Wanderer
Hit Points
Hit Dice: d10 per Wanderer level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per wanderer level after 1st
Proficiences
Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength & Constitution
Skills: Survival, plus choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Traditions.
Overview & Creation
“Most of our kindred have long ago departed,
and we too are only tarrying here for a while,
ere we return over the Great Sea.”
You see the wonders of living in Middle-earth, even where
the Shadow is deepest. Every corner of the land holds
a promise of untold secrets, and this is why you have
decided that any dell, cave and river vale can be your
home, albeit briefly. For when morning comes, another
horizon will show your new destination.
Some Wanderers have purpose in their journeying: they
might be traders, hunters, Rangers or on some errand that
brings them far from the lands of their birth. Others were
driven from their homes by Orcs or Dragons, and must
now roam Middle-earth and dream of reclaiming what
was once theirs.
Still others have fallen under the spell of the Road, and
will find their restless feet always itching to carry them off
on another adventure.
Play a Wanderer if you want to…
• Explore the wide world of Middle-earth.
• Hunt down and destroy the servants of the Shadow,
no matter where they hide.
• Guide a company of adventurers through the perils of
the Wild.
Shadow Weakness
Wandering-madness
Class Features
Known Lands
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).
At 6th level, your time in the Wild has taught you that
only those that strike fast and hard live to fight another
day. When fighting in the wilderness, your first round of
attacks in every combat has advantage.
At 14th level, you can no longer be ambushed and cannot
be surprised in the wilderness.
Fighting Style
Starting at 2nd level, you adopt a particular style of
fighting as your speciality. Choose one of the following
options. You cannot choose a Fighting Style 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.
Defense
While you are wearing armour, you gain a +1 bonus to
AC.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Natural Watchfulness
Also at 2nd level, whether travelling, exploring or even
resting, you have learned to constantly pay attention to
the sights and sounds of the world about you. When in
the wilderness, your proficiency bonus for Perception is
doubled, if you are proficient in Perception.
Wanderer Archetype
At 3rd level, you choose an archetype you strive to
emulate. Choose from the Hunter or the Shadow-bane
(both detailed at the end of the class description). Your
choice grants you features at 3rd level and again at 7th,
11th and 15th level.
Rumour of the Earth
Also starting at 3rd level, when you stretch yourself upon
the ground with your ear pressed against the turf you can
decipher the sounds of the earth. You can hear it groan
when the enemy treads upon it, or echo the distant gallop
of horses, or sing in tune with the rushing of tumbling
waters.
Between each long rest, you may make a DC 15 Wisdom
(Survival) ability check. On a success, the Loremaster must
give you a useful piece of information about a quarry you
are hunting or a place you are seeking. If you get 25 or
higher as a result, the information gleaned may very well
seem near-miraculous to others.
Character Improvement
When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1, or you can take a Cultural or Open Virtue.
As normal, you cannot increase an ability score above 20
using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Poison Resistance
At 8th level your long exposure to the poisons and venoms
of the creatures of the wilderness (and the arrows of
certain Orcs!) have partially inured you to them. You gain
resistance to all poison damage.
Trackless Steps
Starting at 9th level, you cease leaving any signs of your
passage through the Wild. You can no longer be tracked by
any normal means through the wilderness. Additionally,
you can cover the tracks of a number of companions equal
to your Wisdom modifier, with a minimum of 1.
Hide in Plain Sight
Starting at 10th level, you can spend one minute creating
camouflage for yourself. You generally need a traveller’s
cloak and access to mud, dirt, plants and other naturally
occurring materials to assist in your camouflage. Once
you are camouflaged in this way, you can try to hide by
pressing yourself up against a solid surface, such as a tree
or wall, that is at least as tall and wide as you are.
You gain a +10 bonus to Dexterity (Stealth) ability checks
as long as you remain there without moving or taking
actions. Once you move or take an action or a reaction,
you must camouflage yourself again to gain this benefit.
Unflagging
Beginning at 13th level, your long journeys through the
Wild have toughened you against the weariness of travel.
Your exhaustion penalties are always 2 levels less than
your present exhaustion level. In other words, you suffer
a -1 to ability checks and attack rolls only when you’ve
reached 3 levels of exhaustion.
Vanish
Starting at 14th level, you can use the Hide action as a
bonus action on your turn.
Blight Ward
At 17th level, your deep connection to the wilderness
shields you from the Shadow’s corruption. You reduce the
number of Shadow points you gain from Blighted areas by
1 per day.
Secrets on the Wind
At 18th level, the natural world holds no more secrets from
you and the wind whispers all it has heard in your ears.
Once per long rest you may make a DC 15 Wisdom (Insight)
ability check to learn news from far away of friends or foes.
On a successful roll, you learn the following about
whoever you seek news of: exactly where they are, which
direction they are headed (if any), and their general state
of being (drinking merrily, wounded and anxious, tired,
or similar).
Deadly Foe
At 20th level, your long fight against the terrors that roam
the Wild have made you fell and terrible in battle. You
no longer roll damage dice for successful attacks; they
automatically inflict the maximum amount on the die.
Starting Equipment
Equipment
You start with the following extra equipment, in addition
to equipment granted by your Standard of Living.
