DWARF TRAITS
Your dwarf character has an assortment of
inborn abilities, part and parcel of dwarven nature.
SIZE. Dwarves stand between 4 and 5 feet tall
and average about 150 pounds. Your size is Medium.
DWARVEN RESILIENCE. You have advantage on
saving throws against poison, and you have resistance against poison
damage.
SPEED. Your base walking speed is 25 feet. Your
speed is not reduced by wearing heavy armor.
ABILITY SCORE INCREASE. Your Constitution score
increases by 2.
TOOL PROFICIENCY. You gain proficiency with the
artisan's tools of your choice: smith's tools, brewer's supplies, or
mason's tools.
DARKVISION. Accustomed to life underground, you
have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
LANGUAGES. You can speak, read, and write
Common and Dwarvish. Dwarvish is full of hard consonants and guttural
sounds, and those characteristics spill over into whatever other
language a dwarf might speak.
STONECUNNING. Whenever you make an Intelligence
(History) check related to the origin of stonework, you are
considered proficient in the History skill and add double your
proficiency bonus to the check, instead of your normal proficiency
bonus.
DWARVEN COMBAT TRAINING. You have proficiency
with the battleaxe, handaxe, throwing hammer, and warhammer.
AGE. Dwarves mature at the same rate as humans,
but they're considered young until they reach the age of 50, On
average, they live about 350 years.
ALIGNMENT. Most dwarves are lawful, believing
firmly in the benefits of a well-ordered society. They tend toward
good as well, with a strong sense of fair play and a belief that
everyone deserves to share in the benefits of a just order.
SUBRACE. Two main subraces of dwarves populate
the worlds of D&D: hill dwarves and mountain dwarves. Choose one
of these subraces.
HILL DWARF
As a hill dwarf, you have keen senses, deep
intuition, and remarkable resilience. The gold dwarves of Faerun in
their mighty southern kingdom are hill dwarves, as are the exiled
Neidar and the debased Klar of Krynn in the Dragonlance setting.
DWARVEN TOUGHNESS. Your hit point maximum
increases by 1, and it increases by 1 every time you gain a level.
ABILITY SCORE INCREASE. Your Wisdom score
increases by 1.
MOUNTAIN DWARF
As a mountain dwarf, you're strong and hardy,
accustomed to a difficult life in rugged terrain. You're probably on
the tall side (for a dwarf), and tend toward lighter coloration, The
shield dwarves of northern Faerun, as well as the ruling Hylar clan
and the noble Daewar clan of Dragonlance, are mountain dwarves.
ABILITY SCORE INCREASE. Your Strength score
increases by 2.
DWARVEN ARMOR TRAINING. You have proficiency
with light and medium armor.
DUERGAR
DUERGAR TRAITS
Duergar have the dwarf traits in the Player's
Handbook, plus the traits below.
DUERGAR RESILIENCE. You have advantage on
saving throws against illusions and against being charmed or
paralyzed.
ABILITY SCORE INCREASE. Your Strength score
increases by 1.
SUPERIOR DARKVISION. Your darkvision has a
radius of 120 feet.
EXTRA LANGUAGE. You can speak, read, and write
Undercommon.
SUNLIGHT SENSITIVITY. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.
DUERGAR MAGIC. When you reach 3rd level, you
can cast the enlarge/reduce spell on yourself once with this trait,
using only the spell's enlarge option. When you reach 5th level, you
can cast the invisibility spell on yourself once with this trait. You
don't need material components for either spell, and you can't cast
them while you're in direct sunlight, although sunlight has no effect
on them once cast. You regain the ability to cast these spells with
this trait when you finish a long rest. Intelligence is your
spellcasting ability for these spells.
In cities deep in the Underdark live the
duergar, or gray dwarves. These vicious, stealthy slave traders raid
the surface world for captives, then sell their prey lo the other
races of the Underdark. They have innate magical abilities to become
invisible and lo temporarily grow to giant size.
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