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Amdiran, Son of Amdirgir


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Amdiran son of Amdirgir
Dunédain Warden (sheet)

Gender: Male
Culture: Dunédain

Class: Warden (Counsellor) 3
Hunted By the ShadowTroubling to the Wise
You or your family's deeds are well known amongst the notables of Middle-earth, and you have come to know many nobles, Elves, and even Wizards. Some of these you can count as friends and others are merely names you can mention to be accorded food and shelter for the night. Even your friends know that trouble follows you and they will do everything they can to help you on your way while keeping you as safe as possible. This means you often have knowledge of the lesser-known hiding places and catacombs in the castles and cities you visit.

Skill Proficiencies
Stealth, Perception (subbed for Survival)

Passive Perception: 17
Passive Investigation: 13
Passive Insight: 15
HP: 22
Hit Dice: 3d8
AC: 15/17
Initiative: +4
Size: Medium
Speed: 30 feet





skill-1-512.png Abilities & Skills

Proficiency Bonus: +2
-2 Saves
+5 Saves
+2 Saves
+2 Saves
+3 Saves
+5 Saves
-1 Athletics

+4 Acrobatics
+4 Sleight of Hand
+5 Stealth


+4 History
+3 Investigation
+3 Lore
+3 Nature
+3 Riddle
+3 Shadow-Lore
+4 Tradition

+4 Animal Handling
+5 Insight
+4 Medicine
+7 Perception
+5 Survival
+4 Deception
+4 Intimidation
+5 Performance
+7 Persuasion

Proficiencies Languages Class Features Culture & Virtues

Light Armor, Shields,

Simple Weapons, broadswords, long swords, short swords 


Warden's GiftYou can inspire others through stirring words, through music, or by your presence alone. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Warden's Gift die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the DM says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature can have only one Gift die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Warden's Gift die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Ever WatchfulWardens make a point of keeping up with the latest news, both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely wander about an area talking with locals and passing travelers for a few hours, you can make a DC 12 Intelligence (Investigation) check with advantage. Success indicates that you hear all the latest useful rumors, including news of trouble. Failure means you hear all the latest rumors and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts, and general appearances of all local influential individuals, households, and factions, as well as well as what livery, colors, and heraldry they typically bear, if any.
Jack of All TradesWardens tend to know a little bit about everything. Starting at second level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Campfire TalesBeginning at second level, you can help revitalize your wounded allies during a short rest. If you tell tales during short rest, then you and any nearby friendly creatures gain an additional 1d6 hit points per Hit Die spent. The number of extra hit points gained increases as you gain Warden levels: to 1d8 at 9th level, to 1d10 at 13th level and to 1d12 at 17th level
ExpertiseChoose two of your skill proficiencies. Your proficiency bonus for these skills is doubled.

Perception, Persuasion
Bonus ProficiencyWhen you choose this expression at third level, you gain proficiency in a single Wisdom or Charisma Skill of your choice.

DiscourseAlso starting at third level, through carefully chosen words and the force of your personality, you have an uncanny ability to lower the guard of potential enemies and sway them toward parley instead of violence. Choose one creature within earshot and make a charisma check with advantage. Your opponent may make a Wisdom saving through. If you succeed, that creature is considered friendly toward you.

The skill you use for the Charisma check depends on the type of discourse you wish to engage in: if you are trying to trick your opponent, you use Deception; if you are using strength of arms to make your opponent stand down, you use Intimidation; if you are trying to convince a neutral party to join you, you use Persuasion; and if you simply wish to occupy your opponent's attention for a while, you use Performance. In short, any Charisma-based skill can be used as long as there is a reasonable basis.

A friendly creature tries to help you so long as it or its allies aren't threatened; any attack against a friendly creature or its allies obviously ends the discourse! If you ask a friendly creature to commit a Misdeed, do something that would force it to defy its orders, or otherwise upset someone above it, then at the Loremaster's discretion it is allowed to make another Wisdom saving throw.

It takes a lot out of you to quickly find the best words to lower an opponent's guard. Once this feature is used, it cannot be used again until you take a short rest.
Ability Score Increase+1 Str, +1 Dex, +1 Con, +1 Wis
Lore of NumenorYou have proficiency in the History skill.
Raised in the WildYou have proficiency in the Survival skill.
Foresight of Their KindredRaise your Wisdom Score by 1.
Additionally, once every Adventuring phase, you may invoke your power of foresight by spending inspiration. When this happens, the Loremaster should give you a relevant piece of information regarding important events likely to occur in your current adventure. You can seldom see exactly what is to befall, but you may gain clear images of where you should go, places to be wary of, a wanderer you can trust and so forth. If no such information is available, or the Loremaster prefers not to divulge it, once, before the current adventuring phase is over, you may choose to automatically succeed at an attack roll, a saving throw, or an ability check.

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Short Bow



Piercing (80/320)


money-dollar-circle-512.png Money


Silver Pennies: 7 
688885-200.png Equipment Readied
Armor/Clothing Weapons Readied Items
Leather Corselet
Dark Hooded Cloak
Jeweled Brooch 

Short Bow (20 Arrows)

- Money (see above)
- Pipe and pipeweed 

education_icons_IF-06-512.png Equipment Stored

Stored Items: 
In Backpack  Strapped To Backpack 

Travelling Gear
Tapestry of Pelargir





Distinctive Trait
Elusive The game is not over simply because you've been spotted. You have an uncanny knack for getting out of sticky situations.

Fire-making You are adept at making do with what you have when you settle in for the night, wherever that may be to keep the eyes of the Shadow off you.

I give comfort to my allies--it is possible to strike a blow against the Shadow.

No place is safe. The Shadow has eyes everywhere.

