{"name":"Wanderer","overview":"[i]\u201cMost of our kindred have long ago departed,\r\nand we too are only tarrying here for a while,\r\nere we return over the Great Sea.\u201d[\/i]\r\n\r\nYou see the wonders of living in Middle-earth, even where\r\nthe Shadow is deepest. Every corner of the land holds\r\na promise of untold secrets, and this is why you have\r\ndecided that any dell, cave and river vale can be your\r\nhome, albeit briefly. For when morning comes, another\r\nhorizon will show your new destination.\r\n\r\nSome Wanderers have purpose in their journeying: they\r\nmight be traders, hunters, Rangers or on some errand that\r\nbrings them far from the lands of their birth. Others were\r\ndriven from their homes by Orcs or Dragons, and must\r\nnow roam Middle-earth and dream of reclaiming what\r\nwas once theirs.\r\n\r\nStill others have fallen under the spell of the Road, and\r\nwill find their restless feet always itching to carry them off\r\non another adventure.\r\n\r\nPlay a Wanderer if you want to\u2026\r\n\r\n\u2022 Explore the wide world of Middle-earth.\r\n\r\n\u2022 Hunt down and destroy the servants of the Shadow,\r\nno matter where they hide.\r\n\r\n\u2022 Guide a company of adventurers through the perils of\r\nthe Wild.\r\n\r\n[h2]Shadow Weakness[\/h2]\r\nWandering-madness","hitdice":"d10","hitpointsfirstlevel":"10 + your constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your constitution modifier per wanderer level after 1st","armorproficiencies":"Light Armor, Medium Armor, and Shields","weaponproficiences":"Simple Weapons, Martial Weapons","tools":"None","savingthrows":"Strength & Constitution","skills":"Survival, plus choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Traditions.","equipment":"Equipment\r\nYou start with the following extra equipment, in addition\r\nto equipment granted by your Standard of Living.\r\n\r\nPoor: A leather corslet, a simple weapon, and a short bow\r\nor a great bow with a quiver of 20 arrows.\r\n\r\nFrugal or Martial: Hide armour, a martial weapon, a\r\nshield, and a short bow or a great bow with a quiver of\r\n20 arrows.\r\n\r\nRich or Prosperous: Corslet of mail, a martial weapon,\r\na shield, and a short bow or a great bow with a quiver of\r\n20 arrows.","spellcasting":"","features":"[h2]Known Lands[\/h2]\r\nLong years spent roaming over the land have given you\r\nvast amounts of knowledge about some of the regions\r\nof Middle-earth. You know the terrain of such lands like\r\nthe backs of your hands and your lore can seem almost\r\nunnatural to any companions travelling with you. At 1st\r\nlevel, choose 3 regions + a number of regions equal to your\r\nWisdom modifier from the Middle-earth maps. When you\r\nmake an Intelligence or Wisdom check related to a land\r\nyou know, your proficiency bonus is doubled if you are\r\nusing a skill you are proficient in.\r\n\r\nWhen you are travelling in one of your Known Lands you\r\ngain the following benefits:\r\n\r\n\u2022 If any part of a journey passes through a land you\r\nknow, the DC of your personal Event tests are lowered\r\nby 2.\r\n\r\n\u2022 If the entire journey passes through lands you know,\r\nand you act as Guide, you lower the Peril Rating of the\r\nJourney by 2.\r\n\r\n\u2022 You have advantage when making Wisdom saving\r\nthrows against Corruption caused by Blighted lands\r\nyou know.\r\n\r\n\u2022 You cannot become lost under normal circumstances.\r\n\r\n\u2022 You know at least one place in each Known Land\r\nwhere you can safely take a long rest: a settlement\r\nwhere you have friends, perhaps, or a hidden cabin\r\nin the woods or simply a dry and defensible cavern or\r\nsecret glade.\r\n\r\n\u2022 You have advantage on Dexterity (Stealth) ability\r\nchecks and can move stealthily at a normal pace.\r\n\r\n\u2022 While tracking other creatures, you automatically\r\nlearn their exact number, their sizes and how recently\r\nthey passed through the area.