Poor: A leather corslet, a simple weapon, and a short bow
or a great bow with a quiver of 20 arrows.
Frugal or Martial: Hide armour, a martial weapon, a
shield, and a short bow or a great bow with a quiver of
20 arrows.
Rich or Prosperous: Corslet of mail, a martial weapon,
a shield, and a short bow or a great bow with a quiver of
20 arrows.
Subclass Options
Suddenly the great bow of Lórien sang. Shrill went the
arrow from the elven-string. Frodo looked up. Almost above
him the winged shape swerved. There was a harsh croaking
scream, as it fell out of the air, vanishing down in the gloom
of the eastern shore. The sky was clean again.
The wanderer in Middle-earth has two expressions: the
Hunter of Beasts and the Hunter of Shadows. In these dark
days, only those wanderers who can defend themselves
against evil foes survive in the Wild.
Hunter of Beasts
You can track your quarry across many miles, and bring
it down with a well-placed arrow or swift blow. Some folk
in Middle-earth rely on hunters for both sustenance and
protection; the Woodmen of Mirkwood, for example, are
kept safe from Spiders and other horrors by the arrows of
their Hunters. Others, like the Elves, hunt for sport, or for
the joy of the chase – or hunt two-legged prey, trespassers
and despoilers of the wood.
Tracker
Beginning at 3rd level, you double your proficiency bonus
when making Wisdom (Survival) ability tests to track a
creature. Furthermore, you may substitute Survival for
Investigation when making deductions based on tracks,
spoors and other physical traces.
Swift Shot
Beginning at 7th level, if you have a ranged weapon to
hand, you may make a bonus ranged attack before
initiative is rolled. This applies even if you are surprised.
Master Hunter
At 11th level, choose one of the following abilities. At
15th level, choose another. You may not choose the same
ability twice.
Run to Ground
If you spend a day stalking a foe before attacking, that
foe gains 1 level of exhaustion. If you spend three days,the foe gains another level of exhaustion (+2 total). If you
spend a week, the foe suffers a third additional level of
exhaustion (+3 total). This is in addition to any exhaustion
levels otherwise accrued by the foe.
Volley
You can use your action to make a ranged attack against
any number of creatures within 10 feet of a point you can
see that are within your weapon’s range. You must have
ammunition for each target, as normal, and you must
make a separate attack roll for each target. You must finish
a short or long rest before you can use this ability again.
Hunter’s Blessing
Regain a Hit Die (up to your maximum) when you bring
down (kill or incapacitate) a creature you’ve been hunting.
Once you’ve used this ability, you cannot regain a Hit Die
in this manner again until you’ve finished a long rest.
Hunter of Shadows
The lonely souls who choose this archetype forever hunt
the servants of the Enemy, wherever they may hide. There
is no respite for such Wanderers and little hope of final
victory, yet they fight on, regardless.
Foe of the Enemy
Beginning at 3rd level, when you choose this archetype,
all of your attacks made against servants of the Enemy
inflict +2 damage. Such servants are Orcs, Goblins,
Spiders, Trolls, many Evil Men and any other creature that
willingly serves the Lord of Mordor.
In addition, you gain proficiency in the Shadow-lore skill.
Revenge
Beginning at 7th level, whenever a servant of the Enemy
successfully attacks you, you automatically get to make a
single attack against them in return.
Shadow Killer
At 11th level, choose one of the following features:
Bane
Once per turn, when you hit a servant of the Enemy with
an attack, you may deal an extra d8 radiant damage.
Furthermore, if you use a flaming torch against undead or
other evil spirits, your attacks deal 1d12 radiant damage
instead of the normal damage for a torch.
Whirlwind Attack
You can use your action to make a melee attack against
any number of creatures within 5 feet of you, with a
separate attack roll for each target.
Defense Against the Shadow
At 15th level, you gain one of the following features of your
choice.
Stand Against the Tide
When a hostile creature misses you with a melee attack,
you can use your reaction to force that creature to repeat
the same attack against another creature (other than itself)
of your choice.
Unbreakable Will
You cannot be intimidated or frightened in any way and
are totally immune to all supernatural sources of fear.
Uncanny Dodge
When an attacker that you can see hits you with an attack,
you can use your reaction to halve the attack’s damage
against you.
Level | Proficiency Bonus | Features |
---|
1 | +2 | Known Lands, Ways of the Wild |
2 | +2 | Fighting Style, Natural Watchfulness |
3 | +2 | Wanderer Archetype, Rumour of the Earth |
4 | +2 | Character Improvement |
5 | +3 | Extra Attack |
6 | +3 | Known Lands and Ways of the Wild improvements |
7 | +3 | Wanderer Archetype feature |
8 | +3 | Character Improvement, Poison Resistance |
9 | +4 | Trackless Steps |
10 | +4 | Hide in Plain Sight, Known Lands improvement |
11 | +4 | Wanderer Archetype feature |
12 | +4 | Character Improvement |
13 | +5 | Unflagging |
14 | +5 | Ways of the Wild improvement, Vanish |
15 | +5 | Wanderer Archetype feature |
16 | +5 | Character Improvement |
17 | +6 | Blight Ward |
18 | +6 | Secrets on the Wind |
19 | +6 | Character Improvement |
20 | +6 | Deadly Foe |