Dwarves of Amar
Forest Dwarf
As a forest dwarf, you’re nimble and have an uncanny ability to get yourself out of dangerous situations. You’re probably on the short side (for a dwarf), less stout, and tend toward lighter coloration. Ability Score Increase: Your Constitution score increases by 2, and your Dexterity score increases by 1. 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. Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Languages. Common, Dwarvish
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.
Ability Score Increase: Your Constitution score increases by 2, and your Strength score increases by 2.
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.
Dwarven Armor Training
You have proficiency with light and medium armor.
Languages. Common, Dwarvish
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1. 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. Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. Common, Dwarvish
Gray Dwarf
During the age of magic a number of Dwarves joined the cause of the Betrayer. For their role in the Sundering they were banished from the surface world and now form colonies in the Depths. The gray dwarves came from all clans of dwarves, and as such their heights and builds run the gamut. Their skin is generally pale and lacking much color, which earned them the name Gray Dwarves. Ability Score Increase: Your Constitution score increases by 2, and your Strength score increases by 1. 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. 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. Gray Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed. Gray 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 on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages. Common, Dwarvish, Undercommon
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