Spaceborn (Dwarves)
Spaceborn are without a doubt the most important and forgotten of humanities children. These are the people born and raised on stations and planatiods too small to allow normal human lives. They weld our ships, repair our stations. Keep fortresses and safe havens out in the dark. Without them, the mines grow still. Without them, fuel is hard to come by, without them ships stop being completed. Thought they have no one nation, Spaceborn ruled by the Martian Defense Front or the Celestial Connection will often see more kinship in each other than their terrestrial masters. Sharing a culture based on working class life and mutual struggle more than inter system borders. Spaceborn are often short, resistant to illness, pale, and sickily looking despite their strength, this is due to the medications they take all their life and the advantages of artificially stunting growth. Small forms means easier life on stations, and stunted growth means no worrying about paying for artificial gravity at home so you don't grow into a giant. Their life is hard, their work often unappreciated, but Spaceborn carry themselves with pride.
- Ability Score Increase. Your Constitution score increases by 2.
- Size. Spaceborn are incentived to stunt growth and typically stand between 4 and 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 in the dark of space, 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.
- Spaceborn Resilience. You have advantage on saving throws against poison and radiation, and you have resistance against poison damage.
- All Hands Combat Training. You have proficiency with the tools of space combat namely the Combat Axes, Utility Axes, hammers, and Drills.
- Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Miners tools, Hydroponic supplies, or Welding tools.
- Space Sense. Whenever you make an Intelligence (History) check related to the origin of space ships and space station tech, 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 Spaceborn Slang.
- Ability Score Increase. Youve been implanted with greater strength to work longer shifts. Your Strength score increases by 2.
- Deep Space Armor Training: You're expected to work with a space suit on for hours. You have proficiency with light and medium armor.
- Ability Score Increase. You work with people, usually people who look down on you, you get a sense for street smarts Your Wisdom score increases by 1.
- Space Born Toughness. You're entrusted to make the station work, it requires toughness planet born dont have. 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 1.
- Superior Darkvision. Deep Space means to little light and power, you need better eyes. 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 can't discern color in darkness, only shades of gray.
- Mental Resilience - on a dark station only maybe thirty people in your life, you have to have a mind unbending to survive. You have advantage on saving throws against illusions and against being charmed or paralyzed.
- Emergency Suit: When a hole opens up on a deep station, you can't expect help. You need to be able to put on a power suit in seconds. 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've been so far from the sun, so far from anything but low power lights, its all blinding. 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 sunlight.
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