for the current season, a backpack, a belt dagger, boots, plus choose any two: a ring or jewel that is an heirloom of your line, a stout walking stick.
Hide armour, a Longsword, a shield, and a great bow with a quiver of 20 arrows.
Ability Score Increase – Ability Score Increase – Your Wisdom and Constitution scores increase by 1 and you may increase two additional ability scores by 1.
Adventuring age - Adventuring Age – 18-60. 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. They retain their strength of body and will longer than most Men, but usually cease to travel far from Eriador when they reach their fifties.
Size – 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 skill.
Raised in the Wild – You have proficiency in the Survival skill.
Starting Virtue – Royalty Revealed
Languages – You can speak, read, and write both Sindarin and Westron, the Common Tongue.
Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of Middle-earth. You know the terrain of such lands like the backs of your hands and your lore can seem almost unnatural to any companions travelling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in. When you are travelling in one of your Known Lands you gain the following benefits:
• If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
• If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.
• You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.
• You cannot become lost under normal circumstances.
• You know at least one place in each Known Land where you can safely take a long rest: a settlement where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.
• You have advantage on Dexterity (Stealth) ability
checks and can move stealthily at a normal pace.
• While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
At both 6th and 10th level you choose an additional number
of Known Lands equal to 1 + your Wisdom modifier, with
a minimum of 1. With the Loremaster’s permission, you
can save these Known Lands until you start exploring new
areas – once chosen, they cannot be changed.
Ways of the Wild
You have a great deal of experience from travelling through the wilderness and surviving the various dangers that the wild constantly offers.
At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness. If you act as a company’s Guide on a journey, you are considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).
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.