\r\n\r\nAt both 6th and 10th level you choose an additional number\r\nof Known Lands equal to 1 + your Wisdom modifier, with\r\na minimum of 1. With the Loremaster\u2019s permission, you\r\ncan save these Known Lands until you start exploring new\r\nareas \u2013 once chosen, they cannot be changed.\r\n\r\n[h2]Ways of the Wild[\/h2]\r\nYou have a great deal of experience from travelling through\r\nthe wilderness and surviving the various dangers that the\r\nwild constantly offers.\r\n\r\nAt 1st level, you have advantage on all Wisdom (Survival)\r\nability checks when tracking others through the wilderness.\r\nIf you act as a company\u2019s Guide on a journey, you are\r\nconsidered to be assuming all vacant travelling roles (you\r\nare considered to \u2018fill in\u2019 as the company\u2019s Hunter, Scout\r\nand Look-out at the same time, if no other companion is\r\nalready covering that role).\r\n\r\nAt 6th level, your time in the Wild has taught you that\r\nonly those that strike fast and hard live to fight another\r\nday. When fighting in the wilderness, your first round of\r\nattacks in every combat has advantage.\r\n\r\nAt 14th level, you can no longer be ambushed and cannot\r\nbe surprised in the wilderness.\r\n\r\n[h2]Fighting Style[\/h2]\r\nStarting at 2nd level, you adopt a particular style of\r\nfighting as your speciality. Choose one of the following\r\noptions. You cannot choose a Fighting Style more than\r\nonce, even if you later get to choose again.\r\n\r\n[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged\r\nweapons.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armour, you gain a +1 bonus to\r\nAC.\r\n\r\n[h3]Dueling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and\r\nno other weapons, you gain a +2 bonus to damage rolls\r\nwith that weapon.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\r\nWhen you engage in two-weapon fighting, you can add\r\nyour ability modifier to the damage of the second attack.\r\n\r\n[h2]Natural Watchfulness[\/h2]\r\nAlso at 2nd level, whether travelling, exploring or even\r\nresting, you have learned to constantly pay attention to\r\nthe sights and sounds of the world about you. When in\r\nthe wilderness, your proficiency bonus for Perception is\r\ndoubled, if you are proficient in Perception.\r\n\r\n[h2]Wanderer Archetype[\/h2]\r\nAt 3rd level, you choose an archetype you strive to\r\nemulate. Choose from the Hunter or the Shadow-bane\r\n(both detailed at the end of the class description). Your\r\nchoice grants you features at 3rd level and again at 7th,\r\n11th and 15th level.\r\n\r\n[h2]Rumour of the Earth[\/h2]\r\nAlso starting at 3rd level, when you stretch yourself upon\r\nthe ground with your ear pressed against the turf you can\r\ndecipher the sounds of the earth. You can hear it groan\r\nwhen the enemy treads upon it, or echo the distant gallop\r\nof horses, or sing in tune with the rushing of tumbling\r\nwaters.\r\n\r\nBetween each long rest, you may make a DC 15 Wisdom\r\n(Survival) ability check. On a success, the Loremaster must\r\ngive you a useful piece of information about a quarry you\r\nare hunting or a place you are seeking. If you get 25 or\r\nhigher as a result, the information gleaned may very well\r\nseem near-miraculous to others.\r\n\r\n[h2]Character Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of your\r\nchoice by 1, or you can take a Cultural or Open Virtue.\r\nAs normal, you cannot increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\n\r\n[h2]Poison Resistance[\/h2]\r\nAt 8th level your long exposure to the poisons and venoms\r\nof the creatures of the wilderness (and the arrows of\r\ncertain Orcs!) have partially inured you to them. You gain\r\nresistance to all poison damage.\r\n\r\n[h2]Trackless Steps[\/h2]\r\nStarting at 9th level, you cease leaving any signs of your\r\npassage through the Wild. You can no longer be tracked by\r\nany normal means through the wilderness. Additionally,\r\nyou can cover the tracks of a number of companions equal\r\nto your Wisdom modifier, with a minimum of 1.