Woodmen of Wilderland Cultural Virtues
A Hunter’s Resolve
On and on he led them, tireless and swift…You have learnt to tap into the inner strength of the indefatigable and relentless hunter. You may spend Inspiration in order to expend Hit Dice for hit point recovery immediately, including during combat. Once you’ve decided how many Hit Dice to expend, this ability cannot be used again until you’ve taken a short or long rest.
Herbal Remedies
Radagast … has much lore of herbs and beasts…Mirkwood is shunned by many men and beasts, yet its shadowy eaves are still good for the growing of herbs. You are learning the ancient craft of concocting salves and herbal remedies from your village elders and wise-women. You learn to recognise which herbs qualify as Fragrant Weeds when you first select this virtue, and can master the secrets of Poison Remedies as your undertaking during a Fellowship phase.
Fragrant Weeds
You have developed the habit of chewing some herbs and roots that are said to bring vigour back into a man’s limbs. As long as you are in a wild area, you can collect enough herbs for their effect to be noticeable: You ignore the effects of one level of exhaustion – the level doesn’t go away, but you don’t suffer the penalty. For example, if you have three levels of exhaustion, you are only penalised as if you had two.Poison Remedies
You can find the necessary ingredients to concoct a drink that, when ingested, will help a victim shake off the effects of Spider-poison, or to prepare a salve that when applied to a wound or a bruise will neutralise the action of Orcpoison. Spend Inspiration and make a DC 15 Wisdom (Medicine) ability check to neutralise the effects of a single poison type on all members of your company. The same concoction will grant advantage on all saving throws against poison for the next hour after imbibing.Hound of Mirkwood
"…in trotted… several large, long-bodied grey dogs."Your folk have always delighted in training great, longjawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit. Raise your Wisdom score by 1 point. Add your proficiency bonus to the Hound’s AC, attack rolls, damage rolls, saving throws and skills. Its hit points are equal to four times your level. The Hound heals using your Hit Dice. The Hound obeys your commands and stays by your side. On your turn, you may use your action to command the Hound to take an Attack, Dash, Dodge, Disengage or Help action. If you have the Extra Attack feature, you can make one weapon attack yourself while commanding your hound to Attack. The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this virtue, your Hound learns to assist you with one skill as described under Support below. You can train him to Support additional skills, as well as to Fight in combat, as a separate undertaking during later Fellowship phases, as follows:
Support
You can train your Hound to assist you in one activity. A dog can be trained to support you when making any one of the following ability checks: Charisma (Intimidation), Intelligence (Investigation) or Wisdom (Perception). It takes a Fellowship phase worth of training to teach your dog to complete an additional task. When you make ability checks using one of your Hound’s trained skills, you gain advantage, and count as proficient in the skill even if you are not – if you are proficient, you get to double your proficiency bonus.Fight
As a Fellowship phase undertaking, you may train your Hound to Attack, Dash, Disengage, Dodge or Help without requiring a command from you. Each action takes a separate Fellowship phase to train your Hound.Natural Watchfulness
The wood was full of the rumour of him, dreadful tales even among beasts and birds.Whether travelling, exploring or even resting, the behaviour of animals can communicate much to those who know how to interpret the signs. It could be the sudden silence of a bird, or the distant rustling of a beast in head-long flight. While in or near (within a few miles) a forest, you have advantage on all Wisdom (Perception) ability checks. You also gain a +5 bonus to initiative rolls.
Staunching Song of the Woodmen
"They are … singing many songs, after the manner of the children of Men before the Dark Years."This song has been taught to the worthiest members of your clan since your people first descended along the banks of the Great River. Its tune echoes Elven songs from a time of war and weapons, and its precious knowledge has been passed with great care from one generation to the next. Singing its words can reduce the loss of a warrior’s life-blood to a trickle, letting it flow back to the heart. After you finish a short rest, you may sing this song to recover a Hit Die + your Constitution modifier’s worth of damage without expending one of your Hit Dice. By spending Inspiration, you may do the same for all the other members of your company. Your allies roll to recover hit points based on their Hit Dice and Constitution modifier, not yours.
Hound of Mirkwood
Medium Human
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) |
Amour Class: 12 (Natural Amour) Hit Points: Level x4 Speed: 40 ft.
Skills: Perception +3 Senes: passive Perception 13 Keen Hearing and Smell: The Hound has advantage on Wisdom (Perception) ability checks that rely on hearing and smell.
Actions
Bte. Melee Weapon Attack: +3 to hit, reach 5ft, Hit: 4 (1d6+1) piercing damage. If the target is a Small or Medium creature, it must succeed at a DC 11 Strength saving throw or have disadvantage on its next attack.
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