Ancestry: Dwarf

Base features

Creature Type. Humanoid

Size. Medium (about 4-5 feet tall)

Speed. 30 feet

Lifespan. 350 years on average

 

Dwarven Ancestry Traits

  • Low-light vision. You can see in dim light is if it was bright light.

  • Nimble. Without squeezing, you can move through and stop in a space large enough for a creature one size smaller than your size.

  • Poison Resilience. You have resistance to poison damage. You also have advantage on saving throws you make to avoid or end the poisoned condition on yourself.

 

Dwarven Heritage features

Choose on heritage feature:

  • Gray Dwarf (Duergar) Heritage. Your aberrant association with the deepest caves grant you the following features:

    • Darkvision. You can see in darkness within 60 feet as if it was dim light, though you can’t discern color in darkness, only shades of gray when seeing in darkness.

    • Sunlight Sensitivity. You have disadvantage on Wisdom (Perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight.

    • Aberrant Guise. You have limited ability to change your size and turn invisible. These effects last for one minute or until you loose concentration (as if you were concentrating on a spell). You can use each of these abilities as an action once between short or long rests:

      • Enlarge Self. You magically become large. While enlarged you have advantage on Strength checks and Strength Saving throws and your speed increases by 10 feet.

      • Unseen Menace. You magically turn invisible for one minutes or until you attack, make a damage roll, or force someone to make a saving throw.

  • Hill Dwarf Heritage. You have supernatural sturdiness granting you the following features:

    • Dwarven Toughness. Your gain a number of additional hit dice equal to you proficiency bonus (if you have more than one type of hit dice, these hit dice are equal to the largest hit dice you have).

    • Adamant Determination. Once between long rests when you fail a saving throw you can choose to succeed instead if the effect would move you against your will or cause one of the following conditions: exhaustion, fatigued, grappled, poisoned, restrained.

  • Mountain Dwarf Heritage. You have an supernatural affinity for metal and stone granting you the following features:

    • Stone Cunning. You can spend a short rest focusing on metals or stones, granting you proficiency and expertise in one of the following tools until you use this ability again: Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Tinker’s Tools.

    • Tremorsense. As a Bonus Action, you gain tremorsense with a range of 30 feet until the beginning of your next turn. You must be on a surface or touching a surface to use this tremorsense.

Common Heritages

UnCommon Heritages

Monstrous Heritages