5386-200.png Character Overview

Background Elements
  • Amdiran's ancestors served as stewards and advisors to the kings of Arthedain. Their line can be traced back to the Númenorian refugees who fled the destruction of the island realm with Isildur.
  • Amdiran is the only child of his parents, Amdirgir and Ioreth. They were childless for a very long time, and chose his name, which means "Long Hope" to acknowledge this. Amdiran's name has a double meaning: the long hope Amdirgir and Ioreth had for a child, and the long hope that the line of Isildur will be restored to the throne of Arnor and Gondor.
  • As a child, Amdiran caught a wasting fever. He would have died had Amdirgir not prevailed on Arathorn II to visit and heal his son. To this day Amdiran bears the marks of this illness. It stunted his growth and sapped his strength. There was a time when no one expected Amdiran to embark on the traditional errantry of the Rangers of the North. However, he was determined to prove that he was worthy of the blood of Númenor. Although Amdiran is not as strong as his fellow Rangers, his inner fire gives him endurance beyond that of many other Rangers.
  • Amdirgir was slain by orcs alongside Arathorn II, his friend and chieftain, in TA 2933. Amdiran joined Elrohir and Elladan, Elron's sons, in tracking the orc war band. He slew their chieftain by shooting an arrow through its right eye, killing it in the same way the orcs had killed Arathorn II. Since this time, Amdiran has drawn the special enmity of the Shadow in the East.
  • Because of his father's friendship with Arathorn II, Amdiran has spent significant time in Rivendell. He is known to Elrond, and has accompanied Elrohir and Elladan on several occasions.
  • Amdiran is interested in history. Some of this interest has served a practical purpose in training him to one day be an advisor to the child Aragorn II, the child chieftain of the Rangers of the North and heir of Isildur. However, Amdirgir's real historical passion are the tales of the Silmarils and the First Age. Amdirgir especially loves the tale of Beren and Luthien.
  • Amdiran principally patrols the area around Bree and its surrounding villages, although his errantry has taken him throughout all of Eriador. He is known in Bree as "Fletcher," since he always carries his bow.
  • Amdiran is skilled enough with the broadsword. However, he prefers to fight from a distance with his short bow, where his lack of strength is less of an issue than in melee.
  • Amdiran is blessed with the foresight of Númenor of old. All the bloodline of the West has weakened, so have the powers of the Dunédain's foresight. Amdiran receives brief and infrequent flashes of inspiration or half-remembered fragments of dreams. Usually, these concern knowing when to strike or duck in combat. Three years ago, he had a dream warning him to guard Bree. he is not sure why he needs to guard the area, but he has learned to trust these insights. The Shadow will threaten Bree somehow, and Amdiran is called to thwart it.
  • Armdiran wants to prove his worth as a warrior. He is noted for his knowledge of history and for his wise counsel, but he sees these as roles for an older man whose errantry is past. He doesn't want to be old before his time, especially since the new chieftain is so young. He's looking for another chance to prove himself.
  • I'm interested in playing a physically weak member of a warrior culture. Armdiran's low strength is less of an issue in a 5E-based system than in some others, but I'm really curious to see how it will play out in game. I've never played such a weak character, and I want the experience of really RPing the flaw. Plus, the Rangers of the North are awesome and enigmatic. Who wouldn't want to play one?
  • Amdiran keeps his gift of foresight as a closely guarded secret. His parents were aware of it, as was Arathorn as Chieftain. However, he fears that should his gift become known, he will become even more a target for the growing Shadow in the East.
  • Just as Amdiran declared vengeance on the Orcs who slew Arathorn and his father, Shaga, the son of the Orc Chieftain Amdiran slew, has pledged to kill Amdiran in vengeance. Shaga has played a long waiting game, sometimes skirmishing against Amdiran. However, Amdiran is not specifically aware of Shaga or his vendetta.
  • Ioreth, daughter of Aliel Ioreth, Amdiran's mother, lives in one of the Dunédain villages in the Angle. She is both proud of her son for his achievements despite his weakness and fearful for him. She would prefer that he left errantry to the more able-bodied.
  • Elatan Elatan is an elf of Rivendell, whom Amdiran has accompanied on several scouting and hunting missions. They have journeyed throughout the Trollshaws together, hunting trolls and orcs. Of all the elves of Rivendell, Amdiran is closest to Elatan, whom he considers a friend.
  • Courtland Bowyer Courtland is a bowyer living in Bree. Although most Bree-folk are distrustful of Rangers, Courtland and Amdiran have struck up a professional friendship. They bonded over a shared love of archery. Courtland helps to keep Amdiran abreast of news in Bree and the surrounding villages.
Memories, Mannerisms, & Quirks
  • One of Amdiran's fondest memories of childhood is his father Amdirgir teaching him to shoot a bow when he was six. To this day, Amdiran feels his father's presence with him whenever he holds a bow.
  • Since his childhood illness, Amdiran has had nightmares of fire. They take different forms, but two recurring ones are being trapped in a burning building or in a forest fire. He wakes from these nightmares in a cold sweat, feeling like he has not rested at all. They occur with especial frequency whenever he is worried or stressed.
  • Amdiran has an unusual superstition about his arrows. He feels that arrows with black or dark fletching never fly true. All of his arrows have light-colored fletching.
Edited by codexgigas (see edit history)
Level 3 HP
1d8+2 4
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Posted (edited)

Amdiran, Son of Amdirgir | Dunédain Warden 3

AC: 15/17 | HP: 22/22 | HD: 3/3d8 | Initiative: +4 | Passive Perception: 17 | Warden's Gift: 3/3 | Discourse 1/1 | Foresight: 1/1
Shadow Points: 2 | DM Inspiration: 1/1

These are my actions.
"These are my words."
These are my thoughts.


Edited by codexgigas (see edit history)
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