Dwarven Warrior
A true dwarven warrior is raised on the path of combat from a very young age. Marked in some inscrutable way by fate, these dwarves are chosen to act as the protectors and peacekeepers of their people. For many dwarves, their youngest years are spent hoping for a day when they too will be chosen to join the ranks of their most hallowed and venerated fighters.
Great Expectations Despite the dwarves’ length lifespan, most of those marked for this life path begin training within the first fifteen years of their life, when they are practically still children. But the path to success as a true dwarven warrior is a long and harsh road. First, the chosen dwarf must spend several decades learning to master the art of dwarven combat, trained to use the weapons of their ancestors and taught to master the techniques that each provides. Afterwards, another decade of learning the ins-and-outs of the politics, laws, and the methods of true leadership. When a dwarven warrior finally finishes their training, they often stand above the heads of their contemporaries.
Dwarven Synergy The bond of kinship that forms between dwarven warriors who were trained at the same time is often stronger than any bond of blood could ever be. Already left with a lifetime of experience in working closely with one another allows dwarven warriors dominate the battlefield with their strategies. So long as the dwarven warrior has even a single ally within arm’s reach, they need never feel outnumbered. Working in tandem with another, the dwarven warrior is capable of calling upon hundreds of learned tactics of distraction and confusion, creating openings in a foe’s defense that their allies can quickly take advantage of.
Dwarven Warrior
A true dwarven warrior is raised on the path of combat from a very young age. Marked in some inscrutable way by fate, these dwarves are chosen to act as the protectors and peacekeepers of their people. For many dwarves, their youngest years are spent hoping for a day when they too will be chosen to join the ranks of their most hallowed and venerated fighters.
Armor Class | 15 (scale mail) | ||
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Hit Points | 13d8+26 | ||
Speed | 25 ft. | ||
Strength | 15 (+2) | ||
Dexterity | 14 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 9 (-1) | ||
Wisdom | 12 (+1) | ||
Charisma | 10 (+0) | ||
Senses | Darkvision 60 ft. | Passive Perception 11 | |
Languages | Common | Drawvish | |
Challenge | 3 (700 XP) | ||
Special | Heavy Blows | The drawf deals an additional 1d10 damage | when it hits with a weapon attack (included in the attacks) |
Action 1 | Multiattack | The drawf makes two attacks with its Warhammer | |
Action 2 | Warhammer | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d10+2 bludgeoning damage | ||
Action 3 | Distraction Tactic | The drawf uses its action to work in coordination with an ally, | feinting and lunging at an opponent within reach to keep them off balance. |
One ally within 5 feet of a target within reach can use their reaction | to make a single melee weapon attack against the same target. | The ally has an advantage on this attack roll |
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