![]() ![]() You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer and treat any weapon with the word “dwarven” in its name as a martial weapon. You have advantage on saving throws against poison, and you have resistance against poison damage.ĭwarven Combat Training. You can't discern color in darkness, only shades of gray.ĭwarven Resilience. 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. Accustomed to life underground, you have superior vision in dark and dim conditions. Your speed is not reduced by wearing heavy armor.ĭarkvision. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. 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. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. On average, they live about 350 years.Īlignment. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.Ībility Score Increase. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. A dwarf's name belongs to the clan, not to the individual. Every proper dwarven name has been used and reused down through the generations. ![]() Dwarf NamesĪ dwarf's name is granted by a clan elder, in accordance with tradition. Dwarves often worship Onatar, god of craft or Moradin, dwarf god of creation. Others may be exiles from their clans, seeking a better life on a different continent.ĭwarves often have fealty toward their Old World nation of Goldhome, the Artificer’s Pact, or the University of Veritas. Many hope to discover technologies and relics in the New World, as well as conduct materials and manufacturing research with the many plant and animal species waiting to be uncovered in the vast wilderness. In general, Dwarves are tinkerers and mechanical engineers, sometimes infusing magic with their clockwork inventions. ![]()
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