Dwarf Species in Trylase | World Anvil

Dwarf

Basic Information

Biological Traits

  • Base
Ability Score Increase: Your Constitution 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.  
  • Hill Dwarf
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.  
  • Mountain Dwarf
Ability Score Increase: Your Strength score increases by 2.   Dwarven Armor Training: You have proficiency with light and medium armor.  
  • Underdark Dwarf
Ability Score Increase: Your Strength score increases by 1.   Duergar Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed.   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 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 sunlight.  
  • Mark of Warding Dwarf
Ability Score Increase: Your Intelligence score increases by 1.   Warder’s Intuition: When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the 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 any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don’t need material components for them when you cast them with this trait.   Spells of the Mark: If you have the Spellcasting or the 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 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

Growth Rate & Stages

Adult at 50

Additional Information

Perception and Sensory Capabilities

Darkvision: 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.  
  • Underdark
Superior 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 can't discern color in darkness, only shades of gray.

Civilization and Culture

Major Language Groups and Dialects

Read,write, and speak common and dwarvish.
Lifespan
350 Years
Average Height
3'9" - 5'3"
Average Physique
  • Walking speed is 25 ft.
  • Run speed is 50 ft.
  • Climbing speed is 10 ft.
  • Swim speed is 10 ft.
Body Tint, Colouring and Marking
Fair - Brown
  • Underdark
Ash

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