Dwarves
Dwarves around the Azure Sea
The ancestral homeland of the dwarves of The Azure Sea has been the hills and mines around Koldor's Hold, their ancient capital in the Balnoque Spine mountains. Over recent years the dwarves have managed to fight off the Drow incursions into their mines, and have now begun to make moves to expand their territories once again. King Brakhur Dimmaster has sent out ambassadors into the world once more, and the dwarf clans wish to become a force to be reckoned with as in the days of old. After a century of withdrawal to focus on defending their mines and cities, the pride and honour of the clans demands they prove themselves useful allies to the surface dwellers.Subraces
The following subraces are all available as playable races, and any dwarf PC must pick one of these.Dwarf
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 colour in darkness, only shades of grey. 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. Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Subrace. Two main subraces of dwarves populate the world: Hill Dwarves and Mountain Dwarves. Choose one of these subraces.
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