Dwarf - DND 5th Edition
Dwarf - DND 5th Edition
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Dwarf
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Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with Create a Page
a strong sense of 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 size is Medium.
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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 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 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. 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.
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.
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 c1an of Dragonlance, are mountain dwarves.
Dwarven Armor Training. You have proficiency with light and medium armor.
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 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
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