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Marsh Dwarves

It's said that Dwarves were once actual stones that just stood up and walked straight out of the mountains of Coraphus one day thousands of years ago. They are a steadfast, reliable and hardy people, who hold fast in traditions, and worship their ancestors as readily as their Goddess, Ronst. . Known for their grand architecture and beautiful and intricate carvings, they highly value craftsmanship and view it as a measure of how advanced a society has become.
  They are a major power in the southern continent. They value honesty, honor and integrity but can be overbearing and prejudiced toward others who do not share their virtues. Clerics and members of the clergy are not only religious authorities but hold sway in the government as well as acting as advisers to the Orsti, or King. While arcane magic is not necessarily viewed negatively, divine magic is certainly considered the higher calling here.
  The Marsh Dwarves are descended from a Dwarven faction that separated from the dwarves in the Coraphus Mountains over 500 years ago to live in the hilly marshes at the foot of the mountain. The legend says that these dwarves were cut off from the moutain dwarves during a time of crisis and they have still never forgiven their brothers from the peaks.
  Marsh Dwarves build beautiful homes and carvings from wood and hardened mud and clay, rather than stone. They tend to be even more reclusive and judgemental of other races, and because of this, can seem quite eccentric to outsiders. Other than these surfaces distances, these dwarves are all more alike than they care to admit.

Physical Traits. All types of Dwarves are usually short and stout. It is also common for Dwarves of any type or gender to wear their head and facial hair long, and adorn both with decorative jewels and braids.

Coloration. Marsh Dwarves have hair ranging from brown to moss green to ocean blue, and have green, brown, or blue eyes. They sometimes have other features, like shimmering, or translucent skin, hair that naturally falls in stringy strands like aquatic pants, or light bubbling voices.

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 350 years.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Ability Score Increase. Your Constitution score increases by 2; Your Wisdom score increases by 1.

Alignment. Dwarves from Norgorden grow up in a Lawful Neutral Society. Dwarves from Soutmorten grow up in a Chaotic Neutral Society

Speed. Your base walking speed is 25 feet. You have a swimming speed that is equal to your walking speed.

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.

Call to the Wave You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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.

Genetic Ancestor(s)

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