r.D Dwarfs - JulTob/DnD GitHub Wiki
- Ability Score Increase. Constitution=+2
- 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.
- Size: Medium
- Speed. 25 feet. Your speed is not reduced by wearing heavy armor.
- Darkvision: 60 feet.
- 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.
- Languages. Common & Dwarvish.
- 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.
- Ability Score Increase. Your Strength score increases by 2.
- Dwarven Armor Training. You have proficiency with light and medium armor.
- Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
- Size: Medium. Speed: 25 feet. Your speed is not reduced by wearing heavy armor.
- Darkvision. 120 feet
- Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
- Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
- 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.
- 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.
- Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct. 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.
- Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
- Size: Medium. Speed: 25 feet. Your speed is not reduced by wearing heavy armor.
- Darkvision. 120 feet
- Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
- Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
- 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.
- 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.
- Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct.
- 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.
- 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.
- Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
- Size. You are Medium.
- Speed. Your walking speed is 30 feet.
- Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
- Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself. 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.
- 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.
- Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
- Size. You are Medium.
- Speed. Your walking speed is 30 feet.
- Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
- Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
- 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.
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- Ability Score Increase. Your Intelligence score increases by 1
- Warder's Intuition. Whenever you make an Intelligence (Investigation) check or an Ability Check involving Thieves' Tools, you can roll a d4 and add the number rolled to the total ability check.
- Wards and Seals. You can cast the Alarm and Mage Armor spells with this trait. Starting at 3rd level, you can also cast the Arcane Lock spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and you don't require material components when you cast them with this trait.
- Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your Spellcasting class.
- Ability Score Increase. Your Intelligence score increases by 1 Warder's Intuition. Whenever you make an Intelligence (Investigation) check or an Ability Check involving Thieves' Tools, you can roll a d4 and add the number rolled to the total ability check.
- Wards and Seals. You can cast the Alarm and Mage Armor spells with this trait. Starting at 3rd level, you can also cast the Arcane Lock spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and you don't require material components when you cast them with this trait.
- Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your Spellcasting class.
Spell Level | Mark of Warding Spells |
---|---|
1st | Alarm, Armor of Agathys |
2nd | Arcane Lock, Knock |
3rd | Glyph of Warding, Magic Circle |
4th | Leomund's Secret Chest, Mordenkainen's Faithful Hound |
5th | Antilife Shell |
- Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
- 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. Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.
- Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
- Darkvision. Accustomed to life underground in your race’s ancient past, 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.
- Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
- Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Artisan's Expertise. You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), 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 of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might