Difference between revisions of "D&D 5E: Clanlands of the Hartshorn - Main Page"

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(Dwarf)
(Clan [Tribal/Barbaric Humans])
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'''Languages:''' High Clan, Clan, Dwarven Trade Tongue [common]
 
'''Languages:''' High Clan, Clan, Dwarven Trade Tongue [common]
  
'''Note:''' Not Using Human Variant Option or Feats
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'''Note:''' Not Using Human Variant Option or Feats
  
 
==Dwarf==
 
==Dwarf==

Revision as of 15:38, 30 July 2017

RACES/SUBRACES

Clan [Tribal/Barbaric Humans]

Ability Score Increase: Your ability scores each increase by 1 OR Increase Str or Con by 2 and any one other Ability Score by 1.

Age: Clan reach adulthood in their late teens and live less than a century.

Alignment: Clan tend toward no particular alignment. The best and the worst are found among them.

Size: Clan vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Lesser Darkvision: Though they don't live as deep in the forest as other races, the Clan are somewhat accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 30 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.

Menacing: The clan have a known reputation for hardness. You gain proficiency in the Intimidation skill.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages: High Clan, Clan, Dwarven Trade Tongue [common]

Note: Not Using Human Variant Option or Feats

Dwarf

These abilities and traits apply to all dwarves regardless of subrace.

Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 150 years.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size: Dwarves 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 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.

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 and handaxe and light and heavy crossbows.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: Woodcarver’s tools, Leather workers tools, Carpenter’s tools, Smith’s tools, Brewer’s supplies, or Mason’s tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework or tunnelwork, 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 speak High Dwarven [Derived from the language of Earth Elementals], Dwarven Trade Tongue [common], and Clan.

Subrace Cliff Dwarf

Ability Score Increase: +1 Strength

Blood Raven: Cliff Dwarves live in a symbiotic relationship with the vicious and intelligent blood ravens of the Hartshorn and are able summon one to them as a free action. The raven will then either carry a short message to the Dwarf's cliffside home, or it can be used as a distraction against one living creature to give the dwarf advantage on one roll against that creature. Only one raven may be summoned at a time and the dwarf must complete a short rest before using this ability again.