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Nuredhol

Warrior 6 Oathsworn (Devoted Friend)


3
High Elves Lure of Power

Jack of All Trades:

✔ +8
+2
+5 ✔ +5 21 +2 30ft.
20 -1
+2
0

+2 52
14 +2 6d10

+2  +2 Honourable
 +2 Enemy-lore (Angmar) Trying to care for
14
 ✔ +8
your friend in Eriador you learned much about this foe.
 0

 -1 My reputation forges bonds and prompts


-1  ✔ +5 others to act.
 +3
One day I am sure that my fealty towards my
8  -1
 -1
friend will bring great pain to another.
 +2
 -1
+2  ✔ +5
Night Vision - 60 ft.
14  0
 ✔ 0 Elvish Dreams - four hours of reverie act as full rest

 -1 Against the Unseen - perceives creatures in the wraith world & Immune to frightened
 -1
Fighting Style - Defence - While you are wearing armour, you gain a +1 bonus to AC.
0  +2
Style Focus - Ignore Stealth disadvantage for wearing armor
10  +2

 +2 Second Wind - Once per rest, bonus action to regain hit points equal to 1d10 + your Warrior level.

 ✔ +2
Action Surge - You can take one additional action on top of your regular action. if you spend

Inspiration, you may give your Action Surge to a nearby ally as a reaction.
15
Extra Attack

Birthright - You have advantage to Persuasion and Intimidation when carrying your axe

daggers, spears, great spears, short swords, long

swords, short bows, great bows, Smith's tools

All armour, shields, simple and martial weapons

Westron, Sindarin, Quenya

Aeglim (Axe +1) +9 1d8+6 slashing

Great Bow +5 1d8+2 piercing

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652 1.95m / 6'3"
Blue Blond Fair
Prosperous

Slate blue travelling cloak, travelling gear,


hunting dagger, boots, wineskin,
a white jewel on a chain of silver
Heavy mail, axe, great shield, great bow,
20 arrows

20

You have dwelt in Imladris since you were


born, a long time after Gil-galad called all
banners to him and the Last Alliance of
Elves and Men stormed the Black Land of
Mordor. Stories of those dark times rarely
leave your thoughts, even in a place so fair
as the hidden valley of Rivendell.
You will not suffer to see the world plunged
into such darkness again. With the
permission of Lord Elrond you have set forth
upon the wild, to learn more of the designs of
Angmar and to do what’s in your strength to
resist them, so that none of the Free Folk of
Middle-earth will have to endure such terrors
again.

Why is he in Fornost Erain:


In the wild you met and bonded with your
friend. After many adventures together, you
heard the Heralds of Arvedui and decided to
join the fray to defend the last bastion of the
Dunedain in Eriador.

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Features and Abilities

Background - Devoted Friend: Some Player-heroes don't need to Class - Fighting Style (Defence): While you are wearing armour,
make a formal oath to cement their bond with another, their love you gain a +1 bonus to AC.
is enough to create a bond that is unbreakable. No matter what
trouble the object of their devotion finds themselves in, the
Class - Second Wind: You have a limited well of stamina that you
Devoted Friend will always have their back and help them to see
can draw on to protect yourself from harm. On your turn, you can
any difficulties and obstacles through. While such Player heroes
use a bonus action to regain hit points equal to 1d10 + your
don't have a `great oath,' their devotion is apparent to those
Warrior level. Once you use this feature, you must finish a short or
around them and devoted friends always find aid from those who
are genuinely touched by such devotion. If you take this option, long rest before you can use it again.
you are proficient in Insight and Persuasion instead of Intimidation
and Traditions. Class - Action Surge: You can push yourself beyond your normal
limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action.
Culture - Night Vision: You can see in dim light within 60 feet of
Alternatively, if you spend Inspiration, you may give your Action
you as if it were bright light, and in darkness as if it were dim light. Surge to a nearby ally as a reaction. The ally must use the Action
Surge immediately. Once you use this feature, you must finish a
Culture - Elvish Dreams: Your sleep is not like that of mortals. short or long rest before you can use it again.
When you sleep, you retain full consciousness of your
surroundings and you needn't close your eyes. Four hours spent in
Class - Extra Attack: you can attack twice, instead of once,
such dreams acts on you as if you had rested an entire night.
whenever you take the Attack action on your turn.

Culture - Against the Unseen: High Elves can perceive creatures


Class (Weaponmaster) - Style Focus (Defence): You ignore
that dwell in the wraith-world, be they spirits or ghosts, even
when they are normally Invisible to the eyes of the living. disadvantage to Stealth checks due to your armour.
Additionally, High Elves are immune to the Frightened condition
when the source of that condition is an undead creature. Class (Weaponmaster) - Masteries (Birthright): You have
acquired a weapon of fine make and long lineage. Give your
weapon a name. When you first acquire this weapon, you gain
Culture - Elf-wise: You have fought against the Dark Lord for years
advantage on any Charisma (Intimidation) or (Persuasion) ability
uncounted, and will continue to strive against the Enemy. You are
checks while you carry it. At 3rd level, the weapon grants a +1
proficient in Corruption checks. A Corruption check is any Wisdom
bonus to all attack and damage rolls.
saving throw that risks 1 or more Shadow points for failure.

Class - Tongues of Many Peoples: You know a little of many


languages. You can hold a simple conversation in any of the
tongues of Men or Elves, and know a few common phrases in the
tongues of the other peoples - enough to offer a greeting, shout a
warning, or insult someone.

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