dwarf

1
Dwarf Ability Scores: +2 CON, +1 STR Hit Dice: 1d10 per level Hit Points (1 st level): 10 + CON modifier Hit Points (subsequent levels): 1d10 + CON modifier Speed: 25' (heavy armour does not reduce) Darkvision: 60' Background You are a soldier from the deep subterranean realms of your people. Choose your speciality (or roll 1d8): 1: Officer, 2: Scout, 3: Infantry, 4: Cavalry, 5: Healer, 6: Quartermaster, 7: Standard bearer, 8: Support staff (cook, blacksmith, or the like). Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or steeds for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Proficiencies Languages: Common, Dwarfish Arms: All armour, Shields, All weapons Saving Throws: STR and CON Tools: Land Vehicles, choose one Gaming Set (dice, dragon chess, playing cards, or 3-dragon ante), plus choose one of Smith’s Tools, Brewer’s Supplies, Mason’s Tools Skills: Athletics, Intimidation, History (related to stonework), plus choose two of Acrobatics, Animal Handling, History, Insight, Medicine, Perception, Survival Features Fighting Style: choose one of: Archery: +2 to ranged Attack Rolls. Defence: When wearing armour: +1 AC. Duelling: When wielding a Melee Weapon in one hand and no other weapons: +2 damage with that weapon. Great Weapon Fighting: When wielding a Two-Handed or Versatile Weapon in two hands: re-roll one 1 or 2 on a damage die. Protection: When wielding a shield: Use your Reaction to impose Disadvantage on an Attack Roll against an ally within 5'. You must be able to see the attacker. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Resilience: Advantage on saves against poison. Resistance (half damage) against poison. Second Wind: On your turn, as a Bonus Action, regain 1d10 + level HP. Long/short rest to recharge. Equipment An insignia of military rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, a belt pouch containing 10gp. Choose either (a) chain mail or (b) leather armour, longbow, 20 arrows. Choose either (a) a battle axe and a shield or (b) a warhammer and a light hammer. Choose either (a) a light crossbow and 20 bolts or (b) two handaxes. Choose either (a) a dungeoneer's pack or (b) an explorer's pack. Level Advancement 2 nd level: Action Surge: On your turn, take an additional Action as a Bonus Action. Long/short rest to recharge. 3 rd level: Improved Critical: Weapons crit on 19-20. 4 th level: Ability Score Improvement 5 th level: Extra Attack: Attack two times per Attack Action. 6 h level: Ability Score Improvement 7 h level: Add half your Proficiency Bonus to any STR, DEX, or CON check to which it doesn't already apply. 7 h level: Add you STR modifier to the distance in feet of your Running Long Jump. 8 h level: Ability Score Improvement 9 h level: Indomitable: Reroll a failed Save. Long rest to recharge. 10 h level: Pick a second Fighting Style. 11 h level: Extra Attack 3 times per Attack Action. 12 h level: Ability Score Improvement 13 h level: Indomitable 2 per Long Rest. 14 h level: Ability Score Improvement 15 h level: Improved Critical 18-20. 16 h level: Ability Score Improvement 17 h level: Action Surge 2 per rest, but still only once per turn. 17 h level: Indomitable 3 per Long Rest. 18 h level: At the start of your turn, if you are below half, but above 0 HP, regain 5 + Con modifier HP. 19 h level: Ability Score Improvement 20 h level: Extra Attack 4 times per Attack Action.

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D&D 5th dwarf ready to play

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  • DwarfAbility Scores: +2 CON, +1 STR

    Hit Dice: 1d10 per level

    Hit Points (1st level): 10 + CON modifier

    Hit Points (subsequent levels): 1d10 + CON modifier

    Speed: 25' (heavy armour does not reduce)

    Darkvision: 60'

    Background

    You are a soldier from the deep subterranean realms of yourpeople.

    Choose your speciality (or roll 1d8): 1: Officer, 2: Scout, 3:Infantry, 4: Cavalry, 5: Healer, 6: Quartermaster, 7: Standardbearer, 8: Support staff (cook, blacksmith, or the like).

    Military Rank: You have a military rank from your career as asoldier. Soldiers loyal to your former military organization stillrecognize your authority and influence, and they defer to you ifthey are of a lower rank. You can invoke your rank to exertinfluence over other soldiers and requisition simple equipment orsteeds for temporary use. You can also usually gain access tofriendly military encampments and fortresses where your rank isrecognized.

    Proficiencies

    Languages: Common, Dwarfish

    Arms: All armour, Shields, All weapons

    Saving Throws: STR and CON

    Tools: Land Vehicles, choose one Gaming Set (dice, dragonchess, playing cards, or 3-dragon ante), plus choose one ofSmiths Tools, Brewers Supplies, Masons Tools

    Skills: Athletics, Intimidation, History (related to stonework), pluschoose two of Acrobatics, Animal Handling, History, Insight,Medicine, Perception, Survival

    Features

    Fighting Style: choose one of:

    Archery: +2 to ranged Attack Rolls.

    Defence: When wearing armour: +1 AC.

    Duelling: When wielding a Melee Weapon in one handand no other weapons: +2 damage with that weapon.

    Great Weapon Fighting: When wielding a Two-Handedor Versatile Weapon in two hands: re-roll one 1 or 2 ona damage die.

    Protection: When wielding a shield: Use your Reactionto impose Disadvantage on an Attack Roll against anally within 5'. You must be able to see the attacker.

    Two-Weapon Fighting: When you engage intwo-weapon fighting, you can add your ability modifierto the damage of the second attack.

    Resilience: Advantage on saves against poison. Resistance (halfdamage) against poison.

    Second Wind: On your turn, as a Bonus Action, regain 1d10 +level HP. Long/short rest to recharge.

    Equipment

    An insignia of military rank, a trophy taken from a fallen enemy (adagger, broken blade, or piece of a banner), a set of bone dice ordeck of cards, a set of common clothes, a belt pouch containing10gp.

    Choose either (a) chain mail or (b) leather armour, longbow, 20arrows.

    Choose either (a) a battle axe and a shield or (b) a warhammerand a light hammer.

    Choose either (a) a light crossbow and 20 bolts or (b) twohandaxes.

    Choose either (a) a dungeoneer's pack or (b) an explorer's pack.

    Level Advancement

    2nd level: Action Surge: On your turn, take an additional Action asa Bonus Action. Long/short rest to recharge.

    3rd level: Improved Critical: Weapons crit on 19-20.

    4th level: Ability Score Improvement

    5th level: Extra Attack: Attack two times per Attack Action.

    6h level: Ability Score Improvement

    7h level: Add half your Proficiency Bonus to any STR, DEX, orCON check to which it doesn't already apply.

    7h level: Add you STR modifier to the distance in feet of yourRunning Long Jump.

    8h level: Ability Score Improvement

    9h level: Indomitable: Reroll a failed Save. Long rest to recharge.

    10h level: Pick a second Fighting Style.

    11h level: Extra Attack 3 times per Attack Action.12h level: Ability Score Improvement

    13h level: Indomitable 2 per Long Rest.14h level: Ability Score Improvement

    15h level: Improved Critical 18-20.16h level: Ability Score Improvement

    17h level: Action Surge 2 per rest, but still only once per turn.17h level: Indomitable 3 per Long Rest.18h level: At the start of your turn, if you are below half, but above0 HP, regain 5 + Con modifier HP.

    19h level: Ability Score Improvement

    20h level: Extra Attack 4 times per Attack Action.

    DwarfBackgroundProficienciesFeaturesEquipmentLevel Advancement