\r\n\r\n[h2]Hide in Plain Sight[\/h2]\r\nStarting at 10th level, you can spend one minute creating\r\ncamouflage for yourself. You generally need a traveller\u2019s\r\ncloak and access to mud, dirt, plants and other naturally\r\noccurring materials to assist in your camouflage. Once\r\nyou are camouflaged in this way, you can try to hide by\r\npressing yourself up against a solid surface, such as a tree\r\nor wall, that is at least as tall and wide as you are.\r\nYou gain a +10 bonus to Dexterity (Stealth) ability checks\r\nas long as you remain there without moving or taking\r\nactions. Once you move or take an action or a reaction,\r\nyou must camouflage yourself again to gain this benefit.\r\n\r\n[h2]Unflagging[\/h2]\r\nBeginning at 13th level, your long journeys through the\r\nWild have toughened you against the weariness of travel.\r\nYour exhaustion penalties are always 2 levels less than\r\nyour present exhaustion level. In other words, you suffer\r\na -1 to ability checks and attack rolls only when you\u2019ve\r\nreached 3 levels of exhaustion.\r\n\r\n[h2]Vanish[\/h2]\r\nStarting at 14th level, you can use the Hide action as a\r\nbonus action on your turn.\r\n\r\n[h2]Blight Ward[\/h2]\r\nAt 17th level, your deep connection to the wilderness\r\nshields you from the Shadow\u2019s corruption. You reduce the\r\nnumber of Shadow points you gain from Blighted areas by\r\n1 per day.\r\n\r\n[h2]Secrets on the Wind[\/h2]\r\nAt 18th level, the natural world holds no more secrets from\r\nyou and the wind whispers all it has heard in your ears.\r\nOnce per long rest you may make a DC 15 Wisdom (Insight)\r\nability check to learn news from far away of friends or foes.\r\nOn a successful roll, you learn the following about\r\nwhoever you seek news of: exactly where they are, which\r\ndirection they are headed (if any), and their general state\r\nof being (drinking merrily, wounded and anxious, tired,\r\nor similar).\r\n\r\n[h2]Deadly Foe[\/h2]\r\nAt 20th level, your long fight against the terrors that roam\r\nthe Wild have made you fell and terrible in battle. You\r\nno longer roll damage dice for successful attacks; they\r\nautomatically inflict the maximum amount on the die.","subclasses":"[i]Suddenly the great bow of L\u00f3rien sang. Shrill went the\r\narrow from the elven-string. Frodo looked up. Almost above\r\nhim the winged shape swerved. There was a harsh croaking\r\nscream, as it fell out of the air, vanishing down in the gloom\r\nof the eastern shore. The sky was clean again.[\/i]\r\n\r\nThe wanderer in Middle-earth has two expressions: the\r\nHunter of Beasts and the Hunter of Shadows. In these dark\r\ndays, only those wanderers who can defend themselves\r\nagainst evil foes survive in the Wild.\r\n\r\n[hr]\r\n\r\n[h1]Hunter of Beasts[\/h1]\r\nYou can track your quarry across many miles, and bring\r\nit down with a well-placed arrow or swift blow. Some folk\r\nin Middle-earth rely on hunters for both sustenance and\r\nprotection; the Woodmen of Mirkwood, for example, are\r\nkept safe from Spiders and other horrors by the arrows of\r\ntheir Hunters. Others, like the Elves, hunt for sport, or for\r\nthe joy of the chase \u2013 or hunt two-legged prey, trespassers\r\nand despoilers of the wood.\r\n\r\n[h2]Tracker[\/h2]\r\nBeginning at 3rd level, you double your proficiency bonus\r\nwhen making Wisdom (Survival) ability tests to track a\r\ncreature. Furthermore, you may substitute Survival for\r\nInvestigation when making deductions based on tracks,\r\nspoors and other physical traces.\r\n\r\n[h2]Swift Shot[\/h2]\r\nBeginning at 7th level, if you have a ranged weapon to\r\nhand, you may make a bonus ranged attack before\r\ninitiative is rolled. This applies even if you are surprised.\r\n\r\n[h2]Master Hunter[\/h2]\r\nAt 11th level, choose one of the following abilities. At\r\n15th level, choose another. You may not choose the same\r\nability twice.