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       #Post#: 794--------------------------------------------------
       Dwarf
       By: Rognvaldr Date: April 24, 2015, 7:41 pm
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       Dwarf
  HTML http://s7.postimg.org/ytvgf6ozf/fbcf59cd7a8fa21b4f732b4761c041da.jpg
       Your dwarf character has an assortment of inborn abilities, part
       and parcel of dwarven nature.
       Ability Score Increase. Your Constitution score increases by 2.
       Age. Dwarves mature at the same rate as humans, but they’re
       considered young until they reach the age o f 50. On average,
       they live about 350 years.
       Alignment. Most dwarves are lawful, believing firmly in the
       benefits o f a well-ordered society. They tend toward good as
       well, with a strong sense o f fair play and a belief that
       everyone deserves to share in the benefits of a just order.
       Size. Dwarves stand between 4 and 5 feet tall and average about
       150 pounds. Your s ize is Medium.
       Speed. Your base walking speed is 25 feet. Your speed is not
       reduced by wearing heavy armor.
       Darkvision. Accustomed to life underground, you have superior
       vision in dark and dim conditions. You can see in dim light
       within 60 feet o f you as if it w ere bright light, and in
       darkness as if it were dim light. You can’t discern color in
       darkness, only shades o f gray.
       Dwarven Resilience. You have advantage on saving throws against
       poison, and you have resistance against poison damage (explained
       in chapter 9).
       Dwarven Combat Training. You have proficiency with the
       battleaxe, handaxe, throwing hammer, and warhammer.
       Tool Proficiency. You gain proficiency with the artisan’s tools
       o f your choice: smith’s tools, brewer’s supplies, or mason’s
       tools.
       Stonecunning. Whenever you make an Intelligence (History) check
       related to the origin o f stonework, you are considered
       proficient in the History skill and add double your proficiency
       bonus to the check, instead of your normal proficiency bonus.
       Languages. You can speak, read, and write Common and Dwarvish.
       Dwarvish is full o f hard consonants and guttural sounds, and
       those characteristics spill over into whatever other language a
       dwarf might speak.
       Subrace. Two main subraces o f dwarves populate the worlds o f
       D&D: hill dwarves and mountain dwarves. Choose one o f 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 o f Krynn in the Dragonlance
       setting.
       Ability Score Increase. Your Wisdom score increases by 1.
       Dwarven Toughness. Your hit point maximum increases by 1, and it
       increases by 1 every time you gain a level.
       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 o f northern Faerun, as w ell as the ruling Hylar
       clan and the noble Daewar clan o f 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
       Ability Score Improvement. Your Strength score increases by 1.
       Superior Darkvision. Your darkvision has a radius of 120 feet.
       Extra Language. You can speak, ready, and write Undercommon.
       Duergar Resilience. You have advantage on saving throws against
       illusion and against being charmed or paralyzed.
       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, a lthough
       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.
       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 a re trying to perceive
       is in direct sunlight.
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