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Dwarf

Dwarfs are usually referred to as the gruff and resentful race. They are set in their ways, and rarely - if ever - change their mind once they've decided on an opinion. And since dwarfs often inherit their opinions from their parents, disagreements with them usually last for a long time, and could also grow into - which has happened several times - full out wars.

The race of grand crafts and creations. Many a mines and monuments have been constructed by the dwarfs.

The dwarfs of Sword Coast are common, but mostly reside themselves to their own kind. Many dwarven kingdoms have existed in Faerûns history, but now it’s mostly just a handful of larger and smaller cities along the Sword Coast and the mountainsides more inland. Two dwarven subspecies dominate the Sword Coast


Player's Handbook

Dwarf

ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
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.
Size: Medium
speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.
Languages: Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
race features:
  • 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 colour in darkness, only shades of grey.
  • Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
  • 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.

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