\r\n\r\n[h2]Run to Ground[\/h2]\r\nIf you spend a day stalking a foe before attacking, that\r\nfoe gains 1 level of exhaustion. If you spend three days,the foe gains another level of exhaustion (+2 total). If you\r\nspend a week, the foe suffers a third additional level of\r\nexhaustion (+3 total). This is in addition to any exhaustion\r\nlevels otherwise accrued by the foe.\r\nVolley\r\nYou can use your action to make a ranged attack against\r\nany number of creatures within 10 feet of a point you can\r\nsee that are within your weapon\u2019s range. You must have\r\nammunition for each target, as normal, and you must\r\nmake a separate attack roll for each target. You must finish\r\na short or long rest before you can use this ability again.\r\nHunter\u2019s Blessing\r\nRegain a Hit Die (up to your maximum) when you bring\r\ndown (kill or incapacitate) a creature you\u2019ve been hunting.\r\nOnce you\u2019ve used this ability, you cannot regain a Hit Die\r\nin this manner again until you\u2019ve finished a long rest.\r\n\r\n[hr]\r\n\r\n[h1]Hunter of Shadows[\/h1]\r\nThe lonely souls who choose this archetype forever hunt\r\nthe servants of the Enemy, wherever they may hide. There\r\nis no respite for such Wanderers and little hope of final\r\nvictory, yet they fight on, regardless.\r\n\r\n[h2]Foe of the Enemy[\/h2]\r\nBeginning at 3rd level, when you choose this archetype,\r\nall of your attacks made against servants of the Enemy\r\ninflict +2 damage. Such servants are Orcs, Goblins,\r\nSpiders, Trolls, many Evil Men and any other creature that\r\nwillingly serves the Lord of Mordor.\r\nIn addition, you gain proficiency in the Shadow-lore skill.\r\n\r\n[h2]Revenge[\/h2]\r\nBeginning at 7th level, whenever a servant of the Enemy\r\nsuccessfully attacks you, you automatically get to make a\r\nsingle attack against them in return.\r\n\r\n[h2]Shadow Killer[\/h2]\r\nAt 11th level, choose one of the following features:\r\n\r\n[h3]Bane[\/h3]\r\nOnce per turn, when you hit a servant of the Enemy with\r\nan attack, you may deal an extra d8 radiant damage.\r\nFurthermore, if you use a flaming torch against undead or\r\nother evil spirits, your attacks deal 1d12 radiant damage\r\ninstead of the normal damage for a torch.\r\n\r\n[h3]Whirlwind Attack[\/h3]\r\nYou can use your action to make a melee attack against\r\nany number of creatures within 5 feet of you, with a\r\nseparate attack roll for each target.\r\n\r\n[h2]Defense Against the Shadow[\/h2]\r\nAt 15th level, you gain one of the following features of your\r\nchoice.\r\n\r\n[h3]Stand Against the Tide[\/h3]\r\nWhen a hostile creature misses you with a melee attack,\r\nyou can use your reaction to force that creature to repeat\r\nthe same attack against another creature (other than itself)\r\nof your choice.\r\n\r\n[h3]Unbreakable Will[\/h3]\r\nYou cannot be intimidated or frightened in any way and\r\nare totally immune to all supernatural sources of fear.\r\n\r\n[h3]Uncanny Dodge[\/h3]\r\nWhen an attacker that you can see hits you with an attack,\r\nyou can use your reaction to halve the attack\u2019s damage\r\nagainst you.","tabledata":"Level|Proficiency Bonus|Features\r\n1| +2 |Known Lands, Ways of the Wild\r\n2 |+2 |Fighting Style, Natural Watchfulness\r\n3 |+2 |Wanderer Archetype, Rumour of the Earth\r\n4 |+2 |Character Improvement\r\n5 |+3 |Extra Attack\r\n6 |+3 |Known Lands and Ways of the Wild improvements\r\n7 |+3 |Wanderer Archetype feature\r\n8 |+3 |Character Improvement, Poison Resistance\r\n9 |+4 |Trackless Steps\r\n10| +4 |Hide in Plain Sight, Known Lands improvement\r\n11 |+4 |Wanderer Archetype feature\r\n12 |+4 |Character Improvement\r\n13 |+5 |Unflagging\r\n14 |+5 |Ways of the Wild improvement, Vanish\r\n15 |+5 |Wanderer Archetype feature\r\n16 |+5 |Character Improvement\r\n17 |+6 |Blight Ward\r\n18 |+6 |Secrets on the Wind\r\n19 |+6 |Character Improvement\r\n20 |+6 |Deadly Foe","tags":"","isShared":"1","templateId":"25","blockId":